This is the complete list of Stealth Skills. Use the filters to narrow down your selection.
Stealth skills list the advantage or disadvantage applied per rank to any stealth test required by that skill. You can always elect to use a lower rank if you have higher ranks of a particular ability (i.e. at Rank 4 Surprise Attack, you can use Rank 1,2,3, or 4). There is no required amount of stealth to use any of your stealth skills, however many skills do list specific restrictions for their use. The most common restriction is that some skills require that you are undetected in order to use them. Other skills may list additional benefits if used while undetected. There are also skills designed to potential increase your stealth rather than reduce it. It is recommended that you take at least some of these types of skills.
Publish | Skill Name | Discipline | Max Ranks | Stealth Test | Restrictions | Use | Description Raw | Class Restrictions | Description | Description (formatted) |
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yes | Hide | Generic | 0 | not required | detected | action | If you are out of LoS of any opponent, generate or reset Stealth to the base amount and become undetected. | Thief, Berserker, Swashbuckler, Monk, Assassin, Ninja, Ranger | If you are out of LoS of any opponent, generate or reset Stealth to the base amount and become undetected. | If you are out of LoS of any opponent, generate or reset Stealth to the base amount and become undetected. |
yes | Sneak | Generic | 0 | not required | undetected | move | Move while hidden without becoming detected. Can only move at 1/2 your normal movement speed, calculated after any movement impairing effects (i.e. slows, injuries, etc...). | Thief, Berserker, Swashbuckler, Monk, Assassin, Ninja, Ranger | Move while hidden without becoming detected. Can only move at 1/2 your normal movement speed, calculated after any movement impairing effects (i.e. slows, injuries, etc...). | Move while hidden without becoming detected. Can only move at 1/2 your normal movement speed, calculated after any movement impairing effects (i.e. slows, injuries, etc...). |
yes | Hustle | Generic | 0 | not required | undetected | whole turn | Move quickly while hidden, without becoming detected. Can only move at 2x your Sneak speed (aka normal movement speed), calculated after any movement impairing effects (i.e. slows, injuries, etc...). | Thief, Berserker, Swashbuckler, Monk, Assassin, Ninja, Ranger | Move quickly while hidden, without becoming detected. Can only move at 2x your Sneak speed (aka normal movement speed), calculated after any movement impairing effects (i.e. slows, injuries, etc...). | Move quickly while hidden, without becoming detected. Can only move at 2x your Sneak speed (aka normal movement speed), calculated after any movement impairing effects (i.e. slows, injuries, etc...). |
yes | Fade | Generic | 0 | 0 | detected | reaction | When targetted by an opponent, if passing a Stealth test they will overlook you and target something else (if reasonable to do so). This does not make you undetected. | Thief, Berserker, Swashbuckler, Monk, Assassin, Ninja, Ranger | When targetted by an opponent, if passing a Stealth test they will overlook you and target something else (if reasonable to do so). This does not make you undetected. | When targetted by an opponent, if passing a Stealth test they will overlook you and target something else (if reasonable to do so). This does not make you undetected. |
yes | Larceny | Thievery | 4 | +1 / -1 / -3 / -7 | undetected | action | if passing a Stealth test, may steal an item off a single target's person without them realizing until its too late, this can be attempted while in combat and may be used to steal an item right out of a targets hand; requires a free-hand which may then immediately equip the stolen item; size of item limited by Rank, S, M, L, XL respectively | Thief, Berserker, Swashbuckler, Monk, Assassin | if passing a Stealth test, may steal an item off a single target's person without them realizing until its too late, this can be attempted while in combat and may be used to steal an item right out of a targets hand • requires a free-hand which may then immediately equip the stolen item • size of item limited by Rank, S, M, L, XL respectively |
if passing a Stealth test, may steal an item off a single target's person without them realizing until its too late, this can be attempted while in combat and may be used to steal an item right out of a targets hand • requires a free-hand which may then immediately equip the stolen item • size of item limited by Rank, S, M, L, XL respectively |
yes | Pick Pocket | Thievery | 4 | -3 / 0 / +3 / +6 | none | action | Pick a normal pocket (i.e. belt slot, backback, shealthed weapon, etc...) by passing a Stealth test (additional advantage/disadavantage may apply at GM discretion for more difficult situations). You are not required to be undetected, but you must have stealth available to roll against; if undetected, gain +3 advantage cannot be used to steal items currently equipped by the target (i.e. a shealthed dagger yes, but a sword in the hand no); failure automatically alerts the target of the attempt and prevents further attempts until become undetected | Thief, Berserker, Swashbuckler, Monk, Assassin | Pick a normal pocket (i.e. belt slot, backback, shealthed weapon, etc...) by passing a Stealth test (additional advantage/disadavantage may apply at GM discretion for more difficult situations). You are not required to be undetected, but you must have stealth available to roll against • if undetected, gain +3 advantage cannot be used to steal items currently equipped by the target (i.e. a shealthed dagger yes, but a sword in the hand no) • failure automatically alerts the target of the attempt and prevents further attempts until become undetected |
Pick a normal pocket (i.e. belt slot, backback, shealthed weapon, etc...) by passing a Stealth test (additional advantage/disadavantage may apply at GM discretion for more difficult situations). You are not required to be undetected, but you must have stealth available to roll against • if undetected, gain +3 advantage cannot be used to steal items currently equipped by the target (i.e. a shealthed dagger yes, but a sword in the hand no) • failure automatically alerts the target of the attempt and prevents further attempts until become undetected |
yes | Pick Lock | Thievery | 4 | not required | none | action | Pick a standard lock using your choice of either an Agility, Wisdom, or Perception Stat Test. More advanced locks will apply disadvantge to this roll and GM may also further apply advantage or disadavantge depending on the situation and/or environment; Gain +2 Advantage per rank above 1; Failing to pick a lock breaks or otherwise irreparably damages the lock pick | Thief, Berserker, Swashbuckler, Monk, Assassin | Pick a standard lock using your choice of either an Agility, Wisdom, or Perception Stat Test. More advanced locks will apply disadvantge to this roll and GM may also further apply advantage or disadavantge depending on the situation and/or environment • Gain +2 Advantage per rank above 1 • Failing to pick a lock breaks or otherwise irreparably damages the lock pick |
Pick a standard lock using your choice of either an Agility, Wisdom, or Perception Stat Test. More advanced locks will apply disadvantge to this roll and GM may also further apply advantage or disadavantge depending on the situation and/or environment • Gain +2 Advantage per rank above 1 • Failing to pick a lock breaks or otherwise irreparably damages the lock pick |
yes | Vanish | Thievery | 1 | not required | limited use, near cover | instant | Make use of a distraction or nearby cover or shadows (within 1") to temporarily break LoS, immediately gaining 1d4(+1 per Tier) stealth and becoming undetected if it is reasonable to do so. Can only be used once per battle or once per hour out of combat. | Thief, Berserker, Swashbuckler, Monk, Assassin | Make use of a distraction or nearby cover or shadows (within 1") to temporarily break LoS, immediately gaining 1d4(+1 per Tier) stealth and becoming undetected if it is reasonable to do so. Can only be used once per battle or once per hour out of combat. | Make use of a distraction or nearby cover or shadows (within 1") to temporarily break LoS, immediately gaining 1d4(+1 per Tier) stealth and becoming undetected if it is reasonable to do so. Can only be used once per battle or once per hour out of combat. |
yes | Pounce | Thievery | 2 | apply -1 per rank to next action | undetected | instant | Next regular undetected melee attack or any type of strike use this round knocks the target down. At Rank 2 it also Stuns the target for one round | Thief, Berserker, Swashbuckler, Monk, Assassin | Next regular undetected melee attack or any type of strike use this round knocks the target down. At Rank 2 it also Stuns the target for one round | Next regular undetected melee attack or any type of strike use this round knocks the target down. At Rank 2 it also Stuns the target for one round |
