Basic Pure Multiclass Mini Class
Class Info
Rogue
Rogues specialize in stealing, acrobatics, and sneak attacks. Rogues come in many forms, but most from poor urban neighborhoods, having learned their trade in order to survive. Often on the wrong side of the law, Rogues are often for jobs as theives, assassins, and other dirty work.
Infiltration is the are of sneaking into areas. A Rogue may use these skills to create a route for allies as well.
Flanking is a primary tactic of the Rogue. This involves surrounding a Target and using the disctraction to perform a more devasting attack.
Sneak Attacks are where Rogues are at their best. When able to move around the battlefield unseen and get the drop on their Targets, Rogues can do tremendous damage or even steal directly from the Target.
Basic
Rogue 1
Rogue 2
Rogue 3
Athlete (1 Level)*
Those that practice the are of living beyond the constraints of laws, property, and honor are called Rogues. Most Rogues don't waste time being concerned with fair fights and consider their own anything which they can take. A Rogue must have great speed of hand and foot, and are considerably good at all forms sneaking, acrobatics, fleeing, and dodging. Rogues are good with knives, both held and thrown, as well as Sneak Attacks and Flanking Attacks, which use the unawareness of their target in order to gain a considerable combat edge.
*Athlete Req: Each Unique Basic Class must have a separate level of Athlete for the requirement.
Multiclass
Ninja 1
Rogue 2/1
+
Monk 1/2
Ninja 2
1. Athlete (3 Levels)
2. Rogue 2
+
Monk 2
A master of the hidden blade and deadly shadow, the Ninja combines the physical prowess of a Monk with quick thinking and illegal tendencies of the Rogue. Ninjas are often hired for clandestine activities of all kinds, including infiltration, assassination, and also direct combat. Most Ninjas are members of hidden orders they very few know anything about and sworn to absolute secrecy. Ninja's may make use of a variety of Ki techniques such as jumps, flying strikes, and chained attacks, as well as tools such as the smoke bomb. Some Ninjas may even clones themselves and move through shadows.
Trickster 1
Rogue 2/1
+
Mage 1/2
+
Yellow/Shadow School
Trickster 2
1. Scholar (Cosmological Studies 1)
2. Rogue 2
+
Mage 2
When a Rogue combines their clandestine talents with the art of arcane manipulation, they may unlock the power of the Trickster. Tricksters specialize in creating and using illusions to gain an edge over their foes. Tricksters may use their powers to disguise themselves, momentarily startle or distract foes, and even make use of illusions to dodge and escape danger.
Bandit 1
Archer 2/1 + Rouge 1/2
See Archer.
Rogue Advanced
Scoundrel 1
Rogue 3
Scoundrel 2
Criminal/Athlete (3 Levels)
With smooth movements, smooth talking, and more than a little luck, the Scoundrel is great at getting out of any jam, even if it may cause some others. Most Scoundrels are always one step away from their next big score and use their considerable skills in order to always stay one step ahead of any inflexible creditors. Scoundrels are often the best thieves in the business, and can attack and steal from theit targets at the same time. They can also use their Charisma to their advantage, to Flank, Taunt, talk themselves out of jam, and even cheat at cards.
Gangster 1
Rogue 3
+
Criminal
Gangster 2
Leader 1
Almost all Rogues have at least one foot outside the legal system, the Gangster is all the way out and kicking. Instead of just being a member of the criminal underworld, a Gangster is an active leader, both planning and committing crimes in order to work their way up the hierarchy. A Gangster uses their influence to gain devoted followers to take their orders in battle and may even team up with them for the grab and stab Shank ability.
Knife Thrower 1
Rogue 3
Knife Thrower 2
Athlete (3 Levels)
The Knife Thrower takes the arts of the throwing blade to a level most can only dream of. These are Rogues of incredible skill who often can astound onlookers with their tricks and feats of skill. They can aim to their knives to do more damage, pin targets to surface, disarm foes, deflect attacks, and even gain an advantage on flanked Target. Expert Knife Throwers can even throw multiple knives at once.
Cut Throat 1
Rogue 3
Cut Throat 2
Athlete (3 Levels)
While many Rogues try to fight mainly from the shadows or flee combat, the Cut Throat uses their incredible skill to dive directly into the fray. Some might describe the style of the Cut Throat as a dance of death. The Cut Throat can move around and over enemies at will with an array of acrobatic flips, and combine blocking and dodging together with knife blocks of incredible skill. They also can attack multiple times, with both kicks and knife slashes, and are particularly adept at capturing hostages and, of course, cutting throats.
Ripper 1
Rogue 3
+
Sociopath
+
Yavarra/Tyrannus/Xythuul
Ripper 2
Athlete (3 Levels)
A Rogue who's name is often only heard in terrified whispers, few Rogues are as feared as the Ripper, a serial killer who revels in the ecstasy of murder. Rippers are often considered crazy by most, and have a special combination with one of the God of Blood or Chaos, and feel no remorse for the horror they inflect on the world. In killing and mutilating their victims, the Ripper gains Blood Points which can be used to inflict violence through the Red Blade or Bloody Touch, or the Psycho Grab which involves a repeated grappling spree of stabs. In addition the Ripper may use the Red Focus to gain additional power at the expense of their sanity or mutilate themselves to increase their power.
Assassin 1
Rogue 3
+
Criminal
Assassin 2
Assassins are Rogues for which killing is an art to be practiced, respected, and mastered. Assassin's are highly sought after by those who have someone they need to get rid of, as they are the ones who can do the job with highest level. An Assassin is a master of infiltration as well as poisons, which they can create to both kill and paralyze their victims. They may also make use of poison darts, dust, and may poison their weapons to use to deadly effect in combat.
