TEXT:  
   
   
  WHITE BOX ROGUES 
   
  OLD-SCHOOL ASSASSINS, STEALTH , AND THIEVES  
  COMPATIBLE WITH SWORDS &WIZARDRY: WHITE BOX™ 
   
  By Omer Golan-Joel 
   
   
  
   
  1 
   
  WHITE BOX ROGUES 
  Credits
  Cover Art 
  Jeshields 
  Interior Art 
  Public Domain Art 
  Author 
  Omer Golan-Joel 
  Editor 
  Richard Hazlewood 
  Interior Design & Layout 
  Kathy Hazlewood and Omer Golan-Joel 
   
   
  All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, 
  names, places, items, art and text herein are copyrighted by Stellagama Publishing. Parts of this game product have been published under the Open Game 
  Licence. A copy of this licence is shown on the last page of this book. To learn more about the Open Game Licence, please go to 
  www.mongoosepublishing.com. This material is protected under the copyright laws of the United States. This product is a work of fiction. Any similarity to 
  actual people, organisations, places or events is purely coincidental. 
   
  Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch. Stellagama Publishing is not affiliated in any way with Matthew J. Finch or with Mythmere 
  Games™. 
  
  White Box Rogues 
   
  2 
   
  Table of Contents 
   
  Tables 
   
   
   
   
   
   
  Copyright 2016 Stellagama Publishing  
  Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch. Stellagama Publishing is not affiliated in 
  any way with Matthew J. Finch or with Mythmere Games™. 
  Introduction 
  3 
  Required Materials 
  3 
  About The Author 
  4 
  Expanded Rules 
  5 
  Expanded Stealth Rules 
  5 
  Fencing Goods 
  5 
  The Assassin 
  6 
  The Thief 
  8 
  Optional Rules 
  10 
  Non-Human Thieves and Assassins 
  10 
  Dexterity and Stealth 
  10 
  Read Languages 
  10 
  Dexterity and Thief (or Assassin) Abilities 
  10 
  New Weapons 
  11 
  Open Game License Version 1.0A 
  12 
  TABLE 1 – Assassin Advancement 
  6 
  TABLE 2 – Thief Advancement 
  8 
  TABLE 3 – New Weapons 
  11 
  
  White Box Rogues 
   
  3 
   
  INTRODUCTION 
  Gold glitters in the coffers of noblemen and in the hordes of dragons. Vast riches exchange hands in the 
  bazaars of the city. Gems of untold value adorn the dead lying in their crypts. All of these, and more, call for 
  the cunning merchant, or even the mighty swordsman, to take them by mercantile or martial prowess. They 
  also call to the cutpurse, the burglar, the footpad – in short, their glitter summons the thief from the shadows, 
  to lay their grubby hands on such fabulous treasures and take them, usually with their owners none the wiser. 
  Similarly, the intrigues of nobles often devolve into cloak and dagger affairs, with emphasis on the dagger and 
  the poison dart; into this world of conspiracy and deceit, steps the assassin, perhaps held on retainer by some 
  corrupt noble to fell their rivals, or perhaps a murderer for hire. 
  Myth and legend, as well as more modern fantasy literature and even contemporary film and digital media, 
  include – side by side with knights, wizards, and holy men – also thieves, rogues, and assassins. From Hermes 
  the god of thieves (among other things) to the Merry Men who stole from the rich and gave to the poor, from 
  a Halfling hired to burgle a dragon's den to a lone, cynical urban master-thief caught in schemes of ancient 
  gods – the life of such criminals is a life of adventure, danger, and a potential to gain wealth beyond the lout's 
  wild dreams. This product caters to this mythical and fantastic archetype by presenting an Assassin class and a 
  Thief class to the Sword & Wizardry: White Box™ game, with additional expanded and clarified rules for stealth 
  and for trafficking on the Black Market, as well as some of the tools of the trade of such outlaws and 
  scoundrels. 
  Note, however, that in the old fantasy games, the Thief is an old class. Indeed, some of the versions of 
  Swords & Wizardry™ do include a Thief class. The current product provides another approach to such class, in 
  the spirit of the White Box rules themselves. This is one alternative approach to such thievery in your White 
  Box game, which we hope will be to your liking. The main differences from the more classic Thief classes such 
  as in Swords & Wizardry: Core™ are the use of 1d6 for thief abilities instead of percentile dice; expanded and 
  clarified stealth rules; and more emphasis on the social aspects of thievery, namely black markets and 
  underworld contacts. The Thief class presented here also starts off a little better than more orthodox Old 
  Fantasy thieves, but at later levels their skills are similar. 
  Note that all rules presented in this product are optional variant rules, to be used at the Referee's 
  discretion. 
  Required Materials 
  To get the most from this book you will need at least two dice of various sizes and some pens/pencils and 
  paper or a computer. 
  This book requires access to a copy of the Swords & Wizardry™: White Box™ rules by Mythmere Games™. 
  Page notations in this product refer to those in the First Printing Edition from 22 January 2009, available for 
  free at the Mythmere Games™ web-page at the following address: 
  http://www.swordsandwizardry.com/whitebox.htm 
  
