Overview:
Rogues are sneaky, dastardly, and incredibly crafty. They succeed in battle by combining speed and subterfuge, taking down their opponents before they even realize they are in danger. Dexterity and cunning are a rogue's primary advantages over any other class.
Specializations:
Specializations require members to go through questing, or meeting and learning from characters with the ability. The specialization field is something only staff may edit. Characters may have multiple specializations, but they cannot start out onsite with them. We need to see the threads.
There are a few exceptions to this rule, but these exceptions are rare and apply to characters who are tied to a site plotline.
Current Specializations
(Rogue) Earth Shaker: Rogues who are skilled enough in the use of lyrium to turn it into an explosive. It takes a lot of practice, a lot of care, as lyrium can be lethal if handled incorrectly. A lyrium explosion will attract a lot of wraiths and spirits, and provide cover for escape. Alternatively, Earth Shakers can use their lyrium bombs to alter the landscape, collapsing tunnels, caves, or bridges…and taking out anything else in the way.
>>Requirements: Must be learned from someone skilled in lyrium use (at least 5 threads).
(Rogue) Moon Hunter: Moon Hunters are a group of people who dedicate their practices to The Lady of the Skies. These rogues were trained by the Sky Watchers, to dismember their foe so that their bodies would be carried away by birds. They are driven by faith, and are respectful of those they kill. These rogues are deft with knives, and their knives are unusually sharp - especially under the moonlight.
>>Requirements: Must have ties to an Alamarri, Ciriane, Avaar or Chasind tribe. If there are no ties present, learning the specialty from somebody with it will suffice (at least 5 threads with this character about this specialization).
(Rogue) Antivan Crow: The Crows are an elite organization of spies, thieves, and assassins based in Antiva. Their members are typically raised and trained from very young ages - and as a result, the Crows are the only family they have ever known. Because of the Crows’ unique place in Antivan politics, these people are adept at blending in with nobility, and have an extensive network of partners and contacts that they will not hesitate to utilize in order to fulfill a contract.
>>Requirements: Must be a member of the Antivan Crows (at least 5 threads with other members of the Crows in order to earn this specialization).
(Rogue) Grim Reaper: These rogues are tied to death in a very intimate way. Whether because they have died once before and were brought back, or because they have dedicated themselves to a forgotten god, these rogues are almost spiritual in the way they do murder. It is always dedicated to some greater purpose, an act of balancing the scales. These rogues can sense the mortality (and morality) of those around them, plucking on the strings of fate in order to manipulate the lives of their enemies. No one is immune to death, and the grim reaper will make sure of that.
>>Requirements: Must thread out their connection to death (at least 5 threads).
Archetype: Engineer
Engineers are inventors, creators, tinkerers. They are skilled in creating explosives, elixirs, and hazardous gadgets. People in this class typically enjoy inventing, and would prefer to make that their life’s work. Typically dressed in light armor, if any armor at all, Engineers have high intelligence and a willingness to try something new and potentially fail.
Foci: Artificer
Intricate mechanisms are the core of the artificer’s craft: deadly traps; distracting contraptions; marvels of engineering turned to deadly purpose. They are skilled inventors and master trap-makers. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. If he or she is smiling? Best just to hope your affairs are in order.
Within this foci fall the following abilities:
Trap-Making: The artificer is able to craft dangerous traps, imbuing them with poison, grease, and other pleasantries (captrops, spike traps, gas traps, etc.)
Distracting Lure: The artificer uses a peculiar contraption to distract and confuse their enemies
Unique Weaponry: The artificer can craft their own unique weapon, typically far more advanced than whatever else is on the market. (Say hello, Bianca.)
False Trail: The artificer is able to conceal their traps expertly in the environment, making them all but invisible to the naked eye. That alley is totally safe. Totally.
Jar of Bees: The Artificer has invented a…unique sort of bomb, utilizing whatever is at hand. Even the most innocuous things can be deadly in the right hands.