Rogue Master
Ace
Elite Character
+
Scoundrel 1
+
Athlete (4 Levels)/Musician 2
+
Agl 2
+
Cha 2
Blessed by lady luck and peerlessly skilled the Ace is a legendary Rogue, whose achievements are often known far and wide. These are Rogues who have laughed in the face of death more times they can count and lived to tell the tale, often while robbing the listeners. These Rogues may turn any check into a chance for a powerful critical attack, reroll and sneak or flank check, and powerfully evade dmg with their Thief's Luck. Aces may even cheat Death itself by potentially turning any deadly dmg into just another near miss.
Illusionist
Elite Character
+
Trickster 2 + Mage 3
+
Scholar (Cosmological Studies 2)
+

Int 2
+
Cha 2
A master of manipulating the senses, the Illusionist typically allows others to see only what the Illusionist allows them to see. This a skill that combines great subtle skills in trickery with powerful arcane study, and those who follow this path must be well versed in both. Illusionists may alter the perception of the battlefield, create illusory monsters, and even copy themselves. Illusionists may also create powerful glamours for illusions which last as long as they are worn.
Ghost of Death
Elite Character
+
Assassin 1/Ninja 1 + Cut Throat 1/Ripper 1
+
Morgeth
+

Athlete (4 Levels)
+
Agl 3
No assassin is as feared as The Ghost of Death, from which their is said to be no running, hiding, or escape, only the inevitable darkness of the grave. These legendary killers are said to act as the cold hands of Morgeth in the world of the living, pulling the souls of the living toward the chilling embrace of God of Death, though this service may be borrowed for a particularly high price. The Ghost of Death can move like a ghost in combat, disappearing with even the faintest distraction, and their Sneak Attacks are devastating. If a Target has been chosen the Ghost of Death may use the powerful Black Blade to cut through their foe, or even make a Sacrificial Promise that temporarily prevents them from dying until the target has been removed from this world or they have been taken instead.
Basic
Rogue 1
Basic
Can't use Abilities in Medium/Heavy Armor Crafty:
+
1
D
to Guile Challenges.
Thief Skills
Guide Infiltration
Challenge
Guide Allies into the area you already snuck into (ex: around a corner, through a door).
Sense
1S: +1
D
to all Allies Stealth Checks.
Rouge Reflexes:
+
1
D
to Sneaking/Hiding/Stealing/Acrobatics Challenges. May attempt some that others cannot.
Readied Items: May have +1 Readied Item.
Combat Skills Impoved Dodge
:
+1
D
to Dodge.
Improved Throwing
:
+
1
D
to Hit and Dmg when attempting Throw Attacks.
Theif's Luck
:
Prevent +2
D
Damage.
Flee
Active, Defend:Dodge
Must be moving away from Attacker.
Reduce Strike/Proj by 1
S
+
Agl
+
(1
D
Improved Dodge) .
Surprise Attacks
Flank
Attack
Melee
Attack
Can apply when Flanking. (In addition to standard +2
D
to Hit.)
1
S
+
Agl
+
Int
:
Cha
+
1
D
1S: +1
D
to Hit.
1S: +1
D
to Dmg.
1S: +1
D
to Dodge.
Sneak
Attack
Melee
Attack
Sneak Attack occurs when attacking a Target unaware of you.
1
S
+
Dex
+
Agl
+
Int
vs
Target
Agl
+
Sense
+
Int
:
Cha
+
1
D
1S: Target can't Attack you.
1S:
+
1
S
to Hit.
1S:
+
1
S
to Dmg.
1S: -1
S
to Target's Defend.
1S: May take non Held/Worn Item.
Rogue 2
Basic
Can't use Abilities in Medium/Heavy Armor Crafty:
+
1
D
to Guile Challenges.
Theif Skills
Guide
Infiltration
Challenge
Guide Allies into the area you already snuck into (ex: around a corner)
Sense
+
Int
1S: +1
D
to all Allies Stealth Checks.
Nimble Fingers
Challenge
+2
D
to fine finger movements. Ex. Picking Lock, Disarming Trap, Stealing
Covert Movement
Challenge
+2
D
to Hiding/Sneaking
Acrobatic
Challenge
+
1
D
to Acrobatics Challenges. May attempt some that others cannot.
Hidden Items: 1E may be hidden in such a way that it is rarely found when searched.
Readied Items: May have +2 Readied Items.
Combat Skills Impoved Dodge
:
+1
D
to Dodge.
Slippery
:
+1
D
to Escape Grapple.
Improved Throwing
:
+
2
D
to Hit and Dmg when attempting Throw Attacks.
Theif's Luck
:
Prevent +3
D
Damage.
Flee
Active, Defend:Dodge
Must be moving away from Attacker.
Reduce Strike/Proj by 1
S
+
Agl
+
(1
D
Improved Dodge) .
Taunt
Free
Contest:
Cha
1S: Target must reroll check and take new result if lower.
Surprise Attacks
Flank
Attack
Melee
Attack
Can apply when Flanking. (In addition to standard +2
D
to Hit.)
1
S
+
Agl
+
Int
+
1
D
:
Cha
+
2
D
1S: +1
D
to Hit.
1S: +1
D
to Dmg.
1S: +1
D
to Dodge.
1S: +2
D
Bypass.
Sneak
Attack
Melee
Attack
Sneak Attack occurs when attacking a Target unaware of you.
