The Rogue
This document provides suggestions and insights into how to translate the ideas
of the Rogue class from the source material into Pathfinder Fate Accelerated.
"Rogues excel at moving about unseen and catching foes unaware, and tend to avoid
head-to-head combat. Their varied skills and abilities allow them to be highly versatile.
Most excel in overcoming hindrances of all types, from unlocking doors and disarming
traps to outwitting hazards and conning dull-witted opponents.
Life is an endless adventure for those who live by their wits. Always one step ahead
of danger, rogues bank on their cunning, skill, and charm to bend fate to their
favor. Never knowing what to expect they prepare for everything, becoming masters
of a wide variety of skills, training themselves to be adept manipulators, agile
acrobats, shadowy stalkers, or masters of a dozen other professions or talents.
Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and
explorers and investigators all might be considered rogues. Although many rogues
favor cities and the innumerable opportunities of civilization, some embrace lives
on the road, journeying far, meeting exotic people, and facing fantastic danger
in pursuit of equally fantastic riches. In the end, any who desire to shape their
fates and live life on their own terms might come to be called rogues."
Archetype Considerations
A broad base of competency is a useful trait for many rogues to have; the wide variety
of suggested Starting Archetype sets speaks to this diversity.
Perhaps unsurprisingly, rogues are integrally associated with the
Roguish Archetype. So much so that to be considered a rogue (and not
some other hybrid concept), a character should start with at least
Roguish +2.
However, while a hyper-specialized, dedicated rogue might go all in on
Roguish +4, it is equally viable to go Roguish
+3 and take +1 in another Archetype, or Roguish
+2 and +2 of another Archetype.
Focused +1 is a very solid and safe choice for a
rogue who is sharp of wit, physically fit, perceptive, and quick on their toes.
Focused +2 works as well, suggesting a character
that is both skilled and naturally gifted; well selected Stunts can tie this combination
together nicely.
Combative +1 is a great choice for a deadly rogue
who is also skilled in weapon and armor use. Combative
+2 is also very viable, representing a canny rogue that is also quite skilled at
weapons play.
Primal +1 would be a good choice for a scout or a
Rogue who is not a big city slicker. However, dipping deeper into
Primal will tend to skew a character more towards the
ranger
concept.
Arcane +1 works for a well educated rogue who was
tutored or matriculated from a university that taught magical theory (arcana), or
dead languages, or other esoteric subjects as a scholastic exercise.
Dabbling in Arcane now at the "basic knowledge" level also allows the use of Scrolls
and similar items that require Arcane +1.
There's also solid precedent in fiction of a failed wizard apprentice becoming a
rogue. Assuming the GM permits the option of a character with
Arcane +2 knowing a few spells using the
Know A Few Spells option,
taking spells that augment roguish endeavors can work very well for a rogue with
a magical edge.
Arcane Tricksters, Spellfilchers, Outlaw Mage, Beguilers, Unseen Seers, Daggerspell
Mages, Loredelvers...the source material and third party spin offs are full of hybrid
rogue arcanists.
There is a lot of design space here for interesting characters.
Domidar
started life as a wealthy merchant's son of unusual intelligence. Gifted with a
princely education and enrollment in the prestigious College of Mysteries in Absalom,
he trained as a wizard for years.
Sadly the winds of fortune blew ill and his family fell into ruin before Domidar
completed his studies. Unable to meet the tuition, Domidar was forced out into the
cruel world with nothing but his unfinished wizarding training, and his well educated
agile mind.
Living since then by his sharp wits, honeyed words, and deniable con artistry, Domidar
walks a wily path always chasing some new scheme to 'get it all back'.
Divine +1 is perhaps the most unusual choice for
a Archetype splash but not inappropriate for a rogue who gained his education from
a priest or a learning institution affiliated with an organized church.
A rogue might even be a devout servant of a god of thieves. But even if the rogue
is not a devout follower of some deity, knowledge of the forces of good and evil
or of cosmological concerns or of church politics might be useful in some campaigns.
Three Archetype Split
It is also possible to go with Roguish +2 and +1
in two other Archetypes to model a specific concept.
Some mix of Roguish, Combative,
Focused, and perhaps Primal
+1 can all work well.
Approach Considerations
Rogues are a diverse lot, and thus all Approaches are equally viable, depending
upon what sort of rogue is being represented.
Thieves and other skulkers will favor Sneaky of course,
and it has been said by some that a good rogue is either Quick
or dead.