yes | Spree | Thievery | 3 | apply -3 per rank to next action | cannot move | instant | must remain stationary, next undetected action this round is applied to +1 target/Rank within a radius = 1/2 move for melee or radius = 10" for ranged (separate hit rolls); if pairing with a skill or casting action must multiply the cost by the number of targets (or -1 to Focus dice per target); treat melee version as a ranged attack except for targets in base contact | Thief, Berserker, Swashbuckler, Monk, Assassin | must remain stationary, next undetected action this round is applied to +1 target/Rank within a radius = 1/2 move for melee or radius = 10" for ranged (separate hit rolls) • if pairing with a skill or casting action must multiply the cost by the number of targets (or -1 to Focus dice per target) • treat melee version as a ranged attack except for targets in base contact |
must remain stationary, next undetected action this round is applied to +1 target/Rank within a radius = 1/2 move for melee or radius = 10" for ranged (separate hit rolls) • if pairing with a skill or casting action must multiply the cost by the number of targets (or -1 to Focus dice per target) • treat melee version as a ranged attack except for targets in base contact |
yes | Stalk | Thievery | 2 | 0 / -2 | undetected, 3" proximity | instant or action | Select a single target and gain +2 Stealth per rank each round that you remain within 3" of the target. If passing a Stealth test you also gain a free move directly towards the target each time it moves; To maintain the Stalk effect you must always be within 3" of target at end of own turn; Attacking the 'Stalked' target consumes the effect and if no other skill was used counts as a 'Stalker Strike/Shot' action; Stalker Strike/Shot inflicts +1 damage per Rank to both main hand and offhand weapons (2x if usinga two-handed weapon) | Thief, Berserker, Swashbuckler, Monk, Assassin | Select a single target and gain +2 Stealth per rank each round that you remain within 3" of the target. If passing a Stealth test you also gain a free move directly towards the target each time it moves • To maintain the Stalk effect you must always be within 3" of target at end of own turn • Attacking the 'Stalked' target consumes the effect and if no other skill was used counts as a 'Stalker Strike/Shot' action • Stalker Strike/Shot inflicts +1 damage per Rank to both main hand and offhand weapons (2x if usinga two-handed weapon) |
Select a single target and gain +2 Stealth per rank each round that you remain within 3" of the target. If passing a Stealth test you also gain a free move directly towards the target each time it moves • To maintain the Stalk effect you must always be within 3" of target at end of own turn • Attacking the 'Stalked' target consumes the effect and if no other skill was used counts as a 'Stalker Strike/Shot' action • Stalker Strike/Shot inflicts +1 damage per Rank to both main hand and offhand weapons (2x if usinga two-handed weapon) |
yes | Thief's Sense | Thievery | 1 | not required | undetected, Tier 3 minimum | instant | While undetected you can lower your heartbeat and attune your senses to pick up even the most imperceptable sounds or movings. Once activiated, for up to 1 hour, Thief's Sense grants +5 advantage on any Perception roll and doubles your passive Perception. Using any aggressive or offensive instant or actions cancels the effect. | Thief, Berserker, Swashbuckler, Monk, Assassin | While undetected you can lower your heartbeat and attune your senses to pick up even the most imperceptable sounds or movings. Once activiated, for up to 1 hour, Thief's Sense grants +5 advantage on any Perception roll and doubles your passive Perception. Using any aggressive or offensive instant or actions cancels the effect. | While undetected you can lower your heartbeat and attune your senses to pick up even the most imperceptable sounds or movings. Once activiated, for up to 1 hour, Thief's Sense grants +5 advantage on any Perception roll and doubles your passive Perception. Using any aggressive or offensive instant or actions cancels the effect. |
yes | Cunning Strike/Shot | Thievery | 3 | 0 / +2 / +4 | detected | action | melee strike or ranged shot that allows you to make a second regular attack with the same weapon, if you passed a Stealth test after the first attack (4-3-2 rule applies). | Thief, Berserker, Swashbuckler, Monk, Assassin | melee strike or ranged shot that allows you to make a second regular attack with the same weapon, if you passed a Stealth test after the first attack (4-3-2 rule applies). | melee strike or ranged shot that allows you to make a second regular attack with the same weapon, if you passed a Stealth test after the first attack (4-3-2 rule applies). |
yes | Crippling Strike/Shot | Sabotage | 3 | 0 / -1 / -2 | undetected | action | melee strike or ranged shot that reduces targets movement by half & reduces targets Initiative Score by 2/Rank for remainder of battle or until healed (effects do not stack), +1 dam per Rank, | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | melee strike or ranged shot that reduces targets movement by half & reduces targets Initiative Score by 2/Rank for remainder of battle or until healed (effects do not stack), +1 dam per Rank, | melee strike or ranged shot that reduces targets movement by half & reduces targets Initiative Score by 2/Rank for remainder of battle or until healed (effects do not stack), +1 dam per Rank, |
yes | Bleed | Sabotage | 5 | apply -1 per rank to next action | none | instant | next undetected 'shot' or 'strike' action used this round causes the target to Bleed for 1 auto damage per Rank each round until healed or dead; can stack | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | next undetected 'shot' or 'strike' action used this round causes the target to Bleed for 1 auto damage per Rank each round until healed or dead • can stack |
next undetected 'shot' or 'strike' action used this round causes the target to Bleed for 1 auto damage per Rank each round until healed or dead • can stack |
yes | Demoralize | Sabotage | 2 | apply -1 per rank to next action | none | instant | next undetected ranged 'shot' or melee 'strike' action used this round causes the target to flee directly away (full move) on thier own movement turn unless passing an Resolve test; target suffers -3 Disadvantage on Resolve roll for every Rank above 1 | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | next undetected ranged 'shot' or melee 'strike' action used this round causes the target to flee directly away (full move) on thier own movement turn unless passing an Resolve test • target suffers -3 Disadvantage on Resolve roll for every Rank above 1 |
next undetected ranged 'shot' or melee 'strike' action used this round causes the target to flee directly away (full move) on thier own movement turn unless passing an Resolve test • target suffers -3 Disadvantage on Resolve roll for every Rank above 1 |
yes | Mutilate | Sabotage | 1 | 0 | undetected, base contact, Tier 3 minimum | action | a regular melee attack that automatically inflicts a Serious Injury even if the HP do not warrant it; if the attack scores a Critical hit then it automatically inflicts a Critical Injury; apply the effects immediately, even if the target is not below 0 HP; Injuries caused by mutilate CANNOT become permanent | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | a regular melee attack that automatically inflicts a Serious Injury even if the HP do not warrant it • if the attack scores a Critical hit then it automatically inflicts a Critical Injury • apply the effects immediately, even if the target is not below 0 HP • Injuries caused by mutilate CANNOT become permanent |
a regular melee attack that automatically inflicts a Serious Injury even if the HP do not warrant it • if the attack scores a Critical hit then it automatically inflicts a Critical Injury • apply the effects immediately, even if the target is not below 0 HP • Injuries caused by mutilate CANNOT become permanent |
yes | Festering Strike/Shot | Sabotage | 2 | +1 / -1 | undetected | action | melee strike or ranged shot that reduces healing effects on the target by 50% for 1 round per Rank | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | melee strike or ranged shot that reduces healing effects on the target by 50% for 1 round per Rank | melee strike or ranged shot that reduces healing effects on the target by 50% for 1 round per Rank |
yes | Sever | Sabotage | 5 | apply -1 per rank to next action | none | instant | next undetected 'shot' or 'strike' action used this round grants +3% crit/Rank to all attacks maed against the target for the remainder of battle or until the target is healed | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | next undetected 'shot' or 'strike' action used this round grants +3% crit/Rank to all attacks maed against the target for the remainder of battle or until the target is healed | next undetected 'shot' or 'strike' action used this round grants +3% crit/Rank to all attacks maed against the target for the remainder of battle or until the target is healed |
