Class: Rogue RANGE BOOST: RANGE: 1-4 Area: No LDV : Yes. Conditions: 2/target

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1 Class: Rogue Spell 1: Barbed Fire Le Roublard se sert d un barbelé magique comme d un fouet pour corriger son ennemi. Lancé sur une e, ce Spell permet de rajouter une charge sur cette dernière. 3 AP 1MP : 1-4 Area: No LDV : Yes BOOST: Conditions: 2/target Dmg: 2 Inc: 0.19 Total: 21 Dmg: 3 Inc: 0.29 Total: 32 On : Adds 1 charge On : Adds 1 charge TP the enemy on another cell next to the TP the enemy on another cell next to the Note: 1800

2 Spell 2: Burning Bomb This can be left on the ground to explode under the feet of a Iop or some other imbecile. 4 : 1-3 Area: square of 1 LDV : Yes BOOST: Conditions: 1 point of Mechanics Doesn t target a target Dmg: 6 Inc: 0.54 Total: 60 Dmg: 9 Inc: 0.81 Total: 90 4 charges 66% Burning (+0 to +100) 6 charges 100% Burning (+0 to +100) Note: Damage bonus of s is 60% more than classical damage 1801 Spell 3: Mega Bomb A with an increased area of effect for those who lack precision. 5AP 1MP : 1-4 Area: cercle 2 LDV : Yes BOOST: Yes Conditions: 1 point of Mechanics Doesn t target a target Dmg: 6 Inc: 0.91 Total: 97 Dmg: 9 Inc: 1.36 Total: charges 100% - 5 charges 100% - Note: Cripple 1803

3 Spell 4: Blinding Bomb This can be left on the ground to explode under the feet of a clumsy Cra or some other imbecile. In case you hadn't guessed, Rogues hate Cras and Iops. 3 AP : 1-3 Area: carré 1 LDV : Yes BOOST: Conditions: 1 PT en mécanisme Yes ne target APs une target Dmg: 4 Inc: 0.46 Total: 50 Dmg: 6 Inc: 0.69 Total: 75 3 charges (10% -100%) Disoriented lvl 1 3 charges (10% -100%) Disoriented lvl 1 (5% -50%) Disoriented lvl 1 Note: Disoriented : -0 Range (inc 1) (max lvl 4) 2336 There's no doubt about it, Flaming Claw is devilishly hellish. 3AP : 1-4 In line Spell 5: Flaming Claw Area: 1 LDV : Yes BOOST: No Conditions: None Dmg: 3 Inc: 0.35 Total: 38 Dmg: 5 Inc: 0.52 Total: 57 On a : Gets closer by 2 cells On an ally: Doesn t inflict damage Gets closer by 2 cells On a : Gets closer by 2 cells On an ally: Doesn t inflict damage Gets closer by 2 cells Note: 1809

4 Spell 1: Slap Shot Katsumimi the Rogue used to say that an accurate slap shot is better than any inaccurate slop shot. 1 AP : 1 Area: No LDV : Yes BOOST: No Conditions: None Dmg: 2 Inc: 0.13 Total: 14 Dmg: 1.5 Inc: Total: 21-10% Air resist Note: Max : -60% Air resist 1811 Spell 2: Roguery The Rogue pulls his enemy one cell closer, before changing places with it and ending up behind its back. 2 MP : 2-2 En ligne Area: point LDV : Yes BOOST: No Conditions: Dmg: 4 Inc: 0.16 Total: 20 Dmg: 6 Inc: 0.24 Total: 30 Attracts the target Move to the back of the target Attracts the target Move to the back of the target Confusion lvl 1 Note: The Rogue hits and brings his enemy closer before moving to his back. 1810

5 Spell 3: Boomerang Dagger This spell inflicts substantial damage without needing a line of sight. If the Rogue gets a Critical Hit, he'll also have time to fire another quick Shot before the boomerang comes back. / 1MP : 2-4 Area: Special LDV : NO BOOST: No Conditions: Dmg: 4 Inc: 0.47 Total: 51 Dmg: 6 Inc: 0.70 Total: 76 Triggers a quick shot 2 dmg lvl 1 12 dmg lvl 100 inc 0.10 Note: 1812 Spell 4: Barbecued Ribs With this spell, the Rogue will carry out a skillful but bloody attack which, despite the name, might not be to his victim's taste. 1 : 1 Area: No LDV : No BOOST: No Conditions: 1 per target per Dmg: 1 Inc: 0.29 Total: 30 Dmg: 2 Inc: 0.43 Total: 45 - (100%) Note: 2331