Thuggish rogues can be quite Forceful, and swashbuckling
adventurers are often Flashy.
More urbane and wily rogues tend to be very Clever,
and all those who deal in traps or poisons or forgeries or anything requiring a
steady hand or ice-nerved patience are well advised to be Careful.
Starting Archetype Sets
Scoundrel
Roguish +4
Cunning Dodger
Roguish +3, Focused +1
Thug
Roguish +3, Combative +1
Learned Sharper
Roguish +3, Arcane +1
Bandit
Roguish +3, Primal +1
Smooth Operator
Roguish +2, Focused +2
Bladejack
Roguish +2, Combative +2
Failed Apprentice
Roguish +2, Arcane +2
Skill-mongers
The source material offers rogues as skill-mongers (or "skill monkeys" as you prefer),
with both a large skill list and a lot of skill points to apply to them.
Unfortunately this doesn't mean as much as it used to due to a major change Pathfinder
made from 3.x to class skills vs non-class skills, as well as the consolidation
of a number of skills key to the rogue's traditional niche.
Due to these changes, the number of skill points available to rogues is quite superfulous,
and classes that get a slightly smaller skill list and slightly fewer skill points
are still able to compete with rogues on the skill front.
And oddly, though the flavor text for rogues makes a big deal out of how good they
are supposed to be at certain things like being stealthy, or noticing things, or
bluffing, or getting into places they should not be, they get no particular mechanical
advantage to make it true and are thus no better at it than other classes with overlapping
skills.
Trap Finders
There are also some specific protected niches intended to offer rogues role protection
around detecting and disarming traps. But some "archetypes" (as defined by the Pathfinder rule books) for other classes as
well as some Traits allow non-rogues to also gain access to this niche, which further
erodes the rogue's position.
Also, traps in general tend to be much tamer in Pathfinder than in earlier editions
of D&D, greatly lessening the imperative to have a top notch trapbuster in a
party.
Burst Damage Strikers
In theory rogues are also able to be burst damage strikers thanks to the "sneak
attack" mechanic, but in practice their middling attack bonus and severe restrictions
on the ability's use makes that less of a reality than the hype suggests.
Underpowered
Due to the many problems with the class, both real and perhaps only perceived, general
regard for the rogue class has fallen substantially from the heady days of D&D
3e's release to now.
In fact, the rogue is often cited as being the weakest Pathfinder class, rightly
or wrongly. So much so that three different alternate full classes have been released
to backstop the gap; the Ninja, the Investigator, and the Slayer.
Ninja / Investigator / Slayer
Pathfinder Fate Accelerated abstracts away from formal classes in favor of broad
concepts; thus all class concepts that are thematically tied to the idea of a "rogue"
fall within the rogue design space.
Make your character, incorporating ideas as you like, and what you call it is up
to you.
Diverging From Source Material
If you are a fan of the rogue concept, there's good news. First off, Pathfinder
Fate Accelerated doesn't use a "skill" model; the six Archetypes instead model
broad ability sets, a consolidation that favors the rogue compared to the skill
dilution of the source material.
Secondly, the source material is sometimes (often?) said to have a "martial caster
disparity", whereby spellcasters are just flat out better than non-spellcasting
classes by mid-levels of play.
This is not the case in Pathfinder Fate Accelerated; spellcasters might have an
easier time justifying certain ideas, but non-spellcasters correspondingly have
an easier time justifying other ideas as well.
And all mechanical outcomes are resolved using the four basic actions of Fate Accelerated;
attack, defend, create advantage, and overcome. This baseline, common to both spellcasters
and non-spellcasters, prevents a disparity.
These two big points (as well as several secondary nuances) mean that if you decide
to play a rogue in Pathfinder Fate Accelerated, you'll have a good deal of creative
freedom to define your character, the roguish niche of "highly skilled person" will
be meaningful, and your rogue will not be rendered obsolete by a spellcasting teammate
as your characters advance.
So, go for it. Make the rogue character you envision, free of any class-based doublethink
from the source material clouding your perception.
What Kind Of Rogue, Exactly?
Generally speaking, when defining a character in Pathfinder Fate Accelerated that
you envision falling into the "rogue" category, you might start out by asking yourself
the following questions:
Criminal or Professional?
Despite the stereotype, rogue is not synonymous with thief or criminal. Assuredly,
many rogues are indeed guilty of larceny or other illegality, but just as many rogues
apply their skills to legitimate ends...or at least stick to the fuzzy edges of
the law.
