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<div class="mainpage_box">
<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
</div>
Roguery Point Buy is part of the [[Proficiency]] System. Its Packs allow a Character to get better at Rogue or Criminal activities. While in theory it is all Mundane Techniques, players can add Magical aesthetics if they like.  
Roguery Point Buy is part of the [[Proficiency]] System. Its Packs allow a Character to get better at Rogue or Criminal activities. While in theory it is all Mundane Techniques, players can add Magical aesthetics if they like.  
====Disguise Skill Pack====
__TOC__
The Disguise Skill Pack allows the user to disguise themselves. It can obscure their sex, race, appearance, face, voice and anything that would lead to identification, but only by wearing a mask/cloak/robes. It does not function as shapeshifting. It is impossible to identify a person who is actively using a Disguise from the Disguise Skill Pack. However, if the user is Knocked Out or Restrained, a disguise can be removed and their identity revealed. Note that all these changes do not actually occur on the body and are purely cosmetic. Disguises should always involve some form of face mask/helmet, but can be multiple variations of different disguise. This cannot disguise visual tells from Afflictions, or disguise the fact that the user is a member of some Affliction if it is obvious. This cannot be applied to Abilities or Mechanics like Engineering Golems. This Special cannot be combined with, or used at the same time as, any other Disguise Ability or Special.
==Ability Aesthetics==
====Parkour Pack====
Roguery Point Buy operates under "Open Aesthetics" rules. What this means is, Roguery Point Buy  can be freely used with the following guidelines and suggestions: thievery, sleight of hand, illusory magic or smoke bombs, obfuscation, etc. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting. Alternatively, this Proficiency can be re-flavored as Magic. This Aesthetic Flavor has no effect on Ability functionality, but might alter if your Character is considered Occult or not. You decide when you use the Ability if it is Magic or not, and can choose to use it as Non-Magic, but you cannot choose in the moment if your Character is Occult or not Occult.
The Parkour Pack allows the user to deploy Parkour or urban free-running in Regalia that other Characters normally would not be able to do. The Character is able to walk on the roofs of Regalian houses (which are normally too steep to allow a person to walk on them without this Pack), and stand on ledges or scaffolding. The user may move around Regalia with Jump 2 and reach any part they could feasibly reach without the use of Enderpearls and without using leaf blocks to stand on. All other players without similar mechanics cannot use Jump 2 in roleplay.  
====Disguise Pack====
====Outlaw Pack====
The Disguise Pack allows the user to don a mundane disguise that prevents them from being identified in a roleplay scene. The user is able to change any aspect of their appearance such as height or build, but the disguise must always be represented as an evident costume that covers the wearer's body entirely. This disguise is able to conceal things such as Afflictions and Affinities, but if the user is defeated in Combat then the disguise is able to be removed to reveal their identity. Keep in mind that using a Disguise should not be used in anti-RP ways to avoid consequences perpetually. While it can help with Crime RP or keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that wearing an obvious disguise may cause characters and NPCs to react differently than if they were in the scene unmasked, and certain places, like the Imperial Palace, will bar Masked/Disguised characters entirely.
The Outlaw pack is for the underhanded and dextrous, choosing to fight with quick strikes instead of trained slices.
 
{| class="wikitable" style="width: 60%;"
====Fleet Footed Pack====
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"  
! style="width: 10%; | Ability Name
! Name
! style="width: 10%; | Ability Type
! Type
! style="width: 10%; | Ability Range
! Range
! style="width: 20%; | Ability Description
! Cooldown
! style="width: 10%; | Modifiers
! Description
|-
|-
| style="background-color:#c8d5c8;" | Rogue’s Grace
| Fleet Footed
| Mundane Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Grants the user {{#simple-tooltip: Rogue’s Grace | The user is proficient at wielding daggers and knives with great effect, able to wield them properly without any Strength investment. If the user wields a dagger or knife as a weapon, they are able to attack with the equivalent Strength of half their Dexterity (rounded down). For example, if the user had 6 Dexterity, then they would be able to attack with the force of 3 Strength in melee.
| Twice per Combat, Once per Health Stage
}}
| Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 4 Blocks after that Attack.
| N/A
|}
 
====Sharp Reflexes Pack====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| Sharp Reflexes
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat
| You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.
|}
 
