literature

Rogue Skills and Talents

Deviation Actions

WeeRLegion's avatar
By
Published:
2.3K Views

Literature Text

>>>Final list of Rogue Skills, and Rogue Class & Weapon talents to be used in TMM play<<<

>>>Specializations will be listed separately!<<<


Apologies for the messy formatting, the Sta.sh writer screws it over.


Notes:

Stamina/Mana: The group has a longstanding policy of not counting mana for spells, or Stamina for attacks. That will stay unchanged.

HOWEVER! A GM or a player may sometimes want to still determine that a character is out of mana, or too tired, or wounded, to perform some elaborate attack, and towards that purpose, some of the more powerful talents and spells will still include mentions of Mana or Stamina expenditures in their descriptions, to help people grasp the expense, and to justify GMs calling players out on spell spamming.


Note on CHARACTER LEVELS: The current TMM leveling system will permit for TMM character to quickly reach levels that would make them godlike in DAO.  

This is unacceptable. Questing is supposed to present challenges to characters, both in opponents and other problems to be dealt with.

So we need to adjust our expectations! Level 20, 30, 40... It will NOT mean automatical superiority to whatever opposition your characters might face.

Character Level from here on is JUST a number! Play smart! Don't pick stupid fights!


Effect against armor: Various talents have been listed as being Ineffective Against armor. This means that the talent will generally not inflict damage if it hits an armor plate. Lighter armor might still let some damage bludgeon through.  

It also presupposes actually hitting armor, as opposed to an exposed spot. If you stab someone in the neck with an ineffective against armor attack, obvious the attack will be very effective anyway.

When GMing with armor, assume that fast flurry attacks are weak against it, while powerful single stabs or bludgeonings are more likely to punch through.



Table of Contents:

Jinxes

Skills

Rogue Talents

Dual-Weapon Talents

Archery

Unarmed

Swashbuckling

Single-Sword Style

Fighting Quarterstaff

Whip-Wielding


JINXES – Free to pick!

Picking a PERMANENT jinx Provides +1 Talent point for use! Max. 1 bonus point per character, even if you take ALL the jinxes! That means you may remove an unwanted Jinx later on, however you only get the bonus talent for a Jinx that you keep until the OCs demise. If you take a Jinx, later come to regret it and remove it, then the bonus talent must also be removed from the character.

These are NOT bonuses, and are only intended for player amusement! No effect is guaranteed! GMs may ignore Jinxes if they don't fit a quest moment!

Redshirt – The character is cursed with misfortune, and is prone to suffering grievous injuries. GMs should feel at liberty to punish the character with whatever non-permanent injuries they can think up.
Enemy of Nature – Inexplicably, animals and bugs seem to always hate the character with a great vengeance. GMs should acknowledge this with angry birds, barking and growling dogs, and unfriendly horses, whatever then is applicable. Unavailable to shapeshifters/rangers.
Odious Aura – Even without trying, the character is a magnet for negative NPC reactions and hostility. NPCs are highly resistant to sweettalk and bullshitting attempts by the character.
Smooth as a Baby's Butt! - The character has blemish free and soft shaped features, making many people mistake them for an up-to-no-good kid. The character might have trouble being taken seriously for anything, as well as obtaining alcohol from reputable barkeeps and vendors.
Involuntary Naturist - The character's clothing suffers from a streak of misfortune and shortlivedness, often catching fire, often soaking wet, often tearing away, seams ripping and unraveling, leaving the poor character exposed to the elements and lascivious leers. Particularly likely to happen when pursued by slasher villains.
Butterfingers - The character gets unfocused when stressed. When using Herbalism or Poison making items, or picking traps or locks, the character has moderate odds of fumbling the action under pressure, possibly breaking the item she is using. The character would do well not to play with bombs at all.
Ailing - While out and questing, or walking in nature, or sitting safe in a sterilized bacteria free chamber, the character has high odds of catching the flu, or other mild diseases, somewhat hampering their quest performance.
Damsel in Distress/Buck in peril - Does she look rich? Do she got the booty? Whatever the reason, the character has been cursed with the fond attentions of every professional kidnapper east of the sundered sea. If any character is to suffer kidnapping or other uncomfortable bondage on a quest, this is the sure pick.
"Just shut up!" - Whenever the character mentions something bad, it happens... Maybe. Unspeakable horrors follow the words "what's the worst that could happen?" It is advised to have the character stick something in their mouth during quests.
Big Meat - The character is enormous sized, readily visible, and moves as noisily as logically follows. The character never benefits from any stealth or stealth like abilities, and they are somewhat more vulnerable to quick and agile attackers. Additionally, NPCs may try to recruit them for a freakshow, or inquire 'How is the weather up there?'

