RogUe Designations
Meet the Rogue class designations
Talk a walk on the darker side and get to know some loveable rogue-types.
Rogue
Thief
Scoundrels with a penchant for acquiring goods that do not belong to them. Thieves learn their skills out on the streets, some since birth, others since a fall from grace or other tragedy later in life. They are skilled at lock picking, pick pocketing, breaking and entering, and are generally agile fighters, preferring to evade and escape more than strike. Thieves are also very lucky by nature and are well known for always managing to find a way out of a sticky situation.
Stats
55
Fortitude
85
Dexterity
55
Magic
60
Wisdom
75
luck
Allowances
Weapon Allowances
Daggers, Short Sword, Knives, Throwing Knives, Darts, Needles, Knuckledusters, Batons, Whip, Sickle, Chain and Sickle, Ball and Chain, Powder Bombs, Grenades
Armour Allowances
Reinforced Light Mail, Leather Armour
Magic Allowances
N/A
Class Skills
Misdirect
Causes the attacker to lose track of the caster, allowing them to escape
Deft Hands
Allows the thief to pickpocket their opponent if the caster’s skill is high enough
Rogue
Hunter/Ranger
Hunters and Rangers are both renowned for their prowess with a bow and arrow and their survival skills. Taught with a mixture of tough-love and almost parental care, the skills of the Hunter or Ranger are passed down from master to apprentice. Hunters with less magical talent focus more on their survival skills and prowess with traps and weapons while Rangers use their magical talent to learn spells that complement their understanding of the forests and nature.
Stats
65
Fortitude
75
Dexterity
50
Magic
55
Wisdom
55
luck
Allowances
Weapon Allowances
Bow and Arrows, Knives, Throwing Knives, Darts, Grenades, Powder Bombs, Traps
Armour Allowances
Reinforced Light Mail, Leather Armour
Magic Allowances
Hunter
N/A
Ranger
Choice of one path of Druidism
Class Skills
Hawkeye
Slows time slightly when taking a shot to ensure maximum accuracy
Deadshot
Causes all shots to be more accurate and do double damage for a certain time
Rogue
Scout
Prior planning prevents poor performance. This is the very ethos of a Scout. With keen eyes and even keener reflexes, the Scout does not act until they have a clear picture of the situation and an appropriate countermeasure. They are trained as elite advanced units by castles to scout enemy territory without being caught and thus have a knack for subterfuge as well as combat. A Scout can use whatever weapons in their surroundings (be they actual weapons or simply branches or rocks), even having some small spells to assist their missions.
Stats
55
Fortitude
85
Dexterity
40
Magic
50
Wisdom
50
luck
Allowances
Weapon Allowances
Daggers, Short Sword, Knives, Throwing Knives, Bow and Arrows, Darts, Needles, Knuckledusters, Batons, Whip, Sickle, Chain and Sickle, Ball and Chain, Powder Bombs, Grenades, Traps
Armour Allowances
Reinforced Light Mail, Leather Armour
Magic Allowances
Transformation: Path of Periphery – Limited
Druidism: Limited
Class Skills
Ready For Anything
If a key/necessary item is needed, it will be immediately provided in a pocket
Probe
Gives a rundown of enemy stats at the beginning of a battle
Rogue
Artificer
Experts with traps, contraptions and anything mechanical. They have a knack for tinkering and building, even in the midst of battle. Most Artificiers are self-taught, however, there are some groups of Artificiers who band together, creating bigger and bolder contraptions to aid their towns or holds with their inventions. Some use small amounts of magic; however, it is not a prerequisite and some of the best Artificiers do not possess a drop of aptitude for it. More important is a sharp, creative mind and itchy fingers.
