Difference between revisions of "Subterfuge"

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Your cunning at criminal activity and avoiding detection.
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Your cunning at stealth and trickery. Controlled by [[sense]].
*'''Conceal.''' You can check against your [[sneak]] score to hide an item on your person. If your success margin equals or exceeds the items enc, it isn't visible to others. If you are searched you must roll a contest between your sneak score and your opponent's detect score. The enc of the items you are trying to conceal adds to your opponent's margin.
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*'''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. If you are searched you may use a defense to contest the 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 1 decoy.
 
*'''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 1 decoy.
*'''Duck.''' When you are hidden and an opponent uses [[study]] to try to find you, you may use a [[defense]] to contest their attempt with your sneak score.
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*'''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.
*'''Escape.''' If you are [[lock]]ed you may use an action and make a check against your escape score to break out.
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*'''Escape.''' If you are [[lock]]ed you may use an action and make a check against your sneak score to break out.
*'''Hide.''' You can become [[hidden]] if no enemy or decoy has a line without [[cover]] or [[visibility]] penalties to you. You use an action and roll against your sneak score. If you succeed you place two [[decoy]] markers adjacent to you, and then remove your character from the map. You may split your snap, action, and guard between each decoy every round. If an opponent or an opponent's decoy has a clear line to your decoy, it is eliminated. When a decoy is eliminated you place your character back on the map either where the eliminated decoy was, or in place of your remaining decoy.
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*'''Hide.''' You can become [[hidden]] if no enemy or decoy has a line without [[cover]] or [[visibility]] penalties 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 may split your snap, action, and guard between either decoy every round. If an opponent or an opponent's decoy has a clear line to your decoy, it is eliminated. When a decoy is eliminated you may return your character to the zone in its place and remove any remaining decoys, or if your last decoy is eliminated you must return to the zone in its place.
*'''Scam.''' You may use a project and check against your [[sneak]] score to create a [[fraud]] or a forgery. If the check fails the fraud or forgery is discovered while you still possess it. If it succeeds the fraud appears as a standard cue or clue with any pointer you choose to set. The forgery or fraud may be discovered as counterfeit normally, but do not link directly back to you.
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*'''Scam.''' You may use a project and check against your [[sneak]] score to create a [[fraud]]. If the check fails the fraud is discovered while you still possess it and pointing to you. If it succeeds the fraud appears as a standard cue or clue with any pointer you choose to set, and associated to any mystery you name. Forged documents may require materials to [[build]], but are otherwise just a fraud without a pointer or a mystery.
*[[Surprise]]. While you are [[hidden]] you may launch an attack or other contested action against a target from either of your decoys. When you do so, you are automatically revealed and remove the other decoy, and replace the attacking decoy with your character. The target may use a guard to roll [[study]], and if successful use a [[defense]] (or another [[guard]] if the target has two) against your surprise attack. If the target doesn't make the attempt or fails then no other contest against the attack is possible and the target is automatically [[down]]. Note that you may use your own [[guard]] or [[defense]] to contest the [[study]] check with your sneak.
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*'''Surprise.''' While you are [[hidden]] you may launch an attack or other contested action against a target from either of your decoys. You must reveal yourself and remove any other decoys. The target may use a defense or guard to [[sense]] the surprise attack, and if successful use a [[guard]] against your attack. Note that you may use your own [[defense]] to contest the [[sense]] check with your sneak. If the target doesn't sense the attack then no other contest against the attack is allowed and the attack rolls an extra +2dE.  
  
 
==Unlock Abilities==
 
==Unlock Abilities==
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*[[Skill]]
 
*[[Skill]]
 
*[[Operate]]
 
*[[Operate]]
*[[Acuity]]
 
 
*[[Study]]
 
*[[Study]]
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*[[Acuity]]
  
 
==Skill Cost==
 
==Skill Cost==
 
{{SkillCost}}
 
{{SkillCost}}
  
{{V250}}
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{{V251}}
  
 
[[Category:Skill]]
 
[[Category:Skill]]

Revision as of 23:07, 26 October 2014

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. If you are searched you may use a defense to contest the 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 1 decoy.
  • 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.
  • Escape. If you are locked you may use an action and make a check against your sneak score to break out.
  • Hide. You can become hidden if no enemy or decoy has a line without cover or visibility penalties 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 may split your snap, action, and guard between either decoy every round. If an opponent or an opponent's decoy has a clear line to your decoy, it is eliminated. When a decoy is eliminated you may return your character to the zone in its place and remove any remaining decoys, or if your last decoy is eliminated you must return to the zone in its place.
  • Scam. You may use a project and check against your sneak score to create a fraud. If the check fails the fraud is discovered while you still possess it and pointing to you. If it succeeds the fraud appears as a standard cue or clue with any pointer you choose to set, and associated to any mystery you name. Forged documents may require materials to build, but are otherwise just a fraud without a pointer or a mystery.
  • Surprise. While you are hidden you may launch an attack or other contested action against a target from either of your decoys. You must reveal yourself and remove any other decoys. The target may use a defense or guard to sense the surprise attack, and if successful use a guard against your attack. Note that you may use your own defense to contest the sense check with your sneak. If the target doesn't sense the attack then no other contest against the attack is allowed and the attack rolls an extra +2dE.

Unlock Abilities

A high score in Sneak is required for some abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.1
©2014 Frameworks Games

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