You’ve got a good sense for finding secret paths and doors. When you spend time looking for a secret way in or out of a place that might have one, mark exhaustion and roll with Luck. On a hit, you find a hidden path—the GM will detail it and to where it leads. On a 10+, there’s something along or inside the path of value to you—the GM will tell you what. On a miss, you find a secret path…and someone else is using it right this second. They probably won’t be happy you found their secret.
Take two of the following weapon skills: Trick Shot, Confuse Senses, Improvise Weapon, Disarm, Vicious Strike. None of the skills you take with this move count against your limit.
Fancy Meeting You Here
When you carouse in a popular locale, roll with Luck. On a hit, you meet a lackey of a powerful faction in the area—the GM will tell you what they do for the faction, and you tell the GM when and how you met them in the past. On a 10+, they get sloppy: they let a secret slip about the faction’s plans or offer to introduce you to the faction’s leaders on friendly terms. On a miss, someone who is looking for you finds you first.
Eye for Treasure
When you ask around a port about valuable trade, roll with Luck. On a hit, you learn of nearby cargo worth your time. On a 10+, you know exactly where the cargo is held or how to intercept the shipment. On a miss, you hear only of well-guarded or difficult-to-reach cargo…and your questions start drawing attention.
One of Us
When you try to figure out or persuade vagabonds, bandits, revolutionaries, or outcasts, roll with Luck instead of Charm.
When you attempt to impress a crowd with a wild story, roll with Luck. On a hit, the crowd is moved; everyone in your band takes +1 ongoing to persuade or trick someone in line with the story. On a 10+, someone foolish even approaches you with profitable work! On a miss, your stories attract someone in desperate need of help you’re not equipped to give.
Take +1 Luck (max+3).