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Hold Breath

1cc

Cost: 1 PP/Turn

Range: N/A

Duration: Until cancelled.

Criteria: Getting damaged cancels the ability. - Using ability for more than 5 turns, causes player to faint.

Type: Move

Costs no turn. - The Rogue holds their breath, focusing on whatever task they need to do, receiving an Advantage in either:
Stealth,Aiming,Precision, Movement, Senses.

Vandalism

2cc

Cost: N/A

Range: N/A

Duration: N/A

Criteria:

Exotic weapons are everything you may use as a weapon, and is not a weapon.

Type: Passive Skill

You have an advantage with Exotic Weapons.

Animal Companion

3cc

(Archer Branch Ability)

Cost: 1 PP

Range: 20 Yard

Duration: Until pet dies.

Criteria: You may only have one pet at a time. - Each beast has different uses.

Type:

You may try to tame an animal as your companion/pet. - If you succesfully tamed your pet, you may command it to go away, and teach it a signal to come to your aid. Your Pet starts as a Level 1 Beast, even if you tamed a Level 5 beast. - Every time you level up, you can pick 1 out of 3 Pet-spells offered by the DM.

Shadowstep

1cc

Cost: 1 PP

Range: 50 Yards

Duration: 1 Action

Criteria:

Type: Spell

Teleport on a shadow a Rogue can see with their eyes. - After the teleport, the Rogue may perform a melee strike or action.

Hunter's Mark

1cc

(Archer - Branch Ability)

Cost: 1 PP

Range: 100 yards

Duration: Until Marked target dies or fades from sight.

Criteria:

Type: Ability

Mark a target. The Rogue, and any pet/companion will have +1d damage against the target.

Shadow Art: Eyes

2cc

Cost: 1 PP

Range: Eyesight

Duration: 1 Hours

Criteria:

Only one Shadow Art may be active at a time.

Type: Spell, Buff

The Rogue uses one of the many anceint Arts of Shadow, concentrating their energies into their eyes. Allowing the Rogue to:

- Visualise the weak spot of the creature they are looking at, gaining flat 1 damage bonus whanever they succesfully strike that area.

- Track motion as if they were slowed down.

- Track and Memorize patterns more effectively.

Pump Up

1cc

(Bard - Branch Ability)

Cost: 1 PP

Range: 30 Yards

Duration: 1 Turns

Criteria: Using Pump Up on the same target for three times, Overwhelms them, reverting the effect.

Type:

Play an inspiring song for and about the Target, to get them ready for a task, increasing their roll by d1.

Dance of Art

3cc

Cost: 2 PP

Range: R: 30 Yards, A: 200 Yards, B: 50 Yards.

Duration:

Criteria:

Adaptive Move: Effect depends on your character build.

Type: Chanelling, Spell

- Shadow Dance: The Rogue begins to spin rapidly, being spun by dark shadows, throwing knives against up to 5 enemy targets, dealing 1 damage/pTurn.

- Dance of Arrowes: The Archer sends three magically imbued projectiles (arrowes or throwables) against up to three targets. The projectiles will follow the targets. If a Hunter's Mark is applied, all projectiles will follow that target instead.

- Dance of Beauty: The Bard begins to dance, drawing the attention of everyone within 50 Yard radius.

Underground Dialect

1cc

Cost: Free

Range: Eyesight/Vocal Range

Duration: N/A

Criteria:

Type: Active/Passive Skill

You may use a type of language, symbols, or handsigns that is specific to Underground, Criminalish organizations, thieves, bandits, etc. - And you may understand, or recognize these signs. - You may make a Wisdom check to see if you encountered unknown signs before.

Multishot

3cc

Cost: 2 PP

Range: 60 Yard

Duration: N/A

Criteria:

Type: Instant Skill

Shoot up to 5 Arrowes, or throwables against up to 5 targets. Roll for each projectile you shoot.

Critical Strike

ult

Cost: 1 PP

Range: N/A

Duration: Until used Succesfuly.

Criteria:  Activating Critical Strike, provides One Combo Point.

Type: Passive / Active Skill

Whanever you spend a PP, receive a Combo Point up to 5. -

Activate to attack perform a basic weapon attack. If it is succesful, deal your Combo Points as additional flat damage.
 

Shadowshroud

ult

Cost: 1PP

Cooldown: Long Rest

Range: Self

Duration: 1 Action

Criteria: 

Ignores turn restrictions.

Can be used anytime.

