Master spies, infiltrators can find ways into the most secure locations. They use a combination of disguise, acting, and instinct to outwit security. Even when spotted, they fail to make a lasting impression—people have a hard time remembering that they ever saw them. And should their ruse be exposed, infiltrators know how to slip away from their pursuers unscathed.

Level 7 Infiltrator

Attributes. Increase three by 1
Characteristics. Health +3, Perception +1
Languages and Profession. You can speak another language or add a profession.
Faceless You can attempt to hide anywhere; you can be observed and you do not have to be in a heavily obscured are or three-quarters covered. You remain hidden from using this talent until you use an action or a triggered action, after which you must wait at least 1 minute before you can use this talent again.
While you are hidden, people you talk to cannot remember details about you 1 minute after the conversation ends and totally forget having spoken to you 1 hour after the conversation ends.
Finally, during the first round of any combat in which you are hidden, you make attack rolls and challenge rolls with 1 boon. If you take a fast turn during this round, you can use an action and move.

Level 10 Infiltrator

Characteristics Health +3
Treacherous Strike Your weapon attacks deal 1d6 extra damage to surprised targets and to targets from which you are hidden.
Vanish When you are obscured or covered in any way, you can use a triggered action to use your Faceless talent.