A Rogue waits behind a sheltered masonry corner as a watchman walks away, with a concealed passage behind her.
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You didn’t see them coming. You won’t see them leave.

The Rogue is a master of misdirection and motion—slipping through danger, finding the route no one else can take, and turning a precise touch into a decisive advantage.

Some Rogues move with breathtaking nerve. Others disappear into silence or use exact technique to exploit the smallest weakness.

Rogue Paths

You do not need to read every Rogue Power before you begin. Start with the style that sounds most like the Rogue you want to play:

  • Daredevil — outmove danger. Cross difficult ground, escape pressure, and turn bold movement into opportunity. Daredevil Powers usually use Acrobatics.
  • Phantom — control what others perceive. Hide, reposition unseen, and unsettle enemies from concealment. Phantom Powers usually use Stealth.
  • Viper — work with precision. Exploit weak points, impair movement, and use light weapons as exact tools. Viper Powers usually use Finesse.

These Paths are signposts, not tracks. Begin wherever your character idea feels right. As you gain Rogue Powers, you may choose from any Rogue Path and any Tier you have unlocked.

For the rules shared by every Class Power, see Using Your First Class Power.

Starting Kit (Character Creation)

You can build a Rogue without reading the full Power list. Work through these steps:

  1. Record Rogue Level 1.
  2. Add 3 Skill Levels. Divide them across Acrobatics, Stealth, and Finesse. At least two of those Skills must have 1 or more levels. Common splits are 2/1/0 or 1/1/1. Give at least 1 level to the Skill used by your starting Power.
  3. Choose 1 Tier 1 Rogue Power. Any Tier 1 Rogue Power is valid.
  4. Take 120 Dritch.
  5. Plan your starting equipment. A Rogue usually carries a light weapon, thieves’ tools, light armour, a disguise kit, and basic adventuring gear. See Equipment for options and prices.

Quick Starts

If you want to begin without comparing every Power, choose one of these:

  • Daredevil: Acrobatics 2, Stealth 1, Finesse 0; start with Wallrunner.
  • Phantom: Stealth 2, Acrobatics 1, Finesse 0; start with Ghostwalker.
  • Viper: Finesse 2, Stealth 1, Acrobatics 0; start with Clean Exit.

These are recommendations, not fixed builds. You may change the Skill spread or choose any other Tier 1 Rogue Power, provided you still follow the creation rules above.


Path of the Daredevil

Tier 1 Daredevil Class Powers Feint & FlowUnpredictable MotionWallrunner 3 Powers

Feint & Flow

“You never know where I’ll land!”

Trigger: When an enemy initiates a Melee or Ranged Exchange against you, if you choose Full Guard as your Exchange Response and Boost that Response with at least 1 AD, you may declare Feint & Flow.

Effect: For this Response, use Acrobatics for the Response roll and to determine the maximum Boost AD. If you win this Exchange, after the Exchange ends, you may move up to 2m per Boost AD committed as additional movement. This movement does not provoke Reactions. All other movement rules apply.

Scene Modes: In Story Mode, make a meaningful nearby reposition; greater Boost permits a more ambitious shift. In Cinematic Mode, if the snapped movement distance is 0 Zones, you may still reposition within your current Zone.

Tags: Response · Acrobatics · Full Guard · Defence · Boost · Positioning

Unpredictable Motion

“Try and keep up.”

Trigger: Once during your Activation, you may declare Unpredictable Motion. If you do, make a Routine Acrobatics Skill Check and Boost that check with at least 1 AD.

Effect: Gain Misdirection Points equal to the check’s final dots, up to the number of Boost AD committed. Until your next Activation starts, wait until an enemy initiating a Melee or Ranged Exchange against you commits all AD for that Exchange. Before choosing your Exchange Response, you may spend exactly 1 Misdirection Point per Exchange to give that enemy Disadvantage on their Exchange roll. When your next Activation starts, lose any remaining Misdirection Points.

Tags: Action · Acrobatics · Skill Check · Defence · Boost · Disadvantage

Wallrunner

“Gravity is only a suggestion.”

