Subterfuge

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When you need to trick someone or avoid detection check against subterfuge. It's not considered righteous, but no one can argue with results.

  • Conceal: You can check against your subterfuge score to hide an item on your person or within another object. If you succeed it isn't visible unless an opponent searches and succeeds at a sense check. A bulky item may only be concealed inside another bulky item.
  • Disappear: You can become hidden if no enemy (including decoys) has a line without a penalty to you. Use an action and roll against subterfuge. If you succeed you place two decoy markers in areas adjacent to you, and then remove yourself from the map. Sneak to get an action without losing a decoy. When your last decoy is eliminated you must return to the map in its place.
  • Duck: When an opponent uses sense against your decoy you may use a defense to contest their attempt with your subterfuge score.
  • Scam: You can use a project to create a fraudulent clue. You create pointers up to your success margin, plus a pointer back to yourself. If you fail, the margin is the number of witnesses that see you plant the fraudulent clue. The same kind of check may be used to create forged documents if you have the materials.
  • Sneak: While hidden, use a snap and make a subterfuge check to remain hidden until your next turn. If the check fails you lose your action or a decoy.
  • Surprise: While you are hidden you may launch an attack from one of your decoys. You are revealed after the attack is resolved. The target may use a guard to check perception, and you may duck in response. If the sense check succeeds the attack is normal and other defenses may be used to contest it. If sense fails no other defense is possible and the attack gains +2dE.
  • Trick: When you try to take or use an item without anyone seeing you check subterfuge. Anyone watching you may contest with sense to tell if you did anything. Taking or adding an unequipped item to someone's pockets is always contested, and you suffer a penalty for having to make contact.

Hidden

When you are hidden instead of being placed on the map, you place two decoys. You could be either decoy at any given time. While you are hidden you gain a bonus to attack unaware targets, and to contest perception or attack checks against you. You can become hidden (see disappear) if no enemy or decoy has a line without a penalty to you. When your last decoy is eliminated you must return to the map in its place. When you sneak to take an action it must apply to both decoys, or the other is eliminated. If an opponent gains a clear line to a decoy it is eliminated without a check. When your decoy is eliminated you may choose to be revealed in its place, and if your last decoy is eliminated you are automatically revealed in its place. If you gain interference while hidden you must eliminate a decoy.

Associated Abilities

  • Ambush: If your surprise attack misses you remain hidden. You gain the Finishing Strike stunt.
  • Hide: You can become Hidden if no opponent has a Line of sight to you without a Penalty. Outside an Exchange just roll a Check, and on a Bad roll any nearby foes get a Notice Save to detect you before you can become Hidden. Becoming Hidden during an Exchange is an Action. On a Good roll you gain a token to show you are Hidden. You can still move while Hidden, but you can’t cross a Line without a Penalty (such as Cover or Visibility) without revealing yourself. Foes roll a Notice Save if you move while within 12” of them, Opposed by your Hide Check. If there are multiple foes, roll the closest with Support from any others.
  • Poison: You gain a tier 1 toxin, and a bonus on checks to create or milk toxins. There is a penalty to perceive poisoned food or drink you prepare.
  • Rob: You gain a bonus to trick and conceal checks, and you ignore the penalty to sell stolen items.
  • Scheme: You may spend focus to escape from an encounter or draw an extra reflex card.


See Also

Ability Cost

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.


Version 2.5.2
©2014 Frameworks Games

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