====Close Save Pack====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Close Save
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.
|}
|}
====Venom Pack====
 
The Venom pack allows a character to understand effective combat poisons and quickly use them to hinder their opponent.
====Dirty Fighter Pack====
{| class="wikitable" style="width: 60%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 10%; | Ability Range
! Cooldown
! style="width: 20%; | Ability Description
! Description
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Weakening Poison
| Dirty Fighter
| Mundane Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| Grants the user {{#simple-tooltip: Weakening Poison | The user sneakily coats their weapon, bullet or arrow with a sinister poison.  The next attack they  make that damages an opponent, they suffer from -1 Constitution and -1 Highest Combat Stat. If this Ability is countered or the target is immune to poison, then the technique is placed on cooldown. This effect lasts for 15 minutes. Weakening Poison has a 1 hour cooldown. The same person can only be affected by Weakening Poison once per 2 Hours. The weapon, bullet or arrow can be poisoned and held for a maximum of 5 minutes.
| Once per Combat
}}
| You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.
| N/A
|}
 
====Escape Artist Pack====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Escape Artist
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, once per Health Stage
| Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.
|}
|}
====Reaction Pack====
 
The Reaction pack is for the hawk eyed citizens of the city, able to see every detail and react to even the fastest possible threat.
====Fancy Footwork Pack====
{| class="wikitable" style="width: 60%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 10%; | Ability Range
! Cooldown
! style="width: 20%; | Ability Description
! Description
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Close Save
| Fancy Footwork
| Mundane Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Grants the user {{#simple-tooltip: Close Save  | The user can use Close Save as a reaction to a ranged or firearm basic attack aimed at an ally (other than self). The ally is pushed out of the way of the attack, knocked back by 2 blocks and staggered, avoiding the effect of the attack. This ability can be used once per server restart.}}
| Once per Combat
| N/A
| Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy, and for this Move, you are immune to the first 2 Opportunity Attacks that would Target you. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6). Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|}
 
====Improvised Attack Pack====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Improvised Attack
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.
|}
|}
====Balance Pack====
 
The Balance pack is for those who traverse dangerous terrain and keep footing, no matter how harsh the conditions may be.
====Nimble Bola Pack====
{| class="wikitable" style="width: 60%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 10%; | Ability Range
! Cooldown
! style="width: 20%; | Ability Description
! Description
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Edgewalker
| Nimble Bola
| Mundane Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Grants the user {{#simple-tooltip: Edgewalker | If the user is affected by a Displacement ability, they are Displaced 3 Blocks less than they would normally be, and if it would force them to fall off a ledge or be pushed off of where they stand (excluding any mechanics that would pull a character down from a higher point), they instead are pushed to the very edge of what they are standing on, unable to fall off.
| Once per Combat
}}
| Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.
| N/A
|}
 
====Flexible Maneuver Pack====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Flexible Maneuver
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.
|}
|}
====Trickery Pack====
 
The Trickery pack teaches a character that honor and fairness do not exist in a fight, doing whatever it takes to win.
====Smokescreen Pack====
{| class="wikitable" style="width: 60%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 10%; | Ability Range
! Cooldown
! style="width: 20%; | Ability Description
! Description
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Dirty Fighter
| Smokescreen
| Mundane Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Grants the user {{#simple-tooltip: Dirty Fighter | After being struck by a melee attack, the user can pull out a concealed firearm and quickly shoot a firearm point buy technique at the attacker (excluding Quick Cover, Spray and Pray and Critical Hit). This ignores any range limitations of the Technique. The weapon breaks immediately after use, unable to be used any further. Dirty Fighter can be used once per Server Restart.
| Once per Combat
}}
| Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -2 to the Final Result.
| N/A
|}
 
====Fate’s Wheel Pack====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Fate’s Wheel
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.
|}
|}


====Escapist Pack====
====Venomous Strikes Pack====
The Escapist pack is for the slippery scoundrels who need to escape a bind - literally. Tying these individuals down is quite challenging.
{| class="wikitable"  
{| class="wikitable" style="width: 60%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! style="width: 10%; | Ability Name
! Range
! style="width: 10%; | Ability Type
! Cooldown
! style="width: 10%; | Ability Range
! Description
! style="width: 20%; | Ability Description
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Escape Artist
| Venomous Strikes
| Mundane Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}  
| Grants the user {{#simple-tooltip:  Escape Artist | The user is able to, whilst restrained, slip out of ropes, chains, handcuffs and other mundane restraints used to hold a player down. Additionally, they are also able to escape from any mundane holding cell or prison by picking the lock to the door in. This is never noticed by the captors until the user begins to move, attack or do any other action. Remember, resisting arrest or breaking out of Prison is highly illegal in Regalia, and can lead to worse punishment! This can be used twice per server restart.
| Once per Combat.
}}
| Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.
| N/A
|}
 
