1.10. Covert Operations

If you want to succeed at heists, espionage, and other covert operations, you will need to learning to navigate the world unseen and undetected. No matter your stats or skills, you can contribute to covert operations.

The GM will assume, by default, that you want to be stealthy. You won't need to announce that you are using stealth or sleight of hand. Instead, if your GM asks for a Covert Skill Test and you want to be nonchalant or obvious about something, you should let your GM know that you willingly Fail the Covert Skill Test.

The way you will play covert operations will work differently in Freeplay than in Encounters. Freeplay Covert Operations will rely on storytelling over a strict set of rules while Encounter Covert Operations will be much more strict and involve a cat-and-mouse style gameplay. The GM will use a mix of stealth in Freeplay and Encounters, with Encounter-based stealth representing a more elevated hunt.

Regardless of which phase the covert operation takes place, you will need to be aware of your Evasive status and the Alert Status of NPCs.

Sneaky Status

The GM will generally start off most scenarios with all Players having the "Evasive" status. While you have the Evasive status, NPCs may have trouble predicting your movements. "Evasive" does not always mean that you are unseen, but rather that you are drawing less attention and approaching your actions in a cautions way.

While Evasive, you will have an Advantage when targeting NPCs with Abilities. You will also be able to use the Old Sneak Attack, Old Sneak Dash, and Old Sneak Evade Basic Abilities.

If you lose the Evasive status, its easy to regain by using the "Old Sneak" Basic Ability. As stated in the Sneak Ability, you can lose your Evasive status in the following ways:

If you or one of your fellow party members loses their Evasive status, that can make all enemies fully Alert and start an Encounter. If it wasn't you that triggered that moment, you keep your Evasive status going into the Encounter.

Freeplay Covert Operations

Freeplay Covert Operations occur in the Freeplay phase of the game and relying more on storytelling and creativity. The GM will generally impose a loose turn order during Freeplay to give each Player and NPC their own turn to act.

Alert

The NPCs you come across will start with zero stacks of the Alert Status Condition. As they gain stacks of Alert, they may alter their behavior, becoming more likely to detect you. A creature's number of stacks of Alert is easily identifiable without a Tests. Below is a list of how an NPC's behavior may change for each stack of Alert:

As you may have noticed, having one or two stacks of Alert are not too different from one another beyond roleplaying frills. This initial stack of Alert gives Players a small buffer for mistakes.

An NPC will generally increase one stack of Alert if you fail a Covert Skill Test. If a creature is on guard duty, they may start with one stack of Alert for the first hour or two of their shift.

Most NPCs will lose a stack of Alert if they have searched all logical places for you and not found anything. They may also lose a level of Alert if it has been 5 to 15 minutes of in-game time and no one has failed a Covert Skill Test near them. If you were directly discovered by an NPC, it could take that NPC an hour or more to fully lose their Alert Status Condition. The GM may remove a stack of Alert from an NPC if you take clever steps to belay their suspicion (like by summoning a goat to be a noise-scapegoat.)

Covert Test

While you are Evasive and within Shooting Distance(16u) or True Spitting Distance(4u) of an NPC, you will need to perform a Covert Skill Test. The three Covert Skills each cover different cases for when you are in danger of drawing attention:

The result of a Covert Skill Tests will determine if nearby creatures gain a stack of Alert. For each Covert Skill Test, the roll result is the same:

If you roleplay a stealthy solution well, the GM may make the Test easier or waive it entirely.

Covert Bonuses

You will gain an Advantage on a Covert Skill Test for each of the following that is true:

Covert Penalties

You will gain a Disadvantage on a Covert Skill Test for each of the following that is true:

Other Interactions

There're other ways to get an Advantage or a Disadvantage on Covert Skill Tests. For example a Dark Zone or a Fog Zone can help you avoid visual detection. Similarly, you can use a Loud Zone to cover up any noise-related actions that may trigger a Covert Skill Tests.

The GM may also waive a Covert Skill Test entirely if you are acting in a clever way to hide yourself or mitigate the circumstances that may get you caught.

