GUILE
In the shadowy alleyways and feckless gutters of of every major city, one can find rank and file criminals plying their trade from the shadows. Whether running shell games or picking pockets, these miscreants are but dabblers in the arts of subtlety; children playing games at which they have little skill or understanding. The true masters of tradecraft walk as wolves among lambs, alighting flawlessly from scheme to scheme, a knife in the dark, a whisper on the wind. The one blessed by destiny with an affinity for stealth and Guile need not fear the light, for what is light without darkness?
Those who walk the way of tricksters and rogues approach every situation with a tactical mind, favoring cunning over brute force; to outplay an opponent is just as rewarding as stabbing him in the gizzard from behind. Whether she is stabbing backs, setting traps, picking locks, moving unseen by stealth or disguise, or flitting from rooftop to rooftop, the master or Guile has an arsenal of tools, tricks, and traps at her disposal, and prides herself on being prepared for any scenario in or outside of combat. To facilitate the fluidity necessary for such work, those who practice this Arcanum often dress in dark cloaks and light (if any) armor, wielding daggers for up-close confrontations and bows for sniping enemies at an unseen distance, alongside a bevy of lockpicks, tools, potions, poisons, and bombs for distraction or escape. Thanks to her indispensable tools, her indisputable skill, and her incomparable capacity to plan ahead, the one with Guile's blessing is always one step ahead of friends and foes alike, ready to do whatever is necessary to claim victory and come out of any situation the victor. |
prime arcanum
Poisoner
You are a master of mixtures meant to kill, confuse, and weaken your enemies. At the end of every Full Rest, pick (Guile + 1) Toxins you've created from on-hand materials (the GM may ask you to explain where you got the ingredients depending on your location and circumstances).
As a Half-Action, you can expend a Toxin to apply it to a weapon you are touching, granting the Toxin's effect to all attacks made with this weapon for so long as you maintain Concentration. The effects of a Toxin are cumulative; each hit with a Toxic weapon applies the Toxin again, stacking its effect atop previous instances for a maximum of (Guile) stacks of a single Toxin. A Toxin's effect can be ended by a Save, but a Save only ends the effects of one instance of a Toxin. If a creature unwittingly ingests one of your Toxins (the Difficulty to detect a Toxin in food/drink is equal to your Rank in Guile), they suffer its effect as though (Guile) instances of the Toxin's cumulative effect hit them all at once. The Toxins effect remains in their system until the end of their next Full Rest. |
TOXINS
Betrayer's Cup
Whenever the target takes damage, it must Save or its attacker recovers 1d6 HP.
Whenever the target takes damage, it must Save or its attacker recovers 1d6 HP.
Bleeder
The target gains +1 Physical Vulnerability. Every instance of healing the target receives is reduced by 1d6.
The target gains +1 Physical Vulnerability. Every instance of healing the target receives is reduced by 1d6.
Heartbreaker
Reduce the target's Save by 1 and reduce the size of their Resolve dice by 1 (to a minimum of 1d4).
Reduce the target's Save by 1 and reduce the size of their Resolve dice by 1 (to a minimum of 1d4).
Murder's Burden
The target is required to make one attack that includes the wielder of this Toxin each round. Whenever their turn ends, they take 1d12 Psychic damage for every attack they were required to make but didn't between the end of their last turn and now.
The target is required to make one attack that includes the wielder of this Toxin each round. Whenever their turn ends, they take 1d12 Psychic damage for every attack they were required to make but didn't between the end of their last turn and now.
Peacemaker
The target suffer's a -1 penalty to all attack rolls and the base damage of all their attacks is also reduced by 1.
The target suffer's a -1 penalty to all attack rolls and the base damage of all their attacks is also reduced by 1.
Sedative
Reduce the target's Speed by 1. The target must Save or their total Actions are also reduced by one Half Action. At 0 Speed or 0 Actions, the target falls asleep for the next 24 hours.
Reduce the target's Speed by 1. The target must Save or their total Actions are also reduced by one Half Action. At 0 Speed or 0 Actions, the target falls asleep for the next 24 hours.
Seigebreaker
Reduce the target's Defense by 1 and reduce one Resistance of your choice by 1.
Reduce the target's Defense by 1 and reduce one Resistance of your choice by 1.
Widowmaker
The target takes ongoing 1d6 Bio damage at the start of their turn each round during combat or every minute outside of combat.
The target takes ongoing 1d6 Bio damage at the start of their turn each round during combat or every minute outside of combat.
Secret Society
You were trained by a brotherhood of like-minded rogues or otherwise received instruction in their particular approach to the arts of subtlety. Your connection to this Secret Society influences how you acquire and spend Gambits, a resource reflecting your ability to set up, execute, and benefit from complex strategies revolving around your particular methodology.