6 Spell 5: Longsword In good hands, this magical blade will strike out at the Rogue's enemies with such force that it pushes the caster backwards. 6 AP : 1 Area: Line 3 LDV : Yes BOOST: No Conditions: Dmg: 6 Inc: 0.74 Total: 80 Dmg: 9 Inc: 1.11 Total: 120 The rogue steps back one cell The rogue steps back one cell es by one cell Note: 1814

7 Spell 1: Machine Gun Some Rogues swear by the ol' "machine gun in the guts" technique. 2 AP : 1-3 Area: 1 LDV : Yes BOOST: Yes Conditions: Dmg: 2 Inc: 0.22 Total: 24 Dmg: 3 Inc: 0.33 Total: 36 Note: 1807 Spell 2: Piercing Shot This Shot enables the Rogue to pierce enemy armor. Though this spell is invaluable for attacks on all sorts of enemies, cocky Fecas tend to be the most gratifying targets. 5 AP : 2-6 Area: 1 LDV : Yes BOOST: Yes Conditions: Cast in line Dmg: 5 Inc: 0.60 Total: 65 Dmg: 8 Inc: 0.90 Total: 98 Ignores 10/100 resists points of the target. Inc 0.90 (apply resists -10/-100 only for this attack) Ignores 10/100 resists points of the target. Inc 0.90 (apply resists -10/-100 only for this attack) Note: 1805

8 Spell 3: Cross Fire This Shot is ideal for those hard-to-reach places. It's aimed at deadly angles for deadly effects. 3 AP : 2-6 Diagonal only Area: 1 LDV : Yes BOOST: Yes Conditions: None Dmg: 4 Inc: 0.38 Total: 42 Dmg: 6 Inc: 0.57 Total: 63 Note: 1808 Spell 4: Blam!!! This spell happens to be Remington Smisse's favorite. Blam!!! will be the last sound heard by any moron who gets in your way. : 2-3 Area: Triangle on two levels LDV : Yes BOOST: Yes Conditions: Cast in line Dmg: 4 Inc: 0.48 Total: 52 Dmg: 6 Inc: 0.72 Total: 78 Note: 2337

9 Spell 5: Pulsar This Shot will really make your enemies see red. Pulsar can cause devastating damage if used correctly, but uses up any remaining AP and MP and ends the Rogue's. 1 : 2-4 Area: 1 LDV : Yes BOOST: Yes Conditions: Ends the Dmg: X Inc: X Total: X Dmg: X Inc: X Total: X 1 : -1 HP per AP/MP left 100: -12 HP per AP/MP left Inc : -1 HP per AP/MP left 100: -18 HP per AP/MP left Inc.016 Note: 1804

10 Active 1: Fusillade This specialty allows the Rogue to really storm the enemy - but it will take him the whole of the next to get his strength back AP 3 AP 3 AP 2 AP 2 AP 2 AP 1 AP 1 AP 1 AP : 0 : 0 : 0 : 0 : 0 : 0 : 0 : 0 : 0 : 0 lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 lvl 7 lvl 9 lvl 9 lvl 10 Run-Down lvl 1, for one Run-Down lvl 2, for one Run-Down lvl 3, for one Run-Down lvl 4, for one Run-Down lvl 5, for one Run-Down lvl 6, for one Run-Down lvl 7, for one Run-Down lvl 8, for one Run-Down lvl 9, for one Run-Down lvl 10, for one Note: Condition: must be the first spell cast in this. Fusillade: The rogue can only use Earth spells. His APs are doubled (besides temporary bonuses) and he loses all his MP. +0% (Inc: 1) earth damage until the end of the. Run-Down: The Rogue can only use Earth spells. His MPs are doubled (besides temporary bonuses) and he loses all his AP. +0 (Inc: 2) Dodge until the end of the.