yes | Impair Armor | Sabotage | 2 | +2 /0 | undetected, base contact | instant | With the deft hands of a practiced saboteur you unbuckle or otherwise impair the armor of a single target in base contact. If passing your stealth test, reduce the targets armor by 10/Rank for remainder of battle, can stack but may never exceed 40 total on a single target | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | With the deft hands of a practiced saboteur you unbuckle or otherwise impair the armor of a single target in base contact. If passing your stealth test, reduce the targets armor by 10/Rank for remainder of battle, can stack but may never exceed 40 total on a single target | With the deft hands of a practiced saboteur you unbuckle or otherwise impair the armor of a single target in base contact. If passing your stealth test, reduce the targets armor by 10/Rank for remainder of battle, can stack but may never exceed 40 total on a single target |
yes | Slink Away | Sabotage | 1 | not required | detected, near cover | instant | Use the chaos wrought by your own hand as a clever distraction to slink away into the background and avoid notice. If you became detected after using a Stealth skill in the previous round but are now near (within 1" of) reasonable cover, obstructions, or crowds, Slink Away effectively creates a temporary break of LoS allowing you to become undetected again if you pass a Stealth test. Doing so prevents the use of an offensive action this round. | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | Use the chaos wrought by your own hand as a clever distraction to slink away into the background and avoid notice. If you became detected after using a Stealth skill in the previous round but are now near (within 1" of) reasonable cover, obstructions, or crowds, Slink Away effectively creates a temporary break of LoS allowing you to become undetected again if you pass a Stealth test. Doing so prevents the use of an offensive action this round. | Use the chaos wrought by your own hand as a clever distraction to slink away into the background and avoid notice. If you became detected after using a Stealth skill in the previous round but are now near (within 1" of) reasonable cover, obstructions, or crowds, Slink Away effectively creates a temporary break of LoS allowing you to become undetected again if you pass a Stealth test. Doing so prevents the use of an offensive action this round. |
yes | Eviscerate | Sabotage | 3 | 0 / +1 / +2 | detected | action | A mainhand attack that maximizes blood and gore, inflicting extra damage based on rank. After inflicting damage, any foe within 3" (including the target itself) must pass a Resolve vs Stealth stat roll-off or lose their next available reaction (use Stealth test modifiers for Stat roll-off). Each failed stat roll-off grants +1 Stealth to the attacker; Rank 1 +1d4 damage, Rank2 +1d6 damage, Rank3 +1d8 damage | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja | A mainhand attack that maximizes blood and gore, inflicting extra damage based on rank. After inflicting damage, any foe within 3" (including the target itself) must pass a Resolve vs Stealth stat roll-off or lose their next available reaction (use Stealth test modifiers for Stat roll-off). Each failed stat roll-off grants +1 Stealth to the attacker • Rank 1 +1d4 damage, Rank2 +1d6 damage, Rank3 +1d8 damage |
A mainhand attack that maximizes blood and gore, inflicting extra damage based on rank. After inflicting damage, any foe within 3" (including the target itself) must pass a Resolve vs Stealth stat roll-off or lose their next available reaction (use Stealth test modifiers for Stat roll-off). Each failed stat roll-off grants +1 Stealth to the attacker • Rank 1 +1d4 damage, Rank2 +1d6 damage, Rank3 +1d8 damage |
yes | Low-Blow | Dirty Fighting | 3 | +1 / 0 / -1 | none | action | regular damage melee/ranged attack that hits the targets genitals in a manner most uncomfortable (must have genitals). If failing a Stamina test they are immobilized for 1 rnd; At Rank2, also reduces targets damage by 25% for 1 round after the immbolize effect wears off; At Rank 3, this increased to 50%; if undetected target suffers -2 Disadvantage to their Stamina test per rank | Thief, Berserker, Ranger, Swashbuckler, Assassin | regular damage melee/ranged attack that hits the targets genitals in a manner most uncomfortable (must have genitals). If failing a Stamina test they are immobilized for 1 rnd • At Rank2, also reduces targets damage by 25% for 1 round after the immbolize effect wears off • At Rank 3, this increased to 50% • if undetected target suffers -2 Disadvantage to their Stamina test per rank |
regular damage melee/ranged attack that hits the targets genitals in a manner most uncomfortable (must have genitals). If failing a Stamina test they are immobilized for 1 rnd • At Rank2, also reduces targets damage by 25% for 1 round after the immbolize effect wears off • At Rank 3, this increased to 50% • if undetected target suffers -2 Disadvantage to their Stamina test per rank |
yes | Dirt-in-the-eye | Dirty Fighting | 3 | -3 / 0 / +3 | empty off hand | instant | if your off-hand is empty (or weapon sheathed or off-hand on a 2-handed weapon), use it to throw dirt/sand in a single opponent's eyes (within reason, GM discretion applies) up to 1" away. This prevents that off-hand from being used as part of an action.; If passing a perception or agility it hits and the target is blinded for 1 rnd; can be done as part of the instant it costs to stand up after being knocked down; if this breaks LoS and you pass a Stealth test, you become undetected; if already undetected gain +1 advantage per rank on your perception or agility test and +1 Stealth per rank | Thief, Berserker, Ranger, Swashbuckler, Assassin | if your off-hand is empty (or weapon sheathed or off-hand on a 2-handed weapon), use it to throw dirt/sand in a single opponent's eyes (within reason, GM discretion applies) up to 1" away. This prevents that off-hand from being used as part of an action. • If passing a perception or agility it hits and the target is blinded for 1 rnd • can be done as part of the instant it costs to stand up after being knocked down • if this breaks LoS and you pass a Stealth test, you become undetected • if already undetected gain +1 advantage per rank on your perception or agility test and +1 Stealth per rank |
if your off-hand is empty (or weapon sheathed or off-hand on a 2-handed weapon), use it to throw dirt/sand in a single opponent's eyes (within reason, GM discretion applies) up to 1" away. This prevents that off-hand from being used as part of an action. • If passing a perception or agility it hits and the target is blinded for 1 rnd • can be done as part of the instant it costs to stand up after being knocked down • if this breaks LoS and you pass a Stealth test, you become undetected • if already undetected gain +1 advantage per rank on your perception or agility test and +1 Stealth per rank |
yes | Mock | Dirty Fighting | 1 | 0 | undetected | instant | You hurl mocking words at your foe from the shadows or from the safety of a crowd, cutting deeper than any blade. Target must be within Perception range. On target's next turn they suffer +10% critical miss chance and -1d4 Initiative Score. If paired with a strike or shot action this round increases to +20%. Only effects living targets that can understand mockery. | Thief, Berserker, Ranger, Swashbuckler, Assassin | You hurl mocking words at your foe from the shadows or from the safety of a crowd, cutting deeper than any blade. Target must be within Perception range. On target's next turn they suffer +10% critical miss chance and -1d4 Initiative Score. If paired with a strike or shot action this round increases to +20%. Only effects living targets that can understand mockery. | You hurl mocking words at your foe from the shadows or from the safety of a crowd, cutting deeper than any blade. Target must be within Perception range. On target's next turn they suffer +10% critical miss chance and -1d4 Initiative Score. If paired with a strike or shot action this round increases to +20%. Only effects living targets that can understand mockery. |
yes | Surprise Attack | Dirty Fighting | 4 | -3 / -6 / -9 / -12 | undetected | action | A regular melee or ranged attack that inflicts +2d6 damage per rank; if attacking with a mainhand and offhand, split the bonus damage as +1d6 per attack | Thief, Berserker, Ranger, Swashbuckler, Assassin | A regular melee or ranged attack that inflicts +2d6 damage per rank • if attacking with a mainhand and offhand, split the bonus damage as +1d6 per attack |
A regular melee or ranged attack that inflicts +2d6 damage per rank • if attacking with a mainhand and offhand, split the bonus damage as +1d6 per attack |
yes | Chink-in-the-Armor | Dirty Fighting | 2 | -2 / -6 | undetected, base contact | action | regular damage melee attack with the targets AC cut in half (Rank1) and effectively reduced to zero (Rank 2) | Thief, Berserker, Ranger, Swashbuckler, Assassin | regular damage melee attack with the targets AC cut in half (Rank1) and effectively reduced to zero (Rank 2) | regular damage melee attack with the targets AC cut in half (Rank1) and effectively reduced to zero (Rank 2) |