Thus the first question is basically asking if your character is above or below
board, how do they make a living, and to what ends do they ply their trade? Deciding
where your rogue stands on such matters will greatly inform your allocation of Approaches,
choice of other Archetypes, the usual trinity of Concept, Trouble, and Aspects,
and of course Stunts.
There is also good dramatic grist to be gained by playing a former criminal trying
to go straight, or a normally law abiding citizen being pulled into dirty business.
Eleo
was born into the lap of criminal luxury, the son of a well established Sczarni
crime lord. Raised to take over the "family business", Eleo knows every trick and
con in the book. But Eleo's tragic flaw was that he's actually a decent, honest
man with a conscience and integrity.
Parting ways with his larcenous kin, he struck out on his own, seeking a more virtuous
path. Though forced to sell his services as a swordsman to make a living, and choosing
to not take advantage of his more nefarious skills to turn an easy profit via criminal
activity, he seeks to make a new life for himself on the up and up. Of course, fate
seems to have other plans for him...
Specialist or All-Arounder?
Rogues are all about skill mastery, but which skills and how many skills they attempt
to master varies. The second question is asking you to decide what kind of rogue
your character will be, or put in simple terms: specialist or generalist?
While the Roguish Archetype will do a lot of the
heavy lifting as far as mechanical resolutions are required, your choice of High
Concept, Trouble, Aspects, Stunts, and whether you go all in on
Roguish +4 starting out or opt for two or three Archetypes will be
where your character differentiates themselves from other rogues.
If you intend to play a specialist rogue, such as a "trapfinder" or a "pickpocket"
or a "con artist" or whatever, you'll want to take very specific Aspects and Stunts
that precisely dial in your speciality.
If you prefer to play an all-arounder generalist rogue that can adapt to whatever
the situation requires, you'll want to take very broad Aspects and Stunts that offer
milder but more widely applicable bonuses, or perhaps allow you to use
Roguish for things that normally require other Archetypes.
Magala
is a dangerous hired killer. A half orc with a dark past, she is a master poisoner,
knows her way around a garrote, and is absolutely lethal with throwing stars and
knives. And despite her large, powerful frame, she can sneak around like nobody's
business.
Magala has honed her stealth, ability to infiltrate places her marks think themselves
safe, contacts on the street, and competency with the weapons of an assassin to
ensure her ability to succeed in her dangerous line of work. Her skills are justly
famed, her street reputation is impeccable, and her very specific services are in
high demand.
Trained or Self-Taught?
The third question is asking you to decide how your character became a rogue, as
it should be a key touchpoint in their backstory. How did they learn or develop
their amazing skills? Did they just figure things out as they went along, or were
they mentored by an experienced rogue? Or perhaps they received formal instruction
as part of a guild, or were pressed into service by a kidsman similar to Fagin in
Oliver Twist? Did they make any notable allies or enemies along the way?
Whatever your rogue's origin turns out to be, figuring it out will not only help
you select abilities and choose Aspects, it will also inform your portrayal of the
character, offer motivations and goals, and propel your character forward into emerging
storylines.
This is true of coming up with a solid origin story for any kind of character of
course, but it is even more essential to rogues as they are the "everyman" niche
of fantasy roleplaying.
Unlike the pure fantasy of wizards and clerics, the unacheivable heroic prowess
of fighters and barbarians, the unattainable esoteric mastery of monks or bards,
characters that are "just" very skilled at doing basically mundane things are much
more relatable and thus the story of how they came to be who they are can resonate
more authentically.
Draxton
is a thief's thief. Hardened by the mean streets of Korvosa, he was 'recruited'
into the Lightfingers gang as a child and forced to pick pockets and engage in petty
crime. But Draxton had natural talent and quickly rose to a prominence as an 'earner'.
In his late teens he went independent, and eventually became known among the underworld
of Korvosa as one of the best thieves in the city and lived the dream for a while
at the top of his game...until he ran afoul of the Hellknights by stealing the famed
Eye of Mareketh. After a close scrape with death Draxton thought it best to leave
Korvosa, and set out to find a new home...
Fight or Flight?
Unfortunately, conflict is inevitable. Rogues are not oriented around combat, but
that doesn't mean that they cannot make their presense felt when things get ugly.
By itself Roguish can be used to attack others and
defend against attacks with a bit of narrative justification, typically using light
weapons such as daggers and short swords, throwing knives, crossbows, and similar
"practical" weapons.
