Table of Contents
Rogue
A stealthy infiltrator and burglar
- 2 Prowl, 1 Finesse or Perceive
- Earn xp when you address a challenge with stealth or precision
Abilities
Infiltrator (starting)
You are not affected by quality or Tier when you bypass security measures.
This ability lets you contend with higher-Tier enemies on equal footing. When you’re cracking a safe, picking a lock, or sneaking past elite guards, your effect level is never reduced due to superior Tier or quality level of your opposition.
Evasion
When resisting with Prowess, take +1d. If you roll a 5 or 6, your next Prowess action, if it's taken soon, has increased position.
Calculate increased position after other effects are calculated. If the situation changes or you take too long to attempt another Prowess action roll, you might lose the increased position; it's a result of your momentum, and if you lose it, it's gone.
Entry Specialist
When you take your time while attempting to bypass mundane or magical security measures (traps or locks, but not guards), the worst you can roll is a 4/5. You may not trade position for effect to make it riskier, but you may trade to reduce risk.
If you're strapped for time, taking your time here might waste some of it; the GM can feel free to tick time-based clocks a little extra when you use this ability.
Sneak Attack
When you attack from hiding or spring a trap, you get +1d to your roll.
This ability benefits from preparation— so don’t forget you can do that in a flashback.
Shadow
You can expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.
When you use this ability, tick the special armor box on your playbook sheet. If you "resist a consequence" of the appropriate type, you avoid it completely. If you use this ability to push yourself, you get one of the benefits (+1d, +1 effect, etc.) but you don't spend 2 Action Points. Your special armor is restored at the beginning of downtime.
Uncanny Acrobat
You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman—maneuver to create a moment of confusion and disarray among your enemies.
When you push yourself to activate this ability, you still gain the normal benefits of pushing yourself if you're making a roll, in addition to the special ability. If you perform an athletic feat (running, tumbling, balance, climbing, etc.) that verges on the superhuman, you might climb a sheer surface that lacks good hand-holds, tumble safely out of a three-story fall, leap a shocking distance, etc. If you maneuver to confuse your enemies, they might attack each other for a moment before they realize their mistake, or maybe they're unable to react rationally at all. The GM might make a fortune roll to see how badly they harm or interfere with each other.
Improved Initiative
When there's a question about who acts first, the answer is you.
This ability gives you the initiative in most situations. Some specially trained NPCs (and some demons and spirits) might also have reflexes, but otherwise, you’re always the first to act, and can interrupt anyone else who tries to beat you to the punch. This ability usually doesn’t negate the need to make an action roll that you would otherwise have to make, but it may improve your position or effect.
Daredevil
When you roll a desperate action, you may take +1d to your roll if you also take -1d to any resistance rolls against consequences from your actions.
This special ability is a bit of a gamble. The bonus die helps you, but if you suffer consequences, they’ll probably be more costly to resist. But hey, you’re a daredevil, so no big deal, right?
Cutpurse
When attempting to take something unnoticed from someone next to you take +1d to your roll.
This could be used when casually bumping into someone, or even during a fight.
Poisoner
You are immune to most poisons. You start every caper with a single dose of a powerful paralytic poison, and can take +1d to an Acquire Asset or Craft action to purchase or make any poisons.
You are unaffected by all but the most powerful poisons. Your free poison is strong enough to render a human-sized target completely paralyzed for about 30 minutes. In order to Craft poisons, you must already know the recipe.
Uncanny Luck
You gain a second use of special armor between each downtime.
This allows you to use a second special armor ability OR use the same ability twice.
Rogue Items
Fine Thieve's tools (0 load): A finely-crafted set of tools to disable and circumvent locks, and find and disarm mundane and magical traps.
Fine Darkweave Cloak (1 load): A hooded cloak made of darkweave that blends into darkness around it. This item improves your effect level when you sneak around.
Light climbing gear (1 load): A well-crafted set of climbing gear that is less heavy and bulky than a standard set. Standard climbing gear is 2 load.
Holdout blade (0 load): A small knife hidden on your person. Not as good as a real dagger or sword, but it's almost impossible to find.
Caltrops (1 load): A bag of small four-pronged iron spikes. You may scatter the caltrops across the ground in the hopes that your enemies step on them or are at least forced to slow down to avoid them. Enough caltrops to cover well a small area like a doorway or narrow hallway, or cover lightly a larger area like a normal hallway or small room. Creatures with very thick boots or hide on their feet are probably unaffected, but anyone else must move slowly and carefully through the caltrops, or else risk harming their feet.
Thieve's Cant (0 load): You know a secret code shared by other thieves and rogues throughout the city. A mix of dialect, jargon, and innuendo allows you to hide messages in seemingly normal conversation, intelligible only by someone else who knows Thieve's Cant. Also, you understand a set of secret signs and symbols used to convey simple messages to other thieves, such as if an area is well-guarded, dangerous, or someone's territory, whether there is a safe house nearby, and other such things. It takes four times as long to convey a message using Thieve's Cant than normal speech, because it's layered under normal speech.