Careers & Skills

Table of contents
  1. Careers & Skills
    1. Common Knowledge
    2. How Skills Work
    3. Available Careers
    4. List of Careers
      1. Assassin
      2. Blacksmith
      3. Destitute
      4. Farmer
      5. Gladiator
      6. Hunter
      7. Magic-User
      8. Mercenary
      9. Merchant
      10. Minstrel
      11. Noble
      12. Priest
      13. Sailor
      14. Scribe
      15. Soldier
      16. Thief
      17. Wanderer
    5. Skills
      1. Allies & Morale
      2. Combat
      3. Esoteric & Arcane
      4. Exploration
      5. Knowledge
      6. Socializing
      7. Tricks & Subterfuge

At Character Creation, players choose up to four previous careers. Choosing a career means a character spent at least some time in this capacity. Maybe it was their actual job, maybe a side gig, maybe a personal interest. A career can be chosen multiple times. Every time a career is chosen, choose a single skill from this career and add it to the character.

Example 1: Fiction to Career to Skills

Halsted wants to play a Noble turned Destitute turned Mercenary. He decides to pick Noble twice. He can now pick 2 Noble skills, 1 Destitute skill, and 1 Mercenary skill. He chooses to be a Provocateur Socialite (both Noble skills) with Friends in Low Places (Destitute) who has quite a bit of Bloodlust (Mercenary Skill).

Example 2: Skills to Career to Fiction

Jace wants to play as a paladin-type character. He picks Devotion (Priest) twice, Inspiring (Soldier), and Brutal Blows (Mercenary). With the prompts of Priest, Soldier, Mercenary, he builds a story about being a soldier, being dishonorably discharged, then spending time as a mercenary before converting to faith to repent for his sins, as a priest.

Career & Skill Selector

Common Knowledge

Each career has common knowledge. This means that players can ask questions to the Warden about what their character would know. For example, a mercenary may ask, “What is the weak point in the enemy fortification?” The answer could be, “The second-floor windows are a structural weak spot; you reckon proper leverage would do the trick.” This can start an effort to acquire said leverage and reach the second floor. The answer is not a magic solution to the problem.

Note that Common Knowledge is about prompts and is not a substitute for Time, Gear, and Skill. A thief might ask, “What would be the best way to obtain the key to the tower off the warden?” The Warden might respond with, “You figure that pickpocketing it off of him during the Sunday market would be a good approach.” This still requires the thief to be skilled in pickpocketing and have, say, a sharp purse-cutting knife to pull off the theft.

How Skills Work

Some skills are specifically bound to certain situations or are used exclusively in combat. For the skills that are more broad, such as social or knowledge skills, note that skills work in tandem with the Time, Gear, Skill framework. Having a skill might provide an edge and remove the need for a roll, but not having the skill does not prohibit any specific actions. Picking a skill does mean the character is outstanding in that aspect.

Grun is a former Thief (Career choice) from the city of Strov. When trying to locate the black market of Strov, Anna, who is playing Grun, can invoke the Thief background here: It is logical to assume that Grun has connections there. The difference from the Friends in Low Places skill is that the skill would help in every city ever. You could still argue that the Thief background would still help with that, and I probably wouldn’t rule against it. Roll with players who utilize their background, careers and skills, and keep the game going.

Available Careers

The careers written here (and the associated skills) should fit most fantasy settings. Consider making your own to fit your setting; perhaps you do not have soldiers and mercenaries, but knights (who are part noblemen) and bandits (who have access to more dirty tricks).

List of Careers

Assassin

Blades-for-hire—perhaps agents in the service of the king—spies and assassins make killing and stealing discreetly a way of life.

Common knowledge: You are an expert at dealing death.

  • “What improvised weapons are available in this room?”
  • “How can I make this murder look like an accident?”
  • “What is the ideal position to take this long-range shot from?”

Skills:

  • Combat: Piercing Proficiency, Quick Draw, Savage Strikes, Tunnel Vision
  • Tricks & Subterfuge: Escape Artist, Master of Disguise, Poison Resistance, Poisoner, Stashcraft, Surveillance

Trinket (d4): 1. Blood-stained coin 2. Vial with greenish liquid 3. Scrap of paper with a partial name 4. A lock of hair, perfume-scented

Blacksmith

Skilled at melting, bending, shaping, and fixing metal objects, blacksmiths make weapons, armor, and repairs.

Common knowledge: You know all about crafting iron into weapons and armor.