Wanted Person – The character has a prize on her head. For what reason? Bounty hunters don't care! A GM should feel at liberty to throw in random bloodthirsty bounty hunters after the character. OPTIONAL: Wanted in: [specify areas, specify crimes]

Wanted by the Guard - The character is a well known criminal, and may be recognized by guards, who may try to arrest the character. REQUIRED: Wanted in: [specify areas, specify crimes] 

Specify what areas your character is known in, and what for! Thedas has no interpol, bo interlinked information network for hunting fugitives. A criminal in Antiva would not be of much interest to Fereldan authorities at all, not unless rich and influential Antivans demanded the arrest. Bounty hunters on the other hand are not so interested in anything besides the pay. Crimes do not have to be specified for bounty hunters. NOTE: Characters caught committing great crimes, or offenses to powerful and rich people, may be assigned one of these by a GM! The player may at will remove it after the next quest the character participates on. Provides no talent bonus if assigned by GM!



 

SKILLS


Persuade [Ranks: Proficient/Master] – The character is charming and diplomatic, and can often influence people through reasoning and sweet talking.
Intimidate [Ranks: Proficient/Master] – Either by force of character, menacing looks, or a display of force, the character is often able to make others see things her way.
Bluff [Ranks: Proficient/Master] – With an unshakeable belief in human stupidity, through bold theatrics, and brazen-faced lying, the character is often able to convince others of many untrue facts.
Stealing

Proficient Stealing – The character can pickpocket distracted targets, and otherwise steal little items when eyes turn away with little chance of getting caught. Alert and hostile targets are still likely to catch the character.
Master Stealing – The character can effectively distract targets while pickpocketing or stealing from them.  

Tracking

Proficient Tracking – The character can spot and follow inconspicuous tracks in wilderness, and interpret footprints, common animal paw prints, and droppings, etc. The character is also more resilient than average to travel wearyness, and can travel faster through wilderness.
Master Tracking – The character can spot and follow even the faintest of trails and interpret tracks and marks left by even very obscure creatures. The character is also more resilient than average to travel wearyness, and can travel much faster through wilderness.

Herbalism – 3 Ranks [Proficient/Expert/Master]

Proficient Herbalism - The character is capable of crafting basic Tier 1 poultices and potions as listed in the Herbalism Recipes, as well as carrying up to 6 such poultices in a special herbalist's satchel.
Expert Herbalism -  The character is capable of crafting advanced Tier 2 poultices and potions as listed in the Herbalism Recipes, as well as carrying up to 10 such poultices in a special herbalist's satchel.
Master Herbalism - The character is capable of crafting powerful Tier 3 poultices and potions as listed in the Herbalism Recipes, as well as carrying up to 14 such poultices in a special herbalist's satchel.

Poison Making – 3 Ranks [Proficient/Expert/Master]

Proficient Poison Making - The character is capable of crafting basic Tier 1 poisons and bombs as listed in the Poison Making Recipes, as well as carrying up to 3 such items concealed on their person.
Expert Poison Making - The character is capable of crafting advanced Tier 2 poisons and bombs as listed in the Poison Making Recipes, as well as carrying up to 6 such items concealed on their person.
Master Poison Making - The character is capable of crafting powerful Tier 3 poisons and bombs as listed in the Poison Making Recipes, as well as carrying up to 9 such items concealed on their person.