  White Box Rogues 
   
  4 
   
   
  References to Other Books 
  In this book, references to specific pages in other books 
  and products are shown as the code for the relevant book 
  followed by the page number, both in italics, thus: S&W x 
  or (S&W x) for Swords & Wizardry™: White Box™. 
  Die Throw & Notation Conventions 
  The die throw and notation conventions used in this 
  book are the same as those described on S&W 1. 
  Combat 
  Wherever this book refers to combat, you can use the Combat chapter on S&W 14-16. 
  About the Author 
  Omer Golan-Joel is a 34 years old freelance English-Hebrew-English translator and an avid sci-fi and fantasy 
  gamer from the town of Yavne, Israel. He lives with his beloved spouse and his two cats Saki and Chicha – the 
  real masters of the house – as well as an entourage of lizards, from the gang of house geckos to the large Star 
  Agama who graces the wall of his home in the warm and hot months. Omer is a fan of science-fiction, fantasy 
  and history, an amateur cook, and a hobbyist herpetologist. He also writes role-playing gaming material, 
  including Outer Veil, a full-scale campaign setting for Traveller™ published by Spica Publishing®.  
  Stellagama Publishing 
  Stellagama Publishing is a small, independent, international role-playing game publisher focused on older-
  school science fiction and fantasy gaming. We publish stuff for Sword & Wizardry: White Box™, the White 
  Star™ RPG based on it, and for Mongoose® Traveller™, 2nd edition. Our interests are first and foremost to put 
  forth enjoyable, immediately playable supplements, settings and adventures for these games for the 
  enjoyment of our fellow players and referees. 
   
   
   
   
  
