18 lines
No EOL
1.4 KiB
Markdown
18 lines
No EOL
1.4 KiB
Markdown
The art of breaking in, staying hidden, and slipping out unseen.
|
||
|
||
## Tier 1 (Subterfuge 1+)
|
||
* Light Fingers – Mark a die as Effectful; on success, pick pockets or lift items unnoticed.
|
||
* Bypass Lock – You can pick simple locks without penalty; mark a die as Persistent to handle advanced ones.
|
||
* Misdirection – Once per scene, inflict 1 Slight by diverting attention from yourself or an ally.
|
||
## Tier 2 (Subterfuge 2+)
|
||
* Silent Entry – You can open doors or windows without noise penalties.
|
||
* Sabotage (Subterfuge/Mechanics) – Mark a die as Risky; on success, disable a device or alarm. Failure may trigger it.
|
||
* Hiding Spot – You can conceal small items or messages on your person without detection.
|
||
## Tier 3 (Subterfuge 3+)
|
||
* Cat Burglar – You may reroll one failed die per scene when infiltrating secured locations.
|
||
* Escape Artist (Subterfuge/Dodge) – Mark a die as Persistent; on success, slip free of bonds, grapples, or restraints.
|
||
* False Trail – You can erase evidence of your passage, making Tracking rolls against you one success harder.
|
||
## Tier 4 (Subterfuge 4+)
|
||
* Ghost Step – Once per session, move through a secure area entirely undetected (unless magical sensors are present).
|
||
* Master Thief – You may declare you “already planted” a tool or device in a location you previously visited.
|
||
* Absolute Disguise – You can fully assume another person’s appearance for one scene (requires prep time and resources). |