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Rogues are a sneaky, misdirective class that is all about surprise attacks and unfair fighting. They're more focused on hitting fast and in a tender spot than standing in front of someone and trading blows. However, rogues tend to be fragile, depending more on not getting caught than wearing armor.

Below is a list of advantages and disadvantages you pick to replace advantages/disadvantages you might have or simply add to your character's list for flavor. For every advantage you pick you have to pick a disadvantage, however.

You can also choose to replace one of your character's racial excel and decel stats with one of the Rogues's choices.

Excel Stats: Speed, Reflexes, Luck
Detriment Stats: Health, Stamina, Strength

Class Advantages/Disadvantages:

Advantage: You can make 1 attack without fear of retaliation per session (IE you can backstab someone and they will stay focused on another target).

Advantage: You may attempt to stealth, even when being observed. Note that if the target's perception is high, you may still be found.

Disadvantage: You cannot wear armor heavier than leather.

Disadvantage: You are light and easily moved around.

 

When you reach Lv. 25 with the Rogue, they can either be upgraded to Assassin Class or Shadowdancer Class.

 

If you have an idea for a talent/ability/skill not listed below you fill fits into the Class listed, speak with the GM to create it. If it too advanced, he might just inform you it will go into the Advanced Class version of the Class.

 

Talents:

1) Rogue Dual Weilding: Most rogues prefer to fight with two weapons. Not only does it mean that your opponent has to work twice as hard to disarm you, but two swords also makes for great misdirection. With each tier, you get less penalties for weilding two weapons at once.

Tier 1 - Dual Weilding Daggers: This focuses on very small blades, such as daggers and knives. You can make rapid stabs and cuts, and you can take this tier into the other abilities and skills below. 1 Class Level cost

Tier 2 - Dual Weilding Swords: This focuses on larger blades than that of daggers. Unlike a warrior, you go straight from daggers to swords of all kinds. Your reflexes and speed allow you to weild two swords without equal. 1 Class Level cost

Tier 3 - Dual Weilding Focus: Your ability to dual weild weapons is even more honed. You can swing both weapons almost as easily as most people swing one, taking even less penalties than before. 1 Class Level cost

Tier 4 - You chart your own path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your own path from here. Speak with the GM. ? Class Level cost

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2) Leather Armor Focus: Heavy armor makes a rogue too innefficient and slow. No armor at all is a deathwish waiting to happen. Thus, most rogues tend to go for leather armor. It's light, doesn't get in the way, but provides more protection than cloth. This talent makes your leather armor even more efficient.

Tier 1 - Bull's Hide: This makes any leather armor you wear slightly thicker, providing a bit more protection all around. 1 Class Level cost

Tier 2 - Cat's Feet: The leather armor you wear makes even less noise than before, providing bonuses to sneaking around. 1 Class Level Cost

Tier 3 - Cucumber's Guts: Allows the wearer to quickly slide out of their armor, no matter the situation. Handy if you get grabbed by the cuff. 2 Class Level Costs

Tier 4 - You chart your own path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your own path from here. Speak with the GM. ? Class Level cost

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3) Silver Tongue: A rogue is a liar, charlatan, and at times downright untrustworthy. They possess a certain knack for giving people exactly what they want to hear without making it unbelievable. All tiers of this talent are affected by your Charisma, the more you have, the more effective they are.

Tier 1 - Con Artist: You can use your abilities as a liar and thief to cheat someone out of minor amounts of money. By doing this to multiple people in a short span, you can get quite a bit of money, but you also risk getting caught more easily. Energy Cost: 30 each person / 1 Class Level cost

Tier 2 - Slippery Tongue: You use your words to talk quickly and confusingly, trying to get someone to believe what you want is best for them, but when in truth it really profits you. Think Jack Sparrow when he tries to swindle someone. Energy Cost: 40 /1 Class Level cost

Tier 3 - Con Master: Your con artist skills are near their peak, and you're able to pull more conviluted cons for more money and less chance to get caught. Energy Cost: 50 /2 Class Levels cost

Tier 4 - You chart your own path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your own path from here. Speak with the GM. ? Class Level cost

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4) Fleetfoot: You are quick on your feet and able to react more nimbly to changing terrain. For each tier you put into this, you are able to keep your balance on surfaces that you would otherwise cause you to fall. The more tiers, the better chance you have to stay standing. It is up to the GM to determine if you would fall or not.

