Rogue

You didn’t see them coming. You won’t see them leave.

The Rogue is a master of misdirection and motion—striking from shadow, slipping through chaos, and bending the rules of battle to their will.

Rogues don’t fight fair—they fight smart. With speed, charm, and sleight of hand, they exploit timing, unravel plans, and turn danger into opportunity.

Rogue Paths

Each Rogue refines their edge through one of three Paths:

  • Path of the Daredevil — Reckless and agile, using flips, dives, and bold movement to evade, confuse, and control the battlefield. (Acrobatics-based)
  • Path of the Phantom — Stealth incarnate. Masters of invisibility, ambushes, and the perfect silence before a kill. (Stealth-based)
  • Path of the Viper — Assassins who strike with premeditated precision, using subtlety rather than brute force. (Finesse-based)

Starting Kit (Character Creation)

When selecting Rogue at character creation, the player gains:

  • Prerequisite Skills: Automatically receives three (3) total skill levels across Acrobatics, Stealth, and Finesse, with at least one level in two of these skills.
  • Class Power Selection: Choose one Tier 1 (T1) Rogue Class Power from one of the three paths.
  • Starting Currency: 120 Dritch.
  • Recommended Starting Equipment: A light weapon (dagger or short sword), thieves' tools, light armour, and a disguise kit.

Path of the Daredevil

Tier 1 Daredevil Class Powers

Agile Recovery

Tags: Defense, resist, refresh

“Missed me!”

Trigger: You are hit by an attack or effect that could cause Physical or Elemental damage.

Effects:

  • Ignore Wound: Roll dice equal to your Acrobatics SL. For each Critical Hit, ignore 1 Wound from the damage.
  • Rolling With the Hit: After ignoring Wounds, move 2 m per Wound cancelled. This movement ignores difficult terrain and doesn’t provoke reactions.

Feint & Flow

Tags: Reaction, movement, defence

“You never know where I'll land!”

Trigger: When an enemy misses you with either a ranged or melee attack.

Effects:

  • Erratic Motion: Use a reaction to move 2 m. This movement ignores difficult terrain and does not provoke reactions. If your Acrobatics SL is 3 or higher, you may instead move up to 6 m.
  • Unpredictable Form: Attacks suffer Disadvantage against you (max attacks = Athletics SL—until the start of your next turn).

Wallrunner

Tags: Movement, terrain, resist

“Gravity is only a suggestion.”

Trigger: After running at least 4 m and a vertical or climbable surface is along or directly adjacent to your path, you may attempt a Boosted Acrobatics (Agility) check.

Effects:

  • Parkour Surge: On a success, your Parkour Surge score begins at 1. For each full tier above Success you achieve, add +1 to this score.
  • Momentum Blur: You gain bonus movement equal to (Parkour Surge × 4 m) to immediately traverse vertical surfaces and gaps up to (Parkour Surge × 2) metres.
    • Treat vertical surfaces as horizontal for this bonus.
    • This bonus movement ignores difficult terrain and does not provoke reactions.
    • You must end in a space that can support you.

Tier 2 Daredevil Class Powers

Velocity Strike

Tags: Melee, attack, boosted

“First the hit—then the hurt.”

Trigger: When you move 4 m+ in a straight line before a Boosted melee attack.

Effects:

  • Skill Swap: You may use your Acrobatics skill instead of Melee for this attack roll.
  • Driving Impact: On hit, add your Acrobatics SL to the Hit Impact when determining damage.
  • Whiplash Takedown: If this attack deals 3+ damage, the target is knocked Prone.
  • Takedown Vault: If the target was knocked Prone, you may immediately move up to (Acrobatics SL × 2) metres past the target as bonus movement. This bonus movement ignores difficult terrain and does not provoke reactions.

Rooftop Rush

Tags: Mobility

“The city is your battlefield.”

Trigger: Once per turn, when you jump, vault, or move across difficult terrain.

Effect: Make a Side Roll using dice equal to your Acrobatics SL. For each Critical Hit:

  • Gain +2 meters of movement, which must be used immediately.
  • Reduce any fall damage taken this turn by 1 Wound.

Unpredictable Motion

Tags: Utility

“Try and keep up.”

Trigger: Once per turn, if you move at least 4 meters.

Effect (Minor Action): Make a Side Roll using dice equal to your Acrobatics SL.

  • For each Critical Hit:
    • Gain 1 bonus Skill Die that you can add to your next attack or defense roll before the end of your next turn.
  • You can store a maximum of 2 bonus Side Roll dice at once.
  • You must declare using these bonus dice before rolling the attack or defense.

Tier 3 Daredevil Skills

Coming Soon.


Path of the Phantom

Tier 1 Phantom Class Powers

Vanishing Strike

Tags: Attack, movement, stealth, refresh

“Only shadows remain where my steel drew blood.”

