Watchers

Watchers are the bounty hunters of Avendar. Often employed by the noble and the wealthy for hunting the rogues who have wronged them, watchers often work for a contract, demanding payment for thieves returned alive - or dead. Due to their association with law enforcement, watchers are never chaotic, making their fortune from their necessity in civilized society.

                Watcher Skills                     Notes From the Legends

Skills

       Ordinary Skills                     Watcher Specific Skills
1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.

1 mace
A mace is a blunt weapon, consisting of a block of metal attached to a shaft, occasionally covered with spikes or edges to do more damage.Maces usually attack with crushes or pounds, and are often employed by barbarians, who are known for using their ferocious bludgeoning attacks. Maces are also occasionally employed by footman, or the occasional scholar or templar.

1 sword
Swords are perhaps the most common of weapons in Avendar, known and used by all professions save those of the scholars and druids. A sword typically consists of a hilt (place to hold the sword), a crossbar, and a blade. Blade lengths can be anywhere from 2' to 8', with the very largest swords usable only by the giant races. Blades on swords can either be one or two-sided, curved, straight, or even barbed to inflict more lasting damage. Usually, a sword will inflict stabbing, slashing, chopping, cutting, piercing, or cleaving damage. Swords have traditionally been the weapon of choice for enchantments and other such magics.

1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.

1 whip
A whip consists of a flexible cord attached to a handle. The cord can be made from any number of materials, but is most commonly leather. Oft times, other sharp materials (such as glass or bits of metal) may be embedded in the cord to inflict more damage. Whips are most commonly used by gladiators (who are known for their exotic lashing and disarming techniques), but also see some usage among some templars and scholars.

1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.

1 dodge
The dodge skill exploits a character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target.

1 trip
The trip command attempts to bring an opponent down by knocking their feet from under them. Tripping is most successfully practiced by the quick and nimble, and fails on opponents who are flying or otherwise not tied to the ground. Trip can either be used to start a fight, or in combat.

1 haggle
The haggle skills allows you to bargain with merchants, lowering their prices.

3 dirt kicking
The dirt skill attempts to temporarily blind a person by kicking dirt in their eyes. Dirt may be used either to initiate combat, or during it. Dirt will not in places lacking suitable quantities of dirt. (In the air, water, etc.)

4 sneak
The sneak skill is used to move silently. It has several visible affects. Firstly, when used in conjunction with the hide command, it allows someone to move without stepping out of the shadows. Secondly, it allows objects to be taken from the room without arosing suspicion. Finally, even for those not hiding, it allows exit from a room to go unnoticed.

10 kick
The kick skill is an extra attack performed in combat, used for extra damage. Kick can be attempted each round if desired.

10 peek
Peek is a skill learned by rogues to discern a person or creature's inventory. An attempt to peek is made automatically whenever you look at a target.

10 pick lock
PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill.

10 night vision
The night vision skill is learned by rogues to allow their eyes to adapt to the night, allowing them to discern things in an almost total absence of illumination.

11 light sleep
Watchers, often traveling in locales where they can be ambushed while they sleep, have trained themselves to a special sort of sleep. If their training is sufficient, watchers will be alerted should others enter a place where they are sleeping, or if someone speaks nearby.

12 runic message
Watchers, with their own runic language, can leave messages in a room, for those who are keen-eyed enough to see.

12 detect hidden
This skill enables the user to detect hidden creatures or characters.

12 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.

13 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.

14 wariness
A watcher may heighten his own senses, alerting himself to the dangers of other rogues. A wary watcher will be difficult to waylay, backstab, ambush, or otherwise incapacitate.

15 disarm
Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon.

15 dual wield
The ability to dual wield is a skill which classes with at least some devotion to fighting may master. As its name it implies, it allows the user to attempt to wield two weapons at once. In order for this two occur, the following must be true: You must be wielding a weapon in your "main hand", and have your other hand free (not carrying a held item. etc.). You then must attempt the second weapon. If the weapons are compatible, the second weapon will automatically go into your off hand. If the weapons or not compatible, the second weapon will replace the first. Compatiblity depends on a number of factors, but a good rule is that to ensure the proper balance, the second weapon must be two-thirds the weight of the first. Certain small weapons, such as daggers, are an exception to this rule. Giant sized races, such as the alatharya, may be able to dual some two-handed weapons due to their enormous sizes. Your skill at dual wield will determine how often you are successfully able to use your second weapon to hit.

16 fast healing
This skill allows you to regenerate hit points faster.

17 detect theft
Watchers, long used to keeping watch over the thiefly elements of Avendar, have developed the skills to detect and monitor thefts when they occur.

18 shield block
Shield block is the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield.

18 catch throw
This skill allows a watcher to catch a thrown weapon, and turn it against the thrower, launching it back at them.