yes | Kidney Shot/Strike | Dirty Fighting | 4 | +2 / 0 / -2 / -4 | behind target | instant or action | minimum damage main hand melee strike, ranged shot, or unarmed attack action that continues to do that same damage for an additional one round/Rank; if undetected this can be done as an instant | Thief, Berserker, Ranger, Swashbuckler, Assassin | minimum damage main hand melee strike, ranged shot, or unarmed attack action that continues to do that same damage for an additional one round/Rank • if undetected this can be done as an instant |
minimum damage main hand melee strike, ranged shot, or unarmed attack action that continues to do that same damage for an additional one round/Rank • if undetected this can be done as an instant |
yes | Sucker Punch | Dirty Fighting | 2 | 0 / -2 | empty hand | action (off-hand) | A mainhand OR offhand melee attack that inflicts 1d3 damage plus strength damage bonus (x2 at Rank 2) and knocks the target unconscious if passing a strength vs stamina stat roll-off against your opponent. At the start of each round (or every 2 minutes out of combat) if the target passes a Stamina test they regain consciousness; any damage causes the target to automatically regain consciousness; can be used alongside another 1 handed attack action (in either order); knockout does not affect targets more than 1 size larger than you or if immune to knock down effects; if undetected, gain +3 advantage on the stat roll-off per rank | Thief, Berserker, Ranger, Swashbuckler, Assassin | A mainhand OR offhand melee attack that inflicts 1d3 damage plus strength damage bonus (x2 at Rank 2) and knocks the target unconscious if passing a strength vs stamina stat roll-off against your opponent. At the start of each round (or every 2 minutes out of combat) if the target passes a Stamina test they regain consciousness • any damage causes the target to automatically regain consciousness • can be used alongside another 1 handed attack action (in either order) • knockout does not affect targets more than 1 size larger than you or if immune to knock down effects • if undetected, gain +3 advantage on the stat roll-off per rank |
A mainhand OR offhand melee attack that inflicts 1d3 damage plus strength damage bonus (x2 at Rank 2) and knocks the target unconscious if passing a strength vs stamina stat roll-off against your opponent. At the start of each round (or every 2 minutes out of combat) if the target passes a Stamina test they regain consciousness • any damage causes the target to automatically regain consciousness • can be used alongside another 1 handed attack action (in either order) • knockout does not affect targets more than 1 size larger than you or if immune to knock down effects • if undetected, gain +3 advantage on the stat roll-off per rank |
yes | Gang Up | Dirty Fighting | 2 | -10 | undetected, base contact | action | make a regular attack action against a single enemy target in base contact that deals an extra +50% damage if the target is also in base contact with one or more of your allies; at Rank 2, damage increases to +100% (double damage) | Thief, Berserker, Ranger, Swashbuckler, Assassin | make a regular attack action against a single enemy target in base contact that deals an extra +50% damage if the target is also in base contact with one or more of your allies • at Rank 2, damage increases to +100% (double damage) |
make a regular attack action against a single enemy target in base contact that deals an extra +50% damage if the target is also in base contact with one or more of your allies • at Rank 2, damage increases to +100% (double damage) |
yes | Rogue's Gambit | Dirty Fighting | 3 | not required | detected | action | a main hand and offhand attack that both gain +crit% equal to current stealth, but that if not resulting in at least one critical hit, makes you vulnerable until the start of your next turn | Thief, Berserker, Ranger, Swashbuckler, Assassin | a main hand and offhand attack that both gain +crit% equal to current stealth, but that if not resulting in at least one critical hit, makes you vulnerable until the start of your next turn | a main hand and offhand attack that both gain +crit% equal to current stealth, but that if not resulting in at least one critical hit, makes you vulnerable until the start of your next turn |
yes | Escape Artist | Survival | 3 | 0 / -2 / -4 | none | instant | 25% per rank chance to break all forms of CC. Can use while CC'd. If undetected, +20% sucess and generates +1 Stealth | Thief, Berserker, Ranger, Monk, Ninja | 25% per rank chance to break all forms of CC. Can use while CC'd. If undetected, +20% sucess and generates +1 Stealth | 25% per rank chance to break all forms of CC. Can use while CC'd. If undetected, +20% sucess and generates +1 Stealth |
yes | Evade | Survival | 3 | +2 / +1 / 0 | none | reaction or instant | activate when opponent attacks, double dodge contribution to overall AC for all attacks made bya single opponent, x3 @ Rank 2, x4 @ Rank 3, counts as an instant in your next turn; alternatively can be used as an instant in your own turn to prevent one per Rank attacks caused from Disengaging From Combat; if used as an instant on your own turn while undetect grants +1 Stealth per Rank | Thief, Berserker, Ranger, Monk, Ninja | activate when opponent attacks, double dodge contribution to overall AC for all attacks made bya single opponent, x3 @ Rank 2, x4 @ Rank 3, counts as an instant in your next turn • alternatively can be used as an instant in your own turn to prevent one per Rank attacks caused from Disengaging From Combat • if used as an instant on your own turn while undetect grants +1 Stealth per Rank |
activate when opponent attacks, double dodge contribution to overall AC for all attacks made bya single opponent, x3 @ Rank 2, x4 @ Rank 3, counts as an instant in your next turn • alternatively can be used as an instant in your own turn to prevent one per Rank attacks caused from Disengaging From Combat • if used as an instant on your own turn while undetect grants +1 Stealth per Rank |
yes | Combat Traps | Survival | 3 | +1 / -1 / -3 | undetected | instant or action | As an action, place a rudimentary foot trap at your feet that only you are aware of. Anyone that crosses if has their movement immediately halted and takes 1d6 damage per rank. If you fail your Stealth test both you and the trap become detected. Also allows for some traps from the Secondary Skill: Traps (provided they could reasonably be setup in 1 turn) to be used in combat; Rank 1 = simple, Rank 2 = complex (level 5 req'd), Rank 3 = superior (level 10 req'd) | Thief, Berserker, Ranger, Monk, Ninja | As an action, place a rudimentary foot trap at your feet that only you are aware of. Anyone that crosses if has their movement immediately halted and takes 1d6 damage per rank. If you fail your Stealth test both you and the trap become detected. Also allows for some traps from the Secondary Skill: Traps (provided they could reasonably be setup in 1 turn) to be used in combat • Rank 1 = simple, Rank 2 = complex (level 5 req'd), Rank 3 = superior (level 10 req'd) |
As an action, place a rudimentary foot trap at your feet that only you are aware of. Anyone that crosses if has their movement immediately halted and takes 1d6 damage per rank. If you fail your Stealth test both you and the trap become detected. Also allows for some traps from the Secondary Skill: Traps (provided they could reasonably be setup in 1 turn) to be used in combat • Rank 1 = simple, Rank 2 = complex (level 5 req'd), Rank 3 = superior (level 10 req'd) |
yes | Duck and Cover | Survival | 3 | +2 / 0 / -2 | near cover | action | if within 1" of reasonable cover, for 1 full round all incoming damage is reduced by 10% per Rank and at the start of your next turn you can move up to 1" towards the cover and become undetected if it is reasonable to do so; if already undetected damage reduction works against AoE or environmental damage and also generates +1 Stealth per Rank | Thief, Berserker, Ranger, Monk, Ninja | if within 1" of reasonable cover, for 1 full round all incoming damage is reduced by 10% per Rank and at the start of your next turn you can move up to 1" towards the cover and become undetected if it is reasonable to do so • if already undetected damage reduction works against AoE or environmental damage and also generates +1 Stealth per Rank |
if within 1" of reasonable cover, for 1 full round all incoming damage is reduced by 10% per Rank and at the start of your next turn you can move up to 1" towards the cover and become undetected if it is reasonable to do so • if already undetected damage reduction works against AoE or environmental damage and also generates +1 Stealth per Rank |
yes | Shifting Strike | Survival | 1 | -5 | base contact | action | immediately rotate between 90 and 180 degrees around a target in base contact and make a regular mainhand melee attack, if it causes damage on the targets next turn it must use its first attack to attempt to hit the spot where you previously were and therefore missing unless some other target has stepped in (treat similar to a taunt); if this movement breaks LoS and you pass a Stealth test you become undetected | Thief, Berserker, Ranger, Monk, Ninja | immediately rotate between 90 and 180 degrees around a target in base contact and make a regular mainhand melee attack, if it causes damage on the targets next turn it must use its first attack to attempt to hit the spot where you previously were and therefore missing unless some other target has stepped in (treat similar to a taunt) • if this movement breaks LoS and you pass a Stealth test you become undetected |
