ROGUE
The rogue is a lethal, subversive fighter. They can make multiple, deadly attacks and react to any situation with speed and agility. They may learn a few dark energy tricks and wield small arms, swords, guards, bows, and firearms. They wear medium armour.
SKILLS
Flurry
Requirements: 1ep, equipped dual wielding any rogue weapons
Strike swiftly, making four basic attacks against targets in melee range. Each attack deals half damage.
ALTERS
Throw
Energy increase: 1ep
Your flurry attacks can be made at a range of 5m by charging your weapons with energy before throwing them, allowing them to return back to you before your next attack.
Bladestorm
Energy increase: 1ep
You can add 2 additional attacks to your flurry.
Overwhelm
Energy increase: 1ep
Your attacks made in your flurry all have initiative.
Unstoppable
Energy increase: 2ep
Your flurry attacks now break guards.
Lacerate
Requirements: 1ep, equipped small arms
When attacking, deal a wound to your foe to inflict 1 persistent damage for a number of turns equal to your might.
ALTERS
Backstab
Energy increase: 1ep
If this attack is made while flanking your target, basic and persistent damage are both doubled.
Pass
Energy increase: 1ep
After attacking, you are able to shift up to 2m as a free action. You may move through your target’s space.
Gap
Energy increase: 1ep
An attack made in this way can leave your target vulnerable, increasing incoming damage by 1 for a number of turns equal to half your might.
Upperhand
Energy increase: 1ep
Your attack now has initiative. If it hits, shift your target 1m in any direction.
Marked
Requirements: 1ep, equipped bow or firearm
Mark one target. Your next attack with this weapon against this target has +2 accuracy and the roll to deal a critical strike is reduced by 1.
ALTERS
Lethal
Energy increase: 1ep
If it hits, your marked attack deals double damage.
Suppress
Energy increase: 1ep
Instead of using a separate action to attack your marked target, you wait for them to provoke attacks before retaliating. You can make your attack as a free action at standard range.
Shutdown
Energy increase: 1ep
A successful attack against a marked target removes all positive status effects from them.
Concentration
Energy increase: 1ep
When marking a target, remove all negative status effects from yourself.
Parry
Requirements: 2ep, equipped sword or guard
You can parry the any one attack that is made against you before the beginning of your next turn, granting yourself an agility bonus equal to half your might.
ALTERS
Riposte
Energy increase: 1ep
If you successfully parry an attack, you can follow up with a riposte as a free action, making a basic attack. This roll to deal a critical strike on this attack is reduced by 1.
Redirect
Energy increase: 1ep
When parrying, you are able to redirect the incoming attack into an adjacent square. The attacker must make a second attack against any target in that square.
Down
Energy increase: 1ep
When parrying, you can make a basic attack against your attacker in melee range. If it hits, you deal no damage but knock your target down.
Debilitate
Energy increase: 1ep
If the attack used against you was an ability, your successful parry will render that ability unusable for a number of turns equal to half your might.
Quicksilver
Requirements: 2ep, equipped sword or small arm
As a free action, at any time, make an attack against any target adjacent to you. This attack deals half damage.
ALTERS
Spring
Energy increase: 1ep
You may shift up to two spaces before making this attack.
Feint
Energy increase: 1ep
Your attack deals no damage but staggers your target and restores 2ep on a successful strike.
Sheath
Energy increase: 1ep
You may switch to the appropriate weapon at the beginning of this attack and switch to a different weapon at the end.
Follow-up
Energy increase: 1ep
An attack made in this way can force your opponent to provoke an attack from one attacker in range.
Shadowstep
Requirements: 1ep, equipped any rogue weapon
Swiftly shift a number of spaces equal to your movement. You can move through targets but not through obstacles.
ALTERS
Blink
Energy increase: 1ep
After shadowstepping, grant yourself +1 agility for a number of turns equal to your might.
Strike
Energy increase: 1ep
While shadowstepping, you can make a basic attack as you move through a target’s space. Attacks made in this way deal half damage.
Shade
Energy increase: 1ep
When moving through a target’s space, you can make a basic attack. If the attack hits, you deal no damage but reduce your target’s accuracy by 1 for a number of turns equal to half your might.
Speed
Energy increase: 1ep
Add a number of metres to your shadowstep equal to half your might. This additional movement is not affected by movement impairing effects unless you are physically restrained.