11 Active 2: Remote Control With Remote Control, the Rogue can trigger a Bomb to explode, whilst increasing its damage. If the Boombot is in the area of effect, this spell also s it to face the centre of the area AP 2 AP 2 AP 1MP 2 AP 2 AP : 1-3 : 1-4 : 1-5 : 1-6 : 1-7 : 1-8 : 1-9 : 1-10 : 1-11 : 1-12 No LoS +2% to the +4% to the +6% to the +8% to the +10% to the +12% to the +14% to the +16% to the +18% to the +20% to the 2 AP 2 AP 2 AP 1 AP 1 AP Note:

12 The Rogue can cast Magnetic Claw to position his Bombs more efficiently. Active 3 : Magnetic Claw : 1-2 : 1-2 : 1-3 : 1-3 : 1-4 : 1-4 : 1-5 : 1-5 : 1-6 : 1-6 carried carried carried carried carried carried carried carried carried carried es back one es back one es back one es back one es back one es back one es back one es back one es back one es back one Note: In line only. 1/target. 2/

13 Active 4: Boombot The Rogue summons a small robot under his control to better manage his s but that can also extend his shots AP / 1 4 AP / 1 4 AP / 1 3 AP / 1 3 AP / 1 3 AP / 1 2 AP / 1 2 AP / 1 5 AP / 1 2 AP / 1 : 1-3 : 1-3 : 1-4 : 1-4 : 1-5 : 1-5 : 1-6 : 1-6 : 1-7 : 1-7 3%PDV 6%PDV 9%PDV 12%PDV 15%PDV 18%PDV 21%PDV 24%PDV 27%PDV 30%PDV Pull Pull Note: The falls under the Mechanics rules. Pull Grab Pull Grab Pull Grab Barbed Fire Pull Grab Barbed Fire Pull Grab Barbed Fire Detonator Pull Grab Barbed Fire Detonator : 2AP. a by 2 cells Pull: 2AP. Pull a by 2 cells (Range 3) Grab: 2AP. The bot grabs a or throws the one he is carrying. (1 range) Barbed Fire: 2AP. equals the Rogue s. Detonator: 2AP. Removes 1 charge (Range 1-4) Extender: This state is always active on the Boombot and allows the Rogue to shot farther. The extension has a triangle area and in direction of the Boombot s gaze. A rogue can hit himself. Damage is reduced by 30% (final damage). Triangle area of 9 cells

14 Active 5: Smoke The Rogue sets off a smoke to protect himself from distance attacks. As a result, his eyes will be stinging all through the next AP 4 AP 3AP 3 AP 2 AP 2 AP 1AP 1 AP : 0 : 0 : 0 : 0 : 0 : 0 : 0 : 0 : 0 : Note: Condition: Not have Ow My Eyes! Smoke 1: Immunes the Rogue to ranged attacks coming from 7 cells distance or more (Inc: -1) and the rogue doesn t block LoS for one. Ow My Eyes!: -4 Range

15 Passive 1: Bomber Fan Everyone knows that Rogues like Bombs... but what they love most of all is hiding them and making them explode at just the right moment. They're fanatic! % damage +3% resist to damage (allies) 5% to gain 1AP when explodes +0 Mechanics +4% damage +6% resist to damage (allies) 10% to gain 1AP when explodes +0 Mechanics +6% damage +9% resist to damage (allies) 15% to gain 1AP when explodes +0 Mechanics +8% damage +12% resist to damage (allies) 20% to gain 1AP when explodes +0 Mechanics +10% damage +15% resist to damage (allies) 25% to gain 1AP when explodes +0 Mechanics % damage +18% resist to damage (allies) 30% to gain 1AP when explodes +0 Mechanics +14% damage +21% resist to damage (allies) 35% to gain 1AP when explodes +0 Mechanics +16% damage +24% resist to damage (allies) 40% to gain 1AP when explodes +0 Mechanics +18% damage +27% resist to damage (allies) 45% to gain 1AP when explodes +0 Mechanics +20% damage +30% resist to damage (allies) 50% to gain 1AP when explodes Note: Bomb wall: s close enough can create a wall of a lvl equal to the Rogue s level. Dmg 4 (Inc: 0.5) % damage +33% resist to damage (allies) 55% to gain 1AP when explodes +24% damage +36% resist to damage (allies) 60% to gain 1AP when explodes +26% damage +39% resist to damage (allies) 65% to gain 1AP when explodes +28% damage +42% resist to damage (allies) 70% to gain 1AP when explodes +30% damage +45% resist to damage (allies) 75% to gain 1AP when explodes % damage +48% resist to damage (allies) 80% to gain 1AP when explodes +34% damage +51% resist to damage (allies) 85% to gain 1AP when explodes +36% damage +54% resist to damage (allies) 90% to gain 1AP when explodes +38% damage +57% resist to damage (allies) 95% to gain 1AP when explodes +40% damage +60% resist to damage (allies) 100% to gain 1AP when explodes +2 Mechanics

