Villain

A criminal, wrongdoer, crook, pirate, bandit, highwayman, and a true villain to society. You give nothing to society and take all you desire, whoever had it before didn't deserve it because they aren't you, and of course you are the only thing that matters, and you will do anything to take what's yours. Below are the three sub-classes of villain, although the most commonly seen villain are Fiends.  

Fiend ★

(110% weapon empowerment)   ▣ Fiend has empowered light armor, normally, light armor gives +1 vit while only using light weapons(0.5 dex or more). For Fiends this becomes +2 vit that is in effect with light weapons OR any weapon without a physical power in the proficiency.   Fiends revolves around 3 primary mechanics Trickery, Despoil. and Torment, other than Torment, all of Fiend's abilities are completely unlimited with no cost.  

Trickery ⦿

  Trickery summed up are specifically dirty fighting techniques, however, unlike most martial classes these techniques are barely empowered, as a Fiend does not care for the efficacy of his tactics only that they work towards his victory in the end. Trickery should primarily be used to surprise their opponents with odd and unusual techniques to open up the opponent for lethal strikes, it should however be noted, that the smarter and more experienced the opponent is, the less likely trickery is to succeed.  

Despoil ⦿

  Despoil is a Fiend’s endless greed and his desire to do anything to take it, however, due to the nature of stealing, this ability holds certain restrictions.  
  • you can not steal anything that your opponent has firmly grasped or attached to themselves (aka armor or a weapon they are holding).
  • the Despoil ability is difficult to pull off, think of it akin to a slow skill that would require a stun, restraint, or catching the enemy off guard.
  • These two restrictions would serve two purposes, first, while the user could not steal a weapon or armor, they could for example steal :  
  • a bundle of arrows in somebody's quiver
  • a backup weapon
  • flasks, poisons, or other tools off somebody (would likely need keen eye or sight ranks in order to detect these if they are not hidden)
  • a bag of dreons
  • a key item that you are ordered to take so that you could potentially avoid a fight with a powerful enemy
  • in certain circumstances the player could even steal looser magical items such as a loosely hanging necklace
  • The second restriction is to enforce a gameplay ideal that you should be creating opportunities through your Trickery or at minimum that you will need to work with your allies to pull it off.   Additionally, Despoil could work akin to a sleight of hand between allies so to say,   for example if one player had a bomb or flask that could be useful to use mid-combat but that player is occupied or unable to use the item, the Fiend could then "steal" the item from said player and use it on the opponent.   Other examples would be akin to "stealing" a potion so that your ally doesn't need to hand it to you in case of emergency situations. Or "stealing" an item/object from your surroundings without the enemy noticing.   Lastly, I would note while it would be quite hard to detect Despoiling an ally unless an enemy has a very very high sense which could give them a chance at detecting the act. If you Despoil an enemy it would depend on a mixture of your opponent's Dexterity and senses, but generally they would have a much higher chance of noticing, the exception to this being if they do not know you exist yet, thus their guard towards you is lowered.  

    Torment ⊕

      Fiends are often known for their cruel and sadistic nature, even going as far as considering their associates to be nothing but expendable meat shields. In this line of vein, as a Fiend gains momentum in combat through their use of contemptible trickery they start to play the real cards of their hands with techniques to debilitate and disfigure their opponent, allowing them to take their time killing their opponent.   Torment techniques are skills that focus on debilitating and disfiguring, various examples of these would be:  
  • bleeding/poisoning an opponent
  • purposefully breaking a bone
  • attacking in a way to cause much more pain than damage
  • attacking in a way to deprived an enemy of one of their senses (aiming for the ears/eyes)
  • While Torment is significantly empowered compared to the rest of the Fiend's abilities, they are not guaranteed.   Torment abilities can be used once after a Fiend has used Despoil on an enemy or a Trickery technique 3 times (the Despoil or Trickery has to be successful in order to count).  

    Assassin ✦

      Blades for hire, but these individuals will rarely fight these opponents directly, they stalk their prey analyzing their weaknesses and tendencies. Often they would approach their opponent whilst they least expect it, hidden, striking from the darkness, ending them with a single strike. It is for this reason, that should one of these individuals be hired, they are usually extraordinarily expensive, as such, they are primarily found in Stisedo, where individuals with excess dreons are aplenty.   ▣ 175% weapon empowerment whilst undetected (25% while detected)   ▣ Hidden threat : While the assassin is detected they have heavily reduced damage (75%). While the assassin is undetected their accuracy and damage is increased (75%)   It should be noted that in the midst of combat it will be extremely difficult to become undetected even with the use of tools such as smoke bombs as most opponents will be aware and cautious of your existence.   ▣ When wearing no armor, the assassin treats their dex and mind as if it was 2 higher for the sake of movement, stealth, climb, hearing, sight, and anatomical savant.   ▣ The assassin gains a version of anatomical savant which works the same but has its scaling changed to Dex 1/Mind 1.   ▣ Single Target Training : when fighting several opponents reaction speed takes a -4, when fighting a singular opponent reaction speed increases by +4  

    Debilitation ⦿

      A skill similar to the Fiend's torment, but can be used without buildup, however, while not inherently as strong as the fiend's torment, the skill has an extreme focus on poisoning and bleeding, any other form of debilitation isn't allowed. Due to this Assassins often carry a variety of poisons on them from low tier paralyzants to extremely lethal poisons  

    Death Blow ⊕

      Will only be effective to any degree whilst undetected and using a dexterity focused weapon. The Death blow is a form of skill which inflicts extreme amounts of damage to an opponent's vitals or weakpoint.  

    Infiltrator ✦

      An individual who has lived through a specialized proficiency in both quiet jobs. The infiltrator gets by in life by taking is a fee to become a spy and gather blackmail or intel on a specific organization or individual.   ▣ Disguise and bluff skill are raised by 5 tiers (both are a mind 1 skill)   ▣ studying an individual from an organization will allow for the infiltrators disguise and bluffs to be more effective equivalent to time spent studying.  

    Hidden Tactics ⦿

      skills revolving around hidden weapons to surprise the opponent and prevent them from reacting properly. Additionally, if the infiltrator is using a weapon or tool that is hidden, the opponent takes a -2 to reaction speed, if the weapon is hidden and is the first time the infiltrator is using this weapon on their opponent for the first time (excluding weapons openly carried/held) this reduction is instead -5   These can be used infinitely but only have 110% empowerment.  

    Persuasions ⊕

      A set of skills that can be used both in and out of combat used to vocally convince another more effectively than the user would normally be capable of. Persuasions must be made as skills with purposes, for example, one could make a skill with the express intent of convincing your opponents that you are just a civilian. Now this wouldn't work in every scenario, especially if the infiltrator has attacked their opponents previously, but it would either convince your opponents to target the infiltrator last (if attacked amongst a group) or cause the opponents to underestimate the infiltrator, making them more susceptible to Hidden tactic skills.   The infiltrator can use persuasions a number of times a day equal to their mind attribute, as such, the persuasions also scale with mind.
      An above average Villain