  • “What weapon would be best to hunt a dragon with?”
  • “How could I improve this suit of armor even more?”
  • “How many swords are those bandits likely to have?”

Skills:

  • Combat: Armor Expert, Bludgeoning Proficiency, Firm Grip, Protect, Savage Strikes
  • Knowledge: Crafty, Lumberjack
  • Socializing: Market Access

Trinket (d4): 1. Small, iron horseshoe pendant 2. Piece of charred wood 3. Rusted nail with intricate design 4. Blackened anvil fragment

Destitute

Those destitute are beggars, vagrants, or tramps, aimlessly wandering from place to place. They may do casual work here and there, they may sell a few small trinkets that they carry about in their backpacks, or they may have to beg for a few coins when times are really hard. Some even turn their hands to dishonest pursuits.

Common knowledge: No one knows the streets as you do.

  • “Where could I hire a pickpocket?”
  • “How can I gain more gossip concerning the noble?”
  • “What would be the best time to steal an apple from that market stall?”

Skills:

  • Combat: Alert, Fancy Footwork
  • Socializing: Friends in Low Places, Haggler
  • Tricks & Subterfuge: Lockpicker, Master of Disguise, Pickpocket, Pocket Change, Stashcraft, Subtle, Surveillance
  • Exploration: Scavenger, Sleuth

Trinket (d4): 1. Tattered, fingerless glove 2. Broken wooden begging bowl 3. Worn-out piece of blanket with patches 4. Coin with a hole in the middle, worn as a necklace

Farmer

Farmers live outside the city, but often within half a day’s travel, so that they are able to get their produce to the city to feed the populace. They are simple people, yet their resilience and knowledge of the land can come in handy.

Common knowledge: You are knowledgeable about plants, animals, crafting, and cooking.

  • “What’s the best way to prepare this food?”
  • “How could I get this horse to calm down?”
  • “Which plant could heal this rare injury?”

Skills:

  • Allies & Morale: Animal Attuned, Animal Companion
  • Knowledge: Cook, Crafty, Herbalist, Lumberjack
  • Exploration: Mount Mastery, Survival Expert
  • Tricks & Subterfuge: Poison Resistance

Trinket (d4): 1. Dried wheat stalk tied with red ribbon 2. Small, carved wooden cow 3. Handful of dried seeds in pouch 4. Weathered piece of scarecrow’s hat

Gladiator

Gladiators are specialists in individual combat and are primarily motivated by glory. Some gladiators are better described as duelists — hired by nobles and companies to settle disputes in an honorable yet violent manner.

Common knowledge: You’re good at fighting and know a lot about it — even though you’re probably a bit of a show-off.

  • “How could I intimidate this big crowd of enemies?”
  • “What is the best weapon for this situation?”
  • “What would be the easiest way to earn some coin in this city, given my skillset?”

Skills:

  • Combat: Bloodlust, Brutal Blows, Defensive Posture, Hard to Kill, Merciless, Piercing Proficiency, Showfighter, Slashing Proficiency, Tunnel Vision
  • Allies & Morale: Impressive Skills, Provocateur
  • Socializing: Friends in High Places

Trinket (d4): 1. Small, broken piece of an old helmet 2. Vial of sand from an arena 3. Torn piece of a rival’s cloak 4. Crude drawing of a lion

Hunter

The hunter is a master of tracking prey through the wilderness and the wastelands. Once hunters locate their target, they’ll use stealth, traps, and expert bowmanship to bring it down. They are at home in the wild and can survive there for long periods, returning to more civilized areas only when they have furs and hides to sell or when they require the company of their fellow men.

Common knowledge: You know about beasts, their behaviors, and prey.

  • “What killed this livestock?”
  • “What creature passed here?”
  • “How could I best draw out this monster?”

Skills:

  • Allies & Morale: Animal Attuned
  • Combat: Crippling Shot, Piercing Proficiency
  • Esoteric & Arcane: Heightened Senses, Night Sight, Sensitive Nose
  • Knowledge: Cook, Herbalist, Lumberjack
  • Exploration: Mount Mastery, Scout, Skilled Climber, Survival Expert, Tailshaker, Tracker, Trap Master
  • Tricks & Subterfuge: Poison Resistance, Poisoner

Trinket (d4): 1. Claw from a wild beast 2. Bundle of animal sinew 3. Chipped flint arrowhead 4. Tuft of fur from a legendary creature

Magic-User

Magic-Users studied the arcane, made a dreadful pact, or have something special coursing through their veins; no matter the cause, they are capable of casting magic. Depending on their choices and the perceptions of others, they might be called a wizard, witch, a sorcerer, warlock, a cultist, or spellslinger.