Stats
50
Fortitude
75
Dexterity
60
Magic
60
Wisdom
55
luck
Allowances
Weapon Allowances
Knives, Throwing Knives, Darts, Needles, Powder Bombs, Grenades, Canon, Siege Engine, Token
Armour Allowances
Reinforced Light Mail, Leather Armour
Magic Allowances
Runism: Limited
Class Skills
Gimme That Boom
Adds an extra step when/if the first trap fails (caster must see the failure)
Tripwire
Creates a wire from an enemy’s foot to the nearest trap
Rogue
Assassin
Assassins are the most efficient killers of any fighter in Verindale. An assassin’s pride lies in finishing an encounter in a single stroke. Each extra stroke that the battle continues is a mark of shame for the assassin. They hone their skills in secret, hidden amidst society and accept contracts via dead-drops as murder and assassinations are against the law. Extremely skilled in physical contact, they possess no magical talent, rather an incredible knowledge of the human body and its weaknesses, passed down only through Assassins successful enough to evade capture
Stats
70
Fortitude
80
Dexterity
60
Magic
50
Wisdom
60
luck
Allowances
Weapon Allowances
Katana, Daggers, Hidden Blades, Knives, Throwing Knives, Throwing Stars, Darts, Needles, Sickle, Chain and Sickle, Ball and Chain, Nunchucks, Powder Bombs, Grenades
Armour Allowances
Reinforced Light Mail, Leather Armour
Magic Allowances
N/A
Class Skills
Backstab
Any strike to a vital organ from behind will cause a knockout
Residue
Can trigger a poison capsule in any wound resulting from a critical hit
Rogue
Gunslinger
Gunslingers are relatively new to Verindale and thus not particularly plentiful. Those who do exist, however, operate under strict codes. Gunslingers will almost exclusively fight in duels and refuse to join forces with a castle militia, operating independently for their own purposes. This fierce independence leads them to be lone wolves and generally quite stoic. Their ammunition can range from regular bullets to magical bullets created by those with some magical ability – a handy attribute for when they run out of ammunition.
Stats
50
Fortitude
80
Dexterity
60
Magic
65
Wisdom
55
luck
Allowances
Weapon Allowances
Pistol, Rifle, Shotgun
Armour Allowances
Reinforced Light Mail, Leather Armour
Magic Allowances
Choice of 2 of the following:
Elementalism: Limited
Mysticism: Limited
Degradation: Limited
Class Skills
Quick Draw
Allows the first attack in any battle/encounter
Recoil
Any shot that knocks the opponent out will restore health and stamina
Rogue + Warrior
Bandit/Pirate
Loud boisterous brigands who want only for ale, riches and freedom. While bandits create their own camps and territories, Pirates build their territories on the seas. Neither are particularly scrupulous and any Bandit or Pirate will pilfer, betray and backstab to further their own ambition. Their fighting abilities are crude; however, they benefit from the experience of constant battling between themselves to compensate for their lack of training. Any can join the Bandit or Pirate life, but leaving it behind is harder than it would seem.
Stats
75
Fortitude
70
Dexterity
45
Magic
40
Wisdom
55
luck
Allowances
Weapon Allowances
Bandit
Axe, Battleaxe, Spear, Daggers, Knives, Knuckledusters, Whip, Scimitar, Powder Bombs, Grenades
Pirate
Daggers, Knives, Knuckledusters, Whip, Scimitar, Powder Bombs, Grenades, Trident, Canon, Pistol
Armour Allowances
Hide Armour, Reinforced Light Mail, Leather Armour
Magic Allowances
N/A
Class Skills
Chantey/Anthem
Sings a pirate/bandit song at the start of the battle to boost the team’s attack by 10%
Mudders Milk
Drinking alcohol during the battle increases attack by a certain amount
Rogue + Warrior
Skald
Skalds are fighters who, despite their limited magic, still choose to use music to inspire and intimidate in battle. They are less refined than Bards; however, they are still respected and may join a castle militia to offer their services during large battles, often receiving physical combat training when they do so. Skalds are also frequently found amongst tribes of Barbarians, their music used both for recreation and battle and thus making up an important part of a Barbarian tribe.
Stats
75
Fortitude
50
Dexterity
65
Magic
65
Wisdom
60
luck
Allowances
Weapon Allowances
Hammer, Warhammer, Knuckledusters, Batons, Whip, Sickle, Chain and Sickle, Ball and Chain, Powder Bombs, Grenades, Staff, Bladed Staff, Amulet, Musical Instrument, Flag
Armour Allowances
Reinforced Light Mail, Leather Armour, Chainmail Armour
Magic Allowances
Illusionism: Choice of one path
Class Skills
Haka
Caster does an intimidating dance at the start of the battle to boost power for allies and intimidate enemies
War Drum
Pounds the ground to call all allies to arms and boost attack by a certain amount
Rogue + MAge
Bard
Magical musicians with a penchant for flamboyance. Bards use music and the magic of sound to enchant audiences, empower allies and undermine enemies. By combining their magical talent with their artistic talents they can cast illusions over and induce emotions in any who listen to or watch them. A young Bard is apprenticed to one who is more experienced – whether they be travelling Bards or work as court entertainers. Many Bards also become quite famous and are commonly known for being both extremely charming and extremely lucky (though it remains a mystery as to why).