Trigger: When you deal damage to an enemy where you declared the attack whilst hidden.

Effects:

  • Meld Away: Immediately move up to (Stealth SL × 2) meters as free movement, then make a Stealth (Agility) skill check to Hide. After rolling, add +1 to the check result for each Critical Hit rolled, up to a maximum number of Critical Hits equal to your Stealth SL.
  • Silent Reserve: For each Critical Hit result from Meld Away, you may immediately choose one spent Action Die and roll it. If the result is a Hit or Critical Hit, that Action Die is refreshed and returned to your pool.

Ghostwalker

Tags: Stealth, movement

“Nothing but shadows.”

Trigger: When you succeed on a boosted Stealth (Agility) skill check roll to Hide.

Effects:

  • Phantom Step: You may move up to your full movement speed this turn without breaking stealth or suffering any penalty from stealth movement. You cannot Sprint while using this effect.
  • Shadow Drift: You gain +2 meters of bonus movement for each Critical Hit rolled on the skill check, up to a maximum number of Critical Hits equal to your Stealth SL. This bonus movement ignores difficult terrain and must be used this turn.

Shadow Dread

Tags: Attack, stealth, control

“You feel terror crawl up your spine... That's me.”

Trigger: When where you make a boosted melee or ranged attack where you declared the attack whilst hidden.

Effects:

  • Silent Threat: You may use Stealth (Agility) to make the attack roll instead of Melee or Ranged.
  • Terrorize: If the damage from this attack exceeds the target’s Cognition, impose the Unnerved condition on the target until the start of your next turn. An affected enemy may attempt an Insight (Cognition) skill check on their turn to end the Unnerved condition early.

Tier 2 Phantom Skills

Shadow Execution

Tags: Offensive

“A single cut, perfectly placed.”

Trigger: If you hit a creature with an attack while hidden and roll 2 or more Critical Hits on the attack roll.

Effect: After rolling damage, if the total damage exceeds the target’s Cognition, they become Shaken for a number of rounds equal to the lower of:

  • Critical Hits rolled, or
  • Your Stealth skill level (min 1).

If the target is already Shaken when you use this skill, they instead take +1 damage per Critical Hit rolled.

Flickering Escape

Tags: Reaction

“They seek, but you are already gone.”

Trigger: An enemy performs a Search action to find you while you are hidden.

Effect (Reaction): Make a Side Roll using dice equal to your Stealth SL.

  • For every Critical Hit:
    • You may move 2m while remaining hidden.
    • Then you may immediately make another Stealth skill check to Hide.

Dark Terror

Tags: Debuff

“A whisper in the dark is sometimes worse than a blade.”

Trigger: If an creature fails an Observation check to detect you.

Effect: Make a Side Roll using dice equal to your Stealth SL.

  • For each Critical Hit, until the end of your next turn that creature the enemy suffers –1 to their next attack roll or defense roll against you.
  • If you successfully hit them with an attack that deals damage on your next turn, they become Shaken until the end of your next following turn.

Tier 3 Phantom Skills

Coming Soon.


Path of the Viper

Tier 1 Viper Class Powers

Surgical Incision

Tags: Melee, attack, boost, damage, condition

“Cut once. Let the bleeding do the rest.”

Trigger: When you hit with a boosted melee attack whilst using a light weapon.

Effects:

  • Vital Rend: Each critical hit you roll on your damage roll—up to a maximum of Critical Hits equal to your Finesse SL—is doubled in value.
  • Arterial Strike: If the attack deals bonus damage from Vital Strike, and the total damage exceeds the target’s Resilience, the target suffers Lingering Harm (Bleeding) for a number of rounds equal to your Finesse SL.

Tendon Slice

Tags: Attack, boost, damage, condition, control

“You’re not walking away.”

Trigger: When you hit with a boosted melee or thrown attack with a light weapon and rolled at least one Critical Hit on the attack roll.

Effects:

  • Targeted Limb: Choose a limb (leg or arm). The target suffers Hindered until the end of their next turn.
  • Severing Blow: If the total damage of this attack exceeds the target’s Resilience, they also suffer Disarm (arm) or Knocked Prone (leg), depending on the location struck.

Woundblade

Tags: Attack, boost, damage, condition

“One cut that keeps cutting you.”

Trigger: When you hit with a boosted melee or thrown attack using a light weapon, and roll at least one Critical Hit on the attack roll.

Effects:

  • Precision Strike: Add +1 damage for each Critical Hit rolled on the attack roll—up to a maximum equal to your Finesse SL.
  • Debilitating Wound: If the damage of this attack is greater than the target’s Resilience, the target gains the Weakened condition until the end of their next turn. If the target is already Weakened, they also gain the Hindered condition. An affected enemy may attempt an Athletics (Resilience) skill check on their turn to end this effect early.

Tier 2 Viper Skills

Need to invent 3 Viper skills here.