Nautical Knowledge – The character has notable experience with large ships, and is capable of commanding even an inexpert party into steering a ship of any size into basic maneuvers. The character may also be able to gain more information by looking at a vessel.
Prize Hunter – The character is able to retrieve intact valuable pelts from cleanly felled animals, and may be able to gather various other rare and valuable trophies, all in as pristine condition as the party just left it...
Medical Knowledge - The character is knowledgeable about injuries and common signs of poisonings, and inspecting a body, she can usually accurately tell what manner of a specific weapon, general type of spell, or general type of poison was used on it. The character is also more skilled at improvising splints for broken bones, and making clean stitches, and using only stitches and poultice, can often patch up injuries with little to no scarring.


TALENTS!

TALENT RULES:
Obtaining Master Tier talents requires an investment of 3 points in the preceding Proficient level talents in the same talent pool.
Once three points are invested, the character can pick as many Master talents as she likes.
Master Tier Combat-Talents and spells are restricted to one use per quest. Rogue stealth counts as a non-combat talent for this purpose.
In the case of multi-ranked talents like stealth, the character must pick all levels of the talent in order.
     


*-*-*-*-*

ROGUE --- Tier 1 @ 19 Talents, Tier 2 @ 2 Talents

(Multi-ranked talents counted as 1)

Proficient – Tier 1 Talent Pool

Dirty Fighting – The rogue flings dirt in a target's eyes, momentarily blinding them, while making a single normal attack on the target. If the target is successfully blinded, then the attack counts as a backstab.
Combat Movement – The rogue feints a movement one way, but goes the opposite, attempting to get behind the enemy for a normal attack. If the rogue successfully moves behind the enemy, then the attack will count as a backstab, else just a normal attack.
Feign Death – The rogue drops down and pretends to die. Most opponents will promptly ignore the rogue and pusue other targets. Particularly methodical enemies might still try to stick a sword in the rogue, just to be sure.
Below the Belt – The rogue delivers a swift and unsportsmanlike kick to the target, either in the junk or to the side of a knee or an ankle, briefly impairing the target's movement and combat ability depending on where the kick lands. May be used with moving and a normal attack.
Deadly Strike - The rogue makes a swift strike at a vulnerable area on the target, dealing slightly increased damage and gaining a bonus to armor penetration.
Coup De Grace – The rogue strikes at an incapacitated target's weakest points, almost certainly hitting the target in an unarmored spot, therefore also ignoring all but the thickest and most protective armors.
Evasion – The rogue puts all her skills to play, just trying to frantically evade attacks and spells, consequently gaining a great chance at evading all but the sharpest aimed attacks. May be combined with moving and a basic attack.
Deft Hands - 2 ranks.
- Deft Hands 1 (Proficient) – The rogue can pick common locks, like those found on commoner and village trader homes and properties. The rogue can also spot and disable simple and shoddily concealed traps.
- Deft Hands 2 (Master) – The rogue can pick all but the most complex and elaborate lock systems with little effort, as well as spot more elaborate traps, like pressure plates concealed in architecture. There may still be traps too complex to detect or disarm.
*Deft Hands is a non-combat talent. Use-per-quest restrictions do NOT apply.
Stealth - 2 ranks. Requires light, or specially crafted medium armor!
- Proficient Stealth – While wearing light or no armor, the rogue can move silently at upright walking speed, or while crouching. The rogue can also duck in and out of cover without creating perceptible noise.
- Master Stealth – While wearing light or no armor, the rogue can move silently even while crawling fast, jumping, climbing, tumbling, or moving in any improvised manner. The rogue is also an expert at contouring herself to her surroundings, becoming able to hide with much less cover, especially in dim light.
NOTE: Stealth does not count as a combat talent, and has no use restrictions for Master tier.
Distracting Strikes – The rogue moves rapidly and attacks with precision, trying to distract an enemy from other targets. If succesful, then all characters beside the rogue deal extra damage against the particular target for a short duration.
Miasmic Flask - The rogue lobs an mildly explosive flask packed with eye-irritating coal dust and ground up glass into a group of enemies, briefly disorienting them. Friendly fire risk!
Rush – The rogue rushes at an enemy, attempting to duck under incoming attacks and kick at the enemy's legs to make him trip over. Strong or heavy enemies may resist the effect.
Confusion – The rogue slips in between two enemies, attacking them both, then ducking away again to trick them into hitting eachother. Skillful and alert enemies may avoid the effect.
Stink Bomb – The Rogue lobs out a pint with a burning mess of stinking substances inside of it. The pint will quickly fill a room with pungent smoke that will obscure vision and make anyone who stays in the smoke gag and possibly vomit.
Back To Back – The rogue puts her back against a nearby ally's back, automatically attacking up to 3 enemies who try to surround the ally.
Blindside – Even without stealth, the rogue can attempt to backstab enemies who are actively fighting other party members.  
Subtle Draw – The rogue is subtle enough to draw and hold any dagger or similar small weapon without alerting nearby enemies or NPCs to the threat. May be used for starting sudden attacks in conversation situations etc. Highly alert characters may still notice the weapon and react.
Smoke Bomb – The rogue throws a smokebomb that temporarily clouds a large area, hindering vision in and through the smoke. Both enemies and allies suffer impaired vision in the smoke. May also be used to sell lies about houses on fire etc.
Snap Throw – The character suddenly pulls a pair of small and light throwing blades, flicking them at the enemy's head, or an exposed bodypart, both blades in one throw. The blades are light, and ineffective against armor, but they can provide a good distraction. Can be combined with moving and a normal attack.
Basic Disarm - The character executes a swift set of motions, trying to steal the main weapon from an adversary, or at least to make that adversary lose grip of the weapon. Disarm has high odds of failing against skilled adversaries, and failed disarms leave the attempting character open to attack, it should only be attempted against inferior or unwary targets. 