Type: Passive / Active Skill

Your body is shrouded by shadows.

- You cannot fail Stealth.

- You cannot fail Dodge.

- You are completly resistant to Spells.

- Your cooldowns resets.

 

Sprint

2cc

Cost: 1 PP

Range: N/A

Duration: 1 Turn

Criteria:

Type: Move

Changing position, even on large distances, is not consuming your current turn. - Gives a speed advantage.

Impressionism

5cc

(Bard Core Ability)

Cost: N/A

Range: Weapon/Tool Range

Duration: N/A

Criteria:

Type: Passive Skill

You have an Advantage within three art styles of your choice:
- Acting

- Singing

- Painting

- Instruments

-Story Telling/Script Writing

Animal Freindship

2cc

Cost: 1 PP

Range: 10 Yard

Duration:

Criteria:

- A beast above Level 3 may be immune to this skill.

- A berserking beast is immune to this skill.

- Any damage done on the beast by you, or friendly targets, cancels the effect.

Type: Active Skill

You may convince an animal, that you and your friends are harmless with persuasion check.

Shadowgraphy

1cc

(Bard - Branch Ability )

Cost: 1 PP

Range: N/A

Duration: Until cancelled.

Criteria: - Must be a dark area, or night time.

- Requires a source of light.

Type: Channeling Skill.

With precise movements of hand, cast shadows that can mimic the shadow of another creature, or object. - Takes up one turn, and is channeling.

Distraction

2cc

Cost: 1 PP

Range: 50 Yards

Duration: N/A

Criteria:

Type: Contineus Skill

Cause a mass distraction, by either Performing to a crowd, or a personal distraction, or a stealth distraction. Each type of distractions will require different rolls.

Shadow Art: Heart

3cc

Cost: 1 PP

Range: N/A

Duration: 1 Hours

Criteria: Only one Shadow Art may be active at a time.

Type: Spell, Buff

The Rogue uses one of the many anceint Arts of Shadow, concentrating their energies into their heart. Allowing the Rogue to:

- Increase Athletics by d1, jumping and sprinting further than they could.

- Carry heavier weapons and objets than a rogue usually is allowed to carry.

- Increase Agility and Might based defense by d1.

- Regenerate 1 Life whanever they skip a turn.

Sleight of Hand

2cc

Cost: Free

Range: N/A

Duration: N/A

Criteria:

Type: Passive Skill

The Rogue has an advantage in Sleight of Hand dexterity. They may use Sleight of Hand to:
- Pickpocket

- Lockpicking

- Distraction (imp/exp)

- Secret Weapons

Sleeping Darts

Lullaby

Quick Nap

3cc

Cost: 1 PP

Range: 50 Yards / 30 Yards

Duration: d4/10 Minutes/1 Turn

Criteria: Adaptive Move: Effect depends on your character build.

Type: Active Skill

Sleeping Darts: Shoot a sleeping dat at a single target. They fall asleep for d4 turns.

---

Lullaby: Play a lullaby, making everyone tired, giving Disadvantage to everyone around you. -> Chanelling the spell on single target, they must make a D1 check to stay awake or wake up every turn. -> Only works on Level 3 or Lower targets.

---

Quick Nap: Take a quick nap, regenerating one life, and one power by skipping a turn.

Kick

Runeshot

Offkey

3cc

Cost: 1 PP

Range: Melee, 50 Yards, 30 Yards

Duration: 1 Turn

Criteria:

Type: Active Skill

Kick the target, Shoot a Runeshot, or Play an Offkey Note that will interrupt the spellcasting of a Target  / Everyone in 30 Yard radius.

Sneak Attack

1cc

Cost: Free

Range: N/A

Duration: N/A

Criteria:

Type: Passive Skill

Whanever you leave Stealth willingly and without being caught, you receive an additional d1 for your next attack.

Chakral Darts

ult

Cost:  1 PP

Range: 60 Yards

Cooldown: 3/Long Rest

Criteria: The Darts only last one action. You may shoot the darts anytime you are not unoccupied with an ongoing action.

Type: Active Ability

Shot into the target's chakral area and interrupt their flow:

Crown: Magic Save Disadvantage.

Third Eye: Perception Save dis

Throat: Magic Disadvantage

Heart: Healing disadv

Solar Plexus: Const Disadv

Sacral: Movement Disadv

Root: Will Disadv

Pets of Prey

ult

Cost: 1PP

Cooldown: Short Rest

Range: Self

Duration: 10 Minutes.