Foci: Alchemist
Master chemists and skilled mixologists, the alchemist utilizes their specific expertise to concoct deadly poisons, paralyzing gasses, and more.
Within this foci fall the following abilities:
Enhanced Potions: The alchemist is a skilled mixologist, able to create extremely potent potions and poisons.
Smoke Bombs: Able to conceal their movements by throwing a cloud of smoke at their feet, the alchemist disappears in the resulting fog.
Illusion Gas: Taking their smoke bombs a step further, they are able to craft a diffuse gas that causes hallucinations in anyone who inhales it.
Subtle Poison: The Alchemist can imbue their weapons - or an innocuous object - with a specialized poison that causes damage over time.
Paralytic Philter: The alchemist coats their weapons with a strong paralytic venom, rendering their opponents helpless.
Foci: Tempest
These characters take components of non-dwarven items and imbue them with magic—at least, that’s what they’ll tell you. Inventors by trade, magicians by right, falsifying magic is just one way to distract the enemy. They may not be able to use magic, but they sure can fake it.
Within this foci fall the following abilities:
Storm: Able to use alchemical mixtures and specialized techniques that wreathe the rogue in frost or flame.
Elemental Bombs: Character has crafted an assortment of different bombs, employing different elements (fire, lightning, smoke bombs, ice, and more).
Elemental Mines: Setting traps for the unwary, the Tempest is a master at infusing elemental runes into their mines. The moment an enemy steps into the danger zone, they are wreathed in an elemental effect of the Tempests’ choosing.
Enchantment: Using runes or enchanted weapons, the alchemist mimics magic, putting enemies off balance.
Alchemic Defence: These rogues have found ways to negate the effects of the elements. Be it from their own arsenal or the arsenal of others, they don’t seem to take much damage from elemental traps and attacks.
Foci: Tinkerer
These rogues are basically mad scientists, using their know-how to create all kinds of machinery. They notoriously use small wisp-like spirits to help run their machines either by luring them in, or offering equivalent exchange. Often the spirits are happy to inhabit a temporary body, given that they are free to leave it at any time.
Within this foci fall the following abilities:
Constructs: Creating small machines in the shape of animals or animated constructs, these machines can be powered by small spirits. They can help in combat, recon, or just as companionship. These can be made out of a variety of material, from wood, metal, or even bone.
Augmentation: These rogues can create gadgets that increase someone’s ability in a certain area for short periods of time. Mechanical limbs are quite popular.
Golem: Golems are much sturdier and larger than their construct counterparts. Made of varying types of metal, these creations must be powered by several spirits at once. These golems do not have an elemental affinity in and of themselves, but by using Tempest abilities, elemental properties may be added.
Technical Expertise: Tinkerers are inventors and engineers first and foremost. They are adept at discerning how something was built, and equally as skilled when it comes to dismantling that something.
Spirit Speaker: The core ability of the Tinkerer is the ability to speak with and make their will known to wisps and other willing spirits. They are attuned to these types of spirits, and are often sought out by them.
05-19-2023, 07:44 AM
Archetype: Assassin
Any rogue can kill a target, but assassins make death into an art form. They specialize in quick, deadly kills that let them slide back into the shadows undetected, or indirect kills that eliminate targets while the assassin is safely away.
Foci: Shadow
Shadow rogues employ misdirection and an unassuming façade to waylay their opponents with devastating attacks. There is no order or organization of shadows--they are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys to distract enemies before sliding a dagger between their ribs. These characters can disappear entirely into the shadows, almost as if they're being sucked up into them.
Within this foci fall the following abilities:
Veil of Shadow: Rogues with this ability can take a shadowy form, flitting in and out of concealment. They are completely imperceptible for a short amount of time.
Decoy: As a master of misdirection, the Shadow is able to create a decoy to distract from their real self.
Shadow Blink: The rogue is a master of using their environment to best advantage, especially in the darkness. Allows for limited teleportation between shadows.