19 deflect
Watchers, who favor the use of the staff, have developed specialized defensive techniques involving that weapon. The most prominent of these is deflect, which attempts to deflect a blow with a quick twirl of a staff.

20 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.

20 record
Watchers maintain copious records of all persons in Avendar, using this knowledge to maintain order and their own ends. Watchers can record a fact about a person using the record ability. See also INQUIRE.

20 inquire
Watchers maintain copious records of all persons in Avendar, using this knowledge to maintain order and their own ends. Watchers can send a message back to the large watcher's enclaves in Avendar's major cities, and within a few hours, information on a target character will return via scroll. See also RECORD.

21 pugil
Those who are learned in the use of the staff can learn to pugil, to inflict extra damage while wielding a staff.

21 sharp vision
Rangers and Druids, well-versed in the lore of the forest, are capable of detecting those who have used CAMOUFLAGE to hide themselves in theforest.

21 track
A ranger can track within the forests, finding out which way a given person went. A watcher has the ability, due to their 6th sense, to track a person anywhere. Also, druids affected by the aspect of the wolf can track using their sense of smell.

22 cover tracks
This will eliminate all traces of passage through a room.

22 twirl
Skilled in the use of the staff, watchers have developed a whirling attack, which attempts to knock an opponent off his or her feet. If successful, the victim will be stunned.

23 tripwire
Tripwire sets up a taut wire across an exit, stunning the unwary who pass through that way. Flying persons will avoid tripwires.

24 third attack
The third attack skill allows one to make three attacks per round. Possessing this skill does not ensure three attacks will be attempted, but it does increase the likelihood of this occuring.

24 investigate death
The investigate death skill is used by watchers in an effort to ascertain the person who killed the given corpse. The ability is neither perfect, nor does it always work, but it is nevertheless a useful tool in the watcher's arsenal.

24 identify owner
Watchers, who are often called upon to investigate crimes, can piece together various facts about an object. With this skill, a watcher can identify the last person to own an object.

25 enhanced damage
This skill allows you to strike at your enemies with harder blows.

26 flash powder
This skill allows a watcher to toss down flash powder, which will attempt to blind everyone in the room with its bright flash. There is a small chance the powder will also affect the watcher, but due to its non-combative nature, flash powder will not initiate combat.

26 pursue
A watcher pursuing a target will automatically track their progress.

27 bolo
Watchers are skilled in apprehending their targets with the use of bolos (generally, two wooden balls connected by a thin rope). Bolos can snag a victim's arms (and thereby hindering action), legs (hindering a victim's ability to flee), and rarely, around a victim's neck (causing unconsciousness).

28 hand to hand
The ability to use one's bare hands to inflict more damage than normal is a skill known to adventurers in Avendar. The skill is automatically attempted whenever no weapons are being used, and will cause these blows to inflict more damage than normal.

28 sentry
Watchers, with their networks of informants and spies, can often find a person willing to act as a sentry in a room. Sentries will attempt to hide themselves in a room, and in return for a fee, will alert the watcher whenever others pass by.

29 agility
Watchers, who are trained in the ways of evasion, can use agility to dodge the more brute force attempts to keep them in combat, such as bashing or grappling attacks.

30 punji pit
This skill allows the watcher to fashion a spiked pit, cleverly concealed. Pits can only be dug in outdoor or underground areas, where the ground is sufficiently soft enough for digging. Watchers will not fall victim to their pits, nor individuals following watchers. After digging a pit, a watcher can slip down through the pit's covering to hide in the pit, if he wishes.

30 cutoff
Watchers, masters of both the staff and stopping fleeing victims, may attempt to block their escape with their staves. Victims who are flying or affected by some types of magics will find it easier to escape.

31 submission hold
Watchers can attempt to grab a victim in a submission hold, keeping them in place while others can attack them. While held, the victim will find any sort of motion very difficult, and what little is possible much slower than normal.

33 contact agents
A watcher, long skilled in establishing networks of spies, may attempt to contact his agents to determine the whereabouts of a person. There is a cost in gold depending on the rank of the victim, and a delay associated with the ability. The answer comes in the form of a note from the watcher's agent.

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Notes From the Legends

Ralia A'sentha, Watcher Mistress, Former High Lady of the Raiders

As you enter the Hall of Records, you note a tall, lithe woman sitting at a distant desk, a small ink-letter in her hand. Strands of strawberry blonde hair float from over and under her ears, the rest tied back into a ponytail. Upon your last step, her ruby eyes dart up from her scroll, fixing themselves upon your face.

"Hello," she says, "May I help you?"

You open your mouth to speak, but before the first sound leaves your throat her voice perks up again. "Ah, you must be one of the initiate Watchers whom Eithol has been speaking of. I am Ralia A'sentha, Master Watcher of Earendam and Bandor." Her eyes unrelentingly scrutinize your features, the irises darting back and forth alertly. Calmly, she adds, "You look uncertain of being part of this Guild. Perhaps it would be of help to describe something of what you open unto yourself."