Hiding

When not in an Encounter, you should try not to stay out in the open. The GM will often introduce a threat to your Evasive status by warning you that an NPC will soon take their turn. If you have failed a Covert Skill Test and an NPC now has 2 stacks of Alert, they will get a moment to search for you after you finish your loose, Freeplay turn. If they see you out in the open on their turn, you will lose your Evasive status. If they may not see you because you are hiding, but move within Shooting Distance(16u) or True Spitting Distance(4u) of you, then you will need to make a Covert Skill Tests to remain Evasive. If you have a good enough hiding place that is not an obvious place to search, you will be able to skip the Covert Skill Test and remain hidden.

You can generally Hide behind anything that would grant you at least 1/2 cover. You can also Hide in ways that may obscure or camouflage you in some way. Hiding can be as simple as going Prone in tall grass, jumping in a line of decorative suits of armor, crouching against a busy-looking pile of junk, or joining the crowd of goons with your cloak drawn. If you are not fully hidden, you will need to make Covert Skill Tests to help determine how long you can evade their attention. Most creatures that are in-tune with magic can use a bit of that magic to warp attention around them, making them slippery to the mind.

Encounter Covert Operations

Once an Encounter has started, Covert Operations shift to use a different set of rules. In an Encounter, your enemies can, without reservation, target and move toward you, even if you are Evasive. That said, your Evasive status gives you access to powerful covert Reactions that you can use to retcon stealthy activities into the Encounter. These Reactions take place before the opposing creature can finish their actions, giving you a strategic edge.

Covert Reactions

There're three covert Reactions on the Basic Ability List that every adventurer should know.

Each of the covert Reactions requires a different Covert Skill for its Test. If you fail the Test, you don't get to use the covert Reaction, but you do get your Beat back. If you get at least a Mixed Score on the Test, then the covert Reaction takes place.

Sneak Dash

Old Sneak Dash requires a Sneaking Skill Test. If you Pass the Test, you remain Evasive and gain Movement as from the Dash Ability that you can use immediately.

Most often, you will use your Movement to take you out range of an assailant. Those enemies will then have to use extra Movement, perhaps wasting an Beat of their own to Dash. They may give up the chase and attack you at range, or focus their attention elsewhere.

Sneak Attack

Old Sneak Attack requires a Subtlety Skill Test. If you Pass the Test, you can use an Ability to attack the creature that triggered it, dealing an extra bit of Old Sneak Attack bonus Damage.

Since you are Evasive for this Reaction, you can generally attack with an Advantage as well.

Sneak Evade

Old Sneak Evade requires a Hiding Skill Test. If you Pass the Test, you will remain Evasive and the creature that triggered the Reaction will unable to affect you in any way.

The Old Sneak Evade is a great way to lay low and avoid Damage while your allies draw attention away from you.

Escaping From An Encounter

While in an Encounter, you may want to try to end the Encounter by slipping away. To do so, all your party members need to become and remain Evasive for one full Round of play. Doing so will result in the Encounter entering a Pause Phase and returning to the Freeplay Covert Operation rules. Each creature that was in the Encounter will begin with two stacks of Alert in loosely the same turn order. At the end of each NPC's Freeplay turn, they will lose a stack of Alert, provided they did not find any evidence of you. It's up to the GM to determine when the Encounter End Phase is. Generally, the GM will wait until you have fully evaded everyone and moved out of the area.

Example Covert Operation

Examples: Sneaking through a goblin camp.

The party is sneaking through a goblin camp with 6 goblins in it. Below is an example of Freeplay stealth.

  • The party is sneaking and gets close to 3 of the goblins.
  • Most players get a High Score, but #Bob gets a Mixed Score, which gives a single stack of Alert to all three nearby goblins.
  • The GM announces that a goblin says "Huh?" then slowly turns back to what he was doing.
  • The players continue sneaking, taking a path past 1 goblin with a stack of Alert and 1 goblin without a stack of Alert. #Bob again rolls a Mixed Score. This gives a stack of Alert to both the goblins.
  • The goblin with two stacks of Alert says "What's that!?" The GM announces that each player has one more Turn before the goblins take a turn.
  • The players all choose to try to find hiding places. #Alice and #Carol go Prone in the tall grass while #Bob jumps behind a bush.
  • Because #Bob used Movement to find his hiding place, and he is still in Shooting Distance(16u), #Bob must make another Sneaking Skill Test. #Bob fails the Test. Since one of the goblins was already at two stack of Alert, #Bob loses his Evasive status.
  • The GM announces the start of an Encounter.

Now an encounter has started. Below is an example of encounter stealth.

Next Up: 1.9. Basic Abilities