immediately rotate between 90 and 180 degrees around a target in base contact and make a regular mainhand melee attack, if it causes damage on the targets next turn it must use its first attack to attempt to hit the spot where you previously were and therefore missing unless some other target has stepped in (treat similar to a taunt) • if this movement breaks LoS and you pass a Stealth test you become undetected |
yes | Tempt Fate | Survival | 4 | not required | undetected | action | a mainhand attack that automatically makes you detected if it causes damage but taunts the target if it fails a Resolve test at -1 Disadvantage per rank.; If taunted, the target also suffers -10 to hit per Rank. | Thief, Berserker, Ranger, Monk, Ninja | a mainhand attack that automatically makes you detected if it causes damage but taunts the target if it fails a Resolve test at -1 Disadvantage per rank. • If taunted, the target also suffers -10 to hit per Rank. |
a mainhand attack that automatically makes you detected if it causes damage but taunts the target if it fails a Resolve test at -1 Disadvantage per rank. • If taunted, the target also suffers -10 to hit per Rank. |
yes | Disengage | Survival | 3 | +1 / -1 / -3 | base contact | instant | Leap 2" in any direction that will move you out of base contact with a foe. If this gets you out of LoS and you pass s Stealth test you become undetected and do not count as disengaging from combat.; If already undetected generates +1 Stealth on sucess; if wearing leather Armor requires Rank 2; mail requires Rank 3 | Thief, Berserker, Ranger, Monk, Ninja | Leap 2" in any direction that will move you out of base contact with a foe. If this gets you out of LoS and you pass s Stealth test you become undetected and do not count as disengaging from combat. • If already undetected generates +1 Stealth on sucess • if wearing leather Armor requires Rank 2 • mail requires Rank 3 |
Leap 2" in any direction that will move you out of base contact with a foe. If this gets you out of LoS and you pass s Stealth test you become undetected and do not count as disengaging from combat. • If already undetected generates +1 Stealth on sucess • if wearing leather Armor requires Rank 2 • mail requires Rank 3 |
yes | Camouflage | Survival | 1 | -3 | none | action or instant | Use naturally occuring materials (such as mud, soot, dirt, blood, plants, etc...) to camouflage yourself. Treat as an action if used in combat, materials must be redily at hand. Otherwise requires several minutes outside of combat. The camouflaged effect lasts no more than 1 day, and may not apply if the setting changes. While camouflaged, the following instants can be used:; you may press yourself against a solid obstacle or natural foliage and if passing a Stealth test become undetected even if in LoS of your opponents.; If already undetected, this does not require a Stealth test and instead grants +1d3 stealth | Thief, Berserker, Ranger, Monk, Ninja | Use naturally occuring materials (such as mud, soot, dirt, blood, plants, etc...) to camouflage yourself. Treat as an action if used in combat, materials must be redily at hand. Otherwise requires several minutes outside of combat. The camouflaged effect lasts no more than 1 day, and may not apply if the setting changes. While camouflaged, the following instants can be used: • you may press yourself against a solid obstacle or natural foliage and if passing a Stealth test become undetected even if in LoS of your opponents. • If already undetected, this does not require a Stealth test and instead grants +1d3 stealth |
Use naturally occuring materials (such as mud, soot, dirt, blood, plants, etc...) to camouflage yourself. Treat as an action if used in combat, materials must be redily at hand. Otherwise requires several minutes outside of combat. The camouflaged effect lasts no more than 1 day, and may not apply if the setting changes. While camouflaged, the following instants can be used: • you may press yourself against a solid obstacle or natural foliage and if passing a Stealth test become undetected even if in LoS of your opponents. • If already undetected, this does not require a Stealth test and instead grants +1d3 stealth |
yes | Retreat Assault | Survival | 3 | 0 / +2 / +4 | detected | action | a regular mainhand and offhand attack that if passing a stealth test afterwards, allows you to immediately use any movement not yet used this turn to move away from the target without counting as disengaging from combat | Thief, Berserker, Ranger, Monk, Ninja | a regular mainhand and offhand attack that if passing a stealth test afterwards, allows you to immediately use any movement not yet used this turn to move away from the target without counting as disengaging from combat | a regular mainhand and offhand attack that if passing a stealth test afterwards, allows you to immediately use any movement not yet used this turn to move away from the target without counting as disengaging from combat |
yes | Study Prey | Assassination | 1 | not required | none | action | Select a single target within range equal to your Perception. Until scoring a critical hit/cast on that target gain +10% crit (+15% for 'strike' or 'shot'). This effect stacks if studying same target multiple turns. Also immediately grants +1 Stealth and +1 Focus | Thief, Berserker, Ranger, Assassin, Ninja | Select a single target within range equal to your Perception. Until scoring a critical hit/cast on that target gain +10% crit (+15% for 'strike' or 'shot'). This effect stacks if studying same target multiple turns. Also immediately grants +1 Stealth and +1 Focus | Select a single target within range equal to your Perception. Until scoring a critical hit/cast on that target gain +10% crit (+15% for 'strike' or 'shot'). This effect stacks if studying same target multiple turns. Also immediately grants +1 Stealth and +1 Focus |
yes | Apply Poison | Assassination | 4 | not required | Tier 2 minimum | instant or action | Allows the application of combat poisons to weapons. Instant if poison accessible on belt, otherwise action.; Rank 1 = simple (Tier 2 req'd), Rank 2 = complex (Tier 3 req'd), Rank 3 = superior (Tier 4 req'd); Rank 4 = matchless (Tier 5 req'd); 1 wound/dose, but if dodged or armor saved poison remains on the weapon. | Thief, Berserker, Ranger, Assassin, Ninja | Allows the application of combat poisons to weapons. Instant if poison accessible on belt, otherwise action. • Rank 1 = simple (Tier 2 req'd), Rank 2 = complex (Tier 3 req'd), Rank 3 = superior (Tier 4 req'd) • Rank 4 = matchless (Tier 5 req'd) • 1 wound/dose, but if dodged or armor saved poison remains on the weapon. |
Allows the application of combat poisons to weapons. Instant if poison accessible on belt, otherwise action. • Rank 1 = simple (Tier 2 req'd), Rank 2 = complex (Tier 3 req'd), Rank 3 = superior (Tier 4 req'd) • Rank 4 = matchless (Tier 5 req'd) • 1 wound/dose, but if dodged or armor saved poison remains on the weapon. |
yes | Backstab | Assassination | 3 | -1 / -4 / -7 | undetected, base contact, behind target, S weapons only | action | +5 to hit Rank, Rank 1 1.5x, Rank 2 2x, Rank 3 3x weapon damage, count as 'strike', can use once/weapon/round | Thief, Berserker, Ranger, Assassin, Ninja | +5 to hit Rank, Rank 1 1.5x, Rank 2 2x, Rank 3 3x weapon damage, count as 'strike', can use once/weapon/round | +5 to hit Rank, Rank 1 1.5x, Rank 2 2x, Rank 3 3x weapon damage, count as 'strike', can use once/weapon/round |
yes | Stealth Shot/Strike | Assassination | 5 | +4 / +3 / +2 /+1 / 0 | undetected | action | a +1 damage/Rank ranged shot or melee strike that only reduces stealth by 1. If not using a Stealthy weapon, treat the attack as though you were. | Thief, Berserker, Ranger, Assassin, Ninja | a +1 damage/Rank ranged shot or melee strike that only reduces stealth by 1. If not using a Stealthy weapon, treat the attack as though you were. | a +1 damage/Rank ranged shot or melee strike that only reduces stealth by 1. If not using a Stealthy weapon, treat the attack as though you were. |
yes | Take Aim | Assassination | 5 | apply -1 per rank to next action | none | instant | next undetected ranged attack or 'shot' taken this round has +2% crit per Rank | Thief, Berserker, Ranger, Assassin, Ninja | next undetected ranged attack or 'shot' taken this round has +2% crit per Rank | next undetected ranged attack or 'shot' taken this round has +2% crit per Rank |