  NEW AND EXPANDED RULES 
  The following are classified as Open Content 
  Clarified and Expanded Stealth Rules 
  The Swords & Wizardry: White Box™ rules do not deal with stealth and sneaking. This product, however, 
  presents sneaky Assassin and Thief classes for these rules and thus warrants a closer look at stealth. The first 
  thing we wish to clarify is Surprise – mentioned in several places in the base rules but not fully explained. In an 
  encounter, any party will gain surprise – if circumstances allow for this – over others at a roll of 1-2 on 1d6. 
  The target – or victim if you will – of the surprise (or ambush) attempt makes the roll and will have to roll 3+ 
  on 1d6 to avoid being surprised.  
  Under these expanded rules stealth depends on the person or creature being sneaked upon. If a creature is 
  actively watching an area, it will detect anyone trying to sneak around it unless special abilities or magic 
  render the sneaker invisible. In this case, no surprise roll or even save vs. detection will allow the sneaking 
  character to avoid detection. Humans and most other living creatures, however, get tired of such vigilance and 
  will let down their guard within one turn, becoming passive watchers. Generally speaking, such beings cannot 
  watch an area on full alert more than one out of three turns. On the other hand, undead, golems, and other 
  non-living beings are constantly on alert. 
  Any character may sneak up to a passive watcher or around them on a regular surprise roll – normally 1-2 
  on 1d6; such a roll will allow the character to move one round without being detected. A failed surprise roll 
  means that the watcher detects the character. A creature may, however, become distracted, making stealth 
  even easier. Distraction can come from engaging in a conversation, playing cards with other guards – or 
  hearing a loud noise in another direction. When distracted, the watcher will not notice the character by sight, 
  but may still hear them on 1 on 1d6. When the watcher hears something, however, they have not detected 
  the character yet; they may still be surprised as above on a roll of 1-2 on 1d6. So a distracted character has, 
  cumulatively, only approximately 11% of detecting a sneaking character. An undead creatures or a golem may 
  also be distracted by attracting its attention away from the sneaking. This is the only way to sneak past such a 
  creature; as long as it is actively watching, it will automatically detect any sneaking character in its line of sight. 
  The above applies to all characters of all classes. Thieves, however, have another ace up their hole. If a 
  passively watching or a distracted character is about to detect them as per the above rules – they may make a 
  Saving Throw vs. detection; if successful, they avoid notice. 
  Fencing Stolen Goods 
  Role-playing game characters are notorious for looting anything not nailed down in the dungeon they just 
  visited. However, selling these spoils on the open market can be a challenge. Most scrupulous merchants – or 
  those afraid of the long arm of the law – will usually avoid purchasing questionable goods from the hands of 
  shady characters such as the typical PC. After all, if a general shop's keeper in some village just buys a set of 
  crown jewels suspiciously similar to those on the local baron's tiara, he is likely to get into big trouble if 
  discovered by authorities, and possibly hanged as a traitor. So when regular player characters attempt to 
  resell looted goods to merchants, they will usually only get half of their listed price. If the item at hand is 
  particularly risky to deal with, they will able to find a buyer only on a roll of 5-6 on 1d6, and even then will get 
  paid 10% of the list price. Thieves, however, have a special ability allowing them to fence stolen loot more 
  efficiently and profitably. 
  Open Content ends here 
   
   
  
  White Box Rogues 
   
  6 
   
  THE ASSASSIN 
  Daggers in the dark are a staple of intrigue among 
  the aristocratic ruling classes. In too many instances, 
  behind the mask of civility and chivalry lie dark 
  motives and an unquenchable thirst for power and 
  wealth. The more honorable of gentlemen and earls 
  settle such affairs by dueling, but the more 
  underhanded among them prefer more discreet and 
  much less heroic methods. Into this world steps the 
  Assassin – a professional killer. Some are bound by 
  oath to one lord or another, but many sell their murderous talents to the highest bidder, ready to stab a 
  person of high standing in their back or slip poison into their wine-glass for a purse of gold. Not all assassins 
  are such low-lives, however – some serve as the sacred slayers of the wicked in service of a vengeful god, 
  while others turn their talents to hunting and slaying necromancers and other practitioners of black magic. But 
  in any case, the Assassin excels in the art of death. 
  Unlike the Thief detailed in later pages of this publication, the Assassin knows very well how to fight and kill. 
  They might lack the proficiency in heavy armor or the hearty endurance of a Fighter, but long years of harsh 
  training have shaped their body into a weapon, used for slaying – they strike with great precision and 
  viciousness. They can also stay hidden in the cloak of shadows and knows how to climb very well – to make 
  their way to the mark, and then vanish into the dark before the corpse hits the floor. 
  The following are classified as Open Content 
  Level 
  XP 
  HD 
  BHB 
  ST 
  Assassinate 
  Climbing 
  1 
  0 
  1 
  +0 
  14 
  X2 
  4+ 
  2 
  1,500 
  2 
  +1 
  13 
  X2 
  4+ 
  3 
  3,000 
  2+1 
  +2 
  12 
  X2 
  4+ 
  4 
  6,000 
  3 
  +2 
  11 
  X2 
  3+ 
  5 
  12,000 
  4 
  +3 
  10 
  X3 
  3+ 
  6 
  24,000 
  4+1 
  +4 
  9 
  X3 
  3+ 
  7 
  48,000 
  5 
  +4 
  8 
  X3 
  2+ 
  8 
  96,000 
  6 
  +5 
  7 
  X3 
  2+ 
  9 
  192,000 
  6+1 
  +6 
  6 
  X4 
  * 
  10 
  384,000 
  7 
  +6 
  5 
  X4 
  * 
  * The roll will only fail on a roll of 11+ on 2d6. 
  TABLE 1: Assassin Advancement 
   
