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Class Change - Rogue (Formally Assassin)

 
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The_Grail_Hermit
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Joined: 23 Jan 2008
Posts: 108

PostPosted: Tue Apr 15, 2008 2:33 pm    Post subject: Class Change - Rogue (Formally Assassin) Reply with quote

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Rogue
Guild Symbol: Crescent Moon
Armor: None initially
Shields: None initially
Weapons: Dagger, short, long, light and heavy throwing weapons
Lives: 4
Abilities & Traits:
Note: Each time a Rogue plays in a battle game, he must choose which abilities he is using for the entire battle game. He can switch them between each battle game as he sees fit. All Rogues are required to carry a list of the abilities they have chosen. Similar to a magic users spell list.
Levels
1st Pick Pockets (unlimited)
Fake Death (T) (1/game)
2nd Innate Ability (choose one):
a. May use a bow (T)
b. One Poison Weapon
c. Make and Disarm Trap (T) (1/reusable))
3rd Innate Ability (choose one from this list or any lower level ability not already taken):
a. Backstab (ex) (1/life)
b. Stealth (T) (1/game)
c. Antidote to Poison (T) (1/life)
4th Innate Ability (choose one from this list or any lower level ability not already taken):
a. Up to two points of armor may now be worn (T)
b. Climb (T)
c. Hawkeye (ex) (1/game)
5th Innate Ability (choose one from this list or any lower level ability not already taken):
a. May now use a Buckler (T)
b. Touch of Death (ex) (1/life)
c. Assassinate (ex) (1/life)
6th Innate Ability (choose the ability below or any lower level ability not already taken):
Technique Specialist (T)

Antidote to Poison
M: A small container of water
E: When a person drinks this water, they are instantly cured of any poison.


Assassinate
I: Say the word �Assassinate� immediately upon killing a person.
E: The victim is affected as per the spell Sever Spirit.
L: If the victim does not die from the attack inflicted then the ability does not take effect.
N: May be used while moving. May be used in conjunction with the Backstab ability

Backstab
M: Weapon capable of doing a Green attack
I: Announce upon a successful strike from behind, �Backstab�
E: Upon a successful hit from the back of your opponent, the strike will bypass any armor worn to affect them.
N: May be used with arrows or other projectiles. May be done while moving. May be used in conjunction with the Assassinate ability.
L: Will do normal damage to magical and natural armor. May not be performed from the front with a �wrap� shot to the back.

Climb
I: Must state, x5 �Climbing� to get down you only must state, �Drop�
E: The Rogue can climb any surface including magical walls. If a Rogue is caught climbing a wall, he may only be attacked with projectile weapons while on the wall, tree or other surface and, if hit, must take normal damage and drop.
L: Must have your hands empty while climbing and one hand empty to stay on the wall or tree. May not be used on Flamewall or Forcewall.

Fake Death
M: A legal dagger
I: State, �I take my own life� and stab yourself in the torso.
E: Player falls over and is treated as dead.
L: May not move or speak except to answer, "Yes," when asked if dead; otherwise the ability is broken.
N: The player does not take a wound from the stab, and may get up without injury at anytime. If the ability has become broken, then you may no longer answer, �Yes� if asked if dead.

Hawkeye
As per the Hawkeye spell in the Magic Section.

Make and Disarm Trap
M: Bell/Buzzer/Snap Trap. (For instructions on making Bell/Buzzer/Snap Traps look in the How-to�s or ask you GM of Rogues).
I: Say, "Activate Trap"
E: Represented by a trip line attached to a devise that produces a sound (Bell/Buzzer/Snap Trap). Anyone who trips the line will take 1 point of green damage to what ever set off the trap.
N: Traps may be enchanted or poisoned like a normal weapon.
L: To disarm a trap you must actually disarm the trap either, by cutting the string or some other method. Attempting to disarm a trap without this ability, whether you succeed or not, results in the trap being triggered.

Pick Pockets
M: Clips with something on it signifying you (name, heraldry, etc.)
I: Clip onto any pouch or pocket and walk away. Contact a Reeve.
E: The Reeve will approach the player which the item was stolen from and obtain all in-character items within that container and give them to the Rogue. This is considered an instantaneous transaction.
N: Works on Game items and sheathed weapons
L. The user cannot take a specific item from the target unless they know where it is located. If an attempt is made and the pocket or pouch is empty the ability is still exhausted. This is considered a hostile action.

Poison Weapon
M: Denoted with white ribbon
E: May poison one weapon. People who are wounded by poisoned weapons die if they are not cured in a 100 count.
L: A person may only poison one of his own weapons. The weapon enhancement is lost if the weapon is used by anyone other then the caster. If the ability is used on a ranged weapon with ammunition, it may only be applied to a single bolt/arrow.
N: This effect remains on the weapon for the entire life.

Stealth
M: A mask that covers half of the face
I: Say, �Shadows hide my form� x5
R: Must stay within 20ft of any objects taller than themselves (Example - trees.)
E: May move around freely unnoticed and none may take hostile actions towards the player, nor target the player or his equipment with magic or abilities. Similar to Sanctuary.
L: Must be chanting �Stealth� and cannot be holding a weapon or the ability is broken. Cannot carry nor affect game items while in Stealth. Players in Sanctuary may not impede the play of other people in any manner If you make aggressive movements toward a player then you are out of Stealth. Any object the rogue is hiding in must be fairly large and completely stationary (A Rogue may not use a large person)
N: Letting go of weapons means putting them down, placing them in a belt ring, or having thongs tied around the pommels and your wrist. Under no circumstances may the Rogue carry the weapons in his hands or under his arms while hiding. The Touch of Death ability and magic are not considered weapons in Stealth.

Technique Specialist
E: The Rogue may choose a single ability to increase how often it can be used. If it is per game ability, it becomes per life or if it is per life it becomes unlimited.
L: May only be used on lower levels abilities that have a per life/game set.

Touch of Death
E: As per the Touch of Death enchantment found in the Magic Section.
L: May only be charged on self.

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