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Archetypes & Pathways

The Adept

The Adept is sly, cunning, and quick in both body and wit. They thrive on instinct, precision, and adaptability, always staying one step ahead and striking where their enemies are weakest. Whether through stealth, speed, or silvered words, an Adept excels at finding the opening others miss. To face one is to fight someone who is already thinking three steps ahead.

  • A. [M1] One-Handed Weapon (1), [M1] Throwing Weapon (1), Medium Armour (2)
  • B. [M1] Bow (2), Traps (2), Knife (1), Cloak (1)
  • C. [M1] Knife (1), Spyglass (1), Map (0), Coat (1)
  • D. [M1] Dagger (1), Lockpicks (1), Sling (1), Mask (1)

Level 1 Abilities

Trouble Sense: Gain +1 Outcome to Throws made with {Awareness} while in locations you are familiar with. Once per Scene, while not in combat, you may detect any nearby traps.

Swift Recovery: Gain +1 Outcome to Throws made with {Exert} when restisting consequences. Once per Scene, when you are knocked down, grabbed, or thrown off balance, you may immediately recover your footing or position.

Friendly Face: Gain +1 Outcome to Throws made with {Decieve} made against a creature you've just met. Once per Long Rest, when someone believes your lie, disguise, bluff, or false identity, one ally who acts on that deception gains +1 Outcome.

No Closed Door: Gain +1 Outcome to Throws made with {Sneak} when unseen. So long as you have Lockpicks (1), you can unlock any non-magically locked item or door without a throw.

Familiar Face: Gain +1 Outcome to Throws made with {Sway} against a creature you have met before. Once per Long Rest, when appealing to your shared history with someone, you may have them grant you a reasonable favour without a Throw.

Level 5 Abilities

Fan of Knives: When attacking an enemy with a concealed weapon or from a hidden position, Gain +2 Outcome to that Throw. No matter how many times you throw a knife, dart, needle, or other small thrown weapon, you always seem to have (1) more on your person.

Eagle Eye: Once per Long Rest, you can make a ranged attack over an incredible distance that you would not reasonably be able to do otherwise. Once per Scene, when you make a ranged attack, you may also strike, cut, knock, pin, sever, or dislodge a nearby object as part of the same Throw.

Ghost in the Room: Once per Scene, while there is cover, darkness, a crowd, smoke, you may vanish from notice. Until you act openly, ordinary enemies cannot target, follow, or identify you.

Borrowed Face: Once per Scene, after watching or speaking with someone for a few moments, you may convincingly pass as their associate, servant, messenger, guard, agent, or guest for the rest of the Scene.

Level 10 Abilities

Swords Champion: Gain Focus in one of the following: {Awareness} — {Exert} — {Decieve} — {Sneak} — {Sway}. Increase Swords attribute by +1. (This bonus can go above the attribute cap of 3)

Master of the Scenes: While in combat gain an additional Scene Action.

Perfect Parry: Whenever you attempt to Resist a Consequence, if the Outcome is 4 or higher, treat the result as a PERFECT PARRY, suffer no consequence and gain +2 to the Outcome of your next Throw. If the Consequence is Harm caused by an enemy, that enemy receives the Harm instead at 1 Level higher. Whenever you gain Grit, gain an additional Grit.

Level 1 Words of Power

Balance, Sense, Climb, Slip, Cut, Step, Dash, Strike, Dodge, Track, Feint, Hide, Leap, Mark, Poison

Level 5 Words of Power

Ambush, Counter, Disarm, Evade, Exploit, Misdirect, Shadow, Stun, Trap, Weak

Level 10 Words of Power

Cull, Eviscerate, Ghost, Perfect, Vanish