Tier 1 1 Class Level cost

Tier 2 1 Class Level cost

Tier 3 1 Class Level cost

Tier 4 2 Class Levels cost

Tier 5 2 Class Levels cost

Bonus Tier 1 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your own path from here. Speak with the GM. ? Class Level cost

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5) Slippery: Rogues don't like to get caught. Even when they do get caught, they tend to be hard to catch. Slippery helps you to evade capture, and even if you get caught, it helps you to escape more easily.

Tier 1 - Can't Touch This: You are simply harder to grab. This may be because you duck and weave, this may be because you're so fast, or it may be because you're just plain small, but when you don't want to be caught, you're hard to get a good grip on. Energy Cost: 30 /1 Class Level cost

Tier 2 - Wiggle Wiggle Wiggle Wiggle YEAH!: Okay, so you've been grabbed. What do you do? It's simple, use this ability to try and get away. This makes you harder to keep ahold of, allowing you to make your escape. Energy Cost: 40 /1 Class Level cost

Tier 3 - Greased Lightning: You've escaped. Congratulations. Now what? Run away, right? You're in luck. If you escape from being grabbed, this tier gives you a small, temporary speed boost to get away. Use it wisely. Energy Cost: 30 (after Tier 2) /2 Class Level costs

Tier 4 - You chart your own path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your own path from here. Speak with the GM. ? Class Level cost

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6) Trapmaster: Rogues are really good at traps, both their setup and their takedown. While other people can try to disable a trap, none does it better or quicker than a rogue. When building a trap, none does it more efficiently than a rogue. If you're a fan of setting up battles to go in your favor before they've even started, or if you're afraid you'll walk into a trap yourself, this is the talent for you.

Tier 1 - Disable: Before you know how to set traps up, you need to know what sets them off and, more importantly, how to keep them from triggering to kill you. As a result, you get really good at disabling traps. Energy Cost: 30 per trap /1 Class Level cost

Tier 2 - Construction: You can build your own traps now. This costs time and gold, but with the right traps and the right amount of time, you could stop a ton of combatants before they even get anywhere near the battlefield. 1 Class Level cost

Tier 3 - Tough Sense: You have a knack for sensing when and where traps will be. With this, you may be able to sense a trap without activly having to look for it. You won't always, though, so if that long, 30 foot empty hallway looks suspicious, don't depend on this ability to tell you if danger is near. 2 Class Level costs

Tier 4 - You chart your own path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your own path from here. Speak with the GM. ? Class Level cost

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7) Shadow Adept: The rogue has begun to tap into the strange nature behind shadows and the Darkness element, this talent represents the first steps onto the path of a true Shadow Wielder, and is required for all the Shadow Abilities and Skills, as well as the Shadowdancer Advanced Class.

Tier 1 - The Adept has learned an affinity for shadows, whenever in a shaded area or in darkness, the Shadow Adept can exert 10 Energy to gain +5 Speed. This is a temporary bonus that lasts only a few minutes. 1 Class Level cost

Tier 2 - The Adept is better at hiding and stealth in shadowy places. The Adept gets a small bonus to all attempts at sneaking in shadowy places. 1 Class Level cost

Tier 3 - The Adept has learned the secret of nightwalking, that real black isn't the best for sneaking in the dark, using clothes colored in dark grays and browns, the Adept is nearly invisible at night. 1 Class Level cost

Tier 4 - The shadows are as silent as they are inperceptable, in shadowy places, the Adept now moves much more quietly, making it less likely for the sound of their movements to be heard by average hearing. 1 Class Level cost

Tier 5 - The Shadow Adept can now attempt to hide as long as there are any shadows nearby cast by stationary objects. Minor NPCs and monsters will be fooled by this, but anyone with a Perception score higher then yours, or a powerful NPC, will not be fooled. 2 Class Level cost

Bonus Tier 1 - You chart your own path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your own path from here. Speak with the GM. ? Class Level cost

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Abilities:

1) Fighting Dirty: A smack at the side of the head. A swipe to the shin. Some dirt in the eye. A kick to the nads. Fair fights are for suckers, and you take full advantage of someone who fights "fair". In battle, there's only two outcomes, you win or you die, and as a general rule, you want to live. Dirty fighting doesn't do much damage by itself, but it does distract an opponent long enough to set up an attack, possibly a devistating one. The moves below do no damage.

