The Manipulator's Outfit is designed for thieves who excel in the art of manipulation and cunning. It provides them with skills to deceive their enemies, gather valuable information, and influence situations to their advantage.
Phys. Def.
+1
Mag. Def.
+2
Dur. Durability
7
Resistances
Weaknesses
None listed.
Official Codex
Starting arsenal
The starting weapon and gear are determined by the outfit. The wearer chooses one option from those listed below during character creation.
Main hand
Sap
- Test
- DEX
- Damage
- 1d4
- Damage type
- Bludgeoning
- Usage
- Mixed
- Price
- 40 NX
Off hand
Throwing knives
- Test
- DEX
- Damage
- 1d4
- Damage type
- Slashing
- Range
- 10 m
- Usage
- Mixed
- Price
- 40 NX
Official Codex
Abilities
Each outfit ability can be unlocked then upgraded by level tiers, at a cost of 3 AP (Ability Points) per tier. The first two abilities are granted at level 1.
Swift Strike
The character can perform a quick and precise attack, targeting the enemy's weak points to inflict an additional 1d4 damage.
Cooldown 2 turns
Evolutions
Additional damage increases to 2d4.
Additional damage increases to 2d6.
Additional damage increases to 2d8.
Blackmail
The character collects compromising information about his enemies thanks to his keen sense of observation and uses it as leverage to manipulate them. It can prevent an enemy from acting for 1 round, or force them to divulge certain information.
Cooldown 2 turns
Evolutions
The character can force his opponent to strike one of his own allies when his turn of action comes.
Targets subjected to blackmail have a -2 penalty to Def PHY for 2 rounds.
Targets subjected to blackmail have a -2 penalty to Def MAG for 2 rounds.
Bone Fracture
The character delivers a brutal blow targeting the enemy's bones, dealing their weapon's normal damage. Additionally, for 1 turn, the target is unable to perform any movement action (M) on their turn and suffers 1d4 fracture damage at the start of it. Can only be succeeded once/opponent (can be retried if failed).
Cooldown 2 turns
Evolutions
The target now suffers both the movement restriction and fracture damage for 2 turns.
The fracture damage at the start of the target’s turn increases to 1d8.
If the target affected by Bone Fracture suffers a critical physical attack during the effect's duration, it becomes paralyzed until its next turn, unable to move (M) or attack (A). This effect stacks with fracture damage if still active.
Deceptive Strikes
The character inflicts rapid and deceptive strikes on his opponent, disorienting him. The latter then suffers normal weapon damage as well as a -2 penalty to his contact attack tests for 1 round.
Cooldown 2 turns
Evolutions
The penalty also applies to ranged attack rolls.
The effect lasts for 2 rounds.
The penalty to attack rolls (melee and ranged) increases to -3.
Ghost Blade
The character momentarily renders their weapon invisible, making attacks more challenging to parry or dodge for the enemy. They gain a +2 bonus to the melee attack test and inflict an additional 1d4 damage.
Cooldown 2 turns
Evolutions
The bonus to the melee attack test increases to +3.
Additional damage increases to 2d4.
The bonus to the melee attack test increases to +4, and additional damage increases to 2d6.
Feign Death
The character masters the art of feigning death, enabling them to deceive enemies and avoid danger. When activating this ability in combat, enemies consider them non-threatening and stop attacking, unless they succeed on a Wisdom (WIS) save with a difficulty of 15 to see through the deception.
Limitation 1× per encounter
Evolutions
As long as the character feigns death, they recover 2d4 HP per round.
After feigning death, the character gains a +3 bonus to their next attack roll.
After feigning death, for the next two rounds after getting up, any enemy attempting to attack the character suffers a -2 penalty to their attack roll.
Precision Shot
The character takes a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They gain a +2 bonus to the ranged attack test and inflict an additional 1d4 damage.
Cooldown 2 turns
Evolutions
The bonus to ranged attack test increases to +3.
Additional damage increases to 2d4.
The bonus to ranged attack test increases to +4, and additional damage increases to 2d6.
Deception
The character is a master of deception. They can convince others that they are an ally or conceal their true intentions. They gain a +1 bonus to CHA.
Evolutions
The CHA bonus increases to +2.
The CHA bonus increases to +3.
The CHA bonus increases to +4.
Other Outfits · Shadow