Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.
Your initiative task is eased. You pay the cost each time the ability is used.
You can attempt to goad a target into a belligerent—and probably foolish—reaction that requires the target to try to close the distance between you and attempt to physically strike you on its next turn. They attempt this action even if this would cause them to break formation or to give up cover or a tactically superior position. Whether the target strikes you or fails to do so, they come to their senses immediately afterward, after which further tasks attempting to goad the target again are hindered
Action to initiate.
You can perform small but seemingly impossible tricks. For example, you can make a small object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone believe that they have something in their possession that they do not have (or vice versa). You can switch similar objects right in front of someone’s eyes.
You have an asset on any attack roll you make against a creature that has already been attacked at some point during the round and is within immediate range.
You are trained in your choice of two of the following skills: disguise, deception, lockpicking, pickpocketing, seeing through deception, sleight of hand, or stealth. You can choose this ability multiple times, but you must select different skills each time.
You can wriggle free from bindings or squeeze through a tight spot. You are trained in escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may use this action only to move.
You use trickery to find an opening in your foe's defenses. If you succeed on a Speed roll against one creature within immediate range, your next attack against that creature before the end of the next round is eased.
After your action on your turn, you move up to a short distance or get behind or beneath cover within immediate range.
You are never surprised by an attack.
If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset on the attack. On a successful hit, you inflict 2 additional points of damage.
You step into shadows or behind cover, and everyone who was observing you completely loses track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the shadows or from behind cover (or by making an attack).
If you successfully attack a creature that was previously unaware of your presence, you deal 3 additional points of damage.
Each day, choose two different numbers from 2 to 16. One number is your lucky number, and the other is your unlucky number. Whenever you make a roll that day and get a number matching your lucky number, your next task is eased. Whenever you make a roll that day and get a number matching your unlucky number, your next task is hindered.
Life's trials have toughened you and made you hard to read. You are trained in any task to resist another creature's attempt to discern your true feelings, beliefs, or plans. You are likewise trained in resisting torture, telepathic intrusion, and mind control.
When an opponent misses you, you can redirect their attack to another target (a creature or object) of your choosing that's within immediate range of you. Make an unmodified attack roll against the new target (do not use any of your or the opponent's modifiers to the attack roll, but you can apply Effort for accuracy). If the attack hits, the target takes damage from your opponent's attack.
You can move a short distance and make a melee attack that inflicts 2 additional points of damage.
If you succeed on a Speed defense roll to resist an attack, you gain anAction. You can use the action immediately even if you have already taken a turn in the round. You don't take an action during the next round, unless you apply a level of Effort when you use Seize the Moment.
When you attack a creature that has not yet acted during the first round of combat, your attack is eased.
You make an attack to deliver a painful or debilitating strike. The attack is hindered. If it hits, the creature takes 2 additional points of damage at the end of the next round, and its attacks are hindered until the end of the next round.
When you make a Speed defense roll, you can use your Intellect in place of your Speed.
While you are conscious and able to use an action, you cannot be surprised. In addition, you are trained in initiative actions.
When you use an action to move, Speed defense rolls are eased until the end of your next turn.
If you successfully attack a creature that was previously unaware of your presence, you deal 9 additional points of damage.
You transform your body to become someone else. You can change any physical characteristic you wish, including coloration, height, weight, gender, and distinguishing markings. You can also change the appearance of whatever you are wearing or carrying. Your stats, as well as the stats of your items, do not change. You remain in this form for up to a day or until you use an action to resume your normal appearance
Action to initiate.
If you succeed at a Speed defense task against a melee attack, you can make an immediate melee attack against your foe. You can use this ability only once per round.
When you roll for a task and succeed, roll again. If the second number rolled is higher than the first, you get a minor effect. If you roll the same number again, you get a major effect. If you have Uncanny Luck from another source or a similar ability, it's your choice (no roll required) whether you get a minor effect, a major effect, or a free activation of one of your tier 1–3 focus abilities.
Even if you can do something well, you've learned that you can always do it even better. Whenever you have an asset for a roll, you ease the task by one additional step.
Luck is not the chaotic ocean of random chance most people believe it to be. If you fail on a task (including an attack roll or a defense roll), you can change the die result to a natural 20. That still might not be enough to succeed if the difficulty is higher than 6. Once you use this ability, it is not available again until after you make a ten-hour recovery roll. (Thief's Luck doesn't work if you roll a natural 1 for an attempted task, unless you also have and use the ability Wrest From Chance.)
Experience has taught you a lot, including that sometimes luck is something that you have to make for yourself. When you roll a 1, you can reroll. You must use the new result, even if it's another 1.
Whenever you succeed on a Speed defense roll, you can immediately move up to a short distance. You cannot use this ability more than once in a given round.