yes | Garrote | Assassination | 1 | -10 | undetected, base contact, behind target | action | Sneak up behind a single target and put a garrote wire around their neck; must be behind target, undetected and in base contact; target must be living, have a neck, and be no more than 1 creature size larger; if maintained for 1 full round (30-60 seconds outside of combat) without interruption and winning a Strength vs Stamina stat roll-off the target has their have HP reduced to a quantity equivalent to a Serious Injury; if failing the Stealth check you are considered Detected from the moment the Garrote is applied | Thief, Berserker, Ranger, Assassin, Ninja | Sneak up behind a single target and put a garrote wire around their neck • must be behind target, undetected and in base contact • target must be living, have a neck, and be no more than 1 creature size larger • if maintained for 1 full round (30-60 seconds outside of combat) without interruption and winning a Strength vs Stamina stat roll-off the target has their have HP reduced to a quantity equivalent to a Serious Injury • if failing the Stealth check you are considered Detected from the moment the Garrote is applied |
Sneak up behind a single target and put a garrote wire around their neck • must be behind target, undetected and in base contact • target must be living, have a neck, and be no more than 1 creature size larger • if maintained for 1 full round (30-60 seconds outside of combat) without interruption and winning a Strength vs Stamina stat roll-off the target has their have HP reduced to a quantity equivalent to a Serious Injury • if failing the Stealth check you are considered Detected from the moment the Garrote is applied |
yes | Snipe | Assassination | 2 | 0 / -3 | undetected | action | regular damage ranged attack or thrown weapon with the targets AC cut in half (Rank 1) and effectively reduced to zero (Rank 2) | Thief, Berserker, Ranger, Assassin, Ninja | regular damage ranged attack or thrown weapon with the targets AC cut in half (Rank 1) and effectively reduced to zero (Rank 2) | regular damage ranged attack or thrown weapon with the targets AC cut in half (Rank 1) and effectively reduced to zero (Rank 2) |
yes | Infiltration | Assassination | 1 | -3 | behind enemy lines | instant | Allows a limited capacity to avoid detection and deflect attention while behind enemy lines, through the use of some combination of false identities, inside knowledge, disguises, or smooth talking. If detected in the previous round you may attempt a Stealth test to become undetected even if in LoS of an opponent (within reason).; Cannot be used to fool a target more than once per encounter; Can choose to swap out Avoidance for Charm when making your Stealth test; if already undetected, this does not require a Stealth test and instead grants +1d3 Stealth. | Thief, Berserker, Ranger, Assassin, Ninja | Allows a limited capacity to avoid detection and deflect attention while behind enemy lines, through the use of some combination of false identities, inside knowledge, disguises, or smooth talking. If detected in the previous round you may attempt a Stealth test to become undetected even if in LoS of an opponent (within reason). • Cannot be used to fool a target more than once per encounter • Can choose to swap out Avoidance for Charm when making your Stealth test • if already undetected, this does not require a Stealth test and instead grants +1d3 Stealth. |
Allows a limited capacity to avoid detection and deflect attention while behind enemy lines, through the use of some combination of false identities, inside knowledge, disguises, or smooth talking. If detected in the previous round you may attempt a Stealth test to become undetected even if in LoS of an opponent (within reason). • Cannot be used to fool a target more than once per encounter • Can choose to swap out Avoidance for Charm when making your Stealth test • if already undetected, this does not require a Stealth test and instead grants +1d3 Stealth. |
yes | Calling Card | Assassination | 3 | not required | detected | action | Sometimes they need to know who wanted them dead. Make a regular main hand attack that adds current stealth as damage, but can only be used against a target up to a maximum of once per Rank. | Thief, Berserker, Ranger, Assassin, Ninja | Sometimes they need to know who wanted them dead. Make a regular main hand attack that adds current stealth as damage, but can only be used against a target up to a maximum of once per Rank. | Sometimes they need to know who wanted them dead. Make a regular main hand attack that adds current stealth as damage, but can only be used against a target up to a maximum of once per Rank. |
yes | Swift Kick | Suppression | 3 | +2 / +1 / 0 | base contact | reaction | kick the target for 1 damage during their own turn (counts as an unarmed melee attack/kick) AFTER they have announced intent to use a special skill, ability or spell; if hitting there is a 20%/Rank chance to interrupt the target; if undetected, success chance increases by +15% | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | kick the target for 1 damage during their own turn (counts as an unarmed melee attack/kick) AFTER they have announced intent to use a special skill, ability or spell • if hitting there is a 20%/Rank chance to interrupt the target • if undetected, success chance increases by +15% |
kick the target for 1 damage during their own turn (counts as an unarmed melee attack/kick) AFTER they have announced intent to use a special skill, ability or spell • if hitting there is a 20%/Rank chance to interrupt the target • if undetected, success chance increases by +15% |
yes | Confuse | Suppression | 3 | +1 / 0 / -1 | none | action | confuses a single target within a range of 6"; if target fails an Initiative Test reduce thier Initiative Score by 6 per Rank; this cannot reduce Initiative Score below zero; target cannot take a turn if its Intiative Score is zero; target regains 1 Initiative Score at the start of every turn until returning to their orginal score; if you are undetected target has -2 disadvantage and you gain +1 Stealth; can only be used once per target per battle | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | confuses a single target within a range of 6" • if target fails an Initiative Test reduce thier Initiative Score by 6 per Rank • this cannot reduce Initiative Score below zero • target cannot take a turn if its Intiative Score is zero • target regains 1 Initiative Score at the start of every turn until returning to their orginal score • if you are undetected target has -2 disadvantage and you gain +1 Stealth • can only be used once per target per battle |
confuses a single target within a range of 6" • if target fails an Initiative Test reduce thier Initiative Score by 6 per Rank • this cannot reduce Initiative Score below zero • target cannot take a turn if its Intiative Score is zero • target regains 1 Initiative Score at the start of every turn until returning to their orginal score • if you are undetected target has -2 disadvantage and you gain +1 Stealth • can only be used once per target per battle |
yes | Trip | Suppression | 2 | +1 / 0 | base contact | instant | requires base contact; 20% chance to knock target down for 1 round, 60% at Rank 2; +20% success chance if you are undetected | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | requires base contact • 20% chance to knock target down for 1 round, 60% at Rank 2 • +20% success chance if you are undetected |
requires base contact • 20% chance to knock target down for 1 round, 60% at Rank 2 • +20% success chance if you are undetected |
yes | Disarm | Suppression | 5 | 0 / -1 / -2 / -3 / -4 | none | action | Disarms a single target in base contact if passing an Agility vs. Strength stat roll-off with +1 Advantage per Rank (+2 per Rank if undetected). To determine what happens to the disarmed weapon roll 1d4: ;1 = weapon flies up into the air, target may pass an agility test to grab it out of the air as an instant on their own turn to rearm themselves ;2 = falls at targets feet, must use an action to pick the weapon up again ;3 = weapon is sent flying out of the targets hands and landing 2" away, target must choose to leaving base contact to retrieve it, granting free attacks ;4 = if the disarmer has a free hand available, the disarmed weapon may be immediately equipped, otherwise the weapon is tossed up to 0.5" per Strength of the disarmer | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | Disarms a single target in base contact if passing an Agility vs. Strength stat roll-off with +1 Advantage per Rank (+2 per Rank if undetected). To determine what happens to the disarmed weapon roll 1d4: •1 = weapon flies up into the air, target may pass an agility test to grab it out of the air as an instant on their own turn to rearm themselves •2 = falls at targets feet, must use an action to pick the weapon up again •3 = weapon is sent flying out of the targets hands and landing 2" away, target must choose to leaving base contact to retrieve it, granting free attacks •4 = if the disarmer has a free hand available, the disarmed weapon may be immediately equipped, otherwise the weapon is tossed up to 0.5" per Strength of the disarmer |