"Knowledge is what a watcher thrives on. As a watcher, individuals are trained to see many things the average warrior or scholar would miss. This includes thefts, hiding or camouflaged persons, and concealed messages and loot. Magic is not our trade, however, so that which has been concealed magically will be beyond your grasp. I would recommend carrying a healthy supply of potions of vision." At this comment, she smiles to herself. She continues, "Money is vital to the survival of a Watcher. Within our guild are many shadowy persons who will watch for us, and even locate those we seek. However, due to the perilous nature of their task, you must reward them with a handsome sum."

Lifting a scroll, the woman motions over it. "Our guild watches anyone and everyone, and in this nature we do support a type of public, copious record for the use of any within it. If you enter the guild, perhaps you should look into the records of your enemies, friends, relatives, pets... you may be surprised at what is contained within them."

Ralia looks over your body, saying after an instant, "You seem to be a more martial type to me, and perhaps all this talk of information bores you. Would you care to see what comprises the Watcher's combat arsenal?" Not waiting for you to nod, she rises from the desk at which she is sitting. Aloft on shadowy wings, the aelin flutters gracefully towards you. From her appearance, she seems somewhat delicate in build: thin, but supple. The woman gently takes your hand in hers, with a smile. She says, "Come. To the Training Room."

"This is the Training room, where the young watchers learn their trade," says she, as the two of you enter the chamber. It is cavernous, and sporting a number of instruments, including bolos, daggers, wires, and staves. She steps away from you, stretching out her body in various exercizes. Her face also appears somewhat more alert, as if expecting danger at any moment. "The best thing a watcher can do is be prepared... fight on his own terms. You must never let your enemy catch you off guard." Suddenly, a spring trap snaps from behind the woman's body, lurching at her with amazing speed. You raise your voice to speak just as her form blurs, nimbly evading the brutal strike. She says, with a slight pant in her voice, "My point made."

"In a combat situation, as I said... our best strategy is always to be ready. Do everything to fumble up your enemy, in combat or in escape. This is where tools such as these come in handy." In the aelin's nimble hands rest a line of fine wire, a bolo, and some fashion of digging tool. "These wires come in very handy on land-borne creatures," Ralia says with a grin, "They seem to expose the silent, and drop them to the ground, albeit momentarily." Examining the digging tool, she giggles, "You can dig a punji pit with this, to catch an unwary person, and skewer them. You can also use them to hide, or hold meetings... if you like that sort of atmosphere, anyway." The aelin places a bolo in your hands and points to a distant humanoid dummy, stuffed with hay and covered in leather. "Throw the bolo at it, and understand its value."

Drawing your arm back, you let the bolo fly towards the dummy. As the cord strikes the model target, you see the weighted ends twirl, wrapping a tight bind around the dummy's legs. Ralia grins, whispering, "He will have trouble moving like that. Although it is best if...." Before finishing her sentence, her arm whips forward, hurling a bolo at the target. The cord impacts the model's neck, wrapping tightly about it. The woman glances back to you, finishing, "...you catch them about the neck. It cuts off their breathing, rendering them unconscious."

Picking up a wooden practice staff, the woman turns to you. "The staff is the primary weapon for a watcher. With it, he has the ability to do many things, offensive and defensive." The aelin woman points to a staff leaning against a nearby wall, and you retrieve it. Instinctively, you shift into a fighting stance. The woman smiles, her crimson eyes intent on yours. "I like a young person with initiative," says she, "This will inform you much better than any textbook ever could."

Calmly, Ralia motions for you to strike. Lunging forward, you send blow after blow with your practice staff. At first, the smiling woman merely sidesteps or parries your strikes. Without even a bead of sweat on her brow, she says, "Anyone can do what I am doing now. The watcher, however, is a master of the staff, and can do much, much more." Shifting in stance, she twirls her practice staff as you send each strike, effectively deflecting them harmlessly aside. "Now you try it," Ralia grins. Shifting slightly in stance, Ralia sends moderated strikes at your body after evading yours. You frantically attempt to parry or dodge them, but without the twirling technique, many slip through your defenses, pummeling your chest and sides. In pain and afraid, you attempt to withdraw. Before a step is taken, you feel your feet swept out from under you, and you hit the hard floor with a thud. "A watcher fights on his own terms. You can make it more difficult for fleeing opponents, if sufficiently trained in this technique."

Helping you to your feet, the two of you return to the Hall of Records. Ralia again seats herself at her desk, and points to the junction awaiting to the east. She says softly, "If you care to enlist, someone will help you in the room to the south of that junction. Have a good day," before returning to her penning.

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