Rogue

From TFE
Revision as of 16:34, 10 November 2024 by Mikecraft (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Rogues are a diverse bunch. Some are slippery cat burglars, some are experts in poison manufacture and delivery, some are muggers with just enough smarts to attack from behind. More than any other class, Rogue provides a great deal of room for a great many concepts.


Armor: Rogues are trained in light armor use and tend to find heavier armor interferes with their stealth.

Weapons: Rogues are skilled in short and medium melee weapons. They are also allowed short bows and thrown weapons.

Class Features:

Poison Use: This skill allows the character to apply Blade Poisons, without need of the Chemistry skill, to a weapon so that they can be used later. Normally up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons. Rogues can stack 1 additional Blade Poison on their weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. This skill takes a 10 counted action to safely apply each poison to the weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.

Catlike Grace: Grace and finesse are a way of life and as such ample training has paid off. The character can perform movement and dexterity related Feats of Strength/physical challenges as though they had an additional +2 Base Strength

Dual Wield: Rogues can use a short or medium weapon in each hand, without special training or skill point cost.

Rogue Skills

Category Name Prerequisite Skills Skill Point Cost Energy Cost
Damage xxxxxxxxxxxxxxxxxxxxxxxxxx
Precision +2 - 15
Precision +4 Precision +2 15
Precision +6 Precision +4 15
Precision +8 Precision +6 20
Precision +10 Precision +8 20
Precision +12 Precision +10 20
Fuel
Energy (1-40) - 1 per -
Offense
Tier 1
Garrote 2 1
Feint 2 1
Mob Scene 2 1
Tier 2
Sneak Attack Tier 1 Offense 3 2
Cheap Shot Tier 1 Offense 3 2
Crippling Attack Tier 1 Offense 3 2
Tier 3
Ambush Tier 2 Offense 6 3
Blind Tier 2 Offense 6 3
Tier 4
Assassinate Tier 3 Offense 7 4
Blade Shower Tier 3 Offense 7 4
Defense/Utility
Tier 1
Avoid Trap 2 1
Move Silent 2 1
Tier 2
Roll Tier 1 Defense 3 2
Tier 3
Escape Tier 2 Defense 6 3
Smoke Screen Tier 2 Defense 6 3
Tier 4
Conceal Tier 2 Defense 7 4
Dodge Tier 3 Defense 7 4
Miscellaneous
Hide 6
Disable Device 1-10 2
Dailies
Agility 6
Stash 3
Sap 2
Quickness 2
Advanced
Disguise 4
Envenom 3
Shroud of Night 8
Disable Device 11-20 2
Sneaky Sneaky 6

Rogue Skills

Agility: This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage.

Ambush: With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush". This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. This attack is metabolic.

Assassinate: This skill allows the character to deal a very damaging weapon strike to a target from behind. When used successfully the target will suffer 100 points of Critical damage. The verbal for this skill is "Slay Strike".

Avoid Trap: This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.

Blade Shower: This skill allows the character to damage all enemies near-by with a quick flash of knives. To use this skill the character announces their normal from-behind Precision damage and adds the Body Burst verbal call. Example: “10 Normal Body Burst”, this attack will hit all enemies in melee range.

Blind: This skill causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds and can only walk. This skill works only on targets that need eyes to see and function, so creatures like oozes, which lack eyes, would be immune to this effect. Blind can only be used against targets within melee weapon range and the call for it is “<Target> Voice Poison Blind”.

Cheap Shot: This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.

Conceal: A character using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.

Crippling Attack: This ability allows the character to deliver a blow to a target that has almost instant and lasting effects. This attack is delivered with the call "Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.

Disable Device: This skill allows the character to use and understand both simple and complex locks, traps, physical puzzles, tools, and even mechanical devices. The use of this skill requires a Contested Roll, must be role-played, and takes 2 minutes of concentration to attempt. This skill can also be used to arm traps which also take 2 minutes of concentration. Some traps or puzzles may have physical components that can be disarmed without a Contested Roll, and the player has the option to still make the Contested Roll or can choose to physically try and disable the trap/puzzle and once the choice is made you cannot go with the other option. A large advantage to physically disabling the trap is that there is no time restriction and you can disable as fast as you physically can. A player can spend 30 seconds to analyze the object to be disabled at the end of which the marshal will tell them the level of the item as well as how well-crafted it is. Trap/Lock level is equal to the production cost of the item. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.

Disguise: This skill allows the character to hide who they truly are. The character can give a false answer to "What do I see", changing their species or other minor features such as glowing hands; or for the same cost they can leave false information for Tracking. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.