====Theft Pack====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Theft
| Instant Technique
| {{#simple-tooltip: 1 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).
|}
|}


{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Dexterity Point Buy]]
[[category:Proficiency]] [[category:Dexterity Point Buy]]

Latest revision as of 20:58, 16 March 2025

This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.

  • To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page.
  • To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page.
  • To see an indexed list of all Abilities, read the Ability List Page.

Roguery Point Buy is part of the Proficiency System. Its Packs allow a Character to get better at Rogue or Criminal activities. While in theory it is all Mundane Techniques, players can add Magical aesthetics if they like.

Ability Aesthetics

Roguery Point Buy operates under "Open Aesthetics" rules. What this means is, Roguery Point Buy can be freely used with the following guidelines and suggestions: thievery, sleight of hand, illusory magic or smoke bombs, obfuscation, etc. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting. Alternatively, this Proficiency can be re-flavored as Magic. This Aesthetic Flavor has no effect on Ability functionality, but might alter if your Character is considered Occult or not. You decide when you use the Ability if it is Magic or not, and can choose to use it as Non-Magic, but you cannot choose in the moment if your Character is Occult or not Occult.

Disguise Pack

The Disguise Pack allows the user to don a mundane disguise that prevents them from being identified in a roleplay scene. The user is able to change any aspect of their appearance such as height or build, but the disguise must always be represented as an evident costume that covers the wearer's body entirely. This disguise is able to conceal things such as Afflictions and Affinities, but if the user is defeated in Combat then the disguise is able to be removed to reveal their identity. Keep in mind that using a Disguise should not be used in anti-RP ways to avoid consequences perpetually. While it can help with Crime RP or keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that wearing an obvious disguise may cause characters and NPCs to react differently than if they were in the scene unmasked, and certain places, like the Imperial Palace, will bar Masked/Disguised characters entirely.

Fleet Footed Pack

Name Type Range Cooldown Description
Fleet Footed Passive Technique Self

Twice per Combat, Once per Health Stage Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 4 Blocks after that Attack.

Sharp Reflexes Pack

Name Type Range Cooldown Description
Sharp Reflexes Counter Technique Self

Twice per Combat You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.

Close Save Pack

Name Type Range Cooldown Description
Close Save Counter Technique Self

Once per Combat You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.

Dirty Fighter Pack

Name Type Range Cooldown Description
Dirty Fighter Counter Technique 10 Blocks

Once per Combat You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.

Escape Artist Pack

Name Type Range Cooldown Description
Escape Artist Instant Technique Self

Twice per Combat, once per Health Stage Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.

Fancy Footwork Pack

Name Type Range Cooldown Description
Fancy Footwork Instant Technique 1 Block

Once per Combat Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy, and for this Move, you are immune to the first 2 Opportunity Attacks that would Target you. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6). Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.

Improvised Attack Pack

Name Type Range Cooldown Description
Improvised Attack Instant Technique Emote Range

Twice per Combat, Once per Health Stage Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.

Nimble Bola Pack

Name Type Range Cooldown Description
Nimble Bola Instant Technique 10 Blocks

Once per Combat Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.

Flexible Maneuver Pack

Name Type Range Cooldown Description
Flexible Maneuver Passive Technique Self

Once per Health Stage Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.

Smokescreen Pack

Name Type Range Cooldown Description
Smokescreen Instant Technique 4 Blocks

Once per Combat Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -2 to the Final Result.

Fate’s Wheel Pack

Name Type Range Cooldown Description
Fate’s Wheel Passive Technique Self

Once per Health Stage Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.

Venomous Strikes Pack

Name Type Range Cooldown Description
Venomous Strikes Instant Technique Self

Once per Combat. Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.

Theft Pack

Name Type Range Cooldown Description
Theft Instant Technique 1 Blocks

Twice per Combat, Once per Health Stage Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).