1
S
+
Dex
+
Agl
+
Int
vs
Target
Agl
+
Sense
+
Int
:
Cha
+
2
D
1S: Target can't Attack you.
1S:
+
1
S
to Hit.
1S:
+
1
S
to Dmg.
1S:
-
1
S
to Target's Defend.
1S:
+
1
S
to Grapple if Grabbing this Round.
1S: May take non Held/Worn Item.
1S: +1 Bypass.
Rogue 3
Basic
Can't use Abilities in Medium/Heavy Armor Crafty:
+
2
D
to Guile Challenges.
Theif Skills
Guide
Infiltration
Challenge
Guide Allies into the area you already snuck into (ex: around a corner)
Sense
+
Int
1S: +1
D
to all Allies Stealth Checks.
Nimble Fingers
Challenge
+3
D
to fine finger movements. Ex. Picking Lock, Disarming Trap, Stealing
Covert Movement
Challenge
+2
D
to Hiding/Sneaking, May reroll.
Acrobatic
Challenge
+
2
D
to Acrobatics Challenges. May make attempts others can't.
Hidden Items: 1E may be hidden on person. May draw hidden items as Free Action.
Readied Items: May have +3 Readied Items.
Combat Skills Impoved Dodge
:
+1
D
to Dodge.      Slippery
:
+2
D
to Escape Grapple.
Impoved Throwing
:
+
3
D
to Hit and Dmg when attempting Throw Attacks.
Double Attack: May attack with two Knife type weapons this round.
Theif's Luck
:
Prevent +4
D
Damage.
Flee
Active, Defend:Dodge
Must be moving away from Attacker.
Reduce Strike/Proj by 1
S
+
Agl
+
(1
D
Improved Dodge) .
Silent Kill
Grapple
Agl
+
Dex
1S Muffle Target so they cannot Speak.
1S: May attempt Attack with +2
S
  to Hit and Dmg.
Taunt
Free
Contest:
Cha
+
1
D
(you) vs
Cha
(target)
1S: Target must reroll check and take new result if lower.
Surprise Attacks
Flank
Attack
Melee
Attack
Can apply when Flanking. (In addition to standard +2
D
to Hit.)
1
S
+
Agl
+
Int
+
2
D
:
Cha
+
2
D
1S: +1
D
to Hit.      1S: +1
D
to Dmg.
1S: +1
D
to Dodge.      1S: +2
D
Bypass.
Sneak
Attack
Melee
Attack
Sneak Attack occurs when attacking a Target unaware of you.
2
S
+
Dex
+
Agl
+
Int
+
1
D
vs
Target
Agl
+
Sense
+
Int
:
Cha
+
2
D
1S: Target can't Attack you.
1S:
+
1
S
to Hit.
1S:
+
1
S
to Dmg.
1S:
-
1
S
to Target's Defend.
1S:
+
1
S
to Grapple if Grabbing this Round.
1S: May take non Held/Worn Item.
1S: +2 Bypass.
Advanced
Scoundrel
Scoundrel 1
Advanced
Can't use Abilities in Medium/Heavy Armor
Trained: Crossbow
Thief Skills
Disguise
Interim
Cha
+
Int
+
1
D
May prepare a disguise. Research on target or person to disguise as increase your chance of success.
Nimble Fingers
Challenge
1
S
+
1
D
to fine finger movements. Ex. Picking Lock, Disarming Trap, Stealing,
Smooth Talk
Challenge
Cha
+
1
D
May attempt to convince others of things that might normally be implausible.
Sense Danger:
+
1
D
to sense traps and other dangers.
Security Knowledge:
+
Int
+
1
D
on any check to research infiltration, traps, or lock picking.
Combat Skills Mug: When Attacking
Dex
Challenge may attempt to steal worn/carried items, including money they have in their pockets.
Theif's Luck: Prevent 1
S
+
2
D
Dmg.
Crafty:
+
3
D
to Guile Challenges.
Charmastic Attack: May use
Cha
instead of
Dex
/
Agl
/
Int
when doing a Flank Attack or Sneak Attack.
Taunt
Free / Active
Challenge
Cha
+
2
D
(If Active:
+
1
S
) (you)
vs.
Cha
(target)
1S: Target must reroll check and take new result if lower.
Other Sidekick: May recruit a single Sidekick at a time. This Sidekick may be a child or small animal. Sidekick is mostly useless in combat but can run errands and provides
+
1
D
to Cheat and applicable Stealth and Steal Challenges.
Cheat
Downtime
This may be attempted at gambling establishments. May be attempted up to 3 times per day.
Cha
+
Dex
2S: Gain 3 Gold.
1S: No effect.
0S: You have been caught and they will likely attempt to kill or arrest you, or at least ban you and take all your money.
You may reroll this Check once per establishment.
Scoundrel 2
Advanced
Can't use Abilities in Medium/Heavy Armor
Trained: Crossbow
Thief Skills
Disguise
Interim
1
S
+
Cha
+
Int
May prepare a disguise. Research on target or person to disguise as increase your chance of success.
Smooth Talk
Challenge
Cha
+
2
D
May attempt to convince others of things that might normally be implausible.
Nimble Fingers
Challenge
1
S
+
2
D
to fine finger movements. Ex. Picking Lock, Disarming Trap, Stealing,
Sense Danger:
+
2
D
to sense traps and other dangers.
Security Knowledge:
+
Int
+
Sense
on any check to research infiltration, traps, or lock picking.
Combat Skills Mug: When Attacking
Dex
+
2
D
Challenge may attempt to steal worn/carried items, including money they have in their pockets.