A character using Roguish to participate in melee
combat avoids straight toe-to-toe engagements and instead fights cagey or "dirty",
using the environment and surprise to their advantage. If at all possible most rogues
forced to do violence prefer to end the fight quickly with a sneak attack or ambush,
because they know that the longer the conflict plays out the more likely they'll
get cornered or whacked.
In a prolonged melee fight against an opponent using Combatives,
the longer the fight goes on the more difficult it will typically get for the rogue
to keep coming up with justifications for attacking and defending while being Roguish. The nature of the scene set up and clever
usage of the create advantage action will determine how easy it is to keep flogging
the narrative for justifications, but simple action economy favors an equivalently
experienced foe using Combatives and the rogue is
definitely on a clock.
Fortunately it is relatively easy to level the playing field between
Combatives and Roguish with one or more
Stunts such as the following.
Dirty Infighter: Because I am skilled at dirty tricks fighting and getting inside my opponents' guard to strike at vulnerable areas, I am a surprisingly effective combatant.
Though my fighting style remains unconventional and evasive, when armed with daggers, light one handed melee weapons such as short swords, garrottes, saps, makeshift weapons, and similar armaments I can use Roguish to directly engage opponents who are using Combative in armed physical conflicts.
Shiv: Because I am skilled with daggers of all shapes and sizes, I may use Roguish as if it were Combatives when fighting with one or more daggers in a conflict, and I inflict +1 stress when I successfully attack while doing so.
Or a rogue might split between Roguish and one of
the spellcasting Archetypes, allowing them to potentially make magical attacks.
Ultimately you'll need to decide for yourself if your rogue chooses to avoid conflicts
or is otherwise dead weight in a fight, or not, and allocate your Stunts and Archetypes
appropriately.
Twilla
is a skilled Trapbuster, with many years of experience and delves into dangerous
dungeons and ruins under her diminuitive Halfling-sized belt.
Employing a variety of alchemical devices to augment her roguish skills, she is
quite resourceful.
And when need be Twilla is also lethal with a sharp dagger or a precisely aimed
acid bomb, able to hold her own even against trained warriors and fearsome monsters.
Stunts
Rogue characters might find the following Stunt categories of interest:
Dastardly,
Social,
Competence.
The following Stunts are offered as samples that might be relevant for some rogues.
However, the best Stunts are those that are tailor made to fit your concept, so
don't hesitate to come up with your own or work with your GM to define something
that is "just right" for your character. See the
Stunt options
document for ideas on how to do this.
Socially Adept
Some rogues possess impressive social skills, able to finagle a mark, work a crowd,
read a room, and influence others.
Alertness: Because I am unusually alert and perceptive I gain +2 while Focused to notice things.
Can't We Find A Way To 'Work This Out' Non-violently?: Because I am able to appeal to the baser instincts of most people and appear extremely 'likeable', I'm good at avoiding unwanted conflict and changing the nature of interaction from physical conflict to a mental and social contest. I gain +2 whenever I attempt to avoid or end a conflict via non-violence.
Charming And Coy: Because I am adept at manipulating social situations to my benefit, I gain +1 when I am Roguish and engage in a social challenge, contest, or conflict.
Deceitful: Because I am so deceitful, I get +2 when I am Cleverly Roguish and create advantage or overcome challenges where my smooth patter applies.
Friendly Diplomacy: Because I am charmingly friendly to almost everyone and am good at making friends and calming situations down, I gain +2 whenever I attempt to avoid or end a conflict via non-violence, keep the peace, or improve the 'mood of the room'.
Sense Deceit: Because I am so skilled at sensing people's true motives, I gain +2 when I am Cleverly Roguish and attempt to discern if I am being deceived or tricked.
Wheeler Dealer: Because I excel at talking my way into and out of situations and making deals, I gain +2 while Cleverly Roguish in social situations.
Canny Combatant
Some rogues are skilled at violence, or at least know how to handle themselves in
dangerous situations.
Ambusher: Because I am great at setting up ambushes, I gain +1 when I Sneakily set up an ambush or create a related advantage.
Back At You: Because even my defense is dangerous, whenever I am Quickly Roguish and defend with style against a physical melee attack while wielding a light
weapon I may use the boost to inflict a single point of stress on my attacker, immediately, as a free action.
Bushwhacker: Because I am great at setting up ambushes, I gain +1 when I Sneakily set up an ambush or create a related advantage.
Careful Crossbowman: Because I am skilled with a crossbow, I gain +2 when I am Carefully Roguish and attack with a crossbow.