Common knowledge: You know all about the arcane.

  • “Where might I learn more about this type of magic?”
  • “How could I stop this profane ritual?”
  • “What would it take to master such powers?”

Skills:

  • Allies & Morale: Companion
  • Esoteric & Arcane: Elemental, Gifted, Heightened Senses, Magic-Sense, Night Sight, Third Eye
  • Knowledge: Loremaster

Trinket (d4): 1. Shard of a broken crystal ball 2. Page from an old spellbook 3. Dried bat wing 4. Small vial of glowing liquid

Mercenary

These warriors work for anyone who will pay for their services and are primarily motivated by personal gain. Some form themselves into companies under a strong leader, and others travel individually or in small bands to seek employment. Often these mercenary groups turn to banditry when not gainfully employed.

Common knowledge: You are skilled at violence and intimidation.

  • “How can I intimidate this goon?”
  • “How would the enemy ambush the VIP I’m hired to protect?”
  • “What is the weak point in the enemy fortification?”

Skills:

  • Combat: Alert, Bloodlust, Bludgeoning Proficiency, Brawler, Brutal Blows, Hard to Kill, Merciless, Momentum Master, Piercing Proficiency, Savage Strikes, Slashing Proficiency
  • Allies & Morale: Commander

Trinket (d4): 1. Dented piece of armor 2. Dog tag from a fallen comrade 3. Blood-stained contract 4. Foreign coin with strange markings

Merchant

Merchants are not shopkeepers. They are wide-traveled adventurers who seek new and exotic goods to sell, from faraway places. As such, merchant characters pick up a range of useful skills like trading, appraisal, obtaining rare or unusual goods, persuasion, city lore, knowledge of distant places, and guild membership.

Common knowledge: You know about trade: routes, profit, and demand.

  • “What is the most valuable item here?”
  • “Who looks the most gullible?”
  • “What would be the best time of year to buy fish in the Bay of Sorrow?”

Skills:

  • Allies & Morale: Companion, Mediator
  • Knowledge: Appraiser, Bureaucrat
  • Socializing: Carouser, Friends in High Places, Haggler, Market Access, Smooth Talker, Socialite
  • Exploration: Scout, Sleuth

Trinket (d4): 1. Small scale for weighing goods 2. Foreign coin 3. Piece of exotic fabric 4. Broken seal from an important letter

Minstrel

Minstrels wander the world, sharing songs, stories, and music. Their words can liven up any tavern — or inspire some to do great deeds.

Common knowledge: You know a lot of folkloric history, and the impact those stories can have.

  • “What kind of story would this crowd enjoy?”
  • “Do I know any songs about this region?”
  • “How could I inspire this downtrodden crowd into action?”

Skills:

  • Allies & Morale: Impressive Skills, Inspiring, Mediator, Provocateur, Rousing Words, Singer
  • Combat: Defensive Posture
  • Socializing: Carouser, Smooth Talker, Socialite
  • Tricks & Subterfuge: Master of Disguise, Opportunist, Pocket Change
  • Exploration: Sleuth

Trinket (d4): 1. Broken lute string 2. Feather from a jester’s hat 3. Scrap of a famous song’s lyrics 4. Worn-out dance slipper

Noble

Whether obtained by violence, birthright, or social standing, you held a position of some power over the common folk.

Common knowledge: You know about etiquette and matters of court.

  • “Do I know of any allied nobles in this region?”
  • “How could I arrange a meeting with Lord Hubert?”
  • “How could I bluff my way past these guards?”

Skills:

  • Allies & Morale: Commander, Companion, Impressive Skills, Inspiring, Provocateur
  • Combat: Defensive Posture, Mounted Warrior
  • Knowledge: Bureaucrat, Learned
  • Socializing: Carouser, Friends in High Places, Smooth Talker, Socialite

Trinket (d4): 1. Signet ring with a missing gem 2. Small portrait of a loved one 3. Piece of an old family banner 4. Tarnished golden button

Priest

Priests have devoted their lives to something higher, be it a god, demon, a concept (”chaos”), or even nature itself.

Common knowledge: You know about your topic of devotion and the rules by which to live.