Theif's Luck: Prevent 1
S
+
3
D
Dmg.
Trick Dodge:
6 Only
on Dodge. On miss gain 2
S
+
2
D
Will and Allies gain
Cha
+
1
D
Will.
Crafty:
+
3
D
to Guile Challenges.
Taunting Dodge:
+
Cha
to Dodge.
Charmastic Attack: May use
Cha
instead of
Dex
/
Agl
/
Int
when doing a Flank Attack or Sneak Attack.
Taunt
Free / Active
Challenge
Cha
+
3
D
(If Active:
+
1
S
) (you)
vs.
Cha
(target)
1S: Target must reroll check and take new result if lower.
Coin Toss
Free
Throw a minimum of 5G at Target.
+
1
D
to Dodge non-human Targets and
+
2
D
against human Targets.
Other Sidekick: May recruit a single Sidekick at a time. This Sidekick may be a child or small animal. Sidekick is mostly useless in combat but can run errands and provides
+
2
D
to Cheat and applicable Stealth and Steal Challenges.
Sidekick
Distraction
Free
Sidekick must be within 2 Spaces of Target. May be done once per Combat.
Challenge:
Cha
+
2
D
(you)
vs
Cha
(target)
Win: You are Flanking Target this Round.
Cheat
Downtime
This may be attempted at gambling establishments. May be attempted up to 5 times per day.
Cha
+
Dex
+
Int
3S: Gain 5 Gold. 2S: Gain 3 Gold. 1S: No effect.
0S: You have been caught and they will likely attempt to kill or arrest you, or at least ban you and take all your money.
You may reroll this Check twice per establishment.
Gangster
Gangster 1
Advanced
Can't use Abilities in Medium/Heavy Armor
Gang Leader May have up to 2 Gang Members (represented by the Bandit Monster Card). They take all your orders that will not obviously/directly get them killed. Gang members will rebel if not fed/taken care of or ordered to certain to death.
Recruit
Downtime
Cha
+
1
D
Gain 1 Fatigue or 1 Stress.
2S: Get a new recruit. (Cannot exceed maximum.)
Shank: If one of your Bandits is flanking, you may attack twice. If one is grappling you may attack twice with
+
2
D
Dmg.
Crime Skills
Crime
Downtime
Cha
+
Int
+
Dex
May do once per Week.
1S +1G.
Infiltrate
Challenge
May use Gang Members to make applicable stealth/infiltration easier..
Gangster 2
Advanced
Can't use Abilities in Medium/Heavy Armor
Gang Leader May have up to 3 Gang Members (represented by the Bandit Monster Card). They take all your orders that will not obviously/directly get them killed. Gang members will rebel if not fed/taken care of or ordered to certain to death.
Recruit
Downtime
Cha
+
1
D
Gain 1 Fatigue or 1 Stress.
2S: Get a new recruit. (Cannot exceed maximum.)
Speech
Downtime
Give all gang member 1
S
+
Cha
Morale.
Shank: If one of your Bandits is flanking, you may attack twice. If one is grappling you may attack twice with
+
3
D
Dmg.
Crime Skills
Crime
Downtime
2
S
+
Cha
+
Int
+
Dex
May do once per Week.
1S +1G.
Infiltrate
Challenge
May use Gang Members to make applicable stealth/infiltration easier..
Knife Thrower
Knife Thrower 1
Advanced
Can't use Abilities in Medium/Heavy Armor Ready Blades: May have up to 6 Blade/Throwing as Ready Items. (Knife/Dagger counts as 2 of these slots.)
Hidden Blades: 2 Readied Blades can be hidden on person such that they are hard to find when searched.
Out of Combat Skills
Knife Bridge/Ladder
Challenge
Dex
+
Sense
Attempt to make Ladder/Bridge with Knife. More Successes means it's easer to and/or goes further.
Knife Tricks
Challenge
Cha
+
Sense
+
Dex
May do once per Week.
1S +1G.
Combat Skills Expert Thrower: 1
S
+
1
D
OR 4
D
to Hit and Dng when attempting Throw Attacks.
Double Throw: Throw an additional Knife at single Target.
Knive Aim
Free
Dex
+
Sense
1S:
+
1 Aim
.
If not Throwing this Round:
+
1
S
.
IIf Target is being Flanked:
+
1
S
.
IIf this is a Sneak Attack:
+
2
S
.
1 Aim
:
+
1
D
to Hit.
1 Aim
:
+
1
D
to Dmg.
1 Aim
:
+
1
D
to Bypass.
1 Aim
:
+
1
D
to Arpen.
1 Aim
:
+
2
D
to Bleeding.
1 Aim
:
(Arm Hit Only) Disarm 1 (Resist w/
Fort
+
Spirit
).
+
1 Aim
+1 Disarm.
1 Aim
:
Pin Limb to surface.
      Pinned Limb: Target may remove pinning weapon.
           Remove: (Active) 1
S
+
4
D
Bleed 2 OR (Free) 2
S
+
5
D
Bleed 2.
Deflect
Attack/Arrow
Active
Dex
+
Sense
1S: Reduce Hit of Target not attacking you by 1.
2S: Destroy Arrow.
Knife Thrower 2
Advanced
Can't use Abilities in Medium/Heavy Armor Ready Blades: May have up to 10 Blade/Throwing as Ready Items. (Knife/Dagger counts as 2 of these slots.)
Hidden Blades: 3 Readied Blades can be hidden on person such that they are hard to find when searched.
Out of Combat Skills
Knife Bridge/Ladder
Challenge
Dex
+
Sense
+
2
D
Attempt to make Ladder/Bridge with Knife. More Successes means it's easer to and/or goes further.