Trigger: During your Activation, make an Acrobatics Sprint. Once during that Sprint, after moving at least 2m, you may declare Wallrunner upon reaching a wall or similar solid surface. If you do, choose and spend 1 or more Ready AD, up to your Acrobatics SL. You must be able to land somewhere you can stand within the Wallrunner distance and the Sprint’s remaining movement.

Effect: Move up to 2m per AD spent on Wallrunner along or up the surface, vaulting over an obstacle or launching across a gap. Every metre of Wallrunner uses 1m of the Sprint’s remaining movement. Move this way without another check. This movement does not provoke Reactions. Do not stop until you land, then continue the Sprint with any movement left.

Scene Modes: In Story Mode, first make a meaningful run-up; more AD permits a farther or bolder stunt. In Cinematic Mode, first move within your Zone; if the Wallrunner distance snaps to 0 Zones, complete it within that Zone.

Tags: Action · Acrobatics · Movement · Mobility · AD Pressure

Tier 2 Daredevil Class Powers Breakneck VaultCorkscrew TakedownCut It Close 3 Powers

Breakneck Vault

“See you on the other side.”

Trigger: During an Acrobatics Sprint, when an enemy initiates a Melee Exchange against you or you reach the last position before entering their space, you may declare Breakneck Vault. If you do, choose and spend 2 or more Ready AD, up to your Acrobatics SL.

Effect: Exchange Initiated: Respond with Full Guard using Acrobatics. The AD spent on Breakneck Vault pay the complete Response cost: the first is its Base Cost and the rest count as Boost AD. Resolve Full Guard Advantage normally. Lose: your movement ends and you are knocked Prone. Tie: your movement ends. Win: jump through and past the enemy up to 2m per AD spent on Breakneck Vault as additional movement to a legal space in your Sprint direction. This jump does not trigger Reactions. Continue your Sprint. Last Position: Make the same jump as on a win.

Scene Modes: In Story Mode, more AD permits a farther landing beyond the enemy. In Cinematic Mode, if the jump snaps to 0 Zones, land beyond the enemy within your current Zone.

Tags: Action · Acrobatics · Combat Exchange · Mobility · AD Pressure · Positioning

Corkscrew Takedown

“Your balance belongs to me.”

Trigger: When you initiate a Melee Exchange against a target that is not Prone, Boost that Exchange with at least 2 AD and you may declare Corkscrew Takedown.

Effect: For this Exchange, use Acrobatics for your Exchange roll and to determine the maximum Boost AD. If you win this Exchange, calculate and apply Wounds normally, to a maximum of 1 Wound, and classify that harm as Physical (Impact). After applying Wounds, the target falls Prone. You may then exchange positions with them: move the target to your previous position and move yourself to the target’s previous position. This movement does not provoke Reactions. If either previous position is not a legal endpoint for the other combatant, neither of you moves.

Tags: Action · Acrobatics · Combat Exchange · Control · Wounds · Condition

Cut It Close

“This is going to hurt.”

Trigger: You cannot declare Cut It Close for Lingering Harm or ambient or ongoing exposure. After you know that a sudden Physical or Elemental effect that an immediate acrobatic manoeuvre could still lessen would cause you 1 or more Wounds, but before applying those Wounds, you may declare Cut It Close. If you do, choose and spend 1 or more Ready AD, up to your Acrobatics SL.

Effect: Roll the AD you spent. If the roll produces 0 dots, increase those Wounds by 1. Otherwise, reduce those Wounds by the roll’s final dots, to a minimum of 0. After the roll, move the spent AD from Ready to Used, then apply the modified Wounds once with the same source and Harm classification.

Tags: Passive · Acrobatics · Defence · Wounds · AD Pressure

Tier 3 Daredevil Class Powers Borrowed MomentumRedline ChainSweep the Floor 3 Powers

Borrowed Momentum

“Your momentum. My advantage.”

Trigger: When an enemy initiates a Melee Exchange against you, if you choose Full Guard as your Exchange Response and Boost that Response with at least 3 AD, you may declare Borrowed Momentum.

Effect: For this Response, use Acrobatics to determine the Response roll and maximum Boost AD.

If you win this Exchange (a tie is not enough), after it ends, no Wound Margin is calculated for this follow-on harm; instead, the enemy suffers 1 Wound from Physical (Impact) harm, or 2 Wounds if you committed at least 4 Boost AD.

