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Rogues

AX.GAN.07.02 - Rogues

Rogues operate through indirection, information, concealment, opportunity, leverage. They are not necessarily dishonest. They are necessarily precise.

Criteria Key: - [L] Lineage | [A] Primary Attribute | [T] Theme - Six lineage-rooted Rogues, three universal Rogues, nine total.

ROGUE QUICK REFERENCE

Profession Lineage Attribute Favored Save Power Access
Shinekeeper's Shadow Calri Speed Speed Save None
Den Runner Kerroshi Speed Speed Save None
Still Hand Kasia Speed Speed Save None (toxin tradition optional)
House Advocate Ekhari Wit Wit Save Consortium Arcanism (optional)
Memory Keeper Daza Wit Wit Save None
Reach Reader Kyne Daas Wit Wit Save World Gate tradition (optional)
Blade Shadow Universal Body Body Save None
Infiltrator Universal Speed Speed Save None
Architect Universal Wit Wit Save None

SHINEKEEPER'S SHADOW

[L: Calri] [A: Speed] [T: Rogue]

It's not that they're lying. They just know which truth you'd prefer.

The Calri murder-clan tradition of mimicry, information hoarding, and mercurial loyalty produces a natural rogue archetype, but the Shinekeeper's Shadow is a specific refinement: a Calri who has turned the cultural art of performance into a professional instrument. They collect voices the way others collect weapons. Their most dangerous quality is not what they can take from you but what they can be in front of you.

The Shinekeeper's Shadow has graduated past casual murder-clan mimicry into something more deliberate: an operational identity that can be assembled, deployed, and disassembled cleanly. They are the profession that other cultures encounter when they believe they are encountering someone else entirely.

Favored Save: Speed Save (Speed + Acrobatics)

Power Access: None.

Suggested Talents: Deceive, Stealth, Notice, Persuade

Starting Equipment: Light or no armor (nothing that restricts costume flexibility), one light weapon (concealed), Disguise Kit +3D (voices and materials), a collection of personal items from at least three different cultures, props of the profession.

Progression Track

Second Voice | Operational | Stage 1 | Free Action | Self | Short Rest
Mechanical effect: The Shadow may reproduce any voice, accent, or vocal
  pattern they have heard for at least one minute of continuous listening.
  Detecting the mimicry requires an Opposed roll: the listener's Notice vs.
  the Shadow's Deceive. The reproduction holds under initial scrutiny.
  Extended conversation with someone who knows the original well raises
  the detection Threshold by 1 per significant personal exchange (GM tracks).
Limit: Always active. Reproduction of a new voice requires one minute
  of prior exposure.
Genre Note: Second Voice is the foundation of the Shadow's operational
  identity; it comes before the costume, before the cover story. The voice
  is the first thing people trust.
Borrowed Face | Operational | Stage 2 | Preparation (Short Rest) | Self | Long Rest
Mechanical effect: With access to appropriate costume elements and a Short
  Rest of preparation, the Shadow constructs a full persona, either a real,
  specific individual or a convincing fabricated identity. For the duration
  of the scene (or until the persona breaks), all social rolls using the
  persona gain +2D. The persona breaks when: the actual subject appears;
  the Shadow is required to demonstrate genuine expertise they don't possess
  and fails a Deceive roll (Threshold 3); or physical evidence directly
  contradicts the identity (GM adjudicates). Breaking a persona mid-scene
  ends the +2D bonus but does not end the encounter.
Limit: Once per Long Rest. Each persona requires the Short Rest preparation.
Genre Note: Fabricated identities do not break from lack of specific
  knowledge, the persona was simply "not involved in that." Real people's
  identities break when what the Shadow knows diverges critically from
  what the original would know.
Murder-Clan Network | Knowledge | Stage 3 | Free Action | Self | Per Session
Mechanical effect: Once per session, the Shadow activates their full Calri
  network. They may ask the GM one specific, clearly stated question about
  any individual, organization, or location. The answer arrives through
  Calri channels within the current scene; it comes via an overheard
  conversation, a delivered message, or a brief appearance by a contact.
  Accuracy is proportional to how knowable the information is: public or
  commercial facts arrive clean; factional or personal secrets arrive partial
  or framed in rumor; classified or hidden facts may arrive as rumors
  pointing in a direction rather than a direct answer.
Limit: Once per session.
Genre Note: This is what the murder-clan collectively knows and has
  observed, not omniscience. The Shinekeeper has many eyes. They cannot
  see through doors that no one has opened.