  • “Would Akhad approve of this?”
  • “Where would I find followers of Akhad in this city?”
  • “What would be the best way to worship Akhad here?”

Skills:

  • Allies & Morale: Mediator
  • Combat: Bludgeoning Proficiency, True Strikes
  • Esoteric & Arcane: Devotion, Lay On Hands, Sensitive Nose, Third Eye, Words of Grace
  • Knowledge: Healer, Learned, Librarian, Loremaster

Trinket (d4): 1. Worn prayer bead 2. Small vial of holy water 3. Fragment of a sacred text 4. Piece of a relic

Sailor

You once called the rivers, lakes, and seas of this realm your home. You are used to the boredom, hard work, and sudden peril of life aboard a ship.

Common knowledge: You know about the seas, ships, and how to sail them.

  • “How can we best cross the Gulf of Despair?”
  • “How many would it take to crew this galleon?”
  • “Where could I find a ship and crew?”

Skills:

  • Allies & Morale: Singer
  • Combat: Brawler, Fancy Footwork
  • Exploration: Acrobat, Sea Legs, Skilled Climber
  • Socializing: Friends in Low Places
  • Tricks & Subterfuge: Opportunist

Trinket (d4): 1. Weathered compass 2. Piece of driftwood shaped like a boat 3. Tattered map corner 4. Seashell necklace

Scribe

Research and teachers, scribes are well-educated and knowledgeable about various subjects. They can be cartographers, astronomers, historians, archeologists, philosophers, mathematicians, and linguists.

Common knowledge: You know a lot about your given topic.

  • “Who is the foremost expert on [topic]?”
  • “What does my knowledge of [topic] tell me about this situation?”
  • “Where can I learn more about [topic] in this city?”

Skills:

  • Esoteric & Arcane: Third Eye
  • Knowledge: Bureaucrat, Learned, Librarian, Loremaster
  • Tricks & Subterfuge: Counterfeiter

Trinket (d4): 1. Quill with a broken tip 2. Half-used inkwell 3. Piece of parchment with a mysterious symbol 4. Wax seal stamp

Soldier

You’re not driven by glory (you’re not a gladiator) or gold (you’re not a mercenary); you’re driven by some sense of duty, to king, lord, village, or order.

Common knowledge: You know about military life, combat, and patrolling.

  • “How many guards would this keep have?”
  • “How would I patrol this region?”
  • “How could I best prepare this village for a siege?”

Skills:

  • Allies & Morale: Commander, Inspiring, Singer
  • Combat: Armor Expert, Firm Grip, Hard to Kill, Mounted Warrior, Piercing Proficiency, Protect, Slashing Proficiency, Trooper
  • Exploration: Mount Mastery
  • Knowledge: Healer

Trinket (d4): 1. Medal with a faded inscription 2. Broken arrow 3. Piece of a battle-worn flag 4. Last will and testament

Thief

Be it as a pickpocket, charlatan, con man, footpad, or fraudster: you made ends meet by being on the other side of the law.

Common knowledge: You know about heists, valuables, and breaking and entering.

  • “How could I enter the temple unseen?”
  • “Would there be anything valuable to steal here?”
  • “How could I best obtain the key to the tower?”

Skills:

  • Combat: Alert
  • Esoteric & Arcane: Night Sight
  • Exploration: Acrobat, Skilled Climber, Tailshaker, Trap Master
  • Socializing: Friends in Low Places, Haggler, Market Access
  • Tricks & Subterfuge: Escape Artist, Lockpicker, Opportunist, Pickpocket, Stashcraft, Subtle, Surveillance

Trinket (d4): 1. Lockpick with a twisted end 2. Small sack of counterfeit coins 3. Black mask with a tear 4. Stolen ring with an unknown crest

Wanderer

Wanderers have witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction.

Common knowledge: You know about the great wide open, both its natural and supernatural sides.

  • “What would be the safest and easiest path through the Forest of Weeping Oaks?”
  • “How many days would it take us to get there?”
  • “What would I need to prepare for a trek to Gallows Peak?”