Silent Step: Move in complete silence, as silent as the shadow for which they are named.
Create Darkness: Using carefully timed artifice, snuffs out all light in an area for a few seconds.
Foci: Duellist
Duelists are deadly combatants who prefer to fight in light armor and strike with light, but precise attacks. They tend to utilize light daggers or delicate swords for their dirty work, and their movements in battle are usually likened to a deadly dance. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision.
Within this foci fall the following abilities:
Slippery: Whether leaping to safety, disappearing into the shadows, or tricking enemies into slashing at empty air, they are never where anyone expects them to be.
Dodge: Even when hit, the duellist knows how to turn it into a blow, taking less damage
Firm Grip: A true duellist never drops their weapon.
Precise Strike: Able to routinely strike at an opponent’s vitals, doing critical damage.
Parry: While evading a close quarter attack, the rogue incapacitates a target, who takes no damage from the attack but is stunned for a short time.
Foci: Corsair
Corsairs are excellent in matters of observation, and are particularly adept at gathering information. They have two distinct skill sets - that of the information-gathering spymaster, and that of the silver-tongued diplomat. They have contacts everywhere, and eyes in every city. When they choose a target, they’re quick to observe their weaknesses…before taking advantage and striking when their enemy is weakest. Sharp, focused, and quick-witted, one underestimates a Corsair at their extreme peril.
Within this foci fall the following abilities:
Weakest Link: The Corsair immediately notices if their enemies have any lingering wounds or old injuries, taking note to exploit them as necessary
Urban Connoisseur: Corsairs are especially at home in cities, knowing instinctively where to find the best intel, the cheapest fare…and the darkest alleys.
Special Contacts: The Corsair is adept at making friends in the most unlikely of places. They “know a guy” in almost any context, any city, who can get them just what they need.
Diplomatic Immunity: Perhaps the Corsair’s skills have elevated them to higher levels of statehood. Perhaps they have friends in high places. Whatever the case, the Corsair is skilled at weaseling out of trouble.
Silver Tongue: Charismatic and sly, the Corsair can be debonair and suave, secretive or sarcastic. They tend to be skilled wordsmiths, and can convince you to do just about anything.
Foci: Thief
The stereotypical rogue, the thief is anything but ordinary. They are quick footed and quick witted, with a keen eye for profit and risk. Most Rogues start off as Thieves, thereafter going on to more specific specialities. The truly proficient Thief is an asset to any party, and their skills augment other foci in very tangible ways.
Within this foci fall the following abilities:
Lockpicking: Deft and dexterous hands make quick work of locks. Able to use a multitude of tricks and tools, there are few doors or chests that are safe from a Thief.
Misdirection: Never play cards with a Thief. Masters of deception, they can distract an enemy and then take advantage of their inattention.
Sticky Fingers: Able to pickpocket an enemy (or a friend.)
Stealth: You’ll never hear a Thief coming until it’s too late. Even in the midst of battle it is easy for these rogues to simply slip away into the shadows and enemies would be none the wiser.
Detect Traps: The character is quick to pick up on traps in the vicinity, and is equally as able to dismantle them.
05-19-2023, 07:50 AM
Archetype: Ranger
Warriors of the wilderness, rangers learn to track their quarry as a predator does, equally as capable of moving stealthily through the wilds as the city, and skilled at hiding themselves in both brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Foci: Beast Bound
Beast Bound are rangers who have poured their focus, interest, and training into their partnership with an animal companion. Often bonded with a creature, the two act as one, both in battle and out. The Beast Bound rogue may only bond with one creature at a time, but they also have limited connectivity with others of that same species, and they employ that connection against their foes to deadly effect.
Within this foci fall the following abilities:
Animal Bond: The beast bound has partnered with a particular creature.
Two as One: Partners for life, the rogue and their animal companion fight in tandem, taking direction and cues from one another.