Tags: Response · Acrobatics · Full Guard · Counterattack · Boost · Wounds

Redline Chain

“Faster. Harder. Don’t look down.”

Trigger: Once during your Activation, you may declare Redline Chain. If you do, make a Routine Acrobatics Skill Check Boosted with at least 3 AD.

Effect: Success grants 1 Redline Point per Boost AD; failure grants none. Until your next Activation starts, spend Redline Points in any of these ways:

  • When another character declares a Reaction to your movement or current action, spend 1 point before they pay. Prevent it. They pay nothing; continue your movement or action if able.
  • Spend 1 point to move through up to 4m of Difficult terrain at normal cost.
  • Spend 1 point instead of spending AD or rolling to pass an Acrobatics Skill Check needed to get past an obstacle or hazard. The check still takes its usual action and movement.

When your next Activation starts, lose unspent points.

Scene Modes: Story Mode: each point covers a short stretch. Cinematic Mode: apply all points before snapping to Zones.

Tags: Action · Acrobatics · Skill Check · Mobility · Boost

Sweep the Floor

“Mind the floor.”

Trigger: During your Activation, you may declare Sweep the Floor as you attempt a low sweep against standing enemies within 2m whose footing you can reach. Boost the sweep’s Acrobatics Skill Check with at least 3 AD and choose 1 or more of those enemies, up to 1 enemy per Boost AD.

Effect: Make 1 Acrobatics Skill Check against the highest Melee Readiness Score among the chosen enemies. If your final dots are higher than that score, every chosen enemy becomes Prone without suffering Wounds; otherwise, none of the chosen enemies falls Prone.

Scene Modes: In Story Mode, the chosen enemies must be tightly clustered. In Cinematic Mode, the chosen enemies must be close enough for the sweep within your current Zone.

Tags: Action · Acrobatics · Skill Check · Control · Boost · Condition


Path of the Phantom

Tier 1 Phantom Class Powers GhostwalkerClean AbortVanishing Strike 3 Powers

Ghostwalker

“Nothing but shadows.”

Trigger: During your Activation, after you succeed on a Stealth Skill Check to Hide with at least 1 Boost AD, you may declare Ghostwalker.

Effect: Immediately move up to 4m per Boost AD using your remaining Walk or Run movement. Ignore hiding’s extra movement cost, but pay normal terrain costs and follow the normal Hide rules. You may stop early. Before a step would expose you or enter an illegal position, stop at your last legal concealed position. If you become exposed, Ghostwalker ends where you are. Otherwise, pausing does not end it; finishing this movement does. Ending Ghostwalker does not itself end your hiding.

Scene Modes: In Story Mode, reposition nearby; more Boost allows farther movement. In Cinematic Mode, snap the 4m per Boost AD distance and remaining movement separately, then use the lower. If that is 0 Zones, you may still reposition nearby within your Zone while concealed.

Tags: Action · Stealth · Movement · Mobility · Boost · Positioning

Clean Abort

“Easy. Nothing happened.”

Trigger: Before attempting a non-attack manual interaction requiring a Stealth Skill Check to conceal it, you may declare Clean Abort if you can abandon the interaction before any effect or revealing cue.

Effect: If the interaction’s Stealth Skill Check fails, before applying its consequences, you may use a Reaction to abandon the interaction. The Reaction costs 1 Ready AD for each additional dot needed to beat the highest target number you failed against. You can do this only if the full cost is no greater than your Stealth SL. Spend those AD without rolling them; this is the entire Reaction cost. You preserve your prior concealment, but the interaction produces no effect and its original costs remain spent. If you decline or cannot pay the full cost, resolve the failure.

Tags: Reaction · Stealth · Skill Check · Defence

Vanishing Strike

“Only shadows remain where my steel drew blood.”

Trigger: Once during your Activation, after a Melee or Ranged Exchange you initiated while hidden from its target ends, you may declare Vanishing Strike if you won.

Effect: Refresh AD equal to the Wounds you dealt in the triggering Exchange, capped by your Stealth SL. Note your starting position. Immediately follow one legal route within your remaining movement to a different unoccupied hiding position. If you suffer Wounds, are displaced, or fail to complete the route, end this escape without a Hide. On arrival, Hide with a Stealth Skill Check, Boosting with at least 1 AD. Compare your total to the Observation Readiness scores of all opposing witnesses. Witnesses whose scores you beat lost sight of you at your starting position and did not notice where you went.

