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#2072710 ·published 2011-05-31 10:39 UTC
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::::Character Generation::::
Skill dice modifiers (roll 4 plus and 4 minus)
Goal type
(Secrets)
(Awards/Penalties)
(Revelations)

Skills:
Listen
Sabotage
Sneak
Conceal
Brawn
Escape
Burglary
Search
Subterfuge
Deduction

Flaws:
Sleepless
Hysteric
Belligerent
Cowardly
Squeamish
Creepy
Clumsy
Stoic

Character Type:
Killer
Thief
Socialite
Glutton
Detective



::::Strategies::::
::Rummage::
Tasks:
To discover general items: Search v Object Find Diff
To discover concealed items: Search v Object Find Diff (set by conceal)
To find a single specific item: Search v Object Find Diff (one bonus die)
Resolutions:
Note the item’s location.
Take the item or set of items.
Conceal the item elsewhere in the area (Conceal to set Object Find Diff)
Contingencies:
Abort to inspect distress elsewhere.
Abort to inspect commotion elsewhere.
Evidence:
Anyone in room: Knows that rummage has taken place; knows that something was taken.
Anyone in room (Deduction v Object Find Diff): Notices the specific item taken.
Anyone in an adjacent room (Listen v Sneak): Knows that a rummage has taken place.


::Patrol::
Tasks:
To visit four identified rooms and get their descriptions and who is in those rooms.  (Doesn’t take note of character actions)
Resolutions:
General area information.
Contingencies:
Abort to inspect distress elsewhere.
Abort to inspect commotion elsewhere.
Evidence:
Anyone in any visited room: Knows that character has gone there.
Anyone in nearby room (Listen v Sneak): Hears someone walking by.

::Spy::
Tasks:
To hide in the room and observe. 
Resolutions:
Observe events in the room.
Contingencies:
Note distress elsewhere.
Note commotion elsewhere.
Evidence:
Anyone in the room (Search v Conceal): Knows that character is hiding in the room.
Anyone in nearby room (Listen v Sneak): Knows that someone moved into the room.

::Eavesdrop::
Tasks:
To stand in a hall and listen into a room. 
Resolutions:
Two bonus dice to listen checks at the target room, as if it were an adjacent room.
Contingencies:
Abort to inspect distress elsewhere.
Abort to inspect commotion elsewhere.
Evidence:
Anyone in the room (Listen v Sneak): Knows that character is hanging outside the room (scrutiny).

::Guard::
Tasks:
To in a room and observe.
To stand in a room and protect a specific object or set of objects.  One bonus die to noticing those items.
To stand in a room and block others from entering.
Resolutions:
Prevent some character actions (Deduction v Subterfuge).
Prevent entrance (Deduction v Subterfuge).
Prevent egress (Brawn v Escape).
Contingencies:
Abort to investigate distress elsewhere.
Note commotion elsewhere.
Evidence:
Anyone in the room: Knows that character is guarding the room (scrutiny).
Anyone blocked by the guard: Knows that character is guarding the room (scrutiny).
Anyone in an adjacent room (Listen v 6): Knows that someone is guarding the room.

::Shadow::
Tasks:
To pursue and observe a character secretly.
To pursue a character openly.  (Forfeit all evidence rolls.)
Resolutions:
Visit the same rooms as the character and observe them.
Contingencies:
Abort to investigate distress here.
Note distress elsewhere.
Note commotion elsewhere.
Evidence:
The target (Deduction v Subterfuge): Knows the character is following them (scrutiny).
The target (Listen v Sneak): Knows someone is following them (scrutiny).
Anyone in the room (Deduction v Subterfuge): Knows the character is following the target (scrutiny).
Anyone in the room (Listen v Sneak): Knows someone is following an occupant of the room (scrutiny).

::Ambush::
Tasks:
To hide in a room and slay the first person who enters.
To hide in a room and slay a specific person if they enter.
To follow a person unnoticed and slay them.
Resolutions:
Murder target (Brawn v Escape).
Contingencies:
Abort on success, to a nearby room.
Abort on scrutiny.
Abort on distress nearby.
Abort on commotion nearby.
Note distress elsewhere.
Note commotion elsewhere.
Evidence:
If hiding:
Anyone in the room (Search v Conceal): Knows you are there (scrutiny).
If following:
The target (Listen v Sneak): Knows someone is following them.
The target (Deduction v Subterfuge): Knows the character is following them.  (Strategy-user can know he is under scrutiny with Deduction v 6.)
Anyone in a room the target visits (Deduction v Subterfuge): Knows the character is following the target (scrutiny).
Anyone in a room the target visits (Listen v Sneak): Knows someone is following an occupant of the room (scrutiny).