Summon Creature: The rogue is able to summon additional allies of the same type as their animal companion for the duration of a battle or quest.
Animal Empathy: The beast bound is in tune with their companion, and is able to communicate with them in a rudimentary way.
Enhanced Senses: Their bond with their companion has made the rogue a bit more beastlike themselves. Their eyesight, hearing, and scent detection are more sensitive than normal.
Foci: Archer
These rogues fight from a distance, using their bow, crossbow, or even darts or slings. They are nimble footed and lightly armored, the better to remain mobile on the battlefield. Known for their unerring accuracy, skilled archers are dextrous and nimble, dodging danger even as they exploit their enemies’ weak points.
Within this foci fall the following abilities:
Rain of Arrows: Archers are able to knock several arrows at once for double, or even triple the damage without sacrificing accuracy.
Deadeye: By sacrificing speed these Archers take the time line up their shot. These arrows hit with deadly accuracy.
Rapid Reload: Don’t expect much reprieve when an Archer is reloading their weapon. Experts can empty their quivers within seconds and not miss their targets once.
Piercing Shot: Armor means nothing to the most expert of Archers. Either with armor piercing arrows or simply by finding the weak spots, they can find the tiniest of gaps.
Enhanced Arrows: An arrow for every occasion; fire, poison, reinforced. Archers know the right arrow for the right situation.
Foci: Hunter
The Hunter has been wronged by something - a beast, a monster, or a type of person - and now employs all of their skills in fighting against them. They are specifically trained and highly motivated killers, researching their enemies to the point of expertise. Their grudge typically takes them to far-flung places, as they travel the world to rid Thedas of their enemies’ influence.
Within this foci fall the following abilities:
Enmity: The rogue is almost unstoppable when they face their preferred quarry. They receive a bonus to their power and energy when against their chosen enemy, motivated to finish them off at all costs.
Hunter’s Mark: With sharp instincts, they always know where their marked quarry resides, and if any are nearby. They can track their enemies on any type of terrain.
Trapper: Hunters know their quarries well enough to determine the best way to trap them, using their weaknesses against them and staking out the most promising ambush sites.
Tenacity: Woe betide anyone who has the Hunter’s sights set on them. With reserves of strength and stamina the Hunter does not need to stop and rest as often as others, and can survive on far less sleep.
Camouflage: The hunter is adept at camouflage, able to blend into their surroundings at a moment’s notice…all the better to sneak up on their prey.
Foci: Scout
Dungeon delvers and explorers of the highest caliber, the Scout is a rogue that has taken their skills on the road. They are frontiersmen first and foremost, outriders and travelers who are adept at mapping out unknown territories and seeking the richest treasures. Scouts are adept at navigating, and are at home in any terrain. They use this to their advantage in battle, luring opponents into ambushes and using their surroundings against them.
Within this foci fall the following abilities:
Solid Footing: The Scout is alert to the feel of the ground beneath their feet. They receive a bonus to maintain their footing against attacks that might otherwise knock them prone.
Mapping: Experienced explorers, the Scout can easily extrapolate the blank spaces on their map, navigating even wholly unknown dungeons with ease.
Secret Sense: The Scout has an eye for this sort of thing. They are always on the look out for secret doors or hidden mechanisms, and tend to spot them more easily.
Internal Compass: Their sense of direction is unparalleled. A Scout is never truly lost.
Ambush Tactics: The scout uses their familiarity with their location to give themselves the advantage in battle.
05-19-2023, 07:54 AM
Archetype: Charlatan
Though not technically mages, the Charlatan is a rogue that has tapped into some hidden potential to unleash a devastating mystical skill. With the veil gone and magic so prevalent, these rogues are growing more and more common.
Foci: Spirit Touched
The rogue’s bond with a demon or spirit has left them…changed. They lean heavily on this spiritual connection, tapping into the nature of the entity within them to fuel their abilities. Their bond with their inner spirit is closer to a partnership than most others’, and the two are often in close communication. Whether using the spirit as a distraction, or cooperating with it on the field of battle, the Spirit-Touched rogue is an unnerving sight.
