A character cannot have an Art level higher than their Soul.
Sneak Attack (Dirty Tricks 1): When given the opportunity to strike an unaware target, the rogue can pinpoint its weak-points and easily exploit them.
System: If the rogue’s target has not yet had a Turn in the Initiative or when the rogue Attacks a creature that is not aware of their location, they add half their Dirty Tricks level to the Attack and damage, rounded down (minimum 1).
Fog Of War (Dirty Tricks 2): The rogue can exploit the flow of combat to move unseen.
System: When in Initiative, the rogue reduces the difficulty of Stealth rolls by half their Dirty Tricks level minus 1, rounded down.
Feint (Dirty Tricks 3): The trickster seems to go one way and instead goes the other.
System: When a creature rolls Dodge against the rogue’s Attack, they can reflexively roll Dexterity + Subterfuge (difficulty 4) as an opposed roll. If they have a Trickster level of 3 or higher, they reduce the difficulty by 1.
Strategic Attack (Dirty Tricks 4): The rogue is skilled at striking exactly how they want.
System: The rogue reduces the difficulty of Brawl or Weaponry rolls to cause a specific effect on the target Dirty Tricks such as hamstringing, blinding, tripping or otherwise being more precise than just causing damage) by half their Dirty Tricks level minus 1, rounded down.
Dagger Master (Dirty Tricks 5): The rogue is a living blender.
System: The rogue gains 1 automatic Success on Attack and damage when Attacking with a Small Weapon.
Vanish (Dirty Tricks 6): The rogue creates a distraction and is gone by the time the smoke Dirty Tricks figurative or not) clears.
System: Spend 1 Soul while being observed. The rogue can roll Stealth as if they were unobserved.
Read Weakness (Dirty Tricks 7): The rogue can spot the weak points of their foe.
System: Reflexively spend 1 Soul during Initiative. Until the Initiative ends, the rogue can use any Technique from Hunt as if they had a Hunt level 3 less than their Dirty Tricks level.
Poison Mastery (Dirty Tricks 8): The rogue is an expert at creating and using poisons in and out of combat.
System: The rogue has no chance of poisoning themselves with poisons they are handling or those taken from their personal stash. Even if their own poisons are taken and used against them, they are assumed to have an antidote or built up immunity.
In addition, the rogue reduces the difficulty of all Herbalism rolls to create or work with poisons by half their Dirty Tricks level minus 1, rounded down.
Stop Hitting Yourself (Dirty Tricks 9): The rogue exploits the environment and their read on their attacker to turn its strength back on itself.
System: While being attacked, roll Intellect + Dodge (difficulty equal to half the dice pool of the Attack, rounded down). On a Success, the Attack hits the attacker instead of the rogue, causing whatever damage and related effects it normally would.
Quick Wits (Dirty Tricks 10): The rogue has a terrifying cunning, always one step ahead.
System: The rogue gains 1 automatic Success on all Intellect rolls.