Disarms a single target in base contact if passing an Agility vs. Strength stat roll-off with +1 Advantage per Rank (+2 per Rank if undetected). To determine what happens to the disarmed weapon roll 1d4: •1 = weapon flies up into the air, target may pass an agility test to grab it out of the air as an instant on their own turn to rearm themselves •2 = falls at targets feet, must use an action to pick the weapon up again •3 = weapon is sent flying out of the targets hands and landing 2" away, target must choose to leaving base contact to retrieve it, granting free attacks •4 = if the disarmer has a free hand available, the disarmed weapon may be immediately equipped, otherwise the weapon is tossed up to 0.5" per Strength of the disarmer |
yes | Incapacitate | Suppression | 5 | -1 / -2 / -3 / -4 / -5 | undetected | action | melee attack or thrown ranged attack that does minimum damage and incapacitates the target for 1 round per Rank (revives if damaged); lasts for 5 minutes per rank outside of combat | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | melee attack or thrown ranged attack that does minimum damage and incapacitates the target for 1 round per Rank (revives if damaged) • lasts for 5 minutes per rank outside of combat |
melee attack or thrown ranged attack that does minimum damage and incapacitates the target for 1 round per Rank (revives if damaged) • lasts for 5 minutes per rank outside of combat |
yes | Restrain | Suppression | 1 | 0 | base contact, behind target | action | single target is restrained if passing a strength vs. strength stat roll off; retest each round to maintain; in subsequent rounds failing counts as an instant; while restrained neither person can attack and both have dodge reduced to 0 and +15 to hit for any attack against them; the restrained target can be used as a 50% block against incoming attacks dealing damage to the restrained target if blocked; if undetected the first test is an auto win; must be in base contact and behind the target, humanoid only | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | single target is restrained if passing a strength vs. strength stat roll off • retest each round to maintain • in subsequent rounds failing counts as an instant • while restrained neither person can attack and both have dodge reduced to 0 and +15 to hit for any attack against them • the restrained target can be used as a 50% block against incoming attacks dealing damage to the restrained target if blocked • if undetected the first test is an auto win • must be in base contact and behind the target, humanoid only |
single target is restrained if passing a strength vs. strength stat roll off • retest each round to maintain • in subsequent rounds failing counts as an instant • while restrained neither person can attack and both have dodge reduced to 0 and +15 to hit for any attack against them • the restrained target can be used as a 50% block against incoming attacks dealing damage to the restrained target if blocked • if undetected the first test is an auto win • must be in base contact and behind the target, humanoid only |
yes | Soothe | Suppression | 1 | 0 | undetected | action | Sibilant whispers from the shadows soothe a single target within a range of 4". No stealth cost, but must take a stealth check; If passing, soothe automatically removes any taunt or taunt-like effect, effects that would make a target attack it's allies (I.e. mind control) or any type of enrage effect (I.e. frenzy); passing also generates +1 Stealth; if failing, that target will automatically detect you and focus all its attention on you for at least 1 round | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | Sibilant whispers from the shadows soothe a single target within a range of 4". No stealth cost, but must take a stealth check • If passing, soothe automatically removes any taunt or taunt-like effect, effects that would make a target attack it's allies (I.e. mind control) or any type of enrage effect (I.e. frenzy) • passing also generates +1 Stealth • if failing, that target will automatically detect you and focus all its attention on you for at least 1 round |
Sibilant whispers from the shadows soothe a single target within a range of 4". No stealth cost, but must take a stealth check • If passing, soothe automatically removes any taunt or taunt-like effect, effects that would make a target attack it's allies (I.e. mind control) or any type of enrage effect (I.e. frenzy) • passing also generates +1 Stealth • if failing, that target will automatically detect you and focus all its attention on you for at least 1 round |
yes | Mimicry | Suppression | 1 | -3 | none | instant | You mimic another creatures voice or behaviour (within reason) to trick your opponents into thinking you are one of them, or otherwise not a threat. This allows you to act as though you are undetected even if you are detected.; Becoming aggressive and/or using offensive intants or actions cancels the effect and cannot be used to trick the same opponents again during the same day; Can choose to swap out Avoidance for Charm when making your Stealth test; If already undetected, this does not require a Stealth test and instead grants +1d3 Stealth. | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | You mimic another creatures voice or behaviour (within reason) to trick your opponents into thinking you are one of them, or otherwise not a threat. This allows you to act as though you are undetected even if you are detected. • Becoming aggressive and/or using offensive intants or actions cancels the effect and cannot be used to trick the same opponents again during the same day • Can choose to swap out Avoidance for Charm when making your Stealth test • If already undetected, this does not require a Stealth test and instead grants +1d3 Stealth. |
You mimic another creatures voice or behaviour (within reason) to trick your opponents into thinking you are one of them, or otherwise not a threat. This allows you to act as though you are undetected even if you are detected. • Becoming aggressive and/or using offensive intants or actions cancels the effect and cannot be used to trick the same opponents again during the same day • Can choose to swap out Avoidance for Charm when making your Stealth test • If already undetected, this does not require a Stealth test and instead grants +1d3 Stealth. |
yes | Suppressing Strike/Shot | Suppression | 3 | not required | detected | action | melee strike or ranged shot that imposes additonal critical miss/miscast chances equal to your current stealth on the next attack, skill, or spell that the target attempts.; At Rank 2 add +10% crit miss/miscast; At Rank 3 add +20% crit miss/miscast | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | melee strike or ranged shot that imposes additonal critical miss/miscast chances equal to your current stealth on the next attack, skill, or spell that the target attempts. • At Rank 2 add +10% crit miss/miscast • At Rank 3 add +20% crit miss/miscast |
melee strike or ranged shot that imposes additonal critical miss/miscast chances equal to your current stealth on the next attack, skill, or spell that the target attempts. • At Rank 2 add +10% crit miss/miscast • At Rank 3 add +20% crit miss/miscast |
yes | Espionage | Subterfuge | 3 | +4 / +2 / 0 | undetected | instant | if passing a Perception, Wisdom, or Intellect test (GM may choose which), discover information about 1 opponent within range equal to perception; Rank 1: current and max HP; Rank 2: resistances and AC; Rank 3: identifies any and all weaknesses | Thief, Swashbuckler, Monk, Assassin, Ninja | if passing a Perception, Wisdom, or Intellect test (GM may choose which), discover information about 1 opponent within range equal to perception • Rank 1: current and max HP • Rank 2: resistances and AC • Rank 3: identifies any and all weaknesses |
if passing a Perception, Wisdom, or Intellect test (GM may choose which), discover information about 1 opponent within range equal to perception • Rank 1: current and max HP • Rank 2: resistances and AC • Rank 3: identifies any and all weaknesses |
yes | Distract | Subterfuge | 2 | +2 / 0 | none | instant | forces a single target at range = Perception to focus its attention (if not already engaged) in any direction away from the caster, if in base contact must first fail an Initiative test; at rank 2 this can be used to 'taunt' the target onto another willing ally if the target fails a Resolve test; if you are undetected this also generates +1 Stealth | Thief, Swashbuckler, Monk, Assassin, Ninja | forces a single target at range = Perception to focus its attention (if not already engaged) in any direction away from the caster, if in base contact must first fail an Initiative test • at rank 2 this can be used to 'taunt' the target onto another willing ally if the target fails a Resolve test • if you are undetected this also generates +1 Stealth |
forces a single target at range = Perception to focus its attention (if not already engaged) in any direction away from the caster, if in base contact must first fail an Initiative test • at rank 2 this can be used to 'taunt' the target onto another willing ally if the target fails a Resolve test • if you are undetected this also generates +1 Stealth |