Level 1 - You Cheated!: You attack with a feint that causes the enemy to be distracted from your real blow, this attack does no damage, but makes your next attack more likely to hit. Energy Cost: 10 / 1 Class Level cost

Level 2 - Contemplatable Sneak!: You attack with a feint that is likely to fool even the divine, this allows you slightly more time to get in attacks with the enemy's guard down. Energy Cost: 30 / 1 Class Level cost

Level 3 - Stop Cheating, Dammit!: You attack with a double feint, if the first one didn't throw them off, the second attack just might! Enemies even with super high perception and reflexes are affected by this level of feint and you have time for at least two strikes afterwards. Energy Cost & Mana Cost: 50 and 100 Mana/ 1 Class Level cost

Level 4 - You chart your own path from here. Speak with the GM. Energy Cost & Mana Cost: ?? / ? Class Level cost

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2) Evasive: Roman fire. Area of effect magik. Something hitting the dirt so hard that the dirt itself threatens to hurt you. These things hit lots of people, and they hit hard. What's a rogue to do when something attacks a wide space? Easy: Jump over it, duck under it, quickly leap to the side... avoid it at all costs to begin with. All levels of this ability are based in reflexes, the higher your Reflexes, the better they'll work.

Level 1 - Watch Where You're Aiming That Thing!: If you see the attack coming at you, you can leap out of the way quickly to try and avoid it, or at least minimize the damage. You still have trouble with attacks you can't plainly see, however. Energy Cost: 20 / 1 Class Level cost

Level 2 - You Almost Hit me!: You can avoid the attack even if you can't easily spot it. Energy Cost: 30 / 1 Class Level cost

Level 3 - Missed By A Mile!: Allows your to avoid an attack that would otherwise have been a surprise to you, use this when the GM states you've been attacked without any chance of dodging, cheat fate itself. However, it comes at a cost: Disadvantage: Your Luck Score drops by 10 for a session, this disadvantage stacks with every use, even into the negatives! Karma can catch up quick. This ability also can sometimes fail completely, some attacks are just plain unavoidable. Energy Cost: 40 / 2 Class Levels

Level 4 - You chart your own path from here. Speak with the GM. ? Class Level cost

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3) Blade Defense: Sometimes, a rogue has to sit in a prolonged fight against someone bigger and tougher than them. It happens to the best of them. A job goes bad, an enemy is crafier than you gave them credit for, etc etc. With this, you can hopefully stay alive long enough to tire them out to get them to make mistakes.

Level 1 - Swordplay: By using this ability you shift your stance from attack to defense, while you have this active, you cannot make attacks, but you can easily block incoming strikes with your weapons. Energy Cost: 20 / 1 Class Level cost

Level 2 - Swift Swordplay: You declare a defensive stance like Level 1, however, you can now counterattack your enemies after you block an attack. Energy Cost: 30 / 1 Class Level cost

Level 3 - Reposite: Immediately after you are damaged by an enemy, you can use this Level of the ability to declare a counterattack, the attack can either be one of your own abilities, or a strike that deals the same amount of damage you were dealt. Karma pays back quick. If the attack you deal back was too powerful for your own body, you can damage your health permenantly and injure yourself. Energy Cost: 100 if dealing back the attack or whatever cost of your ability plus 10 / 2 Class Level cost

Level 4 - You chart your own path from here. Speak with the GM. Energy Cost: ?? / ? Class Level cost

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4) Acrobatic Fighting: A rogue's biggest asset is their ability to move around in the heat of battle. Standing still means stabwounds. Stabwounds hurt. You don't like hurt, hurt is baaaad.