DEN RUNNER

[L: Kerroshi] [A: Speed] [T: Rogue]

They don't sell information. They sell the angle you hadn't seen yet.

The Kerroshi liminal tradition, existing at every border, belonging fully to none, produces brokers of an unusual kind: people who can move through any social environment without registering as foreign to it. A Den Runner is the professional expression of this. They carry messages, manage contacts across factional lines, and trade in the one commodity that doesn't spoil: the thing someone else needs to know.

A Den Runner never works for one side. Working for one side would be a catastrophic misunderstanding of their value. Their currency is access, to information, to people, to the space between parties that cannot directly communicate. They maintain that access by ensuring both sides trust them, which is a harder balance to maintain than it sounds and the reason so few non-Kerroshi ever fully succeed in the role.

Favored Save: Speed Save (Speed + Acrobatics)

Power Access: None.

Suggested Talents: Persuade, Deceive, Notice, Stealth

Starting Equipment: Light or no armor, one light weapon (concealed), Contacts Kit +2D (letter-writing materials, seals, coded notation tools), a reference document of current factional relationships and contact names, maintained by the Runner.

Progression Track

Ninth Step's Luck | Resilience/Operational | Stage 1 | Free Action | Self | Short Rest
Mechanical effect: Once per Short Rest, after rolling any Speed-based or
  social roll and seeing the result, the Den Runner may invoke the Ninth
  Step and reroll the dice. They must keep the second result. This is
  not a safety net, the second result may be worse. It is the Kerroshi
  trickster-patron's intervention: things tend to work out, but not
  always in the way requested.
Limit: Once per Short Rest. Must use the second result.
Genre Note: "The Ninth Step was here" is what Kerroshi say when something
  worked out better than it had any right to. This ability is the
  Runner formally requesting that intervention.
Den Contact | Operational | Stage 2 | Primary Action | Remote | Long Rest
Mechanical effect: Once per Long Rest, the Den Runner calls on one of their
  established contacts across factional lines. The contact provides one of:
  (a) A piece of non-secret information about a local power structure or
  significant individual; (b) A safe location to rest undisturbed for 24
  hours; or (c) An introduction to a specific person the contact knows,
  the contact vouches for the Runner, granting +1D to the Runner's first
  social roll with the introduced party. Contact quality and willingness
  vary by the Runner's standing with that contact (GM tracks relationship
  across sessions).
Limit: Once per Long Rest. Contact must be reachable (within the same
  city or region, or via established messenger network).
Genre Note: Den contacts are not loyal to the Runner; they are in
  ongoing relationship with them. Contacts can be lost by misuse or
  betrayal and gained by demonstrated reliability.
Every Market's Neutral Ground | Social | Stage 3 | Primary Action | Near Range | Full Rest
Mechanical effect: The Den Runner's reputation has grown to the point
  where their presence carries political weight. Once per Full Rest,
  they may declare any location they occupy as temporarily Neutral Ground.
  All creatures within Near range who recognize Kerroshi neutral-ground
  customs (GM adjudicates; most trading cultures do) must make a Wit Save
  (Threshold 3) to take hostile action against any other creature in that
  space. The Neutral Ground effect lasts one scene. Creatures that violate
  it do not harm the Runner directly, but the GM marks the violating
  faction as having broken with Kerroshi den networks, with lasting
  commercial and information-access consequences.
Limit: Once per Full Rest. Effect is social, not magical, cultures with
  no exposure to Kerroshi norms are not bound.
Genre Note: The Runner is not protecting the space with force. They are
  placing the value of continued access, to information, contacts, and
  trade, against the value of the hostile action. Most parties do the math.

