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

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

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

Rogue Paths

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

  • Daredevil — outmove danger. Cross difficult ground, escape pressure, and turn bold movement into opportunity. Daredevil Powers usually use Acrobatics.
  • Phantom — control what others perceive. Hide, reposition unseen, and unsettle enemies from concealment. Phantom Powers usually use Stealth.
  • Viper — work with precision. Inflict precise injuries, interfere with mechanisms, and control small objects at decisive moments. Viper Powers usually use Finesse.

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

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

Starting Kit (Character Creation)

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

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

Quick Starts

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

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

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


Path of the Daredevil

Tier 1 Daredevil Class Powers Feint & FlowUnpredictable MotionWallrunner 3 Powers

Feint & Flow

“You never know where I’ll land!”

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

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

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

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

Unpredictable Motion

“Try and keep up.”

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

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

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

Wallrunner

“Gravity is only a suggestion.”

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

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

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

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

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

Breakneck Vault

“See you on the other side.”

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

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

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

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

Corkscrew Takedown

“Your balance belongs to me.”

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

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

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

Cut It Close

“This is going to hurt.”

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

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

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

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

Borrowed Momentum

“Your momentum. My advantage.”

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

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

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

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

Redline Chain

“Faster. Harder. Don’t look down.”

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

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

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

When your next Activation starts, lose unspent points.

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

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

Sweep the Floor

“Mind the floor.”

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

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

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

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


Path of the Phantom

Tier 1 Phantom Class Powers False LeadGhostwalkerVanishing Strike 3 Powers

False Lead

“You saw exactly what I wanted you to see.”

Trigger: During your Activation, after the Edge Phase of a Stealth Skill Check to Hide, before comparing totals, choose one creature you can see who you are attempting to Hide from and declare False Lead.

Effect: Reroll up to your Stealth SL dice, even if already rerolled. New results replace the old. If you become hidden from that creature, place one plausible Decoy point up to 4m away per point of Success Margin against it. The Decoy becomes your last known position to that creature until it clearly perceives you or proves the Decoy false. It does not move you or force the creature to act.

Scene Modes: Story Mode: choose a plausible nearby position. Cinematic Mode: if the distance snaps to 0 Zones, place it elsewhere in your Zone.

Tags: Action · Stealth · Skill Check · Control · Reroll · Positioning

Ghostwalker

“Nothing but shadows.”

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

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

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

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

Vanishing Strike

“Only shadows remain where my steel drew blood.”

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

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

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

Tier 2 Phantom Class Powers Covert RecoveryFlickering EscapeShadow Execution 3 Powers

Covert Recovery

“You only found what I let you find.”

Trigger: During your Activation, after you succeed on a Stealth Skill Check to Hide while Boosting with at least 2 AD, you may declare Covert Recovery.

Effect: Gain Covert Points equal to the check’s final dots, up to your Stealth SL. Spend them as follows:

  • When a non-attack Action would reveal you through a sound, movement or other cue you could plausibly control, spend 1 Covert Point to mask that cue and remain hidden.
  • When an Observation Skill Check would find you while hidden, spend Covert Points equal to its Success Margin to prevent that discovery.

Lose remaining Covert Points when your next Activation starts. Gaining Covert Points again replaces any you already have.

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

Flickering Escape

“They seek, but I am already gone.”

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

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

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

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

Shadow Execution

“A single cut, perfectly placed.”

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

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

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

Tier 3 Phantom Class Powers Ghost RunPrepared BlindThe Waiting Blade 3 Powers

Ghost Run

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

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

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

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

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

Prepared Blind

“There’s always somewhere to disappear.”

Trigger: During your Activation, choose a nearby position whose existing terrain, shadows, clutter or materials you can physically arrange. Make a Routine Stealth Skill Check Boosted with at least 3 AD and declare Prepared Blind.

Effect: If you succeed, immediately finish preparing that position as a camouflaged blind and record the check’s final total. Until the blind is moved, damaged, exposed, or the Scene ends, up to your Stealth SL creatures that physically fit within it may use that total instead of making their own Hide check against observers relying on sight. Other senses, revealing cues and Actions resolve normally.

Prepared Blind creates no space, cover or materials that are not already present.