Level 1 - Feint: You use a feint to change your position, this allows you to make a quick change to how you're facing even a fast enemy without any risk of them attacking you or throwing someone in your way. Perfect for getting up behind the enemy! Energy Cost: 30 / 1 Class Level cost

Level 2 - Tumble: You can use uneven ground and footing to press an advantage, using this ability you can adjust yourself so your enemy is at a disadvantage, lowering their ability to block your attacks. Energy Cost: 30 / 1 Class Level cost

Level 3 - Leap: You launch yourself into the air, allowing you to react to one of two different things: You can use this to avoid an attack, or stop an enemy from changing your position themselves. Energy Cost: 40 / 2 Class Level cost

Level 4 - You chart your own path from here. Speak with the GM. Energy Cost: ?? / ? Class Level cost

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5) Master of Poisons: The rogue is capable of boosting it's weapons with poisons, these special poisons can be added to weapons quickly in battle at the cost of some energy, and can allow your attacks to be even more devasting once applied. The long term effects described in each ability do NOT apply during battle, adrenaline pumping keeps the opponent from feeling these effects until later.

Level 1 - Slothwort: This poison slows the metabolism when it enters the blood stream, any enemy afflicted with this poison will suffer -20 speed, applications do not stack, however, if not cured, the target will continue to lose 5 speed every few minutes until they can no longer move. Energy Cost: 40 / 1 Class Level cost

Level 2 - Rotweed: This poison attacks the enemy's organs, slowly causing them to malfunction and quickly rot away, an enemy afflicted with this poison suffers -20 Health when attacks, applications do not stack, however, the target will continue to lose 5 health every to minutes unless cured. The enemy will lose conciousness and go comatose if left untreated for long. Energy Cost: 40 / 1 Class Level cost

Level 3 - Cerebluck: This poison runs straight to the mind, a powerful narcotic, it begins to attack thoughts and make it hard for the enemy to concentrate. On application the target suffers -20 Mind, however, the applications do not stack, instead, the target loses -5 Mind every few minutes, until the brain stops functioning properly and they are lost in a stupor until cured. Energy Cost: 40 / 2 Class Level cost

Level 4 - Deathshade - Unlike other poisons, this one's affects are immediate and horrible, this poison causes terrible pain on the target once afflicted, they continue to suffer pain as long as afflicted, slowly draining away their life. Energy Cost: 60 / 2 Class Level cost

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Skills:

1) Backstab: The best kind of attack is one someone doesn't see coming. If you sneak up on someone, or simply get behind them somehow, you can stab them in the back to deal even more damage.

Level 1 - Hey, quit it!: You stab at an enemy's weak point or soft spot, causing greater then normal damage, the enemy must have their attention focused on another for this to succeed. Energy Cost: 20 / 1 Class Level cost

Level 2 - That really hurts!: Your backstab deals 2x the damage. Energy Cost: 30 / 1 Class Level cost

Level 3 - Seriously, ow!: Your backstab deals 2.5x the damage and causes the enemy to slowly bleed out as well. Energy Cost: 40 / 2 Class Level cost

Level 4 - You chart your own path from here. Speak with the GM. Energy Cost: ?? / 2 Class Level cost

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2) Slash: While a warrior has a much more efficient slash, the rogue tends to like to use this ability too. Slash deals a lot of damage at once, and if used at the right time, can be absolutely crucial to a rogue's survial in battle.

Level 1 - Deep Cut: This Level of slash does a little bit of extra damage. Enough to be noticable, but not enough to turn the tide of battle. This depends on it getting through armor. Energy Cost: 20 / 1 Class Level cost

Level 2 - Wounding Cut: An improved version of slash, you deal more damage with it. Could potentially turn a battle in your favor. This depends on it getting through armor. Energy Cost: 40 / 1 Class Level cost

Level 3 - Bleeding Cut: Rather than deal more damage, this Level of slash allows a rogue to cause a bleeding effect, dealing a small amount of damage over a length of time. With backstab, this effect is either longer or causes more damage, up to the rouge when he uses this ability. This depends on it getting through armor. Energy Cost: 60 / 2 Class Level cost

Level 4 - You chart your own path from here. Speak with the GM. ? Class Level cost

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3) Magebane: The rogue is talented at being distracting and taking out enemies swiftly, mages unfortunately are a prime target for rogues, this form of attack embraces that.