Knife Tricks
Challenge
Cha
+
Sense
+
Dex
May do once per Week.
1S +1G.
Combat Skills Expert Thrower: 1
S
+
2
D
OR 5
D
to Hit and Dng when attempting Throw Attacks.
Double Throw: Throw an additional Knife at a Target.
Knive Aim
Free
Dex
+
Sense
1S:
+
1 Aim
.
If not Throwing this Round:
+
1
S
+
1
D
.
IIf Target is being Flanked:
+
1
S
+
1
D
.
IIf this is a Sneak Attack:
+
2
S
+
1
D
.
1 Aim
:
+
2
D
to Hit.
1 Aim
:
+
2
D
to Dmg.
1 Aim
:
+
2
D
to Bypass.
1 Aim
:
+
2
D
to Arpen.
1 Aim
:
+
3
D
to Bleeding.
1 Aim
:
(Arm Hit Only) 1 Disarm. (Resist w/
Fort
+
Spirit
).
+
1 Aim
:
+1 Disarm.
1 Aim
:
Pin Limb to surface.
      Pinned Limb: Target may remove pinning weapon.
           Remove: (Active) 1
S
+
4
D
Bleed 2 OR (Free) 2
S
+
5
D
Bleed 2.
1 Aim
:
Throw over cover.
1 Aim
/
2 Aim
:
May bounce off surfaces. This Reduces Hit by 1.
     
+
1 Aim
:
Ignore Hit reduction.
2 Aim
:
(Head Only) Blind 3 enemy. Remove w/
Fort
+
Spirit
.
Deflect
Attack/Arrow
Active
Dex
+
Sense

+
1
D
1S: Reduce Hit of Target not attacking you by 1.
2S: Destroy Arrow.
Cut Throat
Cut Throat 1
Advanced
Can't use Abilities in Medium/Heavy Armor
Combat Skills Last Minute Knife Block: (Knife or Buckler only) May Block after Dodge.
Disarm Block: (Two Knifes OR Knife + Buckler)
+
2
D
to Block.
     On Full Block: Disarm 3 (Resist w/
Dex
+
Str
)
Double Attack: (Knifes and Buckler only) May attack with w/ Two Weapons.
Flip Over
Move Add-On
Agl
+
Dex
1S: Reduce Impede by 2.
2S: Attack against Target becomes a Flank Attack.
Kick
Active/Add-On
Strike 
1
S
+
Agl
+
1
D
Bash
Str
+
Agl
1
D
Knockdown (Legs Only)
Str
+
Agl
1
D
Resist w/
Agl
+
Fort
.
Daze (Head Only)
Str
+
Agl
Remove (Free)
Fort
+
Spirit
.
Cut Throat 2
Advanced
Can't use Abilities in Medium/Heavy Armor
Combat Skills Last Minute Knife Block: (Knife or Buckler only) May Block after Dodge.
Disarm Block: (Two Knifes OR Knife + Buckler)
+
3
D
to Block.
     On Full Block: Disarm 3 (Resist w/
Dex
+
Str
)
Double Attack: (Knifes and Buckler only) May attack with w/ Two Weapons.
Hostage Taker: (Knife Only)
+
3
D
to Take Hostage.
Throat Cutter: +1 Bleeding on Head Hits.
Flip Over
Move Add-On
Agl
+
Dex
+
1
D
1S: Reduce Impede by 3.
2S: Attack against Target becomes a Flank Attack.
Kick
Active/Add-On
Strike 
1
S
+
Agl
+
2
D
Bash
1
S
+
Str
+
Agl
Knockdown (Legs Only)
Str
+
Agl
2
D
Resist w/
Agl
+
Fort
.
Daze (Head Only)
Str
+
Agl
+
1
D
Remove (Free)
Fort
+
Spirit
.
Ripper
Ripper 1
Advanced
Can't use Abilities in Medium/Heavy Armor
Blood Points Whenever killing a humanoid: Gain 1
S
+
Spirit
+
1
D
Blood Point
.
     Mutilate the body (Interim): Gain additional 1
S
+
Spirit
+
1
D
Blood Point
.
For each point of Bleeding caused: Gain 1
D
Blood Point
.
For each point of Bleeding that happens to you: Gain 1
1 Blood Point
.
Self Mutilation
Active
Do 1
S
+
1
D
Wound and Bleeding 2 to self.
Gain 1
S
+
3
D
Blood Points.
Combat Skills
1 Blood Point
Bloody Touch: Increase any Bleeding you apply by 2.
1 Blood Point
Blood Aim: Add
+
1
S
Hit and
+
1
S
Bypass to any Attack you attempt.
1 Blood Point
Red Blade: Add
+
1
S
Dmg and
+
1
ArPen
to any Attack you attempt.
Pycho Grab
Grapple
Agl
+
Dex
+
Spirit
1 Blood Point
:
+
1
S
1S: Make attack w/ Knife with
+
2
D
Dmg,
+
2
D
ArPen, and
+
2
D
Bleeding.
3S: Make above attack twice.
Red Focus
Free
Ignore all Dread, Stress, and Terror til end of Combat.
Gain 4
D
Stress at end of Combat.
Ripper 2
Advanced
Can't use Abilities in Medium/Heavy Armor
Blood Points Whenever killing a humanoid: Gain 1
S
+
Spirit
+
2
D
Blood Point
.
     Mutilate the body (Interim): Gain additional 1
S
+
Spirit
+
2
D
Blood Point
.
