Rogue
Subclass
Must be level 3. You may pick one of the following classes:
Prerequisites:
Must have one of the following:
AND
+1 Base Trait of your choosing
Initial Abilities:
Swift Strike
If you land at least one attack during a round in combat, you can spend 1 SP and gain 1 extra action that round, but this extra action must be tested at +1 DIS, if it requires a test.
Traits:
Heist
Every one that listens to you during a heist gains +1 ADV. Also all your plans during a heist gains +1 ADV. Every time you complete a heist, the GM may give you some special item.
Cut-Throat
Any attempt to persuade, influence, or manipulate you through appeals to emotion or feelings suffers +1 DIS.
Advanced Sneak
Must first have Sneaky. Now anyone trying to use seek against you must make an Awareness/Seek Test against your Physical AL + 1
at +1 DIS
Swift
You EVADE at +1 ADV, this stacks with other Evade advantages
Abilities:
Theif's Mark
As a free action, you may spend 2 MP and mark a target within your far range, that you can see. You must spend 1 MP at the begining of your turn to keep the Mark active. You can not have more than one active Theif's Mark at a time, but you may switch your theif's mark to a new target by spending another 2 MP. You gain the following on the target until they are dead or combat ends:
- You have +1 ADV when using Nimble Fingers or a Special Effect against the target
- You have +1 ADV on all Evade Tests against attacks from this target
- Awareness/Seek Tests against you by this target is against your
Physical AL + 1
- If you have Advanced Sneak, they test at +2 DIS
- Gain +1 damage at every 2 points above the targets AC.
Counter-Strike
If you Evade an attack successfully, Spend 1 SP and make an Attack Test at +1 DIS, if successful deal damage as normal. If using a Heavy Melee Weapon, this counts as your Attack Action. Meaning you can no longer attack again this round or if already attack this round you can not use this ability, unless you have the Two Handed Mastery trait.
Dirty Fighter II
Spend 1 SP and make an Attack Test. Once per turn you may use Dirty Fighter without using an action.
Dash
At the end of your second Action for this turn, you may spend 1 SP and take another Move action.
Disarm
Spend 1 SP and make an Attack Test. If successful your target drops a weapon or a shield, and they lose all abilities and effects granted by that item. They must spend at least 1 action to retrieve the lost item.
Corner
Spend 1 SP and make an Attack Test against an enemy that is at least stuck between you and another object (could be an ally, a wall, or a barrel, etc). If successful your target, is Rooted even if the target is bigger than you. Target can't move on their next turn (unless via teleportation) or you move away from them. They can still attack, defend, turn around, use an ability, or use an item.
Stab in the Back
Must be behind the target at the beginning of your turn or you must be hidden and they are unware of you. Spend 2 SP and make an Attack Test. If successful, target must make a save test at +1 DIS against your attack roll, they succeed if they meet or exceed your roll. If they are successful they take normal damage, if they are unsuccessful they take the sum of the Attack Test plus your normal damage. For Example if your using a light melee weapon, rolling 3p6 and you roll 1, 2, 3 you deal 7 damage, and if you rolled a 3, 3, 3 you would do 10 damage.