Rogue

Rogue: Before rolling for a Test you can take a Risk choosing one of the following Stakes. Exhaust to choose a second option or same option a second time.
– Damage: +1D6 damage, on success to target, on failure to you.
– Mobility: On success move Pace, on failure become unable to move until you use an Action to recover.
– Gain: On success gain an additional piece of information or wealth. On failure suffer an additional complication.

Improvements:

Dangerous Channeling: You can Risk Control on Channeling Test. On success use Exhaust option on magic without increasing Burden. On failure make a Burden Test for Mystical Affliction.

Dirty Fighter: In a Clash you can Risk a Maneuver. On success inflict a Maneuver on adversary, on failure adversary inflicts maneuver on you.

Hope: You can Risk Hope in a Clash. On success Break an effect on self or another or Rally a being adding +1 die to recovery. On failure adversary gains Great Effort.

Fool?: As an Action give a Risk option to another within Near. They can use a Response to take a Risk Action immediately or use it on their next Test.

Panache: You can Risk Face when making a Presence Test. On success your target has Disadvantage on Reflex Defense, Will Defense or Presence. On failure you have Disadvantage on Reflex Defense, Will Defense or Presence Tests. This lasts until Significant Time passes. Effect can be due to anger, charm or other reason.

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