TEXT: ROGUE
  A fast-talking, fast-moving adventurer with a nose for traps and treasure.
  Dice:
  Bonus Dice:
  Battle 
  2
  Magic 
  1 
  Make 
  3 
  +4 when you are picking a lock or disarming a trap
  Muscle 
  2
  Notice 
  3 
  +2 when there are traps to be found
  Resist 
  2
  Shoot 
  3
  Sneak 
  5 
  +2 when you are trying to pick someone’s pocket
  Stunt 
  6 
  +2 to slip past an opponent without being attacked
  Talk 
  4
  Rogues are human experts in sneaking,
  climbing, and tumbling. They can creep
  past enemies undetected, weave
  through foes without harm, and use their
  gift for stretching the truth to bluff their
  way out of trouble. Rogues can do a
  little magic by reading from magical
  scrolls.
  POWERS
  Ambush — Gain +4 Battle dice after
  sneaking up on someone. Costs zero
  Luck.
  Roll your Sneak dice against a foe you
  choose, who hasn’t yet seen you. If you
  beat your foe’s Notice roll, you can
  immediately make a Battle roll with +4
  dice.
  Appraise –– Find out how much a
  treasure is worth. Costs zero Luck.
  Roll your Notice dice. On most objects,
  one success will tell you the object’s
  value in gold. Rare or unique items may
  require more successes. You can only
  make one try to appraise a particular
  item.
  Voice Trick –– Throw your voice and
  disguise it to sound like someone else.
  Costs 2 Luck.
  Roll your Talk dice. One or more
  successes allows you to disguise your
  voice to sound like someone else’s, and
  to make it seem that your voice is
  coming from somewhere else within the
  action scene. An opponent with reason
  to suspect the voice is false, must beat
  your Talk successes with their Notice
  dice.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/Dungeonteller/Hero Character Sheets/roguecharsheet.pdf