Master – Tier 2 Talent Pool - Must know 3 talents from Tier 1 before buying Tier 2 talents!
Heartseeker – The rogue watches for an opening in the defenses of a weakened opponent, pouncing in and up close to to deliver a highly accurate finishing blow. Targets that survive the attack may be disoriented, stunned, or staggered by the sudden move. Tier 2 Talent, useable only once per quest.
Flicker - The rogue dashes around in a blur, sprinting from target to target, trying to backstab each of them, possibly hitting up to 6 targets. Tier 2 Talent, useable only once per quest.


Weapon Talents


Dual-Weapon --- Tier 1 @ 8 Talents, Tier 2 @ 2 Talents

Proficient – Tier 1 Talents
Dual Strike – The character strikes at a single target with both weapons, dealing increased damage if the attack lands.
Riposte – The character attempts to simultaneously parry incoming blows with one weapon, while making a single attack with the other.
Cripple – The character makes a single, highly precise attack, aiming for the target's arms, legs, or joints, aiming to hobble the target's ability to fight back. The attack is rarely outright fatal, but has a high chance of hitting. Targets that are hit might lose the use of an arm or a hand, or become unable to run.
Dual Weapon Sweep - The character sweeps both weapons in a broad forward arc, striking up to 3 nearby enemies with one or both weapons. Ineffective against armor.
Flurry – The character makes three quick attacks at the target, at slightly lowered damage.
Master – Tier 2 Talents - Must know 3 talents from Tier 1 before buying Tier 2 talents!
Whirlwind - The character flies into a whirling dance of death, striking up to 6 surrounding enemies with both weapons. Tier 2 Talent, useable only once per quest.
Punisher – The character goes into a lightning quick attack at a target, making four normal attacks, then finishing with a heavy kick at the target's chest or groin. Targets that survive the initial attacks may be knocked down or staggered by the kick. Tier 2 Talent, useable only once per quest.
Unending Flurry – The character follows one attack with another, becoming able to use two Tier 1 attack talents in the action with Unending Flurry. Tier 2 Talent, useable only once per quest.
ie. [attack description] (Unending Flurry: Flurry + Dual Strike @ [target], GM)
         



