Combat
Duck • Passive
Whenever an attack against you misses, you can have that attack automatically hit another creature that it logically could have struck.
Mark for Death • Quick Action
Describe how you set up an enemy for defeat → Once per turn, select a visible enemy. Everyone rolls +1 damage die against that target this combat.
Murder • Passive
Whenever you spend advantage on an attack, roll +1 damage die.
Sneak Attack • Passive
When you successfully attack an unsuspecting victim, the target can’t speak for about 1 minute and you choose one:
Tumble • Interrupt
Once each combat, at any point, end all slow, immobilize, and hold effects on you. Then, make a free movement. If this movement makes you an ineligible target for an incoming attack, that attack misses you.
Whenever an attack against you misses, you can have that attack automatically hit another creature that it logically could have struck.
Mark for Death • Quick Action
Describe how you set up an enemy for defeat → Once per turn, select a visible enemy. Everyone rolls +1 damage die against that target this combat.
Murder • Passive
Whenever you spend advantage on an attack, roll +1 damage die.
Sneak Attack • Passive
When you successfully attack an unsuspecting victim, the target can’t speak for about 1 minute and you choose one:
- Backstab: Roll +2 damage die.
- Knife to the Throat: Don’t deal damage and hold the target. If it would logically fear your threat, the target obeys your commands while you maintain the hold. When you end the hold, you can damage the target.
- Sap: If logical, knock the target unconscious instead of dealing damage.
Tumble • Interrupt
Once each combat, at any point, end all slow, immobilize, and hold effects on you. Then, make a free movement. If this movement makes you an ineligible target for an incoming attack, that attack misses you.
Exploration
Another Way In • Passive
When you fall, lower the severity from deadly to dangerous, or from dangerous to safe.Increase all rolls you make to infiltrate secure locations, climb, and balance.
Case the Joint • Slow Action
Describe how you observe a location → The GM must honestly answer up to 3 of your questions about the location’s defenses and secrets (what the guards’ patrol routes are, if there are any secret entrances, where traps are located, etc).
Deft Fingers • Passive
Increase all rolls you make to pick locks, disarm traps, pick pockets, and perform sleight of hand.
Escape • Action
Once each session, gain creative license to escape (pull a lever to reveal a hidden escape tunnel, vanish in a cloud of smoke, step into a crowd and disappear, etc).
Lurker • Passive
Increase all rolls you make to sneak and hide. Others can’t track you or those who travel with you.
The Perfect Crime • Passive
Whenever you commit a crime or dirty deed, choose one:
Vanish • Passive
If nobody has seen you for several minutes and you are free to travel (you aren’t tied up or locked away), announce that you vanish. Nobody knows where you are (including the GM), so you skip your turns. At any point, you can emerge from any area that you logically could have reached.
When you fall, lower the severity from deadly to dangerous, or from dangerous to safe.Increase all rolls you make to infiltrate secure locations, climb, and balance.
Case the Joint • Slow Action
Describe how you observe a location → The GM must honestly answer up to 3 of your questions about the location’s defenses and secrets (what the guards’ patrol routes are, if there are any secret entrances, where traps are located, etc).
Deft Fingers • Passive
Increase all rolls you make to pick locks, disarm traps, pick pockets, and perform sleight of hand.
Escape • Action
Once each session, gain creative license to escape (pull a lever to reveal a hidden escape tunnel, vanish in a cloud of smoke, step into a crowd and disappear, etc).
Lurker • Passive
Increase all rolls you make to sneak and hide. Others can’t track you or those who travel with you.
The Perfect Crime • Passive
Whenever you commit a crime or dirty deed, choose one:
- No Trace: Unless you’re caught red-handed, you leave behind no useful evidence.
- Scapegoat: You convincingly frame someone else for the crime.
- Time to Act: Authorities are extra slow to arrive on the scene.
Vanish • Passive
If nobody has seen you for several minutes and you are free to travel (you aren’t tied up or locked away), announce that you vanish. Nobody knows where you are (including the GM), so you skip your turns. At any point, you can emerge from any area that you logically could have reached.
Interaction
Friends in Low Places • Slow Action
Roleplay pulling strings with shady individuals → Select one of the following: a lookout, a thug, a forger, a spy, or a thief. You come in contact with someone whose skills match the description, and will freely help you commit a crime.
Hustle • Passive
Three times each session, name someone and ask the GM one of the following questions about them. The GM must answer honestly.
Rumor Mill • Slow Action
Roleplay spreading rumors → Spread 3 plausible lies through the community. The GM secretly selects one and makes it true.
Safe House • Passive
You know the location of all safe houses, which are common criminal havens that are well hidden or disguised as legitimate establishments. They are considered neutral ground, and they have resources for criminals (black market wares, thugs for hire, smuggler’s tunnel out of the city, etc). You and your present allies can safely access these safe houses.
Second Identity • Passive
When you gain this trait, work with the GM to develop a complete second identity (name, friends, contacts, paperwork, a home, a job, etc).
Silver Tongue • Passive
Increase all rolls you make to lie, trick, and deceive.
Sudden but Inevitable Betrayal • Action
Once each session, describe how you signal a creature within a far distance that isn’t significantly more powerful than you → The target has secretly been working for you all along!
Roleplay pulling strings with shady individuals → Select one of the following: a lookout, a thug, a forger, a spy, or a thief. You come in contact with someone whose skills match the description, and will freely help you commit a crime.
Hustle • Passive
Three times each session, name someone and ask the GM one of the following questions about them. The GM must answer honestly.
- Bribe: Will they accept a bribe, and how much do they want?
- Blackmail: Where can I find evidence of their dirtiest secret?
- Extortion: What will they do if I threaten their well-being?
Rumor Mill • Slow Action
Roleplay spreading rumors → Spread 3 plausible lies through the community. The GM secretly selects one and makes it true.
Safe House • Passive
You know the location of all safe houses, which are common criminal havens that are well hidden or disguised as legitimate establishments. They are considered neutral ground, and they have resources for criminals (black market wares, thugs for hire, smuggler’s tunnel out of the city, etc). You and your present allies can safely access these safe houses.
Second Identity • Passive
When you gain this trait, work with the GM to develop a complete second identity (name, friends, contacts, paperwork, a home, a job, etc).
Silver Tongue • Passive
Increase all rolls you make to lie, trick, and deceive.
Sudden but Inevitable Betrayal • Action
Once each session, describe how you signal a creature within a far distance that isn’t significantly more powerful than you → The target has secretly been working for you all along!