Solaris RPG
Class Name:
Saboteur
Energy Potency:
1.10
Available Armors:
Light, Medium
Class Type:
Hybrid
Elemental Potency:
1.10
Available Weapons:
Light, Medium
For as long as there has been conflict on Solaris, there have been saboteurs to work behind the scenes. They are spies and agents of secrecy, molding political unrest and civil turmoil. They are also demolitionists, sneaking through enemy lines in order to open a larger doorway for an approaching army. No two saboteurs are alike and this unpredictability just adds to the allusion of invisibility among the ranks. Who knows if an enemy saboteur is in your army? He could even be one of your officers, or worse, one of your generals. He could even be in the room with you right now. In short, saboteurs are the worst kind of enemy; they are swift and merciless and they are very good at hiding in plain sight.
Capability 1:
Friend or Foe - Once per battle, a saboteur can make an attack against an ally in order to confuse his enemy about his allegiances. The saboteur’s enemies may not make any hostile action against the saboteur or pursue him if he attempts to escape for the remainder of battle. The saboteur can end this diplomatic shield at any time by making a hostile action against any enemy – doing so gives him a 50% bonus to Hit SVS. (Action Ability)
Capability 2:
Brute Counter Spell - If the saboteur has a Base STR PVS of 200 or greater, he can declare his physical strikes to become Brute Counter Spell attacks. A successful strike will render a target speechless, making him unable to speak or even make noises like mumbles, whistles, or screams. Enemies silenced in this way are unable to make force attacks on the turn they are struck, and a force attack made in the turn following will have its base damage reduced by half. Once declared, Brute Counter Spell cannot be used again for the next six turns. (Action Ability)
Capability 3:
Burning Strike - If the saboteur has a Base VIT PVS of 200 or greater, he can declare his energy force attacks to become Burning Strike attacks. A successful strike will short circuit any electronic or technological devices carried by the target, like a localized EMP, for three full rounds. Furthermore, the energy burn effect of the attack will be doubled in potency and will endure for the three rounds as well. Once declared, Burning Strike cannot be used again for the next six turns. (Action Ability)
Capability 4:
Mystic Siphon - If the saboteur has a Base WIS PVS of 200 or greater, he can declare his elemental force attacks to become Mystic Siphoning attacks. A successful strike will stupefy the target, clouding his higher thinking processes and his judgment for two full rounds. While in this state of shock, the target is unable to invoke elemental perks or special abilities that are force related (though does not prevent the target from making force attacks as normal). Once declared, Mystic Siphon cannot be used again for the next six turns. (Action Ability)
Capability 5:
Jack of all Trades - Any time that a saboteur uses one of his capabilities, he is granted a 25% bonus to his dodge against any attacks until his following turn and a 25% bonus to his hit for any attack made during his following turn. Twice per battle, he can give this bonus dodge or bonus hit (one or the other) to an ally instead of himself for that application only. Furthermore, if the saboteur has a Base STR, VIT, and WIS PVS of 200 or greater and thus can utilize Brute Counter Spell, Burning Strike, and Mystic Syphon, then the cool down period for all three capabilities is changed to five turns instead of six turns. (Passive Ability)
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