Rogue: Difference between revisions

From Obscura

Line 42: Line 42:
 
If a composite call has multiple applicable calls in it (i.e. "[[TRIPLE]] [[STUN]]") you resist them all with one use of this ability.
 
If a composite call has multiple applicable calls in it (i.e. "[[TRIPLE]] [[STUN]]") you resist them all with one use of this ability.
   
You can use this ability while performing other skills.
+
You can use this skill while performing other skills.
   
 
You must wear a [[Quickstart Rules#Visual Cues and Tags|Nimble tag]] to use this ability.
 
You must wear a [[Quickstart Rules#Visual Cues and Tags|Nimble tag]] to use this ability.

Revision as of 15:46, 28 August 2019

Supposedly named for its unconventional style, rather than the behaviour of its members, but some insist on being called “scouts” or “skirmishers” nonetheless. The rogue school focuses on the use of wits and cunning to gain advantage, evade attacks and exploit vulnerabilities. This school boasts a balance of melee and ranged combat, and excels at hit and run tactics and skirmishing.

Free Skills

Wits and Tricks You have exceptional Wits, allowing you to perform tricks that you know. Performing a trick uses your Wits, after which it takes 5 seconds to get your Wits back.

You begin with one trick, as with the Learn Trick skill.

Armour Training You can wear armour for +3 hits. It takes an extra 5 seconds to get your Wits back when wearing armour.

Armour is any item or set of items that makes you look armoured.

Combat Skills

Skill Prerequisities Description
Learn Trick Learn a trick. You can take this skill multiple times, learning a new trick each time.
Alchemical Efficiency You can consume an additional alchemical per encounter before suffering from overdose.
Archery Training Thrown Training You can use a bow or crossbow in two hands.

Bows and crossbows take concentration to handle. It takes an extra 5 seconds to get your Wits back if you have a bow or crossbow on your person.

If it’s unsafe to fire at a target then you can call ranged TRIPLE and fully unload your weapon. You can only do this if you have a clear shot, not appreciably blocked by a shield.

Combat Awareness Once per encounter you can RESIST a non-EPIC, non-melee call that is damage, REPEL, STUN or WEAKEN.

If a composite call has multiple applicable calls in it (i.e. "TRIPLE STUN") you resist them all with one use of this ability.

You can use this skill while performing other skills.

You must wear a Nimble tag to use this ability.

Exceptional Toughness Extra Toughness You have one extra hit and another extra hit when wearing armour.
Extreme Toughness Exceptional Toughness You have one extra hit.
Quick Wits Once per encounter you can use a trick even if you don’t have your Wits about you.
Rapid First Aid With 5 seconds of stationary appropriate roleplay you can CURE 1 another character.

Tricks

Combat Instincts With a short vocal regain your use of Combat Awareness.

You can use this trick while performing other skills.

Backstab Strike a character from behind with a weapon under 24” for WEAKEN or TRIPLE. You must be behind your target, reaching around is not sufficient.

If you also have the Weapon Expertise trick, you can use this ability for TRIPLE once per encounter without using your Wits.

Fast Hands Instantly apply an alchemical that usually requires 5 seconds, or instantly apply Rapid First Aid.
Weapon Expertise Strike for TRIPLE with any melee or thrown weapon.
Weapon Precision Strike for STUN with a melee weapon under 24” or a thrown weapon.