Skills:

  • Allies & Morale: Animal Attuned, Animal Companion, Singer
  • Combat: Fancy Footwork, Quick Draw
  • Esoteric & Arcane: Heightened Senses, Magic-Sense, Sensitive Nose
  • Exploration: Scout, Spelunker, Survival Expert, Tailshaker, Tracker, Well-Traveled
  • Knowledge: Cook, Herbalist
  • Tricks & Subterfuge: Escape Artist, Poison Resistance, Poisoner, Subtle

Trinket (d4): 1. Smooth, well-traveled stone 2. Piece of an old, torn map 3. Collection of foreign coins 4. Feather from a distant land

Skills

Skills are grouped in a few broad categories, to help with navigation and selection. All these skills should be seen as suggestions. Together, they make for a pretty extensive list that covers most fantasy archetypes and tropes, but if a player has an idea for a custom skill, this list can serve as inspiration for the power and scope of custom skills.

Allies & Morale

Name Description
Animal Attuned You are good with animals: +1 on reaction rolls with animals & beasts.
Animal Companion You have a faithful pet: 2d6 for stats, 3 HP, d6 attack.
Commander Once per combat, issue a single command to an ally to enhance their next attack, or to heal them for 1d6 HP.
Companion You have an assistant, bodyguard, or errand boy. Roll 3d6 for stats, 3 HP.
Impressive Skills After winning an impressive victory, by defeating a tough foe for instance, you may call for onlookers to either reroll their Reaction Rolls with a +2 bonus, or their Morale Rolls with a -2 penalty.
Inspiring Allies automatically pass morale saves.
Mediator +1 on reaction rolls for those you share a language with.
Provocateur Whether through boasting or appealing to a sense of honor, you know how to goad someone into a duel. You can force those who understand you to make a WIL Save. If they fail, they’ll be compelled to duel you.
Rousing Words Once per day, you can rouse your allies into dealing more damage on their turn. They roll double their damage dice and pick the highest result when they attack.
Singer You know how to sing stimulating songs, inspiring those around you.

Combat

Name Description
Alert You are rarely surprised. You lower the party’s odds of being surprised (barring external factors, such as lack of light) and automatically succeed any DEX Saves required to determine who goes first in the first round of combat.
Armor Expert Any armor you wear loses the Bulky tag.
Bloodlust Killing or Critically Damaging an enemy gains you 1d3 HP.
Bludgeoning Proficiency You have Damage Type Proficiency with bludgeoning weapons.
Brawler Your unarmed strikes do d6 damage.
Brutal Blows When you deal 10 or more damage in a single attack, the target’s attacks are impaired in the next round.
Crippling Shot You know how to hit to maim. When you make a ranged attack and your damage roll is more than half than the size of your damage die, the enemy’s next attack is impaired, and they are unable to move.
Defensive Posture You know how to wield Fast or Balanced weapons in a defensive manner and gain +1 Armor when not using a shield or weapon in your other hand.
Fancy Footwork Being unarmored gives you 1 Armor.
Firm Grip You can never be disarmed as long as you’re conscious.
Hard to Kill Once per day, reroll your Save for Critical Damage in case of failure.
Merciless When you inflict Critical Damage, you do so brutally. This immediately triggers a Morale Save by enemies.
Momentum Master When you kill or Critically Damage an enemy, you can attack again.
Mounted Warrior When you are mounted, attacks against unmounted targets are enhanced.
Patient Strike If a DEX Save would be made against an opponent to see who goes first, you can choose to fail instead of rolling. Your attack is then enhanced.
Piercing Proficiency You have Damage Type Proficiency with piercing weapons.
Protect If allies are in the same melee as you, you can give up your action to draw all attacks to yourself instead. Declare this at the start of a round.
Quick Draw When using the specific weapon you trained this skill with, you automatically succeed DEX Saves when determining who strikes first.
Rage In combat, you can choose to enter a furious rage, making any damage you deal and take enhanced. To calm down, you must pass a WIL Save, which you can make once per round.
Savage Strikes Make an enhanced attack at the cost of 1 Fatigue.
Showfighter You have +1 armor and STR 18 if you have a large audience.
Slashing Proficiency You have Damage Type Proficiency with slashing weapons.
Snake’s Parry When performing a Parry and rolling equal damage to your opponent, you win the parry.
Throwing Master When throwing Fast or Balanced weapons that are somewhat aerodynamic, roll two damage dice, and pick the highest result. If one of the dice shows a 1, the weapon is broken or lost.
Trooper +1 damage when outnumbering an enemy in melee.
True Strikes For 1d4 WIL damage per attack, you can perform unarmed strikes that do 1d8 damage, ignore Armor, and can strike ghosts.
Tunnel Vision Once per day, when in combat, choose one humanoid opponent. Your attacks against them are enhanced, and their attacks against you are impaired. All other sources of damage against you are enhanced.
Wind’s Wrath After performing a Dodge, your next attack against the attacking opponent is enhanced, but only if you attack this foe at the first possible opportunity.