STILL HAND

[L: Kasia] [A: Speed] [T: Rogue]

They were never not ready. You just didn't know you were already in position.

The Kasia philosophy of uthrak, the precise moment when waiting becomes action, defines this profession entirely. A Still Hand is a patient hunter: a specialist in the ambush, in the long observation, in the strike delivered after the enemy has already made their final mistake. They are the outcome of Kasia culture's deepest teaching: knowing when to strike matters infinitely more than being able to strike hard.

A Still Hand does not miss because they have not left until they are certain. They have watched the target long enough to know exactly where to be. The strike, when it comes, is not a decision; it is the conclusion of a period of watching that the target never knew had begun.

Favored Save: Speed Save (Speed + Acrobatics)

Power Access: None. A toxin or venom tradition, if developed, belongs here.

Suggested Talents: Stealth, Precision, Strike, Medicine (toxin knowledge)

Starting Equipment: Light or no armor (nothing that makes sound), one ranged weapon and one light blade, Toxin Kit +2D (Kasia-harvested jungle compounds, see toxin rules when developed), deep-pattern camouflage wrap.

Progression Track

Uthrak's Edge | Combat | Stage 1 | Passive | Self | Always Active
Mechanical effect: When the Still Hand attacks an enemy who has not yet
  acted in the current combat, including in any Surprise Round, the
  attack gains Advantage and the target's Defense is treated as 1 lower
  for that attack (minimum 1). The Still Hand has found the moment.
  This applies to the first attack of the encounter from the Still Hand's
  position, not to all attacks against targets who haven't acted.
Limit: Always active. Applies only to the first attack against a given
  target in a given encounter before that target has acted.
Genre Note: Uthrak's Edge is the Kasia philosophy made mechanical,
  the patient wait that collapses into the perfect strike.
Venom Discipline | Operational | Stage 2 | Free Action | Single Target | Long Rest
Mechanical effect: The Still Hand exercises precise control over their
  biological venom delivery (Kasia Inherited Perk). Once per Long Rest,
  when applying venom, they may choose one of three calibrated doses:
  (a) Paralyzing, standard venom effect at Body Save Threshold 4 instead
  of 3, or Immobilized condition on failure instead of the standard;
  (b) Tracking, a mild neurotoxin that creates no immediate obvious
  effect but imposes Disadvantage on the target's Notice and Tactics rolls
  for one hour; detectable only via medical examination (Medicine Threshold 3);
  (c) Killing Patience, standard lethal application per the Kasia
  Inherited Perk, no modification.
  Non-Kasia Still Hands without native venom may use a Toxin Kit in place
  of biological venom for effects (a) and (b); effect (c) is not
  available to them without biological delivery.
Limit: Once per Long Rest. Dose chosen at moment of application.
Genre Note: Kasia venom is intimate; it reveals both capacity and
  intention. A Still Hand choosing Tracking Dose is making a different
  statement than one choosing Killing Patience.
Patient Conclusion | Combat | Stage 3 | Primary Action | Single Target | Full Rest
Mechanical effect: Once per Full Rest, and only when the Still Hand has
  spent the entire preceding scene (or a comparable duration, minimum
  ten uninterrupted minutes) in observation of a specific target without
  acting against them, their first attack against that target in the
  following scene may be declared a Patient Conclusion. This attack is
  rolled at Advantage with +2D additional dice, and the target's Defense
  is treated as 1 regardless of its actual value. The Still Hand has
  mapped every gap.
Limit: Once per Full Rest. Requires documented prior-scene observation.
Genre Note: This is the Kasia promise made explicit, the patience is
  always the dangerous part, never the strike itself.

HOUSE ADVOCATE

[L: Ekhari] [A: Wit] [T: Rogue]

Not dishonest. Strategically positioned.

The Ekhari Merchant Council's procedural complexity was not designed to create the House Advocate, but it inevitably did. A House Advocate is a professional who has mastered the architecture of Ekhari law, precedent, commercial documentation, and the specific art of finding what a situation technically permits. They are not criminals. They are, in fact, often deeply committed to the legitimacy of process. The difference between a House Advocate and a lawyer is that a House Advocate determines the desired outcome before they identify the applicable argument.