Within this foci fall the following abilities:
Spirit Form: The rogue merges with their inner spirit for a time, unleashing chaotic power. They can maintain this form for only a short while, before it becomes a threat to their ability to maintain control of the body.
Body Double: The spirit within becomes the spirit without, taking the shape of the rogue and fulfilling their will for a short period of time. A great option when you need to be in two places at once.
Spirit Split: For a short period of time the rogue’s demon or spirit can leave the body in the form of a shadow. Useful for spying and recon.
Attuned: Merging their senses with their spirits’, the rogue is able to see magical auras and signatures for a set period of time. Useful for detecting magical traps or identifying enchanted objects.
Spiritual Awakening: The rogue has been altered by their close contact with their inner spirit. They take on more aspects of their spirit selves, in either personality or appearance.
Foci: Mistwalker
These rogues are not entirely on the same plane as everyone else. They are able to phase in and out of the physical world, influencing the world around them on a different plane of existence entirely. Whether touched by the Fade, a spirit, or lyrium, Mistwalker rogues are on an entirely different level when it comes to stealth and spying capabilities.
Within this foci fall the following abilities:
Projection: Able to assume a ghostly form and utilize astral projection in order to gather information. The rogue’s real body is in a comatose-like state in the meantime.
Astral Sight: Attuned to such techniques, the rogue is capable of seeing those in other planes.
Poltergeist: By expending energy, the rogue can make objects move or perform very light attacks against a target while in their astral form.
Walk Through Walls: Shifting their bodies through the planes, the rogue is able to physically walk through solid objects.
Wallflower: Even in their solid state, the Mistwalker isn’t all there. They are able to fade into the background - and while this doesn’t make them completely invisible, it does help them be overlooked and blend into the background more easily.
Foci: Spell Sword
The Spell Sword might once have crafted their weapons from the Fade. With the Veil gone, however, they have learned to gather the ambient energies around them well enough to form into arrows and/or other weapons of pure energy. While they can only create a small number of weapons at a time, and must wield them by hand, the damage these rogues are capable of is almost unparalleled.
Within this foci fall the following abilities:
Form Arrows: Able to create several arrows (or other ranged weapon) from ambient magical energies. The arrows are capable of piercing through any material.
Form Sword: Able to create a sword (or other bladed weapon) from ambient magical energies. The sword burns all but you, and is capable of cutting through any material.
Elemental Focus: Able to imbue their weapon (real or spelled) with elemental energy, dealing additional damage.
Spectral Hand: The rogue can form a floating spectral hand that is capable of manipulating small objects or distracting foes from a distance (within eyesight).
Spell Barrier: The spell sword is able to conjure a small shield or a thin full-body barrier to help defend from attacks and mitigate damage.
Foci: Troubadour
Troubadours are dealers of deception and diplomacy, capable of disguising themselves in order to get closer to their opponents. Most are well versed in politics and extremely charismatic, to the point that their abilities seem…uncanny. Having taken the minstrel's art to new levels, many bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song, speech, and tale.
Within this foci are the following abilities:
Disguise: A troubadour knows the right disguise for the right situation, and is uncannily good at making themselves unrecognizable. Or, making themselves recognizable as someone else.
Angelic Voice: Using their words (or song) the troubadour is able to improve the morale of everyone around them. Party members’ strength, speed, power, etc. is buffed by this ability.
Charm: Able to channel their will through their voice, other people often find themselves doing whatever a troubadour asks of them.
Song of Silence: Imposing their will through their voice or instrument, the troubadour can temporarily cancel other magical effects in the area.
Dishearten: Insulting their foes - or humming a demoralizing funeral dirge - the troubadour leeches the spirit out of the opposition. Their enemies find themselves less willing to engage, putting less power into their attacks.