Rogue

This is based off of Rogue from GM Guide 5.0.

Primary
Incredible Reflexes: When attacked, the Rogue can use their excellent reflexes to attempt a dodge. The Rogue drops their Swing (if they have it), and instead of rolling, all of their available colored dice, count as having rolled 6. The Rogue then drops one attribute of their choice and its associated colored dice. Incredible Reflexes does not count as a Dye roll, and it cannot be used to generate a Swing or restore an Attribute.

Level 1
Cheap Move: Whenever the Rogue uses a Do roll against a Colorless opponent, they may add an additional 1d6 to their Swing. Drop your Swing after the Do roll.

Nimble Step I: Rogues gain +5 to movement speed.

Level 2
Price: 10xp

Undetected Danger: Any opponent unaware of the Rogue’s presence counts as Colorless for the usage of Cheap Move.

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Level 3
Price: 20xp

Kick Them While They’re Down: When the Rogue succeeds on a Do roll against an opponent with a Cheap Move, the opponent cannot lock in a Swing from their failed Dye roll.

Nimble Step II: Rogues gain +10 to movement speed.

Level 4
Price: 30xp

Hardcore Parkour: A Rogue does not need to make a Special Action to perform great acrobatic feats or maneuver around the environment as a part of an action.

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Level 5
Price: 40xp

Always Prepared: Before a roll, the Rogue can choose to roll 1d6 and lock it in as their Swing. This swing can be any color, even if its from an unavailable attribute. You may not use this again until you Roll to Dye.

Nimble Step III: Rogues gain +20 to movement speed.