  Assassin Class Features 
  Weapon/Armor Restrictions: Assassins may use any weapon but may only wear Leather Armor and may 
  not use Shields. 
  Saving Throw: Assassins get +1 on the Saving Throws vs. death and poisons. 
  XP Bonus from Dexterity: This class' bonus is due to a high Dexterity attribute. 
  
  White Box Rogues 
   
  7 
   
  Stealth: Assassins know how to blend into shadows and avoid notice, especially when closing in for a kill, or 
  when fleeing the bloody crime scene afterwards. When at risk of being detected, as per the stealth rules on 
  p.5 of this product, the Assassin may make a Saving Throw vs. detection to avoid being detected and stay 
  hidden. This cannot defeat fully alert active watchers, of course, but will fool passive watchers and distracted 
  characters. 
  Assassinate: Assassins know how to kill. Both in melee combat and in ranged combat at any range, when 
  shooting at an unaware target, Assassins receive a +4 bonus to hit, and multiply their damage as given in the 
  Assassin Advancement Table.  
  Climb: While any character may climb regular surfaces with ladders, ropes or other easily-grabbed 
  handholds, an Assassin is a cat-burglar skilled in "second-story jobs" – that is, climbing walls without obvious 
  handholds. On a roll of the number given on the column, or higher, on 1d6, the Assassin has succeeded in 
  scaling that wall. 
  Establish Assassin Cult (9th): At 9th level, an Assassin who chooses to organize a safe-house or a dark temple 
  in a major city may attract a small group of partners in crime – 1st level Assassins, Thieves, and Fighters, who 
  will serve as his assistants in assassinations or as a separate gang of murderers under his command. 
  Open Content ends here 
   
   
  
  White Box Rogues 
   
  8 
   
  THE THIEF 
  The nimble street-urchin, cutpurse of the county town, the expert burglar, the 
  resourceful spy – all of these, and many more, are Thieves. Where there are 
  riches to be stolen and secret information to be exposed, there will always be 
  people who seek to put their grubby hands on them. Keep in mind that not all 
  Thieves are criminals – some are lawful Thief-Catchers, Witch-Finders, or heroic 
  spies in service of a just ruler or organization. But all of them know how to get 
  their hands on what they want, when they want it, despite the wishes of others. 
  The Thief is a master of stealth and burglary, but is not very skilled in honorable combat. Years of lazy 
  larceny, or secret agency stealth and information-gathering training at the expense of combat training have 
  rendered the Thief relatively weak physically, and not highly skilled with an axe or a sword. They are, however, 
  experienced in underhanded combat and backstabbing. 
  The following are classified as Open Content 
  Level 
  XP 
  HD 
  BHB 
  ST 
  Sneak 
  Attack 
  Mechanics 
  Pickpocket 
  Climbing 
  1 
  0 
  1 
  +0 
  14 
  X2 
  6 
  5+ 
  4+ 
  2 
  1,250 
  1+1 
  +0 
  13 
  X2 
  5+ 
  5+ 
  4+ 
  3 
  2,500 
  2 
  +1 
  12 
  X2 
  5+ 
  4+ 
  4+ 
  4 
  5,000 
  2+1 
  +1 
  11 
  X2 
  4+ 
  4+ 
  3+ 
  5 
  10,000 
  3 
  +2 
  10 
  X3 
  4+ 
  3+ 
  3+ 
  6 
  20,000 
  3+1 
  +3 
  9 
  X3 
  3+ 
  3+ 
  3+ 
  7 
  40,000 
  4 
  +3 
  8 
  X3 
  3+ 
  2+ 
  2+ 
  8 
  60,000 
  4+1 
  +4 
  7 
  X3 
  2+ 
  2+ 
  2+ 
  9 
  90,000 
  5 
  +4 
  6 
  X4 
  * 
  * 
  * 
  10 
  120,000 
  5+1 
  +5 
  5 
  X4 
  * 
  * 
  * 
  * The roll will only fail on a roll of 11+ on 2d6. 
  TABLE 2: Thief Advancement 
   
