Rogue - Subclass
Nothing wagered; nothing gained. Rogues skirt the law and measure their lives in risks taken. To upset the hierarchy, you have to be quick, blend in with the shadows, and take an opportunity when it presents itself. Rogues are commonly hitmen, smugglers, thieves and other folk of unsavory purpose.
Mobility
Running, climbing, balance, jumping and general acrobatics.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On rolls to run, jump, climb, balance, or traverse physical obstacles, gain a die.
- Requires: Light, Medium, or No armor.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Sprint: Any minor action can be done while moving without needing a separate action.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- Speed Climber: If you are wearing light or no armor, you can climb 20 ft per turn without any roll as a minor action.
- In all instances, gain three dice instead of two.
Thievery
The unusual art of picking pockets, cutting purses, and palming objects.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On rolls to take an object and avoid detection, gain one die.
- Low Wages: On an Apprentice Reflex Roll, you can spend a Downtime Action working and earn Pence equal to the Face of each Set you spend.
- Legal Consequences: Double any wages made after you roll. If you fail to make wages, you are apprehended for a minor crime by local authorities.
- This applies to all ranks
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Mid Wages: On a Journeyman Reflex Roll, you can spend a Downtime Action working and earn Sterling equal to the Face of each Set you spend.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- High Wages: On a Master Reflex Roll, you can spend a Downtime Action working and earn Ingots equal to the Face of each Set you spend.
- Heist: You case and steal from only the richest of marks. High wages yields 2 Rare Currency per Set Spent. Something about the Threshold is Expert and the Legal Consequences are now Major Crimes.
Note: for more on Crime and Punishment, see Chapter XXX
Lockpicking
Picking locks and disarming traps and mechanisms with finesse.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On rolls to disarm traps, disassemble mechanisms or disable locks, gain a die.
- Requires: Burglar's Kit
- Note: Lockpicking is specifically for disassembling, disarming, and opening mechanisms such as traps and locks.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
Stealth
Hiding, shadowing and moving without being detected.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On rolls to avoid detection, gain a die. Once detected, stealth cannot be rolled again till you are no longer being observed.
- This ability is countered with an opposed Insight roll or Perception.
- Requires: light, medium or no armor.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- Vanish: In poor visibility, conditions, you are able to roll to hide even though you may already be detected.
Black Market Connections
You’ve garnered a specific professional circle for fencing and finding illegal goods.
- Gain a die when trying to acquire Illegal Items.
Ambusher
You understand the importance of a good surprise.
- Attacks on enemies that are not aware of you, gain a die.
- Interrupting a character, with the first Attack of combat, gains a die.
Unsavory Clientele
Business is business, clean or dirty.
- You may add the "Legal Consequences" trait to any Wages roll that doesn't already have it.
- Legal Consequences: Double any wages made after you roll. If you fail to make wages, you are apprehended for a minor crime by local authorities.
Streetwise
You've traveled every nook and back alley of these cities.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Choose one of the three major cities: Hekad, Nafgalla, Duma or another city with the Judge's permission.
- Gain a die when rolling to know the location, identity of persons of interest, factions in the city, or other information regarding the chosen cities.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.