Dodge: This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.

Envenom: This skill allows the character to maximize the effect of their poisoned weapons. When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 total; however they all expire at the end of the Encounter. This skill does not stack with itself.

Escape: This special defense allows the character to escape from all forms of movement impairing and Binding effects currently affecting them, instantly ending their duration, though it does not work on Contain effects or Petrify. This skill can also be used on a target other than the character; the character must touch the target and maintain concentration for a 5 counted action.

Feint: This skill allows the character to add the Body Modifier to their next 2 melee weapon attacks, hit or miss.

Garrote: This skill allows the character to greatly hinder their foe. The call for this skill is “Silence Strike”, which will cause the target to be affected by Silence. If used immediately after leaving Hide, the character may add the Surprise Flavor Carrier to the attack, making the call “Silence Strike Surprise”. This attack can only be used with a melee weapon and is one swing, hit or miss.

Hide: This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.

Mob Scene: This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Flavor Carrier "Critical" to their next single attack.

Move Silent: This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.

Precision: This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is "Two Normal" when swinging, taking Precision +2 would mean that your new verbal is 'four normal' when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be "Fourteen Normal". Precision is purchased per hand and does not stack when using a two-handed weapon. Ambidexterity may never be used to stack it over your class maximum.

Quickness: This skill allows the character to reduce a counted action by a degree of time. This cannot be stacked with itself for multiple reductions. This skill is considered a Passive Temporary Reduction.

  • Over 60 seconds is reduced by 50%,
  • 60 count becomes a 30 count,
  • 30 count becomes a 3 count,
  • 3 count becomes a 1 count.

Roll: This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.

Sap: This skill allows the character to incapacitate a target for a brief time. Sap can only be used from Hide or Conceal and causes the target to become unaware of their surroundings until the status is broken or 5 minutes passes. This status will break if the target is subjected to any offensive interaction, including damage, spells, or being physically restrained; however, they can be searched slowly with a 30counted action, or carried away at a slow walk. If the character is in Hide when they use this skill, they can move up to 10 steps from their starting point, to within arm’s reach of the target, calling "Sap Surprise” to deliver the attack. This attack will not remove them from Hide, unless this skill fails or they choose to remove themselves. A character can only have 1 target Sapped at a time.

Shroud of Night: This skill allows the character to conceal their party and move a short distance without being noticed. This allows your party of up to 10 people to move past an encounter without engaging. This skill requires some amount of cover, shadows, or darkness.

Smoke Screen: This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the rogue must raise their hands, separated above their head and announce "Smoke Screen" every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.

Sneak Attack: This skill allows the user to deliver a vicious attack that is difficult to avoid. When used, the character adds the “Surprise” Modifier to their weapon call. In addition to the Surprise carrier, if used while attacking a target from the front, the character can add all of their Precision bonus damage to the attack; and if used to attack a target on the back, their normal damage call is doubled. Example: A character that normally swings “3 Normal” from the front and “7 Normal” from behind would have their calls be “7 Normal Surprise” from the front and “14 Normal Surprise” from the back. When activated the characters next 2 weapons swings will be affected, though they are both a single swing hit or miss.

Sneaky Sneaky: by spending an extra energy for a given attack, you may append the silent prefix. The Silent Prefix makes your attack be treated like 'What do I see?' it's an out of game call and unless you see the person doing it you cannot react to it.

Stash: This skill allows the character to hide an object, which may contain other items, for up to 3 hours. The object to be hidden can be no larger than 1 cu.ft. in total area. When this skill is used the character must place a “Stash” tag on the item and write the time the skill was used on the back of the tag. While similar to Secret Box this item can be found though not easily. To notice that there is a stash a character must have at least rank 10 in the Track skill, and even then, must make a Contested Roll that is considered to have 10 levels of counter tracking.

Rogue Powers

Clean Getaway: You're great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.

Lock Expert: Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.

Preparation: Prerequisite: Ambush This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.

Shadow Strike: Prerequisite: Conceal, Move Silent This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.

Sir Sneaks-a-lot: Prerequisite: Sneak sneaky This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.

Subtlety: This power gives the character +2 additional Precision damage. This functions just as the Precision skill, but hand does not need matter.


Heroic Rogue Powers

Bathe in Poison: Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.

Combo Move: In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free

Escape Plan: This Power augments the Conceal skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a Prison, or Petrified. This also makes use of the skill a Passive ability. In addition to the normal effect of Conceal, if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove Derangements.