For each point of Bleeding caused: Gain 2
D
Blood Point
.
For each point of Bleeding that happens to you: Gain 1
S
+
1
D
Blood Point
.
Self Mutilation
Active
Do 1
S
+
1
D
Wound and Bleeding 2 to self.
Gain 1
S
+
5
D
Blood Points
Combat Skills
1 Blood Point
Bloody Touch: Increase any Bleeding you apply by 3.
1 Blood Point
Blood Aim: Add
+
1
S
+
1
D
Hit and
+
1
S
+
1
D
Bypass to any Attack you attempt.
1 Blood Point
Red Blade: Add
+
1
S
+
1
D
Dmg and
+
1
S
+
1
D
ArPen
to any Attack you attempt.
1 Blood Point
Bloody Step: Move +2,
+
3
D
to Resist Impede.
Pycho Grab
Grapple
Agl
+
Dex
+
Spirit
1 Blood Point
:
+
1
S
1S: Make attack w/ Knife with
+
2
D
Dmg,
+
2
D
ArPen, and
+
2
D
Bleeding.
3S: Make above attack twice.
4S: Make above attack three times.
Hands of
Violence
Grapple
Must use
1 Blood Point
as a Free Action to activate. Once activated lasts the rest of Combat.
Strike
1
S
+
Dex
+
2
D
Bypass 1
S
+
3
D
Slash/Pierce
2
S
+
Agl
Bleed 1.
4 Dmg: Add 3
D
Dmg and Bleed +4.
Red Focus
Free
Ignore all Dread, Stress, and Terror til end of Combat.
Gain 4
D
Stress at end of Combat.
Other Skills
Face Disguise
Downtime
Make a Mask out of someone's face that most people don't notice difference. Some things might require
Cha
Challenges.
Assassin
Assassin 1
Advanced
Can't use Abilities in Medium/Heavy Armor
Trained: Kris
Assassin Skills Stealth Expert:
+
3
D
to Hiding/Sneaking Challenges.
Poison Expert: When applying poison to a blade, never fail.
Poison Resistance:
+
1
D
to Resist any Poison.
Make Poison
Downtime
Int
+
Sense
Use: 3 Herbs
1S: +1 Completion.
5 Completion: Gain 1 Poison Bottle with 4 Doses.
Ready Poison
Active
Coat a Blade in Poison.
Paralysis Poison
Make Paralysis Poison
Downtime
Int
+
Sense
Use: 1 Herb
1S: +1 Paralysis Poison.
Paralysis Poison:
      Dmg: +2 Slowed (Resist
Fort
+
1
D
/
Spirit
+
1
D
) Lasts until end of Combat.
      Ingest/Dart: Resist 1 Paralysis per dose.
           2-3 Paralysis: Slow appled for 2 hours.
          4 Paralysis: Previous but knocked for an hour.
          5 Paralysis: Knocked out for a day
/5  Paralysis Poison
Poison Dart
Make Paralysis Dart
Downtime
Int
+
Sense
Use: 1 Poison (any kind)
1S: +1 Poison Dart.
/2  Poison Dart
Throw Poison Dart
Full
Shoot
Sense
+
Dex
Poison
Apply as Ingestion effect.
Assassin 2
Advanced
Can't use Abilities in Medium/Heavy Armor
Trained: Kris
Assassin Skills Stealth Expert:
+
3
D
to Hiding/Sneaking Challenges.
Poison Expert: When applying poison to a blade, never fail.
Poison Resistance:
+
1
S
to Resist any Poison.
Make Poison
Downtime
Int
+
Sense
+
Dex
Use: 3 Herbs
1S: +1 Completion.
5 Completion: Gain 1 Poison Bottle with 4 Doses.
Ready Poison
Active
Coat a Blade in Poison.
Paralysis Poison
Make Paralysis Poison
Downtime
Int
+
Sense
+
Dex
Use: 1 Herb
1S: +1 Paralysis Poison.
Paralysis Poison:
      Dmg: +2 Slowed (Resist
Fort
+
1
D
/
Spirit
+
1
D
) Lasts until end of Combat.
      Ingest/Dart: Resist 1 Paralysis per dose.      2-3 Paralysis: Slow appled for 2 hours.
          4 Paralysis: Knocked out for an hour.      5 Paralysis: Knocked out for day.
/6  Paralysis Poison
Deadly Poison
Make Deadly Poison
Downtime
Int
+
Sense
+
Dex
Use: 2 Herbs + 1 Spell Material
3S: +1 Deadly Poison.
Deadly Poison:       Dmg: Resist 6 Poison. All of these turn to 2
D
Illness after battle.
      Ingest/Dart: Resist 3
S
+
5
D
Mortal Wound w/
Fort
+
Spirit
.
/3  Deadly Poison
Poison Dart/Dust
Make Paralysis Dart
Downtime
Int
+
Sense
Use: 1 Poison (any kind)
1S: +1 Poison Dart.
/2  Poison Dart
Throw Poison Dart
Full
Shoot
Sense
+
Dex
+
1
D
Poison
Apply as Ingestion effect.
Poison Dust
Full
Can turn any Poison into a Circle 1 Attack within 3 Spaces of you. All apply Visbility 1 for 3 rounds.
Poison: Poison 2, Resist w/
Fort

Paralysis: Slowed 2, Resist/Remove (Free) w/
Fort
.
Deadly: Poison 3, Resist w/
Fort
Multiclass
Ninja
Ninja 1
Multiclass
Can't use Abilities in Medium/Heavy Armor
Stealth Skills Stealth Expert:
+
3
D
to Hiding/Sneaking Challenges.