Archery --- Tier 1 @ 11 Talents, Tier 2 @ 2 Talents

Proficient – Tier 1 Talents
Aim – The archer lets loose up to two arrows or crossbow bolts, aiming both shots with good care at the same target.
Defensive Fire – The archer lowers her stance, keeping quick and on the move, and focusing on dodging incoming arrows and attacks while firing off a single arrow herself.
Barbed Arrow – The archer aims a single barb-tipped arrow at a target. If it hits and gets past armor, the barbs will stick in the target's body, causing excruciating pain and possibly disabling the target. The arrow is weak against armor, but it does a great deal of additional tearing damage if it is inexpertly removed from a wound. The archer may now also use barbed arrows with other talents.
Crippling Shot – The archer lets loose one single well-aimed arrow at a target's shoulder, leg, or hip, aiming to hamper the target's fighting ability.
Critical Shot – The archer takes great care with aiming a single arrow at a target's most vulnerable parts. If the arrow hits, it's likely to do great damage.
Rapid Shots – The archer focuses on speed, letting loose up to 3 arrows, at up to 3 different enemies. The shots have a slightly reduced chance to hit, and are made without fully drawing the bow, somewhat reducing their damage and armor penetration.
Bodkin Point – The archer looses two arrows at a target, both with thin and narrow bodkin point heads that can on a good hit pierce even mediocre plate armors.The archer may now also use armor piercing bodkin point arrows with other talents.
Burst Shot – The archer looses an arrow with a special tip of brittle clay, coal dust, and ground up glass. The tip shatters when the arrow hits a target, dispersing a hurtful and irritating cloud in a small area. Targets caught breathing in the cloud will be stunned or staggered as the powder makes them cough violently. Eyes are also irritated, and the blurred vision hinders combat. The cloud settles very quick after first dispersing. The arrow itself deals normal damage. Friendly fire possible!
Double Up – The archer fires off one arrow at a high trajectory at a medium to long distance target, and a second one at a flat trajectory. If successful, both arrows will impact at the same time, staggering the target off balance and possibly causing knockdown, and of course normal arrow damage.
Broadheads – The character sends off two arrows with wide blade-edged tips at a target. The arrows can do great surface damage, leaving crescent shaped wounds where they impact, causing a lot of bleeding. The wide arrowheads are ineffective against armor. The archer may now also use broadhead arrows with other talents.
Arrow Stab – Sometimes an enemy is just too close for comfort. The archer swiftly pulls out another arrow, but instead of nocking and drawing, she stabs the enemy with it. If the stab hits a vulnerable spot, then then archer also leaps back, and draws and fires the arrow. Legolas style!
Bluntheads – The archer looses up to two arrows at a target, both with heavy blunt metal heads that can on a headshot stun and disorient. The arrows deal very little damage to human size targets, but may be lethal to small creatures. The archer may now also use blunthead arrows with other talents.
Master – Tier 2 Talents - Must know 3 talents from Tier 1 before buying Tier 2 talents!
Arrow Time – The archer draws and looses arrows with phenomenal speed, working like a machine. The archer can use two tier 1 archery talents in the same action with Arrow Time. Tier 2 talent, can only be used once per quest.
ie. [attack description] (Arrow Time: Aim + Defensive Fire @ [target], GM)
Arrow of Slaying – The archer ignores all distractions, and accounts all factors, aiming a single arrow with almost superhuman accuracy. The arrow has very high odds of hitting even distant and moving targets, and it can be shot outside the weapon's usual reach. Tier 2 talent, can only be used once per quest.


