Difference between revisions of "Subterfuge"

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Revision as of 04:08, 21 October 2015

Your cunning at stealth and trickery. Controlled by sense.

  • Conceal. You can check against your sneak 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. An item with the bulky keyword may not be concealed.
  • Creep. While hidden, you can use a snap and make a sneak check to remain hidden until your next turn. If the check fails you lose your action or a decoy. You gain a bonus from being hidden which applies to this check.
  • Duck. When you are hidden and an opponent uses sense against you, then you may use a defense to contest their attempt with your sneak score. You gain a bonus from being hidden which applies to this check.
  • Scam. You can use a project to create a fraudulent clue with a sneak check. 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.
  • Surprise. While you are hidden you may launch an attack from either of your decoys. When you do so, you are automatically revealed and remove the other decoy. The target may use a Guard to to check perception, and you may use your defenses to contest with sneak as usual. If the perception check succeeds the attack is normal and other defenses may be used to contest it. If perception fails (or loses) then you keep the bonus for being hidden on the attack check, and the target is automatically down.
  • Vanish. You can become hidden if no enemy or decoy has a line without a penalty to you. You use an action and roll against your sneak score. If you succeed you place two decoy markers in areas adjacent to you, and then remove your character from the map. You must creep to get an action, and your action applies to both decoys (so both could move). When your last decoy is eliminated you must return to the map in its place.

Associated Abilities

  • Ambush: If your surprise attack misses you remain hidden. You gain the Finishing Strike stunt.
  • 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.
  • 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.
  • Smuggle: Your vehicle counts as hidden outside encounters, and checks to find items (or people) hidden aboard your vehicle suffer a penalty.

See Also


Skill Cost

Template:SkillCost


Version 2.5.1
©2014 Frameworks Games

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