2.7. Covert Abilities

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 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.

Freeplay Covert Operations

Freeplay Covert Operations that occur in the Freeplay phase of the game rely more on storytelling and creativity. The GM will generally impose a loose turn order to give each Adventurer 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 Adventurers 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 Hidden 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:

Covert Test Bonuses

All Covert Skill Tests can gain the following Bonuses:

If you roleplay a stealthy solution well, like by distracting your enemies, the GM may also give you an Advantage on the test.

Covert Test Penalties

All Covert Skill Tests can incur the following Penalties:

Other Interactions

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

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.

Remaining Hidden in Freeplay

When in Freeplay, you should try not to stay out in the open. The GM will often introduce a threat to your Hidden 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 soon after you finish your Freeplay turn. If they see you out in the open on their Turn, you will lose your Hidden status. If you are hiding, but they move within Shooting Distance(16u) or True Spitting Distance(4u) of you, then you will need to make a Covert Skill Tests to remain Hidden. 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 cowl up. 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 Hidden. That said, your Hidden 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 Hidden 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 Hidden 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 Hidden 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 Hidden 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 have two stacks of Alert. 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.

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

Covert Abilities

The four covert Basic Abilities allow you to dodge, move, and attack in unexpected ways. The next chapter (2.7. Covert Abilities) will cover the Hidden status in more detail and give full examples of covert operations in action.

Sneak

The Evade Ability is perfect for avoiding Opportunity Attacks or setting up other Covert Abilities.

In short, the Ability gives you the Hidden status and describes its benefits and how you can lose it.

From the Appendix:

Sneak

Time: Action Target: Self
Test: Hiding
Effect: Defense, #Sneaky

Hiding Score:

From Hidden:

You can, optionally, give up 1 Stack to reduce all incoming Damage by 1 (before applying Defenses) and gain an Advantage on a Save.

You can also lose Stacks of Hidden if others succeed at using the Counter Stealth Ability against you.

Hidden is a Stealth Condition that applies to Encounters.

Basic Ability or Mage Upgrades:
  • Magical(1).
    • Hide no longer has the 'Close' Penalty.
  • Magical(2). Requires Level 5.
    • Sneak no longer has the 'Close' Penalty.
Examples: Sneaking through a goblin camp.

The party is sneaking through a goblin camp with 6 goblins in it. The game is in the Freeplay phase.

To show Encounter stealth, the following is a continuation of the above example:

Sneak Attack

The Old Sneak Attack2 requires that you have the Hidden status, but can deal large amounts of Damage. You can also increase that Damage with Rogue Upgrades.

From the Appendix:

Sneak Attack

Time: Action Target: self
Requires: Hidden status
Test: Subtlety
Effect: #Sneaky

† While you are Hidden, this Ability does not require a Beat. (Your chosen Subtle Act's Beat cost will remain unchanged.)

Choose an Ability (or improvised act) to start now as your Subtle Act (also spending a Beat for that Ability, if it requires one.)

The chosen Subtle Act will have extra effects when it takes effect, as determined by your Subtlety Skill Score:

Your chosen Subtle Act will take effect according to its Ability Time:

Basic Ability or Fighter Upgrades:
  • Opportune.
    • This Ability also does not require a Beat when used against a creature that is starting movement that will take them out of range of your Melee Attack. (This Upgrade does not affect the Beat cost of your chosen Subtle Act.)
Basic Ability or Rogue Upgrades:

Sneak Dash

The Counter Stealth Ability builds on the Dash Ability, allowing you to attempt to Dash as a Reaction against enemies getting close to you or targeting you. You will need to Pass a Sneaking Skill Test for the Dash to take effect. If you use your Movement from this Ability to get behind cover, you can make yourself into an invalid target, thus causing the triggering Ability to Fail.

From the Appendix:

Sneak Move

Time: Action Target: A creature with a Stealth Condition
Test: *Perception Save: *Covert Skill
Effect: Debuff

Attempt to remove stacks of Stealth Conditions from your target. Which Stealth Condition you can remove depends on which Perception Skill you choose:

The target has the usual Bonuses and Penalties for Covert Skill Tests. Namely:
Bonuses:

Next Up: 2.0. Basic Abilities