When you spend a moment to survey a dangerous area, roll+DEX. On a hit, you identify traps.
When you pick locks or pockets or disable traps, roll+DEX.
When you attack a surprised or defenseless enemy with a melee weapon, roll+DEX. On a hit, you deal damage and can apply additional effects.
You can apply poisons to your weapons and know how to craft them.
When using a precise or hand weapon, your Backstab deals an extra +1d6 damage.
When you use Trap Expert, you always get +1 hold, even on a 6-.
When you make a show of flashing around your most valuable possession, choose someone present. They will do anything they can to obtain your item or one like it.
You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
When you’re outnumbered, you have +1 armor.
After you’ve used a poison once, it’s no longer dangerous for you to use.
You can apply even complex poisons with a pinprick. When you apply a poison that’s not dangerous for you to use to your weapon, it’s touch instead of applied.
When you have time to gather materials and a safe place to brew, you can create three doses of any one poison you’ve used before.
When you put out word to the criminal underbelly about something you want or need, roll+CHA. On a 10+, someone has it just for you. On a 7–9, you’ll have to settle for something close, or it comes with strings attached—your call.