yes | Silence | Subterfuge | 4 | +1 / 0 / -1 / -2 | undetected | instant | Physically silences a target that is in base contact and prevents them from using any special skills or abilities on their next turn. Can instead be used in combination with an undetected ranged 'shot' this round, where no Stealth test is taken but instead apply -1 disadvantage per rank to the shot; Rank 1 = 50% success; Rank 2 = 60% sucess; Rank 3 = 75% success; Rank 4 = 90% success | Thief, Swashbuckler, Monk, Assassin, Ninja | Physically silences a target that is in base contact and prevents them from using any special skills or abilities on their next turn. Can instead be used in combination with an undetected ranged 'shot' this round, where no Stealth test is taken but instead apply -1 disadvantage per rank to the shot • Rank 1 = 50% success • Rank 2 = 60% sucess • Rank 3 = 75% success • Rank 4 = 90% success |
Physically silences a target that is in base contact and prevents them from using any special skills or abilities on their next turn. Can instead be used in combination with an undetected ranged 'shot' this round, where no Stealth test is taken but instead apply -1 disadvantage per rank to the shot • Rank 1 = 50% success • Rank 2 = 60% sucess • Rank 3 = 75% success • Rank 4 = 90% success |
yes | Play Dead | Subterfuge | 1 | 0 | Tier 2 minimum | reaction | Convinces most enemies that you are dead. Use after damage is dealt to you during an enemy turn. Treats you as Knocked Down for the duration. If opponents move out of base contact because they assume you are dead you may treat them as having disengaged from combat, however doing so automatically cancels the Play Dead effect and puts you back up on your feet; if you are undetected, gain 1d3+1 Stealth; if you detected, you can become undetected if you are out of LOS at the start of your next turn | Thief, Swashbuckler, Monk, Assassin, Ninja | Convinces most enemies that you are dead. Use after damage is dealt to you during an enemy turn. Treats you as Knocked Down for the duration. If opponents move out of base contact because they assume you are dead you may treat them as having disengaged from combat, however doing so automatically cancels the Play Dead effect and puts you back up on your feet • if you are undetected, gain 1d3+1 Stealth • if you detected, you can become undetected if you are out of LOS at the start of your next turn |
Convinces most enemies that you are dead. Use after damage is dealt to you during an enemy turn. Treats you as Knocked Down for the duration. If opponents move out of base contact because they assume you are dead you may treat them as having disengaged from combat, however doing so automatically cancels the Play Dead effect and puts you back up on your feet • if you are undetected, gain 1d3+1 Stealth • if you detected, you can become undetected if you are out of LOS at the start of your next turn |
yes | Blend In | Subterfuge | 1 | 0 | none | action | Blend in with adversaries or crowds where reasonable to do so, in order to immediately become undetected even when in LoS. This resets Stealth to base amount, even if already undetected. | Thief, Swashbuckler, Monk, Assassin, Ninja | Blend in with adversaries or crowds where reasonable to do so, in order to immediately become undetected even when in LoS. This resets Stealth to base amount, even if already undetected. | Blend in with adversaries or crowds where reasonable to do so, in order to immediately become undetected even when in LoS. This resets Stealth to base amount, even if already undetected. |
yes | Feigning Strike/Shot | Subterfuge | 4 | +3 / +2 / +1 / 0 | none | action | elect two targets, 1st target becomes vulnerable until the start of their own turn if failing an Initiative test (at -2 Disadvantage for every Rank above 1); 2nd target is hit by a +1 damage (per Rank) main hand attack that cannot trigger most reactions if you were undetected; if you are undetected there is no Stealth cost for this skill | Thief, Swashbuckler, Monk, Assassin, Ninja | elect two targets, 1st target becomes vulnerable until the start of their own turn if failing an Initiative test (at -2 Disadvantage for every Rank above 1) • 2nd target is hit by a +1 damage (per Rank) main hand attack that cannot trigger most reactions if you were undetected • if you are undetected there is no Stealth cost for this skill |
elect two targets, 1st target becomes vulnerable until the start of their own turn if failing an Initiative test (at -2 Disadvantage for every Rank above 1) • 2nd target is hit by a +1 damage (per Rank) main hand attack that cannot trigger most reactions if you were undetected • if you are undetected there is no Stealth cost for this skill |
yes | Incite | Subterfuge | 4 | +1 / 0 / -2 / -4 | undetected | action | affects all targets in a 2" radius for 1 round unless they pass an Resolve test. Unlike normal CC rules, Incite can be cast on the same target for multiple rounds in a row, however once passing an Resolve test, that target cannot be effected by incite again during the same battle. Effects vary by Rank:; Rank1 = discord: lose turn; Rank2 = unrest: flee directly away from combat towards the closest table edge; Rank3 = riot: attack own leader; Rank4 = violence: attack each other | Thief, Swashbuckler, Monk, Assassin, Ninja | affects all targets in a 2" radius for 1 round unless they pass an Resolve test. Unlike normal CC rules, Incite can be cast on the same target for multiple rounds in a row, however once passing an Resolve test, that target cannot be effected by incite again during the same battle. Effects vary by Rank: • Rank1 = discord: lose turn • Rank2 = unrest: flee directly away from combat towards the closest table edge • Rank3 = riot: attack own leader • Rank4 = violence: attack each other |
affects all targets in a 2" radius for 1 round unless they pass an Resolve test. Unlike normal CC rules, Incite can be cast on the same target for multiple rounds in a row, however once passing an Resolve test, that target cannot be effected by incite again during the same battle. Effects vary by Rank: • Rank1 = discord: lose turn • Rank2 = unrest: flee directly away from combat towards the closest table edge • Rank3 = riot: attack own leader • Rank4 = violence: attack each other |
yes | Shank | Subterfuge | 1 | -8 | undetected | action | auto-crit main hand melee "opener" that only works against a target that has not detected you. This could include the target perceiving you to be a friend or a non-threat. | Thief, Swashbuckler, Monk, Assassin, Ninja | auto-crit main hand melee "opener" that only works against a target that has not detected you. This could include the target perceiving you to be a friend or a non-threat. | auto-crit main hand melee "opener" that only works against a target that has not detected you. This could include the target perceiving you to be a friend or a non-threat. |
yes | Double Cross | Subterfuge | 1 | not required | none | instant | If a double cross which you assisted in orchestrating was revealed at some point since your last turn, or if this is the reveal of the double cross, all actions you take this round have +50% Crit chance; if undetected, this becomes your choice of an auto-crit, max damage, auto-perfect (Focus), or auto-success on Faith difficulty rolls for all actions this round | Thief, Swashbuckler, Monk, Assassin, Ninja | If a double cross which you assisted in orchestrating was revealed at some point since your last turn, or if this is the reveal of the double cross, all actions you take this round have +50% Crit chance • if undetected, this becomes your choice of an auto-crit, max damage, auto-perfect (Focus), or auto-success on Faith difficulty rolls for all actions this round |
If a double cross which you assisted in orchestrating was revealed at some point since your last turn, or if this is the reveal of the double cross, all actions you take this round have +50% Crit chance • if undetected, this becomes your choice of an auto-crit, max damage, auto-perfect (Focus), or auto-success on Faith difficulty rolls for all actions this round |
yes | Duplicitous Strike/Shot | Subterfuge | 3 | not required | detected | action | delivers an unexpected stike or shot to a target that has already detected you, allowing you to consume Stealth to grant + hit and + damage at rates based on rank.; Rank 1: +1 hit per 1 stealth and/or +1 damage per 3 stealth; Rank 2: +2 hit per 1 stealth and/or +1 damage per 2 stealth; Rank 3: +3 hit per 1 stealth and/or +1 damage per 1 stealth | Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja | delivers an unexpected stike or shot to a target that has already detected you, allowing you to consume Stealth to grant + hit and + damage at rates based on rank. • Rank 1: +1 hit per 1 stealth and/or +1 damage per 3 stealth • Rank 2: +2 hit per 1 stealth and/or +1 damage per 2 stealth • Rank 3: +3 hit per 1 stealth and/or +1 damage per 1 stealth |
delivers an unexpected stike or shot to a target that has already detected you, allowing you to consume Stealth to grant + hit and + damage at rates based on rank. • Rank 1: +1 hit per 1 stealth and/or +1 damage per 3 stealth • Rank 2: +2 hit per 1 stealth and/or +1 damage per 2 stealth • Rank 3: +3 hit per 1 stealth and/or +1 damage per 1 stealth |