Dirty Infighter: Because I am skilled at dirty tricks fighting and getting inside my opponents' guard to strike at vulnerable areas, I am a surprisingly effective combatant.
Though my fighting style remains unconventional and evasive, when armed with daggers, light one handed melee weapons such as short swords, garrottes, saps, makeshift weapons, and similar armaments I can use Roguish to directly engage opponents who are using Combative in armed physical conflicts.
Fast Attack!: Because I am shockingly fast, I gain +1 when I am Quickly Roguish and attack. If I inflict a consequence on my target I get an extra free invoke on it.
Foe Bane: Because I have a favored enemy Race, when I succesfully attack a target of that Race I inflict +2 shifts of extra stress. Additionally, if my attack results in a tie I may use the boost to inflict a single point of stress on the defender, immediately, as a free action.
Forbidding Presence: Because I present a very intimidating and stern visage while emanating a frightenting aura, I gain +1 when being Flashy and attempting to frighten or demoralize.
Hip Shot: Because I am skilled at rapidly shooting arrows, I gain +2 when I am Quickly Roguish and attack with a short bow or hand crossbow.
Improved Disarm: Because I like to disarm others, I get +1 when I am Quick and attempt to create advantage to attach the situational Aspect Disarmed to other people who weild weapons.
Lightning Draw: Because I have mastered the art of the lightning draw, I gain an automatic boost when I am Quick and draw my blade for the first time in an exchange. Additionally, if I opt to do this at the beginning of a conflict I gain +2 to determine who goes first.
Making It Count: Because I am able to make my attacks really matter, on an attack that succeeds with style I may spend a fate point to prevent the target from checking a stress box to reduce the stress of the attack. The target may still take consequences.
Mobile Strike: Because I have a fast-moving agile fighting style, whenever I am Quickly Roguish and attack, if I succeed with style and choose to reduce the damage I inflict to get a boost I may use that boost to immediately move 1 zone away, as a free action. If I also spend a Fate point I may move an additional zone further away.
One Against Many: Because I am skilled at defending myself against multiple attackers, I gain +2 to defend when I fight alone against two or more opponents. A single mook defined as a mob counts as being multiple opponents for purposes of this ability as long as there are two or more 'individuals' within the mob. 'Fighting alone' in this context means no allies are in my zone or an adjacent zone, and no ally is aiding me or attacking my opponents.
Passing Attack: Because I have a fast-moving agile fighting style, whenever I am Quick and attack, if I choose to reduce the damage I inflict to get a boost I may use that boost to immediately move one (1) zone away as a free action. If I also spend a Fate point I may move an additional zone further away.
Retribution: Because my retribution is terrible when I succesfully attack an opponent who has inflicted stress or consequences upon me in the current conflict I inflict +1 shift more damage and this damage cannot be reduced.
Shiv: Because I am skilled with daggers of all shapes and sizes, I may use Roguish as if it were Combatives when fighting with one or more daggers in a conflict, and I inflict +1 stress when I successfully attack while doing so.
Sneak Attack: Because I am good at looking unremarkable or going unnoticed altogether only to launch a deadly and treacherous attack on the unwary, I may add +4 when I am Sneakily Roguish and attack by surprise. If I inflict a Mild or Moderate consequence on my opponent with this attack I may spend a Fate point to bump the consequence from Mild to Moderate or from Moderate to Severe.
Sudden Attack: Because I am prone to sudden violence, I get +2 when I Forcefully attack an opponent who is unaware of my intent.
Competent Professional
Some rogues are just good at what they do, deeply competent experts in full command of their craft...whatever that may be.
Dungeoneer: Because I am a seasoned adventurer and dungeoneer, I gain +2 when I am Clever and create advantage or overcome when a item of common adventurer gear that I have proves to be useful.
Nothing Succeeds Like Success (-3): Because nothing succeeds like success, when I succeed with style and gain a boost I may upgrade that boost to a situational Aspect on myself called On A Roll! with two (2) invokes on it. If the Aspect is already active, I instead add two (2) more free invokes to it. The Aspect is removed at the end of the scene.
Pick Lock, Pocket, Or Number: Because I am a thief without peer, I gain +2 to overcome when I am Quickly Roguish and attempt to pick a lock or a pocket, or to beat a combination or other form of complex lock.