The House Advocate understands that in Ekhari society, the record is the reality. A fact that exists in documentation has a different weight than a fact that exists only in memory. The Advocate's professional life is built on this distinction.

Favored Save: Wit Save (Wit + Resolve)

Power Access: Consortium Arcanism (Force tradition), optional, for Advocates whose House specializes in magical practice. Not all Advocates are casters.

Suggested Talents: Tactics, Persuade, Deceive, Lore

Starting Equipment: No armor or light armor (professional dress), one light weapon (concealed, as befitting formal environments), Documentation Kit +3D (reference archives, writing tools, sealing materials, formal recording equipment), House affiliation credentials.

Progression Track

Procedural Leverage | Tactical/Social | Stage 1 | Free Action | Self | Short Rest
Mechanical effect: In any formal negotiation, legal proceeding, or structured
  social confrontation, the Advocate may identify one technical advantage as
  a Free Action, once per scene. This adds +2D to their next social or
  tactical roll within that scene. The advantage must be technically real:
  a clause, a precedent, a gap in the opposition's documentation, an
  applicable procedural rule. If the Advocate fails to use it within the
  scene, the opportunity lapses.
Limit: Once per Short Rest. Must be used within the same scene it is
  identified.
Genre Note: Procedural Leverage is not bluffing, the Advocate has found
  something real. The bonus reflects the structural advantage of having
  the right argument at the right moment.
The Documentation Exists | Operational | Stage 2 | Primary Action | Scene | Long Rest
Mechanical effect: Once per Long Rest, the Advocate either produces, locates,
  or has arranged for the existence of documentation that materially affects
  the current situation. The document is technically accurate and legally
  valid. It establishes one specific fact, a contract term, a registered
  claim, a recorded debt, a prior agreement; that creates immediate
  leverage. The GM adjudicates scope: minor commercial detail vs. significant
  legal claim. The document's existence cannot be immediately contested
  without contradicting evidence (which may or may not exist).
Limit: Once per Long Rest. The document cannot contradict established
  facts; it fills gaps or establishes previously unstated truths.
Genre Note: "The documentation exists" is not "the Advocate fabricated a
  document." The Ekhari are meticulous. The documentation exists because
  a meticulous person created it in advance.
Council Architecture | Operational | Stage 3 | Primary Action | Faction | Per Session
Mechanical effect: Once per session, the Advocate may invoke House Standing
  at organizational scale, not personal credit or a contact call, but a
  formal House action with structural consequence. Options include: a legal
  challenge that suspends a target organization's commercial activity pending
  review; a formal debt collection that seizes accessible assets; a records
  inquiry that exposes a target's prior dealings to Council scrutiny; or
  a trade restriction that limits a faction's access to Consortium markets.
  The House will not do this indefinitely without reciprocal value, GM
  tracks relationship and cost of each invocation. Overuse risks the House
  withdrawing support entirely.
Limit: Once per session.
Genre Note: The Advocate is not the House. They are the instrument through
  which the House acts at their direction. This is a privilege maintained
  through demonstrated value to the House, not an unconditional resource.

MEMORY KEEPER

[L: Daza] [A: Wit] [T: Rogue]

They don't need to threaten you. They simply know what you did. They have always known.

The Daza Memory Coil tradition produces their most culturally significant individuals, but not all of them remain within the tradition's formal structure. A Memory Keeper is a Daza who has taken the extraordinary capacity of oral retention and applied it outside the coil-family context. They work as archivists, investigators, and, in the most delicate cases, the holders of secrets that no one else is trusted to hold. They are not spies. They are the people that spies come to when they need something confirmed.

The Memory Keeper's power is not active; it is accumulated. Every conversation they have been present for, every testimony they have heard, every account they have received is available to them with complete fidelity. They do not manipulate. They wait until the truth becomes relevant, and then they provide it. This is a form of power that other cultures consistently underestimate until they have experienced it directly.

Favored Save: Wit Save (Wit + Resolve)

Power Access: None.