Unarmed --- Tier 1 @ 7 Talents, Tier 2 @ 2 Talents

NOTE: Unarmed attacks should be treated as ineffective in an armed and armored fight! Still, a time may come when a character has no weapon to work with, and they are needed. An unarmed character should be treated as an easy to hit target, as they have nothing but their body for blocking or deflecting blows with. Especially punches should also have a reduced chance of hitting armed opponents because of the short reach.
NOTE2: Many unarmed talents are ineffective against armor, but they of course have full effect if they hit the exposed face of an open-helmeted chevalier.
NOTE 3: Basic unarmed attacks are still available to all characters, these talents are intended for characters who have specially TRAINED for unarmed combat.
Proficient - Tier 1
Swift Punches – With knuckles hardened by training, the character unleashes a series of up to 4 fast punches. Knuckle dusters make the punches more effective, but still ineffective against rigid armor. Claw knuckles or punch daggers etc. may also be used with this talent.
Hard Punches – The character unleashes a pair hard-hitting hook punches. Knuckle dusters make the punches more effective, but still ineffective against rigid armor. Targets hit hard in the head may be staggered or disoriented. Claw knuckles or punch daggers etc. may also be used with this talent.
Sweeping Kick – The character makes a swift roundhouse, reverse roundhouse, or a leg sweep at the target. Targets hit in the head are likely to be staggered or knocked down. Reduced effect against padded helmets and armors. Successful leg sweeping automatically causes knockdown. Torso hits yield no bonus effects. May be used while carrying LIGHT weaponry!
Powerkick – The character leans forward for the kick and drives her heel into the target, delivering a kick with weight and power behind it. Unarmored and flexible-armored characters hit in the chest may have the air knocked out of them. May be used while carrying any weaponry.
Grappling – The character has experience with tangling right up close with many kinds of adversaries, and her grappling moves are decisive and quick. The character should be able to defeat less trained enemies of roughly comparable size in a wrestling match. A player should mention this talent when making any grappling attacks!
Throw – The character maneuvers up close for a grip of the target's neck, collar, or arm, then drops down, pulling the target over herself and slamming them into the ground. Successfully thrown characters are knocked down, and possibly stunned. Vastly larger opponents cannot be thrown.
Knees And Elbows – The character moves right up close and makes up to two strikes with her knees or elbows. Torso hits with knees may knock the air out of soft armored targets, while head hits with knees or elbows may stun or knock a target out. Heavy hits may cause fractures or broken bones. The move exposes the character to retaliation unless the target is stunned.
Headbutt - The character rams her forehead right in an opponents face, possibly staggering or stunning the target. The character is used to the maneuver, and is unlikely to suffer notable damage or disorientation herself. The attack may backfire against targets with metal helmets.
Master - Tier 2 – Must learn 3 talents from Unarmed Tier 1 before picking these!
Chokeslam – Unavailable to rogues.
Flying Kick – The character leaps through the air, aiming a powerful kick at a target's head or upper body. Upper body hits are likely to cause knockdown and stun, while head hits may cause concussion, knockdown, stun, as well as possibly break the neck of a weak target. Tier 2 talent, only useable once per quest. May be used while carrying LIGHT weaponry! Must be un- or light-armored to use this!


Swashbuckling --- Tier 1 @ 6 Talents, Tier 2 @ 1 Talents

Swashbuckling means fighting with a single handed weapon and a buckler. A buckler is a tiny full-steel round shield, about the size of a kettle lid. A buckler is primarily used in dueling, and possibly skirmishing. A buckler is fit for parrying and deflecting blows, while remaining light and easy to carry, even concealable under a hat, or in spacious clothing. It can also be used as a knuckleduster, for more powerful punches. A buckler however is almost useless against volleys of arrows and fireball blasts, and as such it is not the battlefield tool of an armored warrior.
Proficient – Tier 1 Talents
Covert Strike – The character conceals her weapon hand under the buckler, then leaps into an attack. Due to concealment, the attack is hard to predict, and has increased odds of hitting, with increased damage.
Buckler Block – The character focuses on a single enemy, attempting to deflect their next attacks with the buckler and her weapon, or evade them gaining very good odds of avoiding harm from the targeted adversary. May be combined with moving.
Arrow Catch – The character focuses on up to two archers, gaining good odds of blocking up to three arrows from the targets, while suffering greater odds of being hit by the archers' allies. May be combined with moving.
Swashbuckle – The character makes two attacks for normal damage, and attempts to block one attack from the targeted enemy with good odds of success.
Buckler Bash – The character attempts to divert the enemy's weapon with her own, while pouncing in to either sock them in the head with the buckler, or to slash with a sharp rim of it. Blunt bashes have good odds of staggering or stunning an opponent, while slashes deal normal damage.
Guarded Impair – The character guards against her adversary's weapon with the buckler, with moderate odds of blocking, while aiming a single low blow at the enemy, targeting legs or knees for impairment, or the treasury for maximized pain, possibly disabling a hit target.
Master – Tier 2 Talents - Must know 3 talents from Tier 1 before buying Tier 2 talents!
Chaotic Blitz – The character makes use of the light weight of her armament, and dances through her enemies, possibly buckler blocking or evading up to three melee or ranged attacks from any adversaries, while making up to three normal attacks herself. This talent is very tiring to use. Tier 2 Talent, useable only once per quest.