Make Smoke Bomb
Downtime
Must be in City and spend 3 Gold. Make 1 Smoke Bomb.
/2  Smoke Bomb
Use Smoke Bomb
Active
Circle 2 within becomes Visibility 0.
Movement Skills
Wall Run
Move
Move Pace along Wall. May move as much 1
S
+
Agl
upwards on wall.
1 Ki
Ki Jump
Move Add-On
In addition to move can jump up to 2 Spaces. Add 1
D
to Dodge.
1 Ki
Flying Ki Strike
Ki Jump Add-On
If attacking w/ Ki Jump:
+
2
D
to Hit,
+
1
S
to Dmg.
1 Ki
Ki Flip
Dodge Add-On
May Dodge an additional time against the same attack.
Combat Skills When Using Flank Attack: May use
1 Ki
to add 3
D
OR Gain 3
D
Ki
.
When Using Sneak Attack: May use
1 Ki
to add 1
S
OR Gain 2
S
Ki
.
Ninja Hands
Active
Gain
Dex
+
Spirit
Ki
.
Shadow Stance:
+
2
D
to Dodge,
+
2
D
against Impede, +1 Pace,
+
1
D
Kit on any Attack,
+
1
D
to Escape Grapple.
Sharp Wind Stance:
+
1
D
to Hit,
+
2
D
to Bypass,
+
2
D
Ki on any Attack,
+
2
D
to Throw Hit/Dmg.
Ninja 2
Multiclass
Can't use Abilities in Medium/Heavy Armor
Stealth Skills Stealth Expert:
+
3
D
to Hiding/Sneaking Challenges.
Make Smoke Bomb
Downtime
Must be in City and spend 3 Gold. Make 1 Smoke Bomb.
/3  Smoke Bomb
Use Smoke Bomb
Active
Circle 3 within becomes Visibility 0.
Movement Skills
Wall Run
Move
Move Pace or all Dash Spaces along Wall. May move as much 2
S
+
Agl
upwards on wall.
1 Ki
Ki Jump
Move Add-On
In addition to move can jump up to 2 Spaces. Add 1
D
to Dodge.
1 Ki
Flying Ki Strike
Ki Jump Add-On
If attacking w/ Ki Jump:
+
3
D
to Hit,
+
1
S
+
2
D
to Dmg.
1 Ki
Ki Flip
Dodge Add-On
May Dodge an additional time against the same attack.
Combat Skills When Using Flank Attack: May use
1 Ki
to add
Spirit
+
2
D
OR Gain 4
D
Ki
.
When Using Sneak Attack: May use
1 Ki
to add 1
S
+
Spirit
OR Gain 2
S
+
Spirit
Ki
.
Ninja Hands
Active
Gain
Dex
+
Spirit
+
1
D
Ki
.
Shadow Stance:
+
2
D
to Dodge (
+
1
D
more in Darkness/Shadow),
+
1
S
against Impede, +1 Pace,
+
1
D
Kit on any Attack,
+
2
D
to Escape Grapple.
Sharp Wind Stance:
+
1
D
to Hit,
+
2
D
to Bypass,
+
3
D
Ki on any Attack,
+
3
D
to Throw Hit/Dmg.
Special Skills
1 Ki
Ki Phase
Move
Move from 1 Shadow to another within . (In darkness, just move anywhere within 3R that's not through a wall or vertical.)
3 Ki
Ki Phase
Free
There are two of you this turn. Each acts independently. At end of turn may chose which one you want to be (ignore Dmg to clone not chosen).
Trickster
Trickster 1
Multiclass
Can't use Abilities in Medium/Heavy Armor
Parlor Tricks
Simple Illusion
Challenge
Int
+
Dex
Throw Voice Distraction:Make a sound come from somewhere else to create distraction.
Invisible Arm:Make a sound come from somewhere else to create distraction.
Parlor Trcks
Challenge
Cha
+
Int
+
Dex
Once per week, and gain 1G per 1S.
Quick Disguise
Challenge
Cha
+
Int
Create quick and rough disuse around self that lasts a couple minutes.
Combat Illusions
Moving Ground
Active
Int
+
1
D
1S: Make ground of space within of you Difficult 1.
Look Behind You
Active / Free
Challenge:
Cha
+
Int
vs. Target
Sense
Win: Target is flanked.
Fake Out
Active
Challenge:
Cha
+
Int
+
1
D
vs. Target
Sense
+
Int
1S: Target Defend
6 Only
.
2S: Target cannot defend.
Cover Flee
Active + Defend
Must be moving away from attacker.
Reduce Strike/Proj by 1
S
+
Agl
+
Int
.
2S or more: May move up to 2 spaces sideways from attack.
Trickster 2
Multiclass
Can't use Abilities in Medium/Heavy Armor
Parlor Tricks
Simple Illusion
Challenge
Int
+
Dex
+
Cha
Teleport Small Object: Place an object any empty area within .
Throw Voice Distraction:Make a sound come from somewhere else to create distraction.
Invisible Arm:Make a sound come from somewhere else to create distraction.
Parlor Trcks
Challenge
2
S
+
Cha
+
Int
+
Dex
Once per week, and gain 1G per 1S.
Quick Disguise
Challenge
Cha
+
Int
+
2
D
Create quick and rough disuse around self that lasts a couple minutes.
Deafen
Challenge
Cha
+
Int
Reduce the noise of things such as footsteps.
Combat Illusions When doing Sneak Attack:
     1S: Target is muffled.
     2S: It looks like you take place of Target to anyone not paying attention.