Suggested Talents: Lore, Notice, Persuade, Deceive (selective omission, knowing what not to say)

Starting Equipment: No armor or light armor, one light weapon, Archive Kit +3D (notation tools, secure document materials, coil-family cipher keys), a personal memory-record in a notation system only the Keeper can read.

Progression Track

Perfect Record | Knowledge | Stage 1 | Passive | Self | Always Active
Mechanical effect: The Memory Keeper retains everything they have directly
  witnessed, heard, or been told, without error, indefinitely. This is a
  narrative fact established at character creation. Mechanically: add +2D
  to any Lore roll where the relevant information was encountered during
  play (not from general background training), and the GM confirms whether
  the Keeper would have retained a specific piece of information on request.
  The Keeper may also quote verbatim anything said in their presence,
  without a roll.
Limit: Always active. Memory is not a resource; it is a characteristic.
Genre Note: The Memory Keeper cannot forget. Establish early whether this
  is a burden as well as a capability, some Daza Memory Coils develop
  complex relationships with accumulation. The character's player should
  determine this.
Weight of Memory | Social/Knowledge | Stage 2 | Primary Action | Scene | Per Session
Mechanical effect: Once per session, the Keeper deploys a specific piece
  of retained information as a social instrument. They reveal something
  they know, about an NPC, a faction, or a past event, that materially
  changes the dynamic of the current scene. The information must be
  something the Keeper plausibly encountered (in play, or via the
  background established at character creation with GM approval). The
  effect is GM-determined, but is always significant: a relationship
  exposed, a contradiction surfaced, a prior commitment confirmed.
  This is not blackmail. The Memory Keeper is simply providing the record.
Limit: Once per session. The information must be plausibly retained.
Genre Note: The Daza do not threaten with memory. They state it.
  The threat is implicit in the fact that they know and have always known.
Coil Archive | Knowledge | Stage 3 | Primary Action | Remote Access | Full Rest
Mechanical effect: Once per Full Rest, the Memory Keeper accesses the
  broader Daza oral archive, centuries of accumulated record extending
  far beyond their personal lifespan. They may ask one specific question
  of historical record. The answer arrives accurately but may be: partial
  (the record has a gap); contextual (the event is described through the
  emotional lens of the era it was recorded in); or framed in the language
  of a time before current political categories existed. The Memory Keeper
  interprets; they do not receive clean modern analysis, they receive
  what was actually witnessed and recorded.
Limit: Once per Full Rest. Questions must be specific and historical.
  Future-pointing questions cannot be answered.
Genre Note: The flood of three hundred years ago is remembered differently
  than the flood of last season. The archive's depth is also its
  limitation; it knows what people witnessed, not what people hid.

REACH READER

[L: Kyne Daas] [A: Wit] [T: Rogue]

Seven words that mean nothing in any known language. She sent them to three people. All three arrived at the same place.

The Kyne Daas watch the Blasted Reach not because they were assigned to but because something in it requires watching. A Reach Reader is the professional expression of this calling, someone who has internalized the Reach's altered landscape deeply enough to read what its changes mean, and who has learned to apply that perceptual framework everywhere else. They notice what has changed. They know what the change means. They know who changed it.

The Reach Reader's operational discipline, information compartmentalized, paths never repeated, conclusions never stated, emerged from necessity. The Blasted Reach does not forgive assumptions. Neither does a Reader.

Favored Save: Wit Save (Wit + Resolve)

Power Access: Optional: if the Catalog develops a tradition connected to World Gate energies or the Scar's Voice, Reach Readers are the entry point.

Suggested Talents: Notice, Lore, Tactics, Deceive (selective disclosure)

Starting Equipment: Medium or light armor (Reach-worn, heat-resistant), one ranged weapon, Survival Kit +2D (Reach-specific, fissure-detection tools, atmospheric monitors, ash filters), a personal notation system in the Kyne Daas oral-memory tradition (memorized, never written).

