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.