Esoteric & Arcane

Name Description
Devotion You gain +1 Faith Die, up to a total of 4.
Elemental Choose an element, such as Fire or Ice. You always have 3 Armor against magical damage of that element.
Gifted You gain +1 Magic Dice, to a maximum of 4.
Heightened Senses You get a “weird feeling” when there’s a secret passage close to you.
Lay On Hands Once per day, cure someone of a disease or poison, or heal 1d6 STR.
Magic-Sense You can tell when arcane energies are at work and where.
Night Sight Your eyes are well-attuned to the dark.
Sensitive Nose You can smell Undead or Evil creatures nearby.
Third Eye You cannot be fooled by magical illusions.
Words of Grace Heal 1d6 to any ability, but become Deprived until you rest.

Exploration

Name Description
Acrobat You have a near-supernatural sense of balance.
Mount Mastery You can always keep any mount you’re riding calm and under control.
Scavenger You’re skilled at gaining useful resources from places where others might find none.
Scout You know how to travel fast, efficiently, and unseen.
Sea Legs You can man and repair small vessels on your own and are a valuable addition to any crew.
Skilled Climber You can climb near-impossible sheer surfaces.
Sleuth You are skilled at urban tracking, finding people in towns and cities.
Spelunker You are skilled at subterranean navigation, survival, and traversal.
Survival Expert You know how to live off the land.
Tailshaker You’re skilled at covering your tracks.
Tracker You know how to track nearly any quarry through the wilds.
Trap Master You are skilled at setting and disabling traps.
Well-Traveled You know the lay of the land in a specific region and know the way to any major settlements and points of interest. You have a 4-in-6 chance to know the location of minor settlements and landmarks and a 2-in-6 chance to know of obscure locations. (What qualifies as lesser-known and obscure is up to the Warden’s discretion.)

Knowledge

Name Description
Appraiser You are skilled at figuring out the general worth of found treasure.
Bureaucrat You know the local laws and rules and how to bend them in your favor.
Cook You’re skilled at cooking and preparing food.
Crafty You know how to repair non-magical objects.
Healer You’re skilled at non-magical means of healing and knowledgeable about medicine and anatomy.
Herbalist You know which plants and herbs can heal or produce interesting effects.
Learned You’ve enjoyed a broad general education in a topic of choice, such as history, politics, biology, or philosophy.
Librarian You are skilled at obtaining information from libraries.
Loremaster If you don’t know a certain piece of knowledge, you know where to start searching.
Lumberjack You fell wooden objects with supremely efficient strikes.

Socializing

Name Description
Carouser You know your way around taverns and know how to gain information or make contacts.
Friends in High Places You know how to gain access to society’s upper crust.
Friends in Low Places You know how to gain access to society’s lower rungs.
Haggler You are a skilled salesperson. You buy items at a 10% discount and sell items for 10% more.
Market Access You know how to gain access to the full breadth of commerce in a location — legal and otherwise.
Smooth Talker You can convince others to do things for you, within reason.
Socialite You can invite yourself to most parties, ceremonies, or similar functions.

Tricks & Subterfuge

Name Description
Counterfeiter Given the right materials and a reference, you can create perfect copies of legal documents and the like.
Escape Artist You can wriggle free from any restraints, even when it seems impossible, such as from chains or a noose.
Lockpicker You are skilled at picking locks.
Master of Disguise You know how to acquire, apply, and utilize a disguise.
Opportunist During big chaotic distractions (possibly caused by you), attacks against you are Impaired.
Pickpocket You know how to cut a purse.
Pocket Change Be it through pity, sympathy, or entertaining passersby, you know how to make people part with their coin. After a day of roaming city streets, make a WIL Save. On a success, gain 1d10 gp; on a failure, 1d4 gp.
Poison Resistance Sheer exposure has made you resistant to poison.
Poisoner You know how to identify, treat, make, and administer dangerous poisons.
Stashcraft You are skilled at hiding small items on your body and can nearly always produce a dagger if needed.
Subtle You don’t stand out if you don’t want to. Enemies tend to give you a low priority if not outright ignore you.
Surveillance For each week you spend investigating/closely observing a local powerful person, institution, or structure, you learn one dirty secret about it.

Copyright © Lars Huijbregts. Block, Dodge, Parry is licensed under CC BY SA 4.0.