Progression Track

Scar Sense | Knowledge | Stage 1 | Free Action | Near Range | Short Rest
Mechanical effect: The Reader perceives environmental alteration with
  trained precision. Once per Short Rest, they may assess an area within
  Near range as a Free Action: they automatically detect any magical,
  physical, or geological disturbance that has occurred within the past
  24 hours. This includes evidence of magical workings, unusual terrain
  changes, the passage of creatures that don't belong in this environment,
  or the deliberate concealment of any of the above. Detecting subtle
  alterations requires a Notice roll (Threshold 2); obvious disturbances
  are detected automatically.
Limit: Once per Short Rest.
Genre Note: Scar Sense was developed for the Blasted Reach but applies
  wherever the Reader is looking. They read disturbance, not just geography.
Grammar of the Wound | Knowledge | Stage 2 | Primary Action | Single Target/Location | Long Rest
Mechanical effect: Once per Long Rest, the Reader applies the Reach's
  perceptual framework to any person, object, or location, reading
  observable evidence at an expert level. They may ask the GM one precise
  yes/no question that could be answered from physical, historical, or
  behavioral evidence: "Was this door opened from the inside within the
  last hour?", "Has this person been in contact with World Gate energy?",
  "Is there a concealed mechanism in this wall?" The GM answers truthfully.
  The question must be grounded in observable evidence, not intent or
  future action.
Limit: Once per Long Rest.
Genre Note: The Kyne Daas learn to read the Scar by asking what it is
  actually saying, not what they wish it would say. The same discipline
  applies here, specific question, truthful answer.
Reader's Protocol | Operational | Stage 3 | Primary Action | Extended | Full Rest
Mechanical effect: Once per Full Rest, the Reader may compartmentalize
  a plan, message, or piece of evidence using Kyne Daas information
  security discipline. The material is distributed across multiple
  carriers, locations, or objects, no single piece reveals the whole.
  Any enemy attempting to intercept, divine, or discover the Reader's
  full plan must succeed on three separate Notice or Investigation rolls
  (each at Threshold 3) rather than one, and must succeed on all three
  to assemble the complete picture. Succeeding on fewer reveals only a
  fragment. The Reader knows instantly when any segment has been accessed.
Limit: Once per Full Rest. Requires at least one scene to set up.
Genre Note: The Reader's Protocol was designed for the Reach, where the
  Kyne Daas cannot trust any single path. The same logic applies to
  any sufficiently contested information environment.

BLADE SHADOW

[A: Body] [T: Rogue] | Universal

The threat doesn't need to be spoken aloud if the other person understands what's being implied.

A Blade Shadow operates in the space where physical capability meets controlled menace. They are not brawlers; they are enforcers in the original sense: the presence that makes a situation resolve itself without requiring open violence. Every culture with complexity produces them: the debt collector's escort, the caravan guard who settles disputes before they start, the doorman at the establishment where the interesting things happen.

A Blade Shadow is most dangerous when nothing has happened yet. Once it has, they're merely dangerous.

Favored Save: Body Save (Body + Fortitude)

Power Access: None.

Suggested Talents: Strike, Intimidate, Fortitude, Notice

Starting Equipment: Medium armor (visible, marked as professional), one heavy or standard weapon (carried openly, the point is that it is seen), Fortitude Kit +2D, employment documentation or organizational identification.