Tags: Action · Stealth · Skill Check · Defence · AD Pressure · Positioning

Tier 2 Phantom Class Powers Measured HandsFlickering EscapeShadow Execution 3 Powers

Measured Hands

“Just enough. No more.”

Trigger: When you make a Stealth Skill Check to perform a non-attack manual interaction discreetly, you may declare Measured Hands.

Effect: Commit the check’s required AD without a Boost. Any active opponents commit their dice now, but roll them only after your Boost decision is final. Roll your required dice and resolve their Edge Phase. After seeing their results, you may Boost the check with up to your Stealth SL in additional Ready AD, choosing the amount once. Roll the Boost dice and resolve their Edge Phase, keeping the initial dice unchanged. Combine both sets of dice and apply other total modifiers once to resolve the check.

Tags: Action · Stealth · Skill Check · Information · Boost

Flickering Escape

“They seek, but I am already gone.”

Trigger: You need a continuous legal concealed route to a different legal unoccupied endpoint. When an enemy’s deliberate Observation Skill Check would detect you while hidden from them, you may declare Flickering Escape as a Reaction before detection.

Effect: Choose the endpoint and 1 or more Boost AD, up to your Stealth SL; route cost cannot exceed 2m per chosen AD. Commit 1 Ready AD plus those Boost AD; make a Stealth Skill Check. If your final total exceeds the triggering check’s Success Margin, immediately follow the route as additional movement. Reaching the endpoint prevents only that enemy detecting you. At or below that Success Margin, do not move; that enemy detects you. If stopped early, end at the last legal unoccupied position; that enemy detects you there.

Scene Modes: In Story Mode, shift nearby behind concealment, farther with more Boost. In Cinematic Mode, 0 Zones permits repositioning within your Zone; 1 Zone requires a concealed route.

Tags: Reaction · Stealth · Skill Check · Defence · Boost · Positioning

Shadow Execution

“A single cut, perfectly placed.”

Trigger: During your Activation, after you succeed on a Stealth Skill Check to Hide that you Boosted with at least 1 AD, you may declare Shadow Execution against one perceived creature the check successfully hid you from.

Effect: Until your Activation ends, the next damaging Melee or Ranged Exchange you initiate against that creature while hidden from them is the prepared Exchange. You cannot apply another Class Power to the prepared Exchange. That creature chooses an Exchange Response normally. If you win, add the lower of the Hide check’s Boost AD or the prepared Exchange’s Hit Margin to the prepared Exchange’s Wound Margin before converting that margin to Wounds. The preparation ends when the prepared Exchange ends, that creature detects you, you initiate any other attack, or another Shadow Execution replaces it.

Tags: Action · Stealth · Combat Exchange · Offence · Boost · Wounds

Tier 3 Phantom Class Powers Ghost RunShadow HandThe Waiting Blade 3 Powers

Ghost Run

“You saw the shadow. I was already gone.”

Trigger: During your Activation, immediately after you succeed on a Stealth Skill Check to Hide with at least 3 Boost AD, you may declare Ghost Run.

Effect: Begin a Sprint normally, or continue one already paid for. During your next continuous Sprint segment, remain hidden along a concealed route for up to 8m of ordinary movement cost per Hide Boost AD, within your remaining Sprint allowance. Keep your Hide result and ignore only the extra movement cost for hiding; all other movement and detection rules apply. Stopping voluntarily, taking an unrelated Action, or ending your Activation ends this permission; pausing for a Reaction or route hazard does not. Unused protection cannot carry into another segment. At the distance limit, you may stop and stay hidden if still concealed, or continue revealed.

Scene Modes: In Story Mode, follow a concealed route within both allowances. In Cinematic Mode, snap each allowance separately to Zones. If a nonzero allowance snaps to 0 Zones, you may only reposition locally within that distance.

Tags: Action · Stealth · Movement · Mobility · Boost · Positioning

Shadow Hand

“My hands know the way.”