Tags: Action · Stealth · Skill Check · Camouflage · Concealment · Utility

The Waiting Blade

“The opening will come. I can wait.”

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

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

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

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

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


Path of the Viper

Tier 1 Viper Class Powers Busy HandsCascade TamperTendon Nick 3 Powers

Busy Hands

“I was doing that anyway.”

Trigger: When you declare a Finesse Action requiring a Skill Check during your Activation, choose up to 1 additional handling task per Boost AD. The Guide must confirm each ordinarily costs exactly 1 AD as a separate Minor Action, requires no roll, and only retrieves, stows, fastens, unfastens, hands over or loads a small object. Trivial handling and tasks included in the main Action do not count. You need available hands and unaided reach to every object and recipient. Declare their order and commit at least 1 Boost AD, then declare Busy Hands.

Effect: After resolving the check, succeed or fail, complete those tasks in order without further AD or separate Actions. This grants no attack, spell, item activation, damage, concealment or travel. Skip impossible tasks without replacements; unused tasks expire with this Action.

Tags: Action · Finesse · Skill Check · Boost · AD Pressure

Cascade Tamper

“None of those are going to work.”

Trigger: During your Activation, choose up to 1 device plus 1 per Boost AD. Each needs an identified, visible, exposed fastening or control within hand reach, manipulable with an empty hand or fine tool without bearing its load. Exclude disabled, worn, carried, held or actively operated devices. Every interference must require a Finesse check. Declare each manipulation and disabled function; the Guide establishes each target, failure consequence and ordinary correction procedure. Pay 1 Ready AD plus at least 1 Boost AD, then declare Cascade Tamper.

Effect: Make 1 Finesse Skill Check, comparing its unchanged final total independently with every target. Success disables that function until physically corrected; failure leaves the device unchanged and applies its declared consequence. Resolve outcomes together without one changing another, extra checks or payment per device, permanent damage or increased correction cost.

Tags: Action · Finesse · Skill Check · Boost

Tendon Nick

“Try holding that with the other hand.”

Trigger: Once during your Activation, when you initiate a Melee Exchange with a light Slashing or Piercing weapon, choose a visible, accessible, functioning hand or forelimb whose fine-control structures you can cut. Commit at least 1 Boost AD, limited by Finesse SL, and 1 proactive Finesse use, then declare Tendon Nick. No other Class Power of yours can apply to this Exchange.

Effect: If you win this Exchange and deal at least 1 Wound, physical Actions and Exchange Responses using that limb have Disadvantage until the target’s next Activation ends. Immediately after its next Refresh, the target may spend Ready AD equal to your Boost AD to end the penalty; partial payment is not spent. Losing the limb ends it, and any attacker’s later successful Tendon Nick replaces it.

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

Tier 2 Viper Class Powers Borrowed MomentCatch the CycleOpen the Artery 3 Powers

Borrowed Moment

“You weren’t using it.”

Trigger: During your Activation, before a Finesse Skill Check to take another creature’s small carried object, declare a nonmagical manipulation using it requiring 1 ordinary environmental Finesse Skill Check and any return to its exact original location. You need available hands and unaided reach throughout. The Guide confirms the manipulation’s ordinary cost and DR, no higher than your Boost AD. Pay 1 Ready AD plus at least 2 Boost AD, then declare Borrowed Moment.

Effect: If acquisition succeeds, take the object and immediately perform that manipulation, consuming ordinary non-AD resources, then the declared return if possible, without another check, AD, Action or Finesse use. This grants no travel, attack, spell, damage, other Skill or opposed manipulation. Failed acquisition grants neither step; failed prerequisites stop the sequence, leaving the object where the last completed step put it, without refund. Others can prevent return. It cannot trigger Borrowed Moment and expires with this Action.

Tags: Action · Finesse · Skill Check · Boost · AD Pressure

Catch the Cycle

“Go. I can hold it.”

Trigger: When a known nonmagical mechanism commits a cycle before output begins, its identified, visible catch or escapement must be exposed within hand reach, unheld by another, and arrestable with an empty hand or suitable fine tool without bearing its load. Exclude Combat Exchanges. Once per cycle, pay 1 Ready AD plus at least 2 Boost AD, then declare Catch the Cycle as a Reaction.