Progression Track

Weight of Presence | Social | Stage 1 | Free Action | Close Range | Short Rest
Mechanical effect: Once per Short Rest, the Blade Shadow establishes their
  presence with precision. One target within Close range must make a Wit
  Save (Threshold 2) or become Shaken immediately, no hostile act required.
  No roll is made by the Shadow; the target saves against what is simply
  present. If the target is actively engaged in a hostile action when this
  activates, the Threshold increases to 3.
Limit: Once per Short Rest.
Genre Note: This is not supernatural intimidation. The Blade Shadow has
  trained presence, the precise combination of stillness, size, and
  attention that communicates capability without demonstration.
Controlled Application | Combat | Stage 2 | Primary Action | Single Target | Long Rest
Mechanical effect: The Blade Shadow makes one melee attack. If it deals
  any damage, they choose one secondary effect in addition to damage:
  (a) The target drops one held item (weapon, carried object, document)
  as an immediate reflex, no Save; or (b) The target is pushed one range
  band in a direction the Blade Shadow chooses, no Save. Neither effect
  requires a Save because the force is precise enough to produce the
  specific result without escalating to a full Knockdown.
Limit: Once per Long Rest.
Genre Note: Controlled Application demonstrates competence, not rage.
  The Blade Shadow could have done more; they chose not to. That
  is the message.
The Room Decides | Social | Stage 3 | Primary Action | Near Range | Full Rest
Mechanical effect: Once per Full Rest, the Blade Shadow demonstrates
  capability in a way that changes the entire room's understanding of
  the situation. This may be a controlled act of visible violence, a
  precise physical demonstration, or a specific gesture that communicates
  absolute certainty. All enemies within Near range who can see it must
  make a Wit Save (Threshold 3) or immediately reassess their position:
  they will not take hostile action against the Blade Shadow or their
  allies for one round, and may attempt to disengage, negotiate, or
  surrender depending on their circumstances and intelligence level.
  This is not mind control; it is the room correctly reading what
  is about to happen.
Limit: Once per Full Rest.
Genre Note: The Room Decides works on creatures with sufficient
  intelligence to assess risk (Wit 2D or higher). Mindless threats
  or creatures without survival instincts are unaffected.

INFILTRATOR

[A: Speed] [T: Rogue] | Universal

The door was locked. That was the relevant information.

An Infiltrator solves access problems. They go where they're not supposed to be, retrieve what shouldn't be retrievable, and leave before anyone knows they were there. The world's cultures produce them for different reasons, intelligence services, professional guilds, the operational apparatus of every power that needs to know what's behind someone else's walls, but the fundamental competency is universal: movement through spaces designed to prevent exactly that movement.

An Infiltrator is not necessarily a thief, though many are. They are, at core, a specialist in the gap between what a location's security assumes and what is actually possible.

Favored Save: Speed Save (Speed + Acrobatics)

Power Access: None.

Suggested Talents: Stealth, Acrobatics, Notice, Craft (mechanical, locks and mechanisms)

Starting Equipment: Light or no armor, one light weapon (concealed), Infiltration Kit +3D (lockpicks, climbing gear, silence equipment), a hand-drawn layout of the current operational target if the mission allowed preparation time.

Progression Track

Clean Entry | Operational | Stage 1 | Passive | Self | Always Active
Mechanical effect: When the Infiltrator enters a space through any method
  requiring a Stealth or Acrobatics roll, they may reroll once and keep
  the higher result. Additionally, the Infiltrator leaves no physical
  evidence of passage, no disturbed dust, prints, or displaced objects,
  unless they choose to or unless they fail a Stealth roll by 2 or more
  successes. Evidence-clean movement is always active; the entry reroll
  is once per Short Rest.
Limit: Entry reroll once per Short Rest. Passive evidence-clean always
  active.
Genre Note: The evidence-clean movement is not magical; it is the
            result of trained spatial awareness and deliberate foot
            placement. An Infiltrator who knows how to move through a
            space leaves it looking like no one was there. The entry
            reroll represents the same principle applied under pressure:
            a second read of the approach before committing.
Bypass | Operational | Stage 2 | Primary Action | Object/Mechanism | Long Rest
Mechanical effect: Once per Long Rest, the Infiltrator automatically succeeds
  on one mechanical challenge, a lock, latch, sealed mechanism, or trapped
  container; that they have had at least one minute to examine. This is
  expertise, not magic. For mechanisms of exceptional complexity (custom
  locks, ancient traps, magical seals), the GM may still call for a roll,
  but the Infiltrator makes it at Advantage.
Limit: Auto-success once per Long Rest. Advantage on complex mechanisms
  applies whenever the minute-examination condition is met.
Ghost Protocol | Operational | Stage 3 | Primary Action | Self | Full Rest
Mechanical effect: Once per Full Rest, the Infiltrator enters an operational
  state lasting a number of minutes equal to their Speed value. During this
  time: all Stealth rolls are made at Advantage; they may move through any
  space large enough for their body without triggering pressure-sensitive,
  motion-sensitive, or proximity-based detection (magical or mechanical);
  and they may communicate with one designated ally via prearranged silent
  signals that bypass any listening or detection effect active in the area.
  The state ends normally at the duration's conclusion, no collapse, no
  signal. Just the return of ordinary limitations.
Limit: Once per Full Rest.
Genre Note: Ghost Protocol is not invisibility. The Infiltrator can still
  be seen by someone looking directly at them. What it does is remove
  every passive or automated detection system as a factor.