Moving
Ground
Active
Int
+
1
D
1S: Make ground of space within of you Difficult 1.
2S: Make ground of space within of you Difficult 2.
Look Behind You
Active / Free
Challenge:
Cha
+
Int
1
D
vs. Target
Sense
1S: Target is flanked.
2S: May move behind attacker.
Fake Out
Active
Challenge:
Cha
+
Int
+
1
D
vs. Target
Sense
+
Int
1S: Target Defend
6 Only
.
2S: Target cannot defend.
Illusion Dodge
Dodge Add-On
+
Int
+
Cha
to defend.
2S over Hit: Target falls down.
2S over Hit: Target is moved to be attacking anyone whithin 1 Space of you. Attack can be agaisnt them.
Cover Flee
Active + Defend
Must be moving away from attacker.
Reduce Strike/Proj by 1
S
+
Agl
+
Int
+
1
D
.
2S or more: May move up to 2 spaces sideways from attack.
Master
Ace
Ace
Master
Can't use Abilities in Medium/Heavy Armor
Gambits Damage Gambit: Once per Dmg applied to a Target, may exchanage 1
S
for 6
D
.
Survival Gambit: Once per Dmg applied to you, may exchanage 1
S
for 2
D
.
Stealth Attack Gambit: Once per Flank/Sneak Attack, may reroll. (Must keep new result.)
Combat Skills Damage Gambit (Free Action): 2
S
+
3
D
1S: Prevent 1 Dmg.
Expert Footwork: You are now Flanking a Target.
Force of Personality: Add
Cha
to any Check. (Once per Check.)
Escape Expert:
+
2
D
to any Check to Escape captivity/danger.
Cheat Death
Free
If you would take Dmg beyond Critical, may roll 2
D
.
1S: Move Dmg to different Body Area.
2S: Stop Dmg from going over Critical.
Other Escape Expert:
+
2
D
to any Check to Escape captivity/danger.
Reputation: Are well known as a thief and scoundrel. This may alllow you to attempt challenges to use this to your advantage.
Illusionist
Illusionist
Master
Can't use Abilities in Medium/Heavy Armor
Copy Illusions
Copy Self
Active/Full
Resist 1 Loss (Free) / 3 Loss (Active) w/
Endr
.
Control a copy of yourself. It cannot interact with anything. You can create up to 3 of these. (You don't have to tell anyone which is the copy until someone forces an interaction with it.)
Lasts 10 minutes.
Perfect
Copy
Full
Resist 1 Fatigue w/
Endr
.
Create Copy of someone. You may disguise you or someone else as the copy, or just have it on it's own. You create sound for it as well. Illusion may be up to 50' away.
Can't interact with things, but may try to create an illusion of it doing so as a
Cha
+
Int
Challenge. (Ex: It can't pick up a drink, but you could create the illusion that it did.)
The better you know the person, the better the illusion.
Those interacting with it may attempt a
Sense
+
Int
challenge if there's reason for suspicion.
Monster/Scenery Illusions
Illusion Structure
Full
Resist 1 Loss w/
Endr
.
Create an illusion up to 4 Spaces in size. (Can cover up things in environments or fake hazards.)
Can enlarge or create additional (up to 3 Spaces of Illusions at once.) and Resist 2 Loss per one. You can have up to 7 of these active at once.
Last 10 minutes.
Illusion Monster
Full
Resist 1 Loss w/
Endr
.
Create a large monster illuison. (Ex: Bear, Orc)
No one can tell it's fake unless they interact with it up close. May trigger a
Sense
+
Int
challenge in certain instances.
Resist +1 Loss for Very Large Monsters. (Ex: Hill Giant, Dragon),
Resist + $2SP Loss for Gigantic Monsters (Ex: Mountain Giant).
Other
Create Glamour
Downtime
Uses a Gem + 2 Spell Materials.
Create a Glamour Item (Jewelery, 1E).
Wearing a Glamour casts a disguise or alternate version of the wearer as long as worn.
Ghost of Death
Ghost of Death
Master
Can't use Abilities in Medium/Heavy Armor
Stealth Skills Elite Acrobatics:
+
2
D
to Acrobatic Challenges (in addition to other Rogue Bonuses.)
Elite Stealth:
+
4
D
to Hiding/Sneaking Challenges.
+
2
D
to Guide Infiltration.
Ghost Movement: May not make any noise if choosing not to. This may provide advantage or negate some sneaking challenges.
Combat Skills Combat Disappear: If in Combat even very light may cover count to apply a Sneak Attack.
Elite Sneak Attack
Sneak Attack Add-on
Additional options for Sneak Attack successes.
1S:
+
2
S
to Dmg.
1S:
+
2
S
to Hit.
1S:
+
3
S
Bypass.
1S:
+
2
S
to Grapple.
1S: Target cannot attack you or defend.
Assassination Skills
Black Blade
Downtime
Requires the presence of Blood and corpses to bathe the blade.
The next day your blade has
+
1
S
Dmg,
ArPen
+2,
+
1
D
to Hit.
The day after, the blade is broken and ruined.
Study Target
Downtime
Sense
+
Int
1S: Gain
+
1
D
to all Hit/Defend/Dmg/Sneak against that Target. (Max: 4)
Promise
Sacrifice
Downtime
Requires the presence of death and a cup of blood and uses 2 Spell Implements.
If fighting Target, you ignore KO, and you have a buffer of +5 Critical before Critical Effects.
May increase up to 3 Stats by 1.
If you fail to kill the Target that day: Die instantly.
If you kill the target: Gain 4 Fatigue.