Trigger: Once during your Activation, you may declare Shadow Hand. If you do, make a Routine Stealth Skill Check and Boost that check with at least 3 AD.

Effect: If you succeed, gain Shadow Points equal to your Boost AD. Once per Event, before paying costs or committing dice, you may spend 1 Shadow Point to choose one of the following effects:

  • For a light-weapon Melee Exchange you initiate during your Activation, use Stealth for your roll and Boost limit, retaining your Melee use limit.
  • Gain Advantage on a Stealth Skill Check other than this preparation check.
  • During your Activation, pay a discreet, non-attack manual task’s entire 1 AD Base Cost, excluding Powers and preparation. If the task requires a Skill Check, roll a temporary base die in place of that AD and discard it afterwards.

When your next Activation starts, lose any remaining Shadow Points.

Tags: Action · Stealth · Skill Check · Recovery Aid · Boost · Advantage

The Waiting Blade

“The opening will come. I can wait.”

Trigger: After you succeed on a Stealth Skill Check to Hide with at least 3 Boost AD, you may immediately declare The Waiting Blade. Choose a perceived enemy the check hid you from, and name an observable trigger: that enemy beginning a particular Action or completing a particular movement step.

Effect: When you observe that trigger, you may use a Reaction to initiate a legal Melee or Ranged Exchange against that enemy. This consumes the preparation and pauses their Action or remaining movement. You cannot apply another Class Power to this Exchange.

Declare up to 1 temporary Boost die per Hide Boost AD, then pay the Base Attack Cost and any paid Boost AD. Temporary and paid Boost together cannot exceed the attack Skill’s normal Boost limit. The enemy chooses an Exchange Response normally. Roll temporary dice with the attack and discard them after the Exchange; they never become your AD. After the Exchange ends, the interrupted Action or remaining movement may resume only if still legal.

The preparation also ends if the enemy detects you, you leave your prepared position, you initiate another attack, or your next Activation starts. A new preparation replaces the old one.

Tags: Reaction · Stealth · Combat Exchange · Offence · Boost · Positioning


Path of the Viper

Tier 1 Viper Class Powers Surgical IncisionClean ExitWoundblade 3 Powers

Surgical Incision

“One cut. Exactly deep enough.”

Trigger: Once during your Activation, after you win a Melee Exchange you initiated using a light weapon, pause before converting its calculated Wound Margin to Wounds. Find the next higher Wound Margin threshold that would cause more Wounds. That threshold must exist, and you must be able to spend the Ready AD needed to reach it. You may then declare Surgical Incision if both those AD and the additional Wounds caused are no greater than your Finesse SL. This uses one proactive Finesse use. No other Class Power of yours can apply to this Exchange.

Effect: Spend exactly the Ready AD needed to reach that threshold and add the same amount to the Wound Margin. Convert the adjusted Wound Margin to Wounds normally.

Tags: Action · Finesse · Combat Exchange · Offence · Wounds · AD Pressure

Clean Exit

“By the time they fall, I’m gone.”

Trigger: Once during your Activation, after an Exchange ends in which you dealt at least 1 Wound, you may declare Clean Exit. You need a legal route to a different legal unoccupied position. The Exchange must have been initiated with a light weapon while its enemy could not perceive your position; Ranged requires throwing the weapon. Spend 1 or more Ready AD, up to your Finesse SL. This uses one proactive Finesse use. No other Class Power of yours can apply to this Exchange.

Effect: Immediately follow that route for up to 2m per AD spent as additional movement. You may stop at any legal position; otherwise, normal movement rules apply. This movement does not provoke Reactions. Clean Exit neither Hides you nor changes how the Exchange reveals you.

Scene Modes: In Story Mode, reposition nearby; more AD permits a farther escape. In Cinematic Mode, 0 Zones permits repositioning within your current Zone.

Tags: Action · Finesse · Combat Exchange · Mobility · AD Pressure · Positioning

Woundblade

“One cut that keeps cutting you.”

Trigger: When you initiate a Melee or Ranged Exchange using a light weapon, you may use Finesse as your maximum Boost AD. The enemy must not be immune to poison, and you must throw the weapon for a Ranged Exchange. If you Boost with at least 1 AD, you may declare Woundblade. This uses one proactive Finesse use. No other Class Power of yours can apply to this Exchange.