Level 1: You strike at an enemy, if they have the Mana Stat, your strike affects this instead of normal damage, your cut bleeds, but what it's bleeding is the enemy's mana flow. 50 mana is taken from the enemy with this strike. Energy Cost: 20 / 1 Class Level cost

Level 2: You strike at an enemy, if they have the Mana Stat, your strike affects this instead of normal damage, your cut bleeds, but what it's bleeding is the enemy's mana flow. 100 mana is taken from the enemy with this strike. Energy Cost: 40 / 1 Class Level cost

Level 3: You strike at an enemy, if they have the Mana Stat, your strike affects this instead of normal damage, your cut bleeds, but what it's bleeding is the enemy's mana flow. 200 mana is taken from the enemy with this strike. Energy Cost: 60 / 2 Class Level cost

Level 4: You strike at an enemy, if they have the Mana Stat, your strike affects this instead of normal damage, your cut bleeds, but what it's bleeding is the enemy's mana flow. 400 mana is taken from the enemy with this strike. Energy Cost: 80 / 2 Class Level cost

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4) Hamstring: The rogue must compensate for lack of brawn with strength of wit and cunning, in doing so, the rogue has learned how to damage the enemy in ways that might not threaten their lives, but will certainly hinder and weaken them to others.

Level 1 - Calf Strike: The Rogue strikes low, swiping at the enemies legs and cutting for the tendons in them, a successful hit deals normal weapon damage and hinders the enemy's speed by 20 as you give them a bad limp. Energy Cost: 30 / 1 Class Level cost

Level 2 - Backbreaker: The Rogue strikes for the sweet spot in the enemy's back, this attack will deal only normal damage, however, it will also cause wracking pain and weaken them, causing them to lose 20 Strength. If it gets through armor. Energy Cost: 30 / 1 Class Level cost

Level 3 - Shoulder Strike: The rogue strikes the spot between shoulder blade and arm, disabling an arm while dealing normal damage, this can cause an enemy to drop their weapon, be unable to use two handed ones, or lose a shield. It may also interfere with enemy spellcasting. If it get through armor. Energy Cost: 50 / 2 Class Level cost

Level 4 - Go For the Middens: This is an almost unforgivable move, the rogue strikes the vitals of the enemy, causing excutiating pain and damaging normally, the enemy is stunned momentarily and completely open to attacks due to reeling from such a horrible strike. Stun time varies depending on weapon strength, Rogue strength stat, and enemy stamina. Energy Cost: 60 / 2 Class Level cost

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5) Relentless Assaut: Sometimes, one simply has to cut loose and strike wildly to defeat an opponent, this wild, gutsy form of dirty fighting is preferred by prison inmates, maniacs, and berserkers, and the Rogue has adapted it to keep the strikes coming, kill it before it kills you!!! Note, all attacks in this Skill are based on speed, the higher it is, the more effective the strikes are, due to how fast you're attacking, the accuracy of these attacks is greatly lowered, making it far easier for enemies to avoid them.

Level 1: Swiping quickly, you make two attacks in the same speed most would manage a single one, each dealing normal damage with your weapon. Energy Cost: 30 / 1 Class Level cost

Level 2: Swiping quickly, you make three attacks in the same speed most would manage a single one, each dealing normal damage with your weapon. Energy Cost: 50 / 1 Class Level cost

Level 3: Swiping quickly, you make four attacks in the same speed most would manage a single one, each dealing normal damage with your weapon. Energy Cost: 80 / 2 Class Level cost

Level 4:Swiping quickly, you make five attacks in the same speed most would manage a single one, each dealing normal damage with your weapon. Energy Cost: 110 / 2 Class Level cost

 
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