Pick one Modus: the means by which your Secret Society taught you to gather Gambits (set up your strategy). You may learn a second Modus at Level 10. Pick one Denouement: the benefit you receive by spending Gambits. You may learn a second Denouement at Level 10. Name the Secret Society you are connected to and describe a few things about them (their goals, how they operate, the kinds of people who become members, etc.). Work with your GM to establish a place for your Secret Society within the story and setting as well as how involved you are with this secretive group currently. |
You lose all the Gambits you've accumulated whenever you take a Short or Full Rest.
MODUSDeath From Afar When you hit with a Ranged weapon from at least 5 meters away, gain 1 Gambit. Knife in the Dark When you hit with a Finesse weapon, gain 1 Gambit. Mind Over Matter For every point of Focus you spend, gain 1d4 Gambits. Poetry in Motion When you resolve a movement that ends at least 3 meters from where you started, gain 1 Gambit. Versus For every enemy you end your turn adjacent to, gain 1 Gambit. |
DENOUEMENTBloodletting When you deal or receive damage, you may spend up to (Guile) Gambits to increase or decrease the triggering instance damage by 1d6 per Gambit spent. Ingenius Maneuver As a Free Action, spend up to (Guile) Gambits to add one Bump to the next Attack, Feat, Save or Defense you make. Show of Force You can spend Gambits in place of Focus at an exchange rate of 3 Gambits for 1 Focus. Wombo Combo During your turn, you can treat each Gambit as a Half Action or combine two Gambits into one Action. Outside your turn, you can spend a Gambit to take an extra Reaction. |
Tricks of the Trade
The streets have taught you many things, for good and for...not so good. But all you've been through has taught you one thing: how to survive. You are adept at a variety of underhanded ways and means, using your reflexes, strength, and quick mind to surmount any obstacle and leave opponents in the dust, scratching their heads.
Pick two Knacks that reflect the lessons you've learned on the streets. Your Knacks are always active (like Perks), granting you their benefit no matter what. You learn a new Knack every third Level (Levels 3, 6, 9, 12, etc.). |
KNACKS
Adept Action
Once during your turn each round, you may perform an Action you're capable of mid-movement and then resume moving once the Action is resolved.
Once during your turn each round, you may perform an Action you're capable of mid-movement and then resume moving once the Action is resolved.
Agile Footing
Speed +1. You may ignore Rough Terrain that is man-made (as opposed to natural) in origin.
Speed +1. You may ignore Rough Terrain that is man-made (as opposed to natural) in origin.
Assassination
Attacks you make with Advantage have a +1 bonus to base Damage.
Attacks you make with Advantage have a +1 bonus to base Damage.
Cruelty
Your attacks deal an additiona 1d6 Physical damage for every negative status condition the target is suffering from.
Your attacks deal an additiona 1d6 Physical damage for every negative status condition the target is suffering from.
Disarm, Disable
When you hit with an attack that has Advantage, you may forego dealing damage to disarm one of the target's weapons or remove something it is holding in its hands, knocking the weapon or item into a space up to (Guile) meters away or into your own possession if you have a free hand.
When you hit with an attack that has Advantage, you may forego dealing damage to disarm one of the target's weapons or remove something it is holding in its hands, knocking the weapon or item into a space up to (Guile) meters away or into your own possession if you have a free hand.
Evasive Maneuvers
The first Defense or Save you make each round has Advantage.
The first Defense or Save you make each round has Advantage.
Marksmanship
If at least two allies are flanking an enemy, you may consider yourself to be flanking that enemy as well, provided you are at least 5 meters away from the enemy in question.
If at least two allies are flanking an enemy, you may consider yourself to be flanking that enemy as well, provided you are at least 5 meters away from the enemy in question.
Medic
Every time an ally rolls or spends a Resolve dice in your presence, they recover (Guile) HP.
Every time an ally rolls or spends a Resolve dice in your presence, they recover (Guile) HP.
Moxie
Increase yourr total HP by (current Level x 2). Whenever you gain more Hit Points upon leveling up, you can re-roll up to (Guile) dice and take the result of your choosing.
Increase yourr total HP by (current Level x 2). Whenever you gain more Hit Points upon leveling up, you can re-roll up to (Guile) dice and take the result of your choosing.
Observation
Any time you meet a new character, you may ask the GM up to (Guile) questions about them which will be answered truthfully based solely on what you can currently observe about them using your available senses.
Any time you meet a new character, you may ask the GM up to (Guile) questions about them which will be answered truthfully based solely on what you can currently observe about them using your available senses.
Quickpick
(Guile) times per day, you may automatically bypass any non-magical lock or disarm any mundane trap as a Half Action.
(Guile) times per day, you may automatically bypass any non-magical lock or disarm any mundane trap as a Half Action.
Vexation
Creatures Fixated on you who do not end their turn adjacent to you suffer a -(Guile) penalty to all Attacks, Defenses, and Saves until the end of their next turn.
Creatures Fixated on you who do not end their turn adjacent to you suffer a -(Guile) penalty to all Attacks, Defenses, and Saves until the end of their next turn.