| Sap |
1 |
SP physical |
A rogue's quick cudgel blow or pommel-strike, meant to rattle an opponent and buy a heartbeat of advantage. |
| Trip |
1 |
SP physical |
Hook an enemy off balance, knocking their rhythm out from under them with Rogue timing. |
| Backstab |
2 |
SP physical |
A rogue's signature surprise knife attack. It must be opened from outside combat, requires a wielded knife, and may name a limb to aim for. |
| Gouge |
3 |
SP physical |
A vicious close-quarters gouge that hurts and briefly spoils the victim's agility. |
| Smokescreen |
3 |
MP magical |
A pocketful of occult soot and stagecraft, briefly improving stealth and defence while the rogue disappears in the smoke. |
| Campfire |
4 |
SP physical |
Syntax: campfire [with <ignition>]. Rogue only. Outdoors, gather dead wood and build one personal-sized campfire in the room. You must carry a recognised source of fire. An unlit Lucidity match is struck using its normal chance to catch; a torch or other fire source must already be burning. Lighting the wood uses five seconds of the source's fuel, and an exhausted source cannot be used. The skill costs 24 sp and uses normal physical recovery. Initial warmth is 3 degrees plus one per 20 points of your average Stealth and Stealing, plus one per 10 Dexterity, to a maximum of 10 degrees. The fire lasts 120 seconds plus two per Stealth, two per Stealing, and six per Constitution (minimum 180, maximum 720). It burns strongly, weakens after one third of its life, falls to embers after two thirds, then goes out and disappears. Its warmth affects this room only. Only one player-made campfire may burn in a room, though fixed fireplaces and cookers remain safe and keep their own warmth. Use 'extinguish player-made campfire' to put it out early. Examples: campfire; campfire with match; campfire with torch. |
| Flourish |
4 |
SP physical |
A flashy rogue feint: half performance, half threat, sharpening attack and defence for a short while. |
| Kidney |
5 |
SP physical |
A brutal kidney shot that does modest damage and can leave the target doubled over for a moment. |
| Disarm |
6 |
SP physical |
A dirty-handed weapon bind and wrist twist, weakening the opponent's attack rhythm and opening them up. |
| Shadowbind |
6 |
MP magical |
A whispered rogue hex that pins the victim's shadow, briefly tangling their movement and defence. |
| Coup |
8 |
SP physical |
A high-level rogue finishing move: a cold-eyed opening followed by a precise strike. |
| Molotov |
8 |
SP physical |
Throw a glass bottle of flammable spirit at an enemy. A clean hit does some impact damage and leaves the target burning for several heartbeats. A miss may splash another nearby victim, and burning targets have a low chance to spread fire to others in the room. The rogue who threw it is never hit by the splash. |
| Veil |
9 |
MP magical |
An advanced rogue veil: a half-magical misdirection that briefly sharpens stealth, defence, attack and dexterity. |