Hide

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You can move swiftly and silently. Normally to become hidden there must be no line without penalties to you from an opponent or an opponent's decoy. You use an action and roll against your sneak score, and if successful you place two decoy markers adjacent to you and then remove your character. While hidden you must use a sneak snap to get an action. If you fail you can take the action and be revealed, or no action and remain hidden. Your action applies to both decoys (so both could move). If an action could only be taken by one, the other is eliminated. If an opponent has a clear line to your decoy, it is eliminated. When your decoy is eliminated you may choose to be revealed in its place (dropping any other decoys). If your last decoy is eliminated you are automatically revealed in its place.

  • 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.

  • Default Evolutions
    • Forward Scout: When an encounter starts, you may place your decoys hidden anywhere within the zone after your opponents have been placed.
    • Shadow Magic: Spend 1 focus to have a darkness penalty around yourself or your decoys for the rest of the exchange. If you are already in darkness the penalty is increased by one. You reduce any darkness penalty on your own perception or attack checks by one.
    • Silent Step: When an opponent checks to find you, you may automatically contest the attempt without using a defense.
    • Startling Ploy: When hidden, you may reveal yourself from someone else's decoy. The owner of the eliminated decoy chooses one of your two decoys to replace, and then your other is eliminated normally.
    • Timely Diversion: You move across open lines as long as you end your move still able to be hidden. You may spend 1 focus to have all guards move their speed towards an area of your choice.


See Also



Version 2.5.1
©2014 Frameworks Games

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