Tuesday, March 15, 2011

Rogue Abilities: Technical List

Rogue Abilities
Rogues are the martial arts type fighters. They prefer to fight with fewer encumbrances than warriors and rely on stealth, surprise, and manipulation to overcome their adversaries. Rogue abilities are divided into weaponry, Subterfuge, and Grappling. Rogues have two modes standard (the initial mode) and stealth. While stealthed opponents must make a saving throw at the end of each round to see if they can target the rogue in the following round. Unless otherwise noted, performing any ability or attack breaks stealth and puts the rogue back into standard mode. Like warriors, Rogues will also perform “limit break” abilities.
Subterfuge
  1. Stealth (mode)
    When entering stealth mode, all following actions on the initiative chain which target the rogue are cancelled. At the end of the round, opponents may make a saving throw to “spot stealth” and thus are able to target the rogue in the subsequent round. Otherwise, the rogue cannot be targeted. Stealth mode also makes certain abilities available.
    Any offensive ability, unless otherwise noted, will break stealth. If the rogue is hit by any attack or spell, stealth mode is broken. When stealth mode is broken, the rogue returns to standard mode.

  2. Poison (Debuffer, DOT)

    Poison performs a standard melee attack on one target. That target will receive the Poison (debuff). Poison (debuff) deals nature damage to the target each round. Poison (debuff) is a poison debuff. The effect of a poison can be avoided by nature resistance.


  3. Shadow Strike
    Shadow Strike performs a standard melee attack on one target with +x AR. The attack deals an additional amount of shadow damage to the target. The shadow damage can be avoided with shadow resistance. Shadow Strike does not break stealth. Shadow Strike requires stealth mode.

  4. Neuro Toxin (debuffer)
    Neurotoxin performs a standard Melee attack on one target. If there is a hit, that target receives the Neurotoxin (debuff). Neurotoxin (debuff) lowers INT, DEX, and initiative. It is a poison debuff. It can be avoided by Nature Resistance.

  5. Sleeper Hold (debuffer)
    Sleeper Hold requires stealth. Sleeper Hold places the Unconscious (debuff) on a target. This is the same debuff as in warrior (“Knock out Punch”). Unconscious (debuff) prevents the character from performing any actions and reduces their block and evade rates to 0%. Unconscious (debuff) is a persistent debuff. Sleeper Hold requires stealth.

Weaponry.
  1. Mystical Strike
    Mystical Strike performs a standard melee attack on one target with +x AR. The mystical strike will remove a certain number of buffs/debuffs (except for Disease debuffs) at random from the target. The amount of buffs/debuff removed depends on the strength of the strike. A full hit removes 5 buffs/debuffs, a 4/5ths hit removes 4 (buffs/debuffs) and so on.

  2. Mortal Blow (Limit Break, Debuffer)

    Mortal Blow performs a standard melee attack on one target with +x AR and +x% damage. If there is a hit, it places the Mortal Blow (debuff) on the target. Characters with Mortal Blow (debuff) cannot be healed. Mortal Blow (debuff) a persistent debuff.


  3. Expose Armor (Limit Break, Debuffer)

    Expose Armor places the Expose Armor (debuff) on a single target. The targets armor is lowered depending on the type of Armor. Expose Armor (Debuff) is a persistent debuff.


  4. Throat Punch (debuffer)
    Throat punch performs a standard melee attack on target with +x to AR and –X% to damage. If there is hit, it places the Throat Punch (debuff) on the target. Throat Punch (debuff) prevents all spell casting, which is any ability that uses mana.

  5. Rake (debuffer, ddot)

    Rake performs a standard melee strike on one target with +x AR. If successful, it will place Rake (debuff) on the target and the target will continue to take damage. Rake (debuff) is a persistent debuff. Rake does not break stealth.


Grappling
  1. Back stab

    Backstab requires stealth mode. The Rogue must be holding a dagger in the main hand. It performs a standard attack with +x AR and +x% damage.


  2. Circle Kick
    Circle Kick performs a standard Melee Attack with –x% damage. On a successful hit, it interrupts a spell.

  3. Hyper Activity (limit break, buffer)

    Hyper Activity performs one standard melee attack on any one target. It is also gives the rogue Hyperactivity (buff). This Buff increases the rogues initiative, AR, and chance to critically hit. Hyperactivity (buff) removes any poison or magic debuffs on the rogue. When Hyperactivity is cast, the rogue replenishes his energy bar.


  4. Chi Punch (Limit Break, debuffer)
    Chi Punch performs a melee attack with a +x AR. If successful (and it will almost always be so) it interrupts any action about to be performed by the target. The target will also receive the Chi Punch (debuff) which lowers STR, DEX, PRC, WIL, and INT. Chi Punch (debuff) is a persistent debuff.
  5. Disarm (debuffer)
    Disarm places the disarm (debuff) . The Disarm (debuff) severally lowers the targets attack rating for Melee weapons. Disarm can be avoided by a saving throw.
    Disarm costs no energy. Disarm automatically activates on a melee attacker when the rogue evades (unless it is on a cool down).

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