Single-Sword Style – 1-Handed swords only

Single sword fighters are also able to learn and use Riposte, Cripple and Flurry from the Dual Weapon talent pool.
Proficient – Tier 1
Draw Cuts – The character makes up to 4 very swift slashes at the enemy, purposefully keeping the cuts shallow so the motion can be swift. The attacks are highly ineffective against armor, and they deal slightly reduced damage. Multiple hits may disable or hinder an enemy with pain. Must be used with slashing/cutting attacks!
Power Stab – The character grips the weapon by the hilt and the base of the blade, making a two handed spear-thrust at an enemy. The attack deals increased damage if it hits, and it is effective against armor, possibly piercing through even mediocre plate armors.
Lunge – The character pounces towards a target, thrusting her weapon forward to it's maximum reach. When correctly timed, the attack will catch the opponent off-guard, dealing increased damage, and having increased odds of hitting a weak spot in armor.
Two-Handed Grip – Unavailable to rogues.


Light Spear/Fighting Quarterstaff --- Tier 1 @ 9 Talents, Tier 2 @ 3 Talents

IMPORTANT: These talents can be used with either a quarterstaff or a two handedly wielded light spear. Certain talents may be restricted to one or the other weapon. Rogues can only fight with light spears, glaive and halberd type weapons are restricted to warriors.
Note 1: Quarterstaves are quick and agile weapons. A quarterstaff fighter can put out a mindboggling number of light attacks. However the damage per hit IS low, and does poorly against armor.
Note 2: Rogues fighting with quarterstaves may not backstab targets without putting the staff aside and drawing a dagger first. I repeat: staves are not for stabbing. 
Proficient – Tier 1 Talents
Staff Guard – The character holds back from attacking, and spins the staff in a defensive pattern, gaining a chance of deflecting up to 4 melee attacks.
Balanced Attack – The staff fighter keeps the weapon whirling in a defensive pattern, then suddenly diverts from it to make two quick attacks before resuming the defense. The character has good odds of deflecting up to 3 melee attacks when using this. The attacks are light, and ineffective against rigid or thickly padded armors.
Feinting Trip – The character makes a couple of feint attacks to draw the enemy's guard up, then closes in, attempting to stick the staff between the enemy's legs and trip them down. If successful, the enemy may suffer up to two weak hits, and will be knocked down by the tripping. Skilled adversaries may be able to avoid the tripping.
Spear Flurry – The character makes three quick attacks at the target, at slightly lowered damage. Spear only!
Sideline Lunge - The rogue grips the spear single handedly for maximum reach, and lunges out to attack a more distant enemy who is already engaging one of the rogue's allies, attempting to catch them off-guard. The attack has increased odds of hitting and doing high damage, and if successful, it may count as a backstab. Spear only!
Hedgehog Guard – The character keeps the enemies at bay at the end of her weapon's long reach. Any enemy trying to attack the character, or her nearby allies, will be targeted with a normal attack. If the attack hits, then the enemy may not attack, and following enemies will also be tested with the guard. If the guard attack misses, then the enemy may attack, and any immediately following enemies will not be tested with the guard. Spear only!
Spinning Flurry – The character spins the staff, making 4 swift and unpredictable attacks at a single target. The attacks are light, and ineffective against rigid or thickly padded armors. Staff only!
Full Swing – The staff fighter abandons the speed, and focuses on putting maximum force into each swing. The character makes three strong attacks with the quarter staff, with a moderate chance to stun or stagger on a heavy hit. weak against armor. Staff only!
Master – Tier 2 Talents - Must know 3 talents from Tier 1 before buying Tier 2 talents!
Staff Choke – The rogue attempts to parry aside the enemy's weapons while ducking in, moving behind the enemy to catch the target in a chokehold with the staff across the throat. Choke-held enemies become incredibly easy to hit for the rogue's allies, and may pass out from the choking. A tight squeeze may also cause windpipe collapse, likely resulting in fatality. Rigid metal throat armors, ie. Bevors and gorgets, and certain helmet designs, may almost entirely negate this talent as the target will suffer no notable choking and can struggle back freely.
Spearpoint Punisher – The character goes into a lightning quick attack at a target, making four normal attacks, then finishing with a heavy kick at the target's chest or groin. Targets that survive the initial attacks may be knocked down or staggered by the kick. Tier 2 Talent, useable only once per quest. Spear only!
Typhoon Spin – The staff fighter flows from one strike to another, weaving between enemies while attacking them. The character attacks up to 3 nearby enemies, making up to 3 attacks on each. Staff only!


