Advanced Moves
When you gain a level from 2–5, choose from these moves.
Cheap Shot
When using a precise or hand weapon, your backstab deals an extra +1d6 damage.
Cautious
When you use trap expert you always get +1 hold, even on a 6-.
Wealth and Taste
When you make a show of flashing around your most valuable possession, choose someone present. They will do anything they can to obtain your item or one like it.
Shoot First
You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
Poison Master
After you’ve used a poison once it’s no longer dangerous for you to use.
Envenom
You can apply even complex poisons with a pinprick. When you apply a poison that’s not dangerous for you to use to your weapon it’s touch instead of applied.
Brewer
When you have time to gather materials and a safe place to brew you can create three doses of any one poison you’ve used before.
Underdog
When you’re outnumbered, you have +1 armor.
Connections
When you put out word to the criminal underbelly about something you want or need, roll+CHA. On a 10+, someone has it, just for you. On a 7–9, you’ll have to settle for something close or it comes with strings attached, your call.
When you gain a level from 6–10, choose from these moves or the level 2–5 moves.
Dirty Fighter
Replaces: Cheap Shot
When using a precise or hand weapon, your backstab deals an extra +1d8 damage and all other attacks deal +1d4 damage.
Extremely Cautious
Replaces: Cautious
When you use trap expert you always get +1 hold, even on a 6-. On a 12+ you get 3 hold and the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage.
Alchemist
Replaces: Brewer
When you have you have time to gather materials and a safe place to brew you can create three doses of any poison you’ve used before. Alternately you can describe the effects of a poison you’d like to create. The GM will tell you that you can create it, but with one or more caveats:
- It will only work under specific circumstances
- The best you can manage is a weaker version
- It’ll take a while to take effect
- It’ll have obvious side effects
Serious Underdog
Replaces: Underdog
You have +1 armor. When you’re outnumbered, you have +2 armor instead.
Evasion
When you defy danger on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.
Strong Arm, True Aim
You can throw any melee weapon, using it to volley. A thrown melee weapon is gone; you can never choose to reduce ammo on a 7–9.
Escape Route
When you’re in too deep and need a way out, name your escape route and roll+DEX. On a 10+ you’re gone. On a 7–9 you can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what.
Disguise
When you have time and materials you can create a disguise that will fool anyone into thinking you’re another creature of about the same size and shape. Your actions can give you away but your appearance won’t.
Heist
When you take time to make a plan to steal something, name the thing you want to steal and ask the GM these questions. When acting on the answers you and your allies take +1 forward.
- Who will notice it’s missing?
- What’s its most powerful defense?
- Who will come after it?
- Who else wants it?