Criteria:  

Type: Passive / Active Skill

Use a special handsign to call forth different type of pets.

-------------------------------

Birds of Prey: Distract a target. Roll d1 every turn to their damage.

Fishes of Prey: Gives you underwater speend and breath. +d2 defense underwater.

---------------------

Pet Discovery: Send your pet on a discovery to find something for you every long rest. D21.

Aim Mastery

3cc

(Archer Core Ability)

Cost: N/A

Range: Weapon Range

Duration: N/A

Criteria:

Type: Passive Skill

You have an advantage in ranged combat, with either Crossbow, Bow, or Throwables.

Off-Hand Mastery

3cc

(Rogue Core Ability)

Cost: N/A

Range: N/A

Duration: N/A

Criteria:

Type: Passive Skill

You may perform a second melee attack each turn, with the half of your initial attack dies. 

Envenom

3cc

Cost: 1 PP.

Range: N/A

Duration: Until Applied on target.

Criteria: Only one venom/poison may be active on one weapon at a time.

Type: Active Skill

Skip a turn. - Apply one posion or venom up to two  Weapon(s) or Arrow(es). - You can buy poisons and venoms from merchants, or loot them. - Having this ability however, allowes your character to carry the following poisons permanently:

- Frogskin Venom: Target becomes distracted, having minor hallucinations and insanity.

- Serpentfang Poison: Target receives d4 Dot on hit.

You may apply poisons or venoms to any type of consumables or objects aswell.

Feign Death

3cc

(Bard - Branch Ability)

Cost: 1 PP

Range: N/A

Duration: Until cancelled

Criteria:

Type: Skill, Status

Drop on the floor, and play dead, causing anything with at least the intellect of 1 to leave you with a performance roll. -- You may activate Hold Breath, to give a 100% succes of this ability.

True Charm

1cc

(Bard - Branch Ability)

Cost: Free

Range: N/A

Duration: N/A

Criteria:

Type: Passive, Skill

You mastered the arts of movement and style. You have an advantage in Charm Attempts.

Shadow Art: Feet

1cc

Cost: 1 PP.

Range: N/A

Duration: 1 Hours

Criteria:

Only one Shadow Art may be active at a time.

Type: Spell, Buff

The Rogue uses one of the many ancient Arts of Shadow, concentrating their energies into their feet. Allowing the Rogue to:

- Run up on walls, and any flat terrains.

- Run on water, or any harmless liquid substances.

- Ignore movement restrictions.

- Ignore fall damage as long as they land on feet.

Gambling

3cc

Cost: Free

Range: N/A

Duration: N/A

Criteria:

Type: Passive Skill/Tool

Whanever you can't come over a decision, call an option for heads or tail. Ask the DM for his decision over heads or tail, then toss up a coin. - Execute the result.

With Sleight of Hands: You have a Loaded Dice in your gloves, you have an Advantage on it's roll during gambling. >>> Whanever the DM calls you to roll flat 1, you may use your Loaded Dice.

Ink Bombs

Flare

1cc

Cost: 1 PP

Range: 30 Yards / 8 Miles

Duration: 10 Minutes

Criteria:

Type: Active, Skill

Ink Bombs: Throw Ink bombs on the ground. Any invisible target will have their silhouette covered in ink. - Can use the ink to distract people, decreasing their awareness by 1 level.

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Flare: Shoot a colorful flare up to the sky to signal your location.

Speak to Animals

2cc

Cost: Free

Range: N/A

Duration: N/A

Criteria: The more you try after failing, the more the animal assumes you were insulting their parents.

Type:

Attempt to commune with any Beast under Level 3.

Vocal Mimicry

2cc

Cost: Free

Range: N/A

Duration: N/A

Criteria:

Type: Passive Skill

You may attempt to mimic the voice of a creature, or a sound the Rogue have heard in their lives, or can imagine.

Kleptomancy

ult

Cost: Free

Cost: N/A

Duration: N/A

Criteria: Effect is not applied to:

- Starting Objects

- If the owner of the object is dead.

Type: Passive Skill

You have a bonus dice, and an Advantage as long as the tool you perform the action with was Stolen.

Glissando

ult

Cost: 1PP

Cooldown: Short Rest

Range: Self

Duration: 1 Turn

Criteria:  

Type: Passive / Active Skill

Select a party member, anytime you could play music. Play their special theme. ->

Give the party member +1 Turn.

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