  Thief Class Features 
  Weapon/Armor Restrictions: Thieves may use clubs, daggers, light crossbows, short bows, short swords, 
  and slings. They may only wear Leather Armor and may not use Shields. 
  Saving Throw: Thieves get +1 on the Saving Throws vs. death and poisons. 
  XP Bonus from Dexterity: This class' bonus is due to a high Dexterity attribute. 
  Stealth: Thieves know how to blend into shadows and avoid notice, especially when preparing for a heist, or 
  when fleeing the crime scene afterwards. When at risk of being detected, as per the stealth rules on p.5 of this 
  product, the Thief may make a Saving Throw vs. detection to avoid being detected and stay hidden. This 
  cannot defeat fully alert active watchers, of course, but will fool passive watchers and distracted characters. 
  Sneak Attack: Sneaky taffers that they are, Thieves are underhanded in combat and know how to land an 
  unexpected blow on an unsuspecting victim. Both in close combat and in up to a range of 30', when shooting 
  
  White Box Rogues 
   
  9 
   
  or striking at an unaware target, Thieves receive a +4 bonus to hit, and multiply their damage as given in the 
  Thief Advancement Table. 
  Mechanics: Locks and traps are no match for the skilled boxman. We encourage the Referee to simply let a 
  Thief pick most routine locks and disable simple, crude traps without requiring a roll. However, when faced 
  with complex locks or vicious traps, roll the number given on this column, or higher, on 1d6 to pick the lock or 
  disable the trap. Thieves usually require Thief's Tools (costing 25 gold) to use this ability, but may use 
  improvised or scavenged tools in its absence, suffering a -1 penalty to this roll, though a roll of 6 on 1d6 is 
  always a success regardless. 
  Pickpocket: Picking pockets is a time-honored tradition among thieves. The Thief may attempt to pick a 
  pocket, palm a small object, or hide a small item from search on a roll of the number given on this column, or 
  higher on 1d6. 
  Climb: While any character may climb regular surfaces with ladders, ropes or other easily-grabbed 
  handholds, a Thief is a cat-burglar skilled in "second-story jobs" – that is, climbing walls without obvious 
  handholds. On a roll of the number given on the column, or higher, on 1d6, the Thief has succeeded in scaling 
  that wall. 
  Fencing: As discussed on p.5, stolen goods are hard to sell. The Thief, however, knows whom to contact and 
  how to sell them on the black market, and thus sell regular loot and stolen items at 100% the market price and 
  sell particularly risky items at 50% the market price without needing to roll for a seller. 
  Cheating the Gods: The sneaky thief may even attempt to cheat the Gods themselves and use magical or 
  holy items and relics not intended for their normal use. At level 9 or above, a Thief may attempt to use a 
  magical item normally unusable by thieves, such as various magical staves or scrolls. However, such fraud 
  against the Gods and against the rules of Magic is dangerous. Upon attempting such inappropriate use, the 
  Thief must make a saving throw vs. Magic, or suffer dire results – usually the (painful) reverse of the intended 
  effect, or other unpleasant consequences decreed by the Referee. Note that this power does not allow a Thief 
  to use magical arms or armor not allowed for a Thief's use, as the limitation is such case is the matter of 
  physical scale and not the will of the Gods. 
  Underworld Contacts: Thieves know the criminal underworld well, and know whom to talk with to get 
  sensitive information not available otherwise to player characters. Generally speaking, the Thief will know 
  whom to ask for various rumors and pieces of information, and once per gaming session, will be able to get 
  their hands with no roll necessary on one important piece of information, such as the plans for a villain's lair or 
  the password used by robbers to open the magical stone door to their hideout. Such information costs money, 
  however – typically a steep sum of 50 gold, or more than that for particularly valuable secrets. 
  Establish Guild (9th): At 9th level, a Thief who chooses to set up a hideout may enlist the help of several 
  other like-minded criminals to start a thieves' guild, typically engaged in larceny – or, alternatively, a spy 
  network stealing secrets to sell to the highest bidder. 
   