Effect: If you win and deal at least 1 Wound, the enemy is Weakened until their next Activation ends. If your Woundblade already affected them, they are also Hindered for that duration. During that Activation, after Refresh, they may end Woundblade by moving Ready AD equal to your Boost AD to Used. They must move the full amount. A later successful Woundblade replaces this one.

Tags: Action · Finesse · Combat Exchange · Control · Boost · Condition

Tier 2 Viper Class Powers Widow’s MeasureMortal GeometryGone Before the Echo 3 Powers

Widow’s Measure

“The dose is exact. The paralysis is inevitable.”

Trigger: During your Activation, Finesse may set the maximum Boost AD for a light-weapon Exchange you initiate against an enemy not immune to poison; Ranged requires throwing the weapon. Declare Widow’s Measure with at least 2 Boost AD. This uses one proactive Finesse use; your other Class Powers cannot apply to it.

Effect: On a win with at least 2 Wound Margin, you may reduce it by a number from 1 to your Boost AD, leaving at least 1 Wound Margin, then convert normally. If you do and at least 1 Wound results, the enemy is Hindered until their next Activation ends; after Refresh, they may end it by moving that number of Ready AD to Used. A later successful Widow’s Measure effect from you on that enemy replaces this one.

Tags: Action · Finesse · Combat Exchange · Control · Boost · Poison

Mortal Geometry

“Every body has an angle it cannot survive.”

Trigger: During your Activation, Finesse may set a light-weapon Exchange’s maximum Boost AD; throw the weapon for Ranged. At your Boost commitment, declare Mortal Geometry with at least 2 Boost AD, publicly setting aside 1 or more of them as Precision AD before the enemy’s Exchange Response. This uses one proactive Finesse use; your other Class Powers cannot apply to it.

Effect: Precision AD remain committed Boost AD but are not rolled or rerolled and are unaffected by the Edge Phase, Advantage, or Disadvantage; they add no dots and move to Used normally. Roll the Base Attack Cost AD and remaining Boost AD. On a damaging win, add 1 Wound Margin per Precision AD before conversion.

Tags: Action · Finesse · Combat Exchange · Offence · Boost · Wounds

Gone Before the Echo

“You fall. I’m already elsewhere.”

Trigger: During your Activation, initiate a light-weapon Exchange against an enemy who cannot perceive your position; Finesse may set its maximum Boost AD, and Ranged requires throwing the weapon. With at least 2 Boost AD, choose a different legal unoccupied endpoint where you can Hide and a legal route there within 2m per Boost AD. You must be able to afford a normal Stealth Skill Check after the Exchange. Then declare Gone Before the Echo; this uses one proactive Finesse use, and your other Class Powers cannot apply to the Exchange.

Effect: On a win dealing at least 1 Wound, immediately follow the route to its endpoint as additional movement. You may cross that enemy’s space but cannot end there or cross another enemy’s space. It does not provoke Reactions, Hide you, or change the Exchange’s reveal. At the endpoint, make a normal Stealth Skill Check to Hide with Advantage. If blocked or the endpoint becomes illegal, stop at the last legal unoccupied position without making that check.

Scene Modes: In Story Mode, reposition nearby or farther with more Boost. In Cinematic Mode, snap normally; at 0 Zones, reposition within your Zone.

Tags: Action · Finesse · Combat Exchange · Mobility · Advantage · Positioning

Tier 3 Viper Class Powers Eviscerate 1 Power

Eviscerate

“I will cut you and gut you.”

Trigger: During your Activation, after you win a Melee Exchange with a weapon using Physical (Slashing) and deal at least 1 Wound, initiate another Melee Exchange against the same target. Use the same weapon, Boost it with at least 3 AD, and you may declare Eviscerate.

Effect: After the Edge Phase, before comparing dots, turn up to your Melee SL dice showing Hits into Critical Hits. If you win this Exchange and deal at least 1 Wound, the target suffers Lingering Harm (Bleeding) from Eviscerate until treated or they reach 0 Vitality. If they were already suffering Lingering Harm (Bleeding) before this Exchange, they are also Hindered while that condition persists.

Tags: Action · Melee · Combat Exchange · Offence · Critical Hit · Condition