Old Game Notebook: Rogues in Indian Adventures

Old Game Notebook: Rogues in Indian Adventures

Back in the early 1990s, I did a lot of research for an "Indian Adventures" campaign setting that I wanted to see published in some form and, as the references to subclasses and kits indicate, I was developing this material for the Advanced Dungeons & Dragons 2nd Edition role-playing game, and I am posting it here now because it ties in with our recent "d-Infinity Live!" episode on "The Art of the Steal." Following are my notes for the Vaisha, or Rogue, class for this milieu. There are some holes that I never filled but most of that would not matter for purposes of adapting this material to a newer system -- and having the fields available can allow anyone still developing material for 2nd Edition AD&D to just fill in the blanks! 

Back in the early 1990s, I did a lot of research for an "Indian Adventures" campaign setting that I wanted to see published in some form and, as the references to subclasses and kits indicate, I was developing this material for the Advanced Dungeons & Dragons 2nd Edition role-playing game, and I am posting it here now because it ties in with our recent "d-Infinity Live!" episode on "The Art of the Steal." The Skirmisher Publishing LLC team and I did eventually publish some of the material from this effort in the weapon and armor sourcebook Dhanurvidya & Varman. Following are my notes for the Vaisha, or Rogue, class for this milieu. There are some holes that I never filled but most of that would not matter for purposes of adapting this material to a newer system -- and having the fields available can allow anyone still developing material for 2nd Edition AD&D to just fill in the blanks! 

Vaisha (Rogues)

Vaishais are the Indian mercantile class. Thus, in Indian Adventures the subclasses of the Vaisha (Rogue) class are the merchant, the thief, [and] the bard. 

Any of those classes can further specialize by taking the Mawi, Gem Carrier, Madari, or Thug kits. Some combinations are highly unlikely, however. For example, it would be a sorry merchant who used the Mawi kit. 

Each subclass uses a d6 for hit points, rises in level like a rogue, and can use the weapons allowed to thieves. 

Nonweapon proficiencies: Required are received for free. Recommended are not free, but are performed at +1 if taken, or can be taken for 1 slot rather than 2 or more, if marked (1). 

Thug

Description: Thugs are members of religious cults, usually underground and murderous. The historical Thugs were followers of Kali, and the following characteristics apply to them. However, other similar cults might exist, with some differences, such as a different required weapon. 

Role: Most are evil thieves, who have tried to justify their predations through religion. Thieving ability is useful to Thugs, who tend to utilize back stabbing more than the typical thief. Thugs typically follow some trade most of the year, and roam the roads in gangs during the traveling season. 

Weapon Proficiencies

     Required: Rumal (or other concealable, size S weapon, such as bagh nakh). 

    Recommended: 

Nonweapon Proficiencies

     Bonus proficiencies: Disguise, Bakhti

     Recommended: Appraisal, Blind Fighting (1), Endurance (1), trade skill (e.g., Potter, Basket maker, etc.). All thugs receive bakhti, and thus act as lay-priests of their cult. The thug with the highest bakhti skill is the band's head priest (although not necessarily its leader). 

Equipment: 

Special Benefits: As with most thieves, Thugs have +4 to hit from behind. However, with their required weapon this +4 counts anytime an opponent is taken by surprise, regardless of direction of attack [Note: this anticipates the way backstabbing ultimately came to function in the d20 system]. If the Thug is also a thief, the damage multiplier also counts in successful surprise attacks. 

Special Hindrances: 

Wealth Options: Thugs can become quite wealthy during the traveling seasons. 

Races: Any

Notes: This kit is intended for rogues, but other classes might be members of the cult, and at the DM's option use the kit. Most thugs will have some skill or trade that they practice during the year, leaving their homes to prowl the roads during the traveling season. Members of similar cults might congregate for other reasons. 

Madari

Madari are street performers who earn money by performing tricks, often with a monkey, for passersby. 

Nonweapon proficiencies: Acrobatics, Animal Training (e.g., monkey, cobra), Astrology

Sometimes what are called fakirs are instead madari with trained cobras, etc. Do tricks, sleight of hand, and fortune telling, as well as shell games, pickpocketing, etc. 

Mawi

Description: Mawi are highway robbers and hoodlums. 

Role: Mawi tend to run amok in times of civil unrest, looting and killing. In war, they might follow armies at a distance, and then loot bodies after battles. In peacetime, they are the worst sorts of bandits. 

Weapon Proficiencies

     Required: None

    Recommended: club, dagger, knife

Nonweapon Proficiencies

     Bonus proficiencies:

     Recommended: 

Equipment: 

Special Benefits: 

Special Hindrances: Because they depend more on force than on stealth, Mawi can use heavier armor than most rogues. They are able to wear any sort of quilted linen armors, which range between AC 9 and AC 6 (described in DRAGON #189). They may also use chahar-aina, dastana and shields to augment their armor. However, rogue abilities can only be used fully with armor that gives base AC 8 or worse. AC 7 armor affects rogue abilities like studded leather does, and heavier armor and shields make rogue abilities impossible. 

Wealth Options: 

Races: 

Notes: 

Gem Carriers

Description: A good gem carrier looks like anything besides a gem carrier. Such Vaisha always travelled in disguise, as they would rarely make it from one city to another with their precious cargo were they identified. 

Role: Gem carriers were very important during the economic chaos that often prevailed in India. 

Secondary Skills: 

Weapon Proficiencies: Any thief weapons. 

Nonweapon Proficiencies

     Bonus proficiencies: Disguise, at +3. 

     Recommended: 

Equipment: Can wear any sort of armor, to help facilitate their disguise. However, they cannot perform any rogue abilities while wearing armor prohibited to thieves. Can only be proficient with thief weapons, but might carry a larger weapon to facilitate a disguise. 

Special Benefits: 

Special Hindrances: 

Wealth Options: Often quite paid well paid for their services. 

Races: Any

Notes: Prime requisites are Dexterity and Charisma, each of which must be 9. 16 or better in both will give a 10% bonus on earned experience. They must have a Lawful alignment. 

     Thief skills are move silently, hide in shadows, detect noise and read languages. They receive an initial 30 points to add to their base chances, plus 15 more with each level gained. 

Merchant

Description: 

Role: 

Weapon Proficiencies

     Required: None

    Recommended: Any thief weapon

Nonweapon Proficiencies

     Bonus proficiencies: Appraising, Bargain

     Recommended: Animal handling; etiquette; languages, modern; reading/writing; riding, land-based

Equipment: 

Special Benefits: 

Special Hindrances: 

Wealth Options: 

Races: 

Notes: 

Paros (D&D 5th Edition Character/Human Rogue 6)

Paros (D&D 5th Edition Character/Human Rogue 6)

Walkin' A Lonely Road

Walkin' A Lonely Road