Rogue Ability Suggestions
Posted: Wed Aug 04, 2021 8:30 am
I’ve been playing a rogue for a few months now. It’s a lot of fun, and I definitely do like the concept behind them now that I’ve gotten use to what their roles are geared towards. However, they do seem a little empty.
Aside from skill-caps, there isn’t a ton of variation between Treasure Hunter and Rogues. Along with that, I’m currently sitting on 14 abilities, with not a ton more options to fill out the remaining 9 slots I have, even if I decided to grab occult glyphs, which I don’t for a number of OOC and IC reasons. This being said. I’d like to propose some unique abilities specific to rogues. Some that have been touched on in previous voice chats, and some I’ve adopted from other rogue concepts.
1: Cunning Avoidance:
Giving in to their cowardice, rogues have learned how to keep themselves away from danger by placing obstacles, and sometimes people, between them and any would be attackers.
OOC: A passive ability that allows the rogue to preemptively fend off an attack by placing an obstacle dependent on the terrain between them and their attacker. Based primarily on artifice and maybe perception? If the rogue is grouped, this ability may use a group member in place of an obstacle, essentially forcing another character in the group to act as a guard for that combat role. The ability will attempt to select a character with the most appropriate combat skill. Only activates when at 0 seconds of roundtime.
2. Distract:
Sometimes a rogue can’t wait for the most opportune time to pilfer from a target, so they’ve learned effective ways of creating their own. By utilizing sleight of hand, they can create a distraction which alerts hostile critters in a manner that causes them to search for the source, but not become immediately paranoid.
OOC: Puts critters into roundtime as they search with their standard perception rolls. Can also be used to lure a sentient NPC into an adjacent room. If used against a player character, only the messaging is displayed. I.E. You hear a loud noise somewhere close by. You hear an odd noise coming from the west. ETC.
3. Second Floor Rogue
Utilizing their cunning, a rogue can often climb up difficult and perilous obstacles provided with the right equipment or environment. Their speed and cunning allows them to do so in a stealthy manner.
OOC: When at encumbrance of 1 or below, substitutes acrobatics for climbing and grants a reroll when in an urban environment, or when a rope is available to climb with. Also allows them the ability to climb while hidden, with a penalty to stealth.
I'll post more as they come to me. Thanks for reading!
Aside from skill-caps, there isn’t a ton of variation between Treasure Hunter and Rogues. Along with that, I’m currently sitting on 14 abilities, with not a ton more options to fill out the remaining 9 slots I have, even if I decided to grab occult glyphs, which I don’t for a number of OOC and IC reasons. This being said. I’d like to propose some unique abilities specific to rogues. Some that have been touched on in previous voice chats, and some I’ve adopted from other rogue concepts.
1: Cunning Avoidance:
Giving in to their cowardice, rogues have learned how to keep themselves away from danger by placing obstacles, and sometimes people, between them and any would be attackers.
OOC: A passive ability that allows the rogue to preemptively fend off an attack by placing an obstacle dependent on the terrain between them and their attacker. Based primarily on artifice and maybe perception? If the rogue is grouped, this ability may use a group member in place of an obstacle, essentially forcing another character in the group to act as a guard for that combat role. The ability will attempt to select a character with the most appropriate combat skill. Only activates when at 0 seconds of roundtime.
2. Distract:
Sometimes a rogue can’t wait for the most opportune time to pilfer from a target, so they’ve learned effective ways of creating their own. By utilizing sleight of hand, they can create a distraction which alerts hostile critters in a manner that causes them to search for the source, but not become immediately paranoid.
OOC: Puts critters into roundtime as they search with their standard perception rolls. Can also be used to lure a sentient NPC into an adjacent room. If used against a player character, only the messaging is displayed. I.E. You hear a loud noise somewhere close by. You hear an odd noise coming from the west. ETC.
3. Second Floor Rogue
Utilizing their cunning, a rogue can often climb up difficult and perilous obstacles provided with the right equipment or environment. Their speed and cunning allows them to do so in a stealthy manner.
OOC: When at encumbrance of 1 or below, substitutes acrobatics for climbing and grants a reroll when in an urban environment, or when a rope is available to climb with. Also allows them the ability to climb while hidden, with a penalty to stealth.
I'll post more as they come to me. Thanks for reading!