Effect: Make a Finesse Skill Check against the mechanical DR. Failure continues the cycle with its consequences. Success blocks output and new cycles while contact occupies your hand or tool, without further AD. Number your subsequent Activations from 1; arrest ends at the start of the Activation matching your Boost AD, or sooner upon release, contact loss, inability to act, or control breakage or bypass. Resume from that stage with original resources, without repayment or refund; impossibility ends without output.

Scene Modes: Without initiative, establish recurring Activations before declaration.

Tags: Reaction · Finesse · Skill Check · Boost · Positioning

Open the Artery

“You can chase me, or stop the bleeding.”

Trigger: Once during your Activation, when you initiate a Melee Exchange with a light Slashing or Piercing weapon, identify visible, accessible tissue you know your weapon can reach and make bleed. The target must be vulnerable to Affliction (Bleeding). Commit at least 2 Boost AD, limited by Finesse SL, and 1 proactive Finesse use, then declare Open the Artery. Your other Class Powers cannot apply to this Exchange.

Effect: If you win this Exchange and deal at least 1 Wound, apply Lingering Harm: Bleeding for 1 Affliction (Bleeding) Wound each round’s end, starting this round, for ticks equal to your Boost AD. Someone within reach, including the target, can end it with a successful Medicine Action at DR 0, a free hand and dressing or direct pressure. It ends at Scene end or Vitality 0 or lower. Your later successful application replaces yours; other attackers’ sources remain separate.

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

Tier 3 Viper Class Powers Empty HandTurn the MachineVital Severance 3 Powers

Empty Hand

“Looking for this?”

Trigger: When you perceive another creature commit AD to use a visible, nonmagical small object held in 1 hand, before any roll, consumption, release or effect, it must be essential, unattached, untethered, unenclosed and removable into your free hand within unaided reach. Exclude attacks, spells, Class Powers and Reactions. Once per use, pay 1 Ready AD plus at least 3 Boost AD, then declare Empty Hand as a Reaction.

Effect: Pause that use and make a Finesse Skill Check against the holder’s Finesse Readiness. After Edge, add your Boost AD to your final dots. Success takes the object and ends its use; committed AD stay spent, but unspent non-AD resources remain. Failure resumes that use with its original cost, target and object. If seizure becomes impossible, your AD remain spent and the use continues only if legal. This grants no object use or continuing restriction.

Tags: Reaction · Finesse · Skill Check · Control · Boost · AD Pressure

Turn the Machine

“Same machine. Different destination.”

Trigger: When a known nonmagical mechanism commits a cycle before output begins, its identified, visible selector must be exposed within hand reach and unheld by another. An empty hand or fine tool must select an existing alternative without stopping it or bearing its load. Exclude Combat Exchanges and cycles moving creatures. Name the alternative; the Guide establishes its procedure, mechanical DR and failure consequences. Once per cycle, pay 1 Ready AD plus at least 3 Boost AD, also meeting that DR, then declare Turn the Machine as a Reaction.

Effect: Make a Finesse Skill Check against that DR. Success selects the alternative; failure retains the original with its consequences. Immediately resolve that output through its existing procedure and protections, with original resources spent, without repayment or refund. An impossible output ends the cycle without output. Restore the selector afterward; this adds no energy, damage, targets or functions and controls no later cycle.

Tags: Reaction · Finesse · Skill Check · Boost · Positioning

Vital Severance

“That first cut showed me where.”

Trigger: Once during your Activation, when you initiate a Melee Exchange with a light Slashing or Piercing weapon, you must know and see an accessible vital opening it can reach. Earlier this Activation, you must have wounded this target with that weapon in a Melee Exchange you initiated; that Exchange and its triggered effects must have resolved. Commit at least 3 Boost AD, limited by Finesse SL, and 1 proactive Finesse use, then declare Vital Severance. Your other Class Powers cannot apply to this Exchange.

Effect: If you win this Exchange and normal Wound conversion produces at least 1 Wound, add half your Boost AD, rounded down, to its Wounds. These share the weapon’s harm type and can exceed the conversion ceiling. Apply the combined Wounds once, with normal Wound-side prevention; do not subtract Soak again.

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