Stats
45
Fortitude
65
Dexterity
65
Magic
75
Wisdom
80
luck
Allowances
Weapon Allowances
Daggers, Short Sword, Knives, Throwing Knives, Darts, Needles, Batons, Whip, Powder Bombs, Grenades, Staff, Bladed Staff, Wand, Orb, Amulet, Token, Musical Instrument
Armour Allowances
Mage Robes, Reinforced Light Mail, Leather Armour, Costumes
Magic Allowances
Illusionism: All paths
Bard Specialisation: All paths
Class Skills
Rockstar
Causes all enemies of the battlefield to stop and listen while erecting a barrier to protect the caster until the performance is complete
Mesmerise
Takes complete control of a target individual for a certain time
Rogue + MAGE
Ninja
Ninjas are magical assassins who have been trained by ancient custom and tradition in sequestered halls in Warshingal. Red Ninjas generally work in service of the emperor, only on very rare occasions are they released from their oaths and become Black Ninjas.
Stats
55
Fortitude
85
Dexterity
70
Magic
60
Wisdom
60
luck
Allowances
Weapon Allowances
Katana, Daggers, Hidden Blades, Knives, Throwing Knives, Throwing Stars, Darts, Needles, Sickle, Chain and Sickle, Ball and Chain, Nunchucks, Powder Bombs, Grenades, Scrolls, Amulet
Armour Allowances
Mage Robes, Reinforced Light Mail, Leather Armour
Magic Allowances
Mage skills: All paths
Shadow specialisation: Limited
Plus a choice of:
Runism: Limited
Illusionism: Limited
Class Skills
Now You See Me
Disappears into shadow in front of the enemy and teleports to safety
The Blade You Never See
Creates a blade out of thin air when attacking a vital point
Rogue + MAge
Gambler
Many enjoy a good gamble, but to be a true Gambler, you must have luck upon your side. Gamblers use their knowledge of the cards to awaken their hidden power, though it is said the cards find the power in the Gambler rather than the Gambler finding the power in the cards. The Gambler’s power is strongly bound both to and by luck, but they also choose to increase their luck by perfecting their sleight of hand and dexterity. Most Gamblers make their coin through gambling halls and bets with unsuspecting victims, though this means they tend not to stay in one place for too long.
Stats
35
Fortitude
85
Dexterity
60
Magic
60
Wisdom
75
luck
Allowances
Weapon Allowances
Daggers, Short Sword, Knives, Throwing Knives, Darts, Needles, Knuckledusters, Batons, Whip, Sickle, Chain and Sickle, Ball and Chain, Powder Bombs, Grenades, Playing Cards, Dice
Armour Allowances
Reinforced Light Mail, Leather Armour
Magic Allowances
Gambler specialisation: All paths
Class Skills
Up Your Sleeve
Hides a required item inside sleeve for necessary use in battle
With Great Risk
Gives caster a chance to knock out the key fighter of either side, the outcome being decided by luck
Rogue + MAge
Alchemist
Specialists in the brewing and crafting of potions, grenades and elixirs, many have developed this art into a battle tactic. Alchemists are trained in hospices and do a short stint at a Conservatorium before returning either to the hospice or taking up employ as part of a castle, militia or travelling adventurer. In rare cases, Alchemists may be self taught and become healers of groups such as Barbarians, Bandits or Pirates, though in these situations they are also versed in the brewing of ale and other beverages.
Stats
45
Fortitude
65
Dexterity
65
Magic
75
Wisdom
60
luck
Allowances
Weapon Allowances
Knives, Throwing Knives, Darts, Needles, Batons, Whip, Powder Bombs, Grenades, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes, Reinforced Light Mail, Leather Armour
Magic Allowances
Alchemist specialisation: All paths
Transformation: Path of Article
Class Skills
Potency
Doubles the effects of a potion in a combat setting
Instant Brew
Allows a number of potions to be quickly brewed in succession during battle
Rogue + MAge
Beastmaster
It is said that no bond is stronger than the one between a Beastmaster and their companion. From a young age, a Beastmaster has a natural affinity with animals. They use their magic to learn to speak with the animals, eventually being able to exert their wills over them and control them. When a Beastmaster is ready, they set out on a quest to find their companion. This quest can take years and though each quest is unique, they all end the same way, with the bonding of a Beastmaster and their life companion.
Stats
70
Fortitude
70
Dexterity
60
Magic
60
Wisdom
50
luck
Allowances
Weapon Allowances
Daggers, Short Sword, Spear, Lance, Knives, Throwing Knives, Darts, Batons, Whip, Sickle, Chain and Sickle, Ball and Chain, Powder Bombs, Grenades, Staff, Amulet, Token
Armour Allowances
Mage Robes, Reinforced Light Mail, Leather Armour
Magic Allowances
Beastmaster specialisation: All paths
Druidism: Choice of one path
Class Skills
Tarzan’s Call
Will call any animals in the vicinity to aid the caster
Heel
Tames an enemy animal to fight alongside the caster for the remainder of the battle