Debilitating Strike
- Action
You make
an attack to deliver a painful or debilitating
strike. The attack is hindered. If it hits, the
creature takes 2 additional points of damage at
the end of the next round, and its attacks are
hindered until the end of the next round.
Evanesce
- Action
You step into shadows or behind cover, and everyone who was observing you completely loses track of you. Although you’re not invisible, you can’t be seen until you reveal yourself again by moving out of the shadows or from behind cover (or by making an attack).
Find an Opening
- Action
You
use trickery to find an opening in your foe’s
defenses. If you succeed on a Speed roll against
one creature within immediate range, your next
attack against that creature before the end of the
next round is eased.
Legerdemain
- Action
You can perform small but seemingly impossible tricks. For example, you can make a small object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone believe that they have something in their possession that they do not have (or vice versa). You can switch similar objects right in front of someone’s eyes.
Run and Fight
- Action
You can move a short distance and make a melee attack that inflicts 2 additional points of damage.
Goad
- Action to initiate
You can attempt to goad a target into a belligerent—and probably foolish—reaction that requires the target to try to close the distance between you and attempt to physically strike you on its next turn. They attempt this action even if this would cause them to break formation or to give up cover or a tactically superior position. Whether the target strikes you or fails to do so, they come to their senses immediately afterward, after which further tasks attempting to goad the target again are hindered.
Mask
- Action to initiate
You transform
your body to become someone else. You can
change any physical characteristic you wish,
including coloration, height, weight, gender, and
distinguishing markings. You can also change
the appearance of whatever you are wearing or
carrying. Your stats, as well as the stats of your
items, do not change. You remain in this form for
up to a day or until you use an action to resume
your normal appearance.
Ambusher
- Enabler
When you attack a creature that
has not yet acted during the first round of
combat, your attack is eased.
Assassin Strike
- Enabler
If you
successfully attack a creature that was previously
unaware of your presence, you deal 9 additional
points of damage.
Contortionist
- Enabler
You can wriggle
free from bindings or squeeze through a tight
spot. You are trained in escaping. When you use
an action to escape or move through a tight area,
you can immediately use another action. You
may use this action only to move.
Danger Sense
- Enabler
Your initiative
task is eased. You pay the cost each time the
ability is used.
Exploit Advantage
- Enabler
Even if you can do
something well, you’ve learned that you can
always do it even better. Whenever you have
an asset for a roll, you ease the task by one
additional step.
From the Shadows
- Enabler
If you successfully attack
a creature that was previously unaware of
your presence, you deal 3 additional points of
damage.
Gambler
- Enabler
Each day, choose two different
numbers from 2 to 16. One number is your lucky
number, and the other is your unlucky number.
Whenever you make a roll that day and get a
number matching your lucky number, your next
task is eased. Whenever you make a roll that
day and get a number matching your unlucky
number, your next task is hindered.
Get Away
- Enabler
After your action
on your turn, you move up to a short distance or
get behind or beneath cover within immediate
range.
Inner Defense
- Enabler
Life’s trials have toughened you and made you hard to read. You are trained in any task to resist another creature’s attempt to discern your true feelings, beliefs, or plans. You are likewise trained in resisting torture, telepathic intrusion, and mind control.
Misdirect
- Enabler
When an opponent
misses you, you can redirect their attack to
another target (a creature or object) of your
choosing that’s within immediate range of you.
Make an unmodified attack roll against the new
target (do not use any of your or the opponent’s
modifiers to the attack roll, but you can apply
Effort for accuracy). If the attack hits, the target
takes damage from your opponent’s attack.
Opportunist
- Enabler
You have an asset on any attack
roll you make against a creature that has already
been attacked at some point during the round
and is within immediate range.
Outwit
- Enabler
When you make a Speed defense roll,
you can use your Intellect in place of your Speed.
Preternatural Senses
- Enabler
While you are conscious
and able to use an action, you cannot be
surprised. In addition, you are trained in
initiative actions.
Return to Sender
- Enabler
If you
succeed at a Speed defense task against a melee
attack, you can make an immediate melee attack
against your foe. You can use this ability only
once per round.
Seize the Moment
- Enabler
If you
succeed on a Speed defense roll to resist an
attack, you gain an action. You can use the action
immediately even if you have already taken a turn
in the round. You don’t take an action during
the next round, unless you apply a level of Effort
when you use Seize the Moment.
Sense Ambush
- Enabler
You are never surprised by an
attack.
Spring Away
- Enabler
Whenever
you succeed on a Speed defense roll, you can
immediately move up to a short distance. You
cannot use this ability more than once in a given
round.
Stealth Skills
- Enabler
You are trained in your choice of two of the following skills: disguise, deception, lockpicking, pickpocketing, seeing through deception, sleight of hand, or stealth. You can choose this ability multiple times, but you must select different skills each time.
Surprise Attack
- Enabler
If attacking from a hidden
vantage, with surprise, or before your opponent
has acted, you get an asset on the attack. On a
successful hit, you inflict 2 additional points of
damage.
Thief's Luck
- Enabler
Luck is not the chaotic ocean of
random chance most people believe it to be. If
you fail on a task (including an attack roll or a
defense roll), you can change the die result to
a natural 20. That still might not be enough to
succeed if the difficulty is higher than 6. Once
you use this ability, it is not available again until
after you make a ten-hour recovery roll. (Thief’s
Luck doesn’t work if you roll a natural 1 for an
attempted task, unless you also have and use the
ability Wrest From Chance.)
Tumbling Moves
- Enabler
When you
use an action to move, Speed defense rolls are
eased until the end of your next turn.
Twist of Fate
- Enabler
Experience has taught you a lot,
including that sometimes luck is something that
you have to make for yourself. When you roll a 1,
you can reroll. You must use the new result, even
if it’s another 1.
Uncanny Luck
- Enabler
When you roll
for a task and succeed, roll again. If the second
number rolled is higher than the first, you get a
minor effect. If you roll the same number again,
you get a major effect. If you have Uncanny Luck
from another source or a similar ability, it’s your
choice (no roll required) whether you get a minor
effect, a major effect, or a free activation of one
of your tier 1–3 focus abilities.