  
  White Box Rogues 
   
  10 
   
  OPTIONAL RULES 
  Non—Human Thieves and Assassins 
  The Thief and Assassin classes are, at the basic level, human classes, just like the Cleric. However, there are 
  precedents in literature for Halfling burglars and Elven rogues – or even Elven assassins! Therefore, with the 
  Referee's approval, Elves might advance as far as level 6 both as Thieves and Assassins, and Halflings up to 
  level 8 as Thieves and level 4 as Assassins. 
  Even more optionally, Dwarfs would only be able to reach level 3 as Thieves, but Dwarven Thieves will 
  always enjoy a Mechanics ability of a Thief two levels higher than their own — for example, a level 1 Dwarven 
  Thief would have the Mechanics ability of a level 3 Thief. On the other hand, regardless of level, Dwarven 
  Thieves would only have a Climbing ability of 6 on 1d6, as their bodies are not conductive to climbing. 
  Generally speaking, Dwarves would usually prefer to hire a Halfling burglar instead of dabbling in thievery by 
  themselves. Dwarves cannot be Assassins. 
  Dexterity and Stealth 
  At the Referee's discretion, a Thief or Assassin may add their Dexterity bonus to their saving throw vs. 
  Detection, as a nimble rogue would be even harder to detect than a more mediocre one. 
  Read Languages 
  Some thieves, but not all, lead quite cosmopolitan lives, connected to underworlds traffickers of all sorts 
  and gleaning some knowledge of foreign languages. Such knowledge will not be appropriate for many thieves, 
  such as the street urchins and cutthroats of a grittier campaign. But in other campaigns dashing rogues 
  intermix with colorful characters of many cultures, and will doubtlessly gain at least some proficiency with 
  their strange tongues. Therefore, in such a campaign, the Referee may decree that from the 3rd level onward, 
  a Thief will understand the main ideas of any written document, regardless of the language, on a roll of 3 or 
  higher on 1d6. Note that this will not automatically solve riddles, and the Referee has every right to veto this 
  ability when encountering a particularly rare language which the Thief would have a negligent chance of 
  picking up even with their cosmopolitan underworld experience. 
  Dexterity and Thief (or Assassin) Abilities 
  As the Mechanics, Pickpocket, and Climb rolls use a 1d6, adding a +1 bonus or subtracting a —1 penalty due 
  to the Thief's dexterity score will greatly affect these abilities. If the Referee wished to allow the Ability Scores 
  such significant effect on thievery, he may allow the Dexterity bonus or penalty apply to Mechanics, 
  Pickpocket and Climb rolls up to level 9. Note that regardless of the modifier, other than on level 9 and above, 
  a "natural" roll of 1 is always a failure and a "natural" roll of 6 is always a success. On level 9 and above, the 
  Thief's skills are so great that the natural Dexterity ability no longer has any effect on them. Under this 
  optional rule, Assassins will receive a similar bonus to Climb. 
   
   
  
  White Box Rogues 
   
  11 
   
  NEW WEAPONS 
  Weapon 
  Damage 
  ROF 
  Range 
  Weight 
  Cost 
  Blowpipe 
  Special 
  1 
  100ft 
  5 
  10 
  Garrote 
  1d6 
  - 
  - 
  - 
  2 
  Sleep Smoke Bomb 
  Special 
  1 
  30ft 
  1 
  50 
  Smoke Bomb 
  Special 
  1 
  30ft 
  1 
  10 
  Dart, Death Poison (10) 
  - 
  - 
  - 
  0.5 
  5 
  Dart, Sleep Poison (10) 
  - 
  - 
  - 
  0.5 
  1 
  TABLE 3: New Weapons 
   