ARCHITECT

[A: Wit] [T: Rogue] | Universal

The outcome was determined three conversations ago. Everything since then has been staging.

An Architect does not act directly if they can arrange for someone else to act in exactly the way they require. They are the planners, the schemers, the people who identify leverage before a situation has become a situation. Every culture with complexity produces them: the political advisor who is the actual decision-maker, the merchant whose competitors always seem to make choices that benefit the merchant, the spymaster whose fingerprints are never on anything.

An Architect is most dangerous when they appear to have no stake in the outcome.

Favored Save: Wit Save (Wit + Resolve)

Power Access: None.

Suggested Talents: Tactics, Persuade, Deceive, Lore

Starting Equipment: No armor or light armor, one light weapon (concealed), Analysis Kit +2D (correspondence records, coded notation, correspondence history), a current operational summary written in a personal cipher, maintained ongoing.

Progression Track

Established Position | Tactical | Stage 1 | Free Action | Self | Short Rest
Mechanical effect: Once per Short Rest, the Architect identifies one leverage
  point in the current scene, a piece of information, a relationship, a
  resource gap, a dependency that someone is unwilling to expose. The GM
  confirms that the leverage exists at some applicable scale. The Architect
  gains +2D to their next social or tactical roll made directly using that
  leverage within the same scene. Unused leverage lapses at scene's end.
Limit: Once per Short Rest.
Genre Note: Established Position is not luck, the Architect always looks
  for leverage before entering a scene. The perk reflects that they
  have already found it.
Prepared Ground | Operational | Stage 2 | Extended Preparation | Scene | Long Rest
Mechanical effect: When the Architect has had access to information about
  a location, person, or organization for at least one scene prior to acting,
  they may declare that they Prepared the Ground. One specific outcome in
  the current scene that they could plausibly have arranged in advance,
  a document already in place, a contact positioned there, a rumor already
  circulating, is treated as having been arranged. The GM adjudicates
  plausibility; the outcome cannot contradict established facts but may fill
  gaps or establish prior actions not previously stated.
Limit: Once per Long Rest. Must have had prior-scene access to the target
  environment. Cannot be declared retroactively in the middle of a scene.
Genre Note: The Prepared Ground represents the Architect's habit of
  acting before the need is obvious. The preparation is not improvised
 ; it was done in advance because the Architect anticipates.
The Plan Resolves | Operational | Stage 3 | Primary Action | Scene-Wide | Full Rest
Mechanical effect: Once per Full Rest, the Architect reveals a layer of
  their scheme that has been operating beneath the current scene. This
  revelation must connect logically to prior events in the current session
  or documented in prior sessions, the Architect cannot invent fully new
  prior actions but may reveal implications, relationships, or preparations
  that were plausibly in place and not previously stated. The revelation
  changes the current scene's dynamics in the Architect's favor, in a way
  negotiated between player and GM before it resolves. This is the moment
  the room understands what they have been standing inside.
Limit: Once per Full Rest. Must have prior-session foundation.
Genre Note: The Architect's Stage 3 is the payoff of the entire game
  the player has been playing. GMs should reward long-term setup
  generously here; this moment is the profession's creative peak.

Mechanical Review Notes

Still Hand, Patient Conclusion (Stage 3): Resolved. Defense is treated as 1 (not bypassed entirely), which preserves the ability's intent within the existing Defense framework.

Reach Reader, Reader's Protocol (Stage 3): The three-roll interception mechanic is functional as written. Pending formalization as a Setting Perk or dedicated subsystem in AX.GAN.09.01 (Setting Perks) before final publication.