Whip-Wielding  --- Tier 1 @ 4 Talents, Tier 2 @ 1 Talents

Note: A whip is a dominant hand one-handed weapon, as it takes a lot of skill to use.  A whip is a harassing/utility weapon. These talents are focused on a bullwhip, snake whips, or long chain, they do not apply to other whip weapons such as Cat O' Ninetails, quirts, or riding crops.
Note2: A whip is intended to be used with a short sword or dagger in the non-dominant hand. Utility is best if one also takes one-handed weapon skills in conjunction with the whip. A whip is a tool FIRST, a weapon second.
Tier 1 Talents
Snap and Flog - The character uses their whip crack down on their opponent. Strikes can be attempted 1-3 times per player's preference. Unaware enemies may be stunned or staggered. Nimble enemies may dodge.
Get over Here - Aiming for the arms, legs, or neck, the character snaps their whip onto one of these extremities and pulls on the whip to drag their opponent closer. Successfully snared enemies can be attacked with an off-hand weapon or strangled with the whip.
Whip Utility - The character can use their whip to grab light objects and pull them closer. As well, a whip can be used as a rope for swinging across small-to-medium sized gaps or aid in climbing up vertical surfaces. Fragile objects will shatter and cannot be effectively grabbed. Characters in Heavy and Massive armor cannot use the whip to swing and climb.
Whip Dance - The character snaps their whip back and forth on the ground in front of them, discouraging enemies from approaching from the front to avoid getting hit. The loud cracking of the whip draws attention from other opponents. Heavily armored targets may ignore whip strikes.
Tier 2 Talents - Must know 3 tier 1 talents before picking this!
Clawed Whip - The character's whip has a small claw-like blade attached to the tip and they are trained in how to safely wield it. All whip talents now cause severe bleeding if aimed at an exposed area. Get Over Here is harder to escape unharmed. Whip Dance is harder to ignore. Let the GM know if you are using clawed or regular!

>>>Final list of Rogue Skills, and Rogue Class & Weapon talents to be used in TMM play<<<

>>>Specializations will be listed separately!<<<


Apologies for the messy formatting, the Sta.sh writer screws it over.

© 2014 - 2024 WeeRLegion
Comments19
Join the community to add your comment. Already a deviant? Log In
Luray's avatar
I have a question about the skills. I am updating my sheet so I am finding some things I don't understand and since I don't have time to do it all the same day, I may be publishing more comments with more doubts from time to time XD.

It's about the herbalism and the poison making. I know you reduced the ranks for some things to make them easer to roleplay, but I don't know why these two doesn't when they are things that people doesn't know quite well about them to divide them in 4 ranks. And, in the other hand, why they don't have a description? I would like to know about them before deciding if I still want to have them in my new sheet.

And another thing I see... I don't know if the indentations are correctly placed in the text, because if they are, I'm a bit lost with them. I thing emotes like the color bullets (:bulletred:, :bulletgreen: etc) may help if you are having problems with the indentations. It's just a suggestion.