  Dart: Ammunition for a Blowpipe. Sold in bundles of ten darts. Both types of darts – death poison and sleep 
  poison – weigh the same. 
  Blowpipe: A simple long tube made out of bamboo using the power of its user's lungs to propel a dart at its 
  target. There are two types of darts – sleep poison darts and the highly illegal death poison darts. A living 
  being struck by a sleep poison dart must make a Saving Throw vs. Poison or immediately fall unconscious for 
  2d6 rounds. A living being creature struck by a death poison dart must make a Saving Throw vs. Poison or die 
  within 1d6 rounds. 
  Garrote: A thin but strong wire used to strangle unsuspecting and unaware opponents from behind. The 
  person using the garrote must get right behind the victim without being detected to use the garrotte, but if 
  they do so, they silently do 1d6 damage, subject to Assassinate and Sneak Attack multipliers. The garrotte 
  does not work on an opponent aware of the attacker. A garrote works on unarmored opponents and on those 
  clad in leather armor, but is completely ineffective against targets wearing heavier armor. 
  Sleep Smoke Bomb: Upon impact, this bomb ignites to generate a thick cloud of narcotic smoke, lulling all 
  who breathe it to sleep; anyone within 15' of the point of impact must make a Saving Throw vs. Poison or fall 
  unconscious for 1d6 rounds. The smoke dissipates on the next round. 
  Smoke Bomb: Upon impact, this bomb ignites and creates a thick cloud of regular smoke, 15' in radius and 
  5' high. The smoke is opaque and prevents sight, except for by magical or other supernatural means, through 
  the affected area for 1d6 rounds. 
  Open Content ends here 
   
  
  OPEN GAME LICENCE VERSION 1.0A 
  12 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. („Wizards‟). All rights reserved. 
  1. Definitions:  
  (a) ’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content; 
  (b) ’Derivative Material’ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) ‘Distribute’ means to reproduce, Licence, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) ’Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this Licence, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity; 
  (e) ‘Product Identity’ means product and product line names, logos and identifying marks including trade dress; artefacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game Licence by the Contributor; 
  (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; 
  (h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement. 
  2. The Licence: This Licence applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this Licence. You 
  must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this Licence except as described by the Licence itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this Licence. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this Licence. 
  4. Grant and Consideration: In consideration for agreeing to use this Licence, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Licence with the exact terms 
  of this Licence to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this Licence. 
  6. Notice of Licence Copyright: You must update the COPYRIGHT NOTICE portion of this Licence to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly Licenced in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly Licenced in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  The following are classified as Open Content: 
  Any material classified as such. 
  The following are not Open Content and are © 2016 Stellagama Publishing unless otherwise stated: 
  Artwork/Images: The artwork/image on the front cover. 
  Text: The text on the front and back covers of this product; all other content contained in this product that has not been specifically identified as Open Game Content in the section 
  titled “The following are classified as Open Content:”, above; all non-player character names, ranks or titles and descriptions, company/corporation names, starship names and unit/platoon 
  names; the world names in the UWP table on page XXX 
  The text of the Open Game Licence © 2000 Wizards of the Coast, Inc. 
  9. Updating the Licence: Wizards or its designated Agents may publish updated versions of this Licence. You may use any authorised version of this Licence to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this Licence. 
  10. Copy of this Licence: You MUST include a copy of this Licence with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to 
  do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Licence with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This Licence will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All Sub-
  Licences shall survive the termination of this Licence. 
  14. Reformation: If any provision of this Licence is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.Traveller  
  Swords & Wizardry WhiteBox Rules by Marv Breig, Copyright © 2008-2011 Matthew J. Finch. 
  White Star: White Box Science Fiction Rolelpaying, Copyright © 2015 Barrel Rider Games; Author James M. Spahn. 
  Adventurer Conqueror King Copyright 2011, Autarch; Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning. 
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor. 
  Labyrinth Lord™ Advanced Edition Companion Copyright 2010, Daniel Proctor; Author Daniel Proctor. 
   
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Classes/White Box Rogues.pdf