Sneak

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They never saw you coming. Sneak covers moving quietly, keeping out of sight, and breaking rules without getting caught. The most common use of Sneak is becoming Hidden.

Being Hidden requires some form of Penalty (usually Cover or Darkness) along all Lines from opponents to you. While Hidden you’re harder to attack and able to launch Surprise Attacks. You lose the Hidden status if an opponent successfully Notices you, if a foe gets a clear Line to you, or if you Attack or Manipulate someone.

Sneak Checks

  • Crack: Open a lock without a key. Without a key you need a tool which can fit in the lock. Purpose-built Lockpicks provide Advantage. Roll a Check. A complicated or secure lock applies a Penalty. A Bad roll ruins the pick, jams the lock, or draws unwanted attention. The Lockpick Mastery applies to this crime.
  • 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.
  • Pilfer: Roll a Check to steal an item from another person’s pouches or pockets. On a Bad roll you either get an item but get caught, or the person becomes suspicious and you don’t steal anything—your choice. On a Good roll you discover any items on the target and take one of your choice. Your target rolls Opposition with a Notice Save. If Notice wins treat it the same as a Bad roll to Pilfer. A thief may put an item on a person instead of taking one away. The Pickpocket Mastery always applies.

Sneak Saves

  • Conceal: To hide a small object on your person you simply declare that it is Concealed. An opponent may roll Notice (Sense Save) to look you over or a Search to actively pat you down. You Oppose their roll with your Save. You can’t Conceal a Bulky item on your person, you have to hide it somewhere else or mask it with something else the same size or larger. Small items, on the other hand, grant Advantage to the Save.
  • Vanish: While you’re Hidden, when an opponent Searches for you or rolls to Notice you, you Oppose the roll with a Save. If you win you may move up to 6” and become Hidden again—if a location exists where you could remain Hidden. If you move to Vanish you must spend an Order or become Stumped.

Sneak Masteries

  • Counterfeit: Allows the falsification of signatures and official documents—including Currency. Creating false documents takes two days, and their counterfeit nature is exposed if a suspicious checker rolls a Search Check to examine it. The roll isn’t Opposed, but a high quality forgery applies a Penalty. Cash Bills aren’t usually scrutinized, but Bank Notes always are.
  • Disguise: Used to change your own features with makeup and accessories. Your true features count as Concealed. Drastic physical differences (including body type, gender, and species) apply a Penalty. You can attempt a limited disguise—just looking like someone else, anyone else—with as little as a minor change to clothing. More intentional transformations, or impersonating a specific individual require a Disguise Kit to even make the attempt. When you’re impersonating someone and arouse suspicion you must roll the lower Save between your Convince and your Conceal to keep up your ruse. You can roll to disguise someone else, but they suffer the Penalty on Conceal Saves if they don’t also have the Disguise Cascade.
  • Lockpick: Familiarity with manipulating the tumblers or other mechanisms to open locks without a key. You still need an implement which can fit in the lock to make the attempt.
  • Pickpocket: Represents a light touch and techniques for lifting items from another person’s purse or pockets without drawing their attention. Sleight of hand tricks also fall under this Mastery.

Build Points

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.

See Also


Version 3.0.0
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