16 Passive 2: Surprise Shot Thanks to this passive spell, the Rogue has a chance of sneaking in another Shot when he's just launched one. 1 2% Chance to trigger a 6 12% Chance to trigger a 11 22% Chance to trigger a % Chance to trigger a 7 14% Chance to trigger a 12 24% Chance to trigger a % Chance to trigger a 8 16% Chance to trigger a 13 26% Chance to trigger a % Chance to trigger a 9 18% Chance to trigger a 14 28% Chance to trigger a % Chance to trigger a 10 20% Chance to trigger a 15 30% Chance to trigger a 20 Note: Triggers another shot on a ranged spell. This shot inflicts 50% of the damage dealt by the previous shot, but s the damage into WATER. (max 2/) 32% Chance to trigger a 34% Chance to trigger a 36% Chance to trigger a 38% Chance to trigger a 40% Chance to trigger a The power of the Rogue's spells depends on his Initiative. Passive 3: Initiator 1 1% of the Initiative 2 3% of the Initiative 3 4% of the Initiative 4 6% of the Initiative 5 7% of the Initiative Note: Max 140% damage % of the Initiative 10% of the Initiative 12% of the Initiative 13% of the Initiative 15% of the Initiative % of the Initiative 18% of the Initiative 19% of the Initiative 21% of the Initiative 22% of the Initiative % of the Initiative 25% of the Initiative 27% of the Initiative 28% of the Initiative 30% of the Initiative

17 Passive 4: Runaway When attacked in close combat, the Rogue has a chance of running away from his attacker Note: +2% Chance to run away for +3% Chance to run away for +5% Chance to run away for +6% Chance to run away for +8% Chance to run away for % Chance to run away for +11% Chance to run away for +12% Chance to run away for +14% Chance to run away for +15% Chance to run away for % Chance to run away for +18% Chance to run away for +20% Chance to run away for +21% Chance to run away for +23% Chance to run away for % Chance to run away for +26% Chance to run away for +27% Chance to run away for +29% Chance to run away for +30% Chance to run away for

18 Passive 5: Rogue Master This spell increases the Rogue's Initiative. It also allows him to recover AP when he uses Air spells Initiative Air spells have 0% chance to Critical Air spells have 1% chance to +4 Initiative Air spells have 1% chance to Critical Air spells have 3% chance to +6 Initiative Air spells have 1% chance to Critical Air spells have 4% chance to +8 Initiative Air spells have 2% chance to Critical Air spells have 6% chance to +10 Initiative Air spells have 2% chance to Critical Air spells have 7% chance to Note: Max +3AP/ Initiative Air spells have 3% chance to Critical Air spells have 9% chance to +14 Initiative Air spells have 3% chance to Critical Air spells have 10% chance to +16 Initiative Air spells have 4% chance to Critical Air spells have 12% chance to +18 Initiative Air spells have 4% chance to Critical Air spells have 13% chance to +20 Initiative Air spells have 5% chance to Critical Air spells have 15% chance to Initiative Air spells have 5% chance to Critical Air spells have 16% chance to +24 Initiative Air spells have 6% chance to Critical Air spells have 18% chance to +26Initiative Air spells have 6% chance to Critical Air spells have 19% chance to +28 Initiative Air spells have 7% chance to Critical Air spells have 21% chance to +30 Initiative Air spells have 7% chance to Critical Air spells have 23% chance to Initiative Air spells have 8% chance to Critical Air spells have 24% chance to +34 Initiative Air spells have 8% chance to Critical Air spells have 26% chance to +36 Initiative Air spells have 9% chance to Critical Air spells have 27% chance to +38 Initiative Air spells have 9% chance to Critical Air spells have 29% chance to +40 Initiative Air spells have 10% chance to Critical Air spells have 30% chance to

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