Poison Master: Because I am a master at using poisons and have built up resistances to many of them over the years, I may use Roguish to justify attack, defend, create advantage, and overcome actions whenever poisons are relevent. Further, I tend to know or can usually find out with little effort where poisons are bought and sold in urban centers.
Skulker: Because I am so good at escaping notice, I get +2 while I am Sneakily Roguish and create advantage or overcome challenges to avoid notice.
Sublime Expertise (-2): Because I am extremely skilled and rarely blunder, whenever I make a 4dF roll I treat any result of less than 0 as -1.
Thrive Under Pressure: Because I thrive under pressure, when I spend a fate point to invoke one of my Aspects to gain a +2 bonus on an action before I roll, if I succeed with style I get the fate point back immediately instead of gaining a boost.
Town And Country Sneaker: Because I am so good at lurking and being stealthy, I can use Roguish instead of Primal to create advantage and overcome when attempting to avoid being noticed in rural and wildland areas (Roguish is already usable for this in civilized areas).
Trap Sense: Because I have preternaturally sharp senses and fast reflexes, I gain +1 when I am Quickly Roguish and attempt to notice, overcome, or defend against a trap.
Trapsetter: Because I am skilled at setting traps, as a non-action I can spend a Fate point to create the situational Aspect Trapped! on my zone or up to three (3) zones away with two (2) invokes. The Aspect represents a trap I happened to have set up while no one was looking, or a clever exploitation of the ambient scenery. My traps can take many forms, limited only to things I can narratively justify. I can invoke the Aspect to hinder someone in the affected zone or to help myself or an ally acting against someone in the affected zone. The difficulty for others to notice my trap before the first time it is invoked or to overcome it is equal to my (Clever + Sneaky + Primal) traits if in a wildlands area, otherwise it is equal to my (Clever + Sneaky + Roguish) traits.
Tumbler: Because I am excellent at acrobatically flipping around and tumbling, if I am in a conflict and do nothing in an exchange except move,
I may move an additional zone and I am unobstructed by minor obstacles that I can tumble around or flip over.
If I am in a contest involving me running away from something or avoiding capture, I gain +1 to overcome while I am Quick.
Universal Linguist: Because I have a special ability with languages, I can fluently speak and understand any spoken language I encounter.
Slippery Survivor
Some rogues just manage to scrape out of all manner of hapless situations, whether
by skill or luck or a mix of both.
Close Call: Because I excel at getting out of really bad situations, I can spend a fate point to concede after I already rolled to defend (normally a concession must be made instead of rolling to defend).
Cut And Run!: Because I am excellent at getting away with it, if I am in a conflict and do nothing in an exchange except move away from danger,
I may move two extra zones and I am unobstructed by urban detritus and crowds. If I am in a contest involving me running away or avoiding capture,
I gain +2 to overcome while I am Quickly Roguish. This ability only works in urban areas.
Danger Sense: Because I am unusually alert and perceptive I gain +3 while Quickly Focused to notice things that are dangerous, fast moving, or pose an imminent threat to my safety.
Fated Fortune: Because I thrive under pressure, when I spend a fate point to invoke one of my Aspects I gain a +3 bonus instead of a +2 bonus.
Impressive Reflexes: Because I have excellent reflexes, I gain +1 while Quickly attacking.
Just Roll With It: Because I excel at avoiding harm and rolling with whatever comes my way, I can use more than one stress box to absorb stress from an attack (normally, only one stress box may be used to offset stress from a single attack).
Rogue's Reflexes: Because I have great reflexes and am able to evade harm better than most people, I may use Roguish to defend against any kind of indirect or surprise attack and to avoid harm by getting out of the way of it. Narratively this can take many forms, such as rolling out of the way, ducking behind cover, 'seeing it coming' and somehow interupting the attack, or by some other means justified by the narrative.
This Stunt requires Roguish +2 to use.
NOTE: Roguish +3 and higher already allows a character to do this. This Stunt is
for characters who have Roguish +2 and are willing to allocate a Stunt to gain this
ability.
Slip Away (-2): Because I am excellent at getting away with it and slipping away unseen, if there is a momentary distraction or opportunity I may spend a Fate point to immediately exit the scene by means appropriate to the narrative such as slippling away into a crowd, or through a hidden door to a secret escape hatch I happened to know about, or by using a magic item I happened to have, etc. I cannot be pursued in the current scene.
Urban Opportunist: Because I am so adept at taking advantage of situational opportunities in civilized settlements, I gain +1 when I am Roguish and create advantage or overcome to interact with the area or scene while I am in typical urban areas.