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Tag Archives: Rogues and Masterminds

Rogues and Masterminds Character Sheet and Explanation



Below is an explanation of the character sheet and some basic game mechanics. Some of the design is a little bit of a buddhist joke as in the attributes are the vajra. Some of the other word choices are inspired by Fiore’s fightbooks.

Name should be obvious.

Legend is analogous to the level of the character. It is the base or default die rolled when taking an action. Starts at d4 for Legendary characters like PC’s.

Destiny is an amount of charges in which a PC can either rework what and how and engagement works for greater success, a bit of back history for the character, or shape a scene or a bit of the story with the GM.

Origin is the time period, Socio-economic status, and location/s that the character has experienced growing up.

Profession develops that Origin providing more familiarity with things relating to a job or position. Being a Lawyer doesn’t mean that you are good at winning in the courtroom as that would be handled by Speech primarily but it does give you the knowledges a lawyer would need like knowing the law, knowing the procedures involved in a courtroom, and how to interact with police or clients.

The attributes are simple with each having a rating based around the bell curve and standard deviations. A Mind of +4 would be a genius that is four standard deviations from the norm. A Body of -2 would be a couch potato or someone with chronic illness.

Tactics of mistake are part of the personality of the character and they reveal how they go about getting stuff done. Each tactic provides different game mechanics and different story choices. Each tactic provides a permanent advantage to the character at all times and an advantage when chosen as the specific tactic for a conflict for this engagement.

Vigor and Fortitude is a tactic or style of the blunt, the strong, and the tough. Most people with a high rating in this tactic are imposing and powerful figures able to apply force skillfully and ably to get the job done or can handle failure well. The focus of this tactic is on the outcome of an engagement.

Celerity and Agility is about speed, reaction, accuracy, and grace. Most people with a high rating in this tactic are scathing with wit and fast with the fist. The focus of this tactic is on the success of the engagement.

Audacity and Courage is about boldness and risk taking. Most people with a high rating in this tactic are bold and brave with a passion for the novel and extraordinary. The focus of this tactic is on seizing the initiative in a conflict and strengthening the outcome of the engagement whether it is a success of failure.

Prudence and Sense is about being cautious and opportunistic. Most people with a high rating in this tactic are perceptive, rational, and hard to deceive. The focus of this tactic is opposing Guile and Artifice and weakening the outcome of the engagement whether it is a success of failure.

Guile and Artifice is about being devious and thinking ahead. Most people with a high rating in this tactic are able to out maneuver their opponents either through trickery in the moment or planning out situations where the advantage is theirs. The focus of this tactic is more complex than the other tactics as it provides the rating that the PC uses for their Old Age and Treacheries and covers things like forcing an opponent into backing up to a wall or stabbing them in the back from the shadows.

Youth and Skills are the abilities of the character that “bump” up the Legend die.

Old Age and Treacheries are tricks or unlikely bits of knowledge. These can be added in game by spending destiny charges and adding a new backstory to the character.

Qualities and Quirks are the PCs talents, gifts, and personality traits.

Assets might be a really nice car, or a butler, or a bespoke italian suit. They are items or beings that are a part of a character’s story. A Stark has their dire wolf and John Wick always has the cool sports hot rod. Hard to imagine Bruce Wayne without Alfred.

Activities and Connections cover hobbies such as playing chess or collecting wine, Influences like downtown LA clubs, Silicon Valley tech world, eastside gangs, Railroads in Japan, Oil and Natural gas companies, the Yakuza in Hawaii, black market smugglers in Russia, Wall Street bankers etc and Relationships are those people who are beyond just a contact for one of the above influences or hobbies but like an Army buddy who saved your life or your best friend in college. Hobbies and Influences give you various contacts that you can use to get favors like a security guard at an airport letting you in so you can speedrace without interference or call someone to clean up a bunch of dead bodies or just ask a question about quantum electrodynamics from your physics professor.

Weapons and armor…duh.

Wounds, anxiety and stress. When getting hurt in a physical contest you usually get wounds, in social you get anxiety and loss of face, and in mental battles you get stress.

Fortitude is your threshold or ‘soak’ for that type of threat. It is split into Body, Speech, and Mind and the ‘Vigor and Fortitude’ rating plus any qualities and quirks that apply. So, a stunt actor with a Body of +3 and Vigor and Fortitude of +2 and Legendary Toughness (d4 Legend so half of 4 is 2) would have a Body Fortitude of 7. The same character might have a Social Fortitude of 3 and a Mental Fortitude of 3 so they wouldn’t be as resistant to harm in those arenas.

Resilience is how fast you pop back or recover from injuries. This has the same body/speech/mind categories with the tactic of Audacity and Courage adding to the PCs total along with qualities like Fast Healer or tricks like “bounces back from adversity”.

Injuries provide a penalty to tests taken while injured. One can have a cut to the shoulder physical wound providing a -2 to Tests, a broken nose providing a -1 to Tests while suffering from mental trauma or stress from seeing a friend die horribly -2. Thus, they would suffer a total of -5 to all Test Totals.

My new RPG

I am tentatively calling the rpg system Singular Roleplaying System and the first main campaign Rogues and Masterminds.

The campaign and parts of the core system are inspired by movies, rpg’s, books, and tv shows like John Wick, Sneakers, the Equalizer, Leverage, Global Frequency, Planetary, V for Vendetta, the treatises of Fiore de’i Liberi, Hustle, Shadowrun RPG, Cyberpunk by the likes of Stephenson and Gibson, World of Darkness RPG, Amber DRPG, ¬†Grosse Point Blank, and Grifters to name a few.

Originally it was going to be Movers and Shakers a super/psi/spy world that I’ve been working on along with a connected campaign called Posthuman but I decided to scale back to making just a solid non-supernatural/SF game that can later on be built into something more complex along the lines of Donnerjack by Roger Zelazny and the works of Dan Simmons.

As a consequence I was looking to make a system that scales well from making a believable competent human to an extraordinary gentleman and later to beyond human. Too often games make mechanics in which a legendary person can be fairly commonly beaten by someone vastly less talented and skilled. Or the other issue that I see in games is that there are basically just one or two versions of a successful archetype for a PC to start with or end up with thus robbing characters of the chance to develop and become something completely unique both from a mechanics standpoint and from a story standpoint while also being successful. Few people want to play a helpless character or feel railroaded into choosing based on optimization min/maxxing. That is a tall order to make but I think I’ve come up with some interesting takes on things.

I am trying for that middle ground in complexity of mechanics to provide a scaffolding for making and growing the PCs and the campaign.

I am still in the alpha stage of development and will need art and design elements, playtesting, and a few decisions on how serious I want to be in developing this game but I think I have something cool and unique.

I will be posting shortly my plain and basic character sheet and another post about basic mechanics. I will definitely be looking at or for art, playtesters, advice on the game and campaign world, and on the business aspects. I’ve looked at places like drivethru which lets you do print on demand and pdf for far cheaper and easier than in the 90s. Still hard to make any money but maybe possible to have a nice hobby and maybe make enough for coffee and a bagel.