Taking Action

From The Hidden Room
Revision as of 17:30, 4 August 2022 by Kalyptein (talk | contribs) (→‎Healing)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Red Age > Rules > Taking Action

General Rules

  • When you affect the world or try perceive / conceal, roll stat: d20 + stat bonus vs DC
    • Skilled (-5 DC), Expert (-10 DC)
  • When you impose a condition on a person or creature, roll effect: d20 + MOD vs DC.
    • Skilled (-HALF DC), Expert (-PROF DC)
  • If the total modifiers to DC are...
    • -10 DC or more: automatic success
    • +10 DC or more: automatic failure
  • Task Time
    • Time Magnitudes: Round, Minute, 10 Minutes, Hour, 8 Hours, Day, Week, Month
    • -5 DC) Slow & Steady: increase magnitude of time taken by one step. Can be applied only if time and care would help the effort.
    • +5 DC) Quick & Dirty: decrease magnitude of time taken by one step.
  • Margin
    • Exceeding the DC: margin 1 + 1 per full 5 points above the DC (e.g. DC 11; margin 1 = 11-15, margin 2 = 16-20, etc)
      • Natural 20: +1 margin
    • Missing the DC: margin 0 - 1 per full 5 points below the DC (e.g. DC 11; margin 0 = 6-10, margin -1 = 1-5, etc)
      • Natural 1: -1 margin
  • Assistance
    • Benefit can vary depending on the situation.
      • -2 DC (an assistant is a little helpful)
      • +A (a solid team-up)
      • Each person rolls and a certain collective margin is necessary (many people contributing to a large effort)
  • Piggybacking
    • When multiple people have to each attempt something, but the guidance and aid of the other can help cover for their own missteps, they are piggybacking.
    • Each character rolls and margin is summed from all. As long as you have a total equal to at least half the number of participants, everyone succeeds.

Athletics

Jumping

  • Long Jump: (Vigor or Dexterity score) + 1d4 feet.
    • Dex DC 11 to avoid falling if you land in difficult terrain.
    • Dex DC 11 to clear an obstacle in the jump.
    • If diving out, you can grab a ledge or object that is (1.5 x your height + long jump distance) away.
  • High Jump: 2+(Vigor or Dex bonus) feet.
    • If reaching up, you can grab a ledge or object that is (1.5 x your height + high jump distance) above the ground.
    • Halve jump distance without a 10' run up.
  • In combat, every foot moved horizontally in a long jump, or vertically in a high jump, plus any run up, must be paid for in movement, either from this turn or next.

Climbing & Balance

  • Check
    • Vigor or Dex check, while accepting a +1x movement cost.
    • Margin: 1 or higher (progress), 0 (no progress, teetering; fall if next check is also margin 0), -1 or lower (fall / slip)
  • Climbing Surface
    • DC 6) Rough surface with plenty of handholds (cliffs, ornate or rough walls, climbing trees, ropes)
    • DC 21) Smooth surface with very limited handholds (well-fitted walls, smooth trees)
    • DC 26) Very smooth surfaces (ice, polished marble)
  • Balancing Surface
    • 11 DC) Normal (1' ledge, thick branch) / uneven (rubble, rocking deck)
    • 21 DC) Difficult (rope, pole, thin branch) / unstable (heaving deck, crumbling floor)
  • Modifiers
    • +0 DC) Slow (accepting a +1x movement cost)
    • +5 DC) Fast Movement (full speed)
    • +5 DC per case) Adverse Conditions (slick, crumbling, etc)
    • +5 DC) Under threat / taking damage
    • +5 DC) Medium Load
    • +10 DC) Heavy Load
    • -5 DC) Pole, handhold, or other aid

Swimming

  • Non-aquatic creatures have +2x movement in water (1/4 speed).
  • In rough water, a Vigor check is required to make progress and/or remain above water.

Squeezing

  • You can squeeze through a space one size smaller than your own size with +1x movement (half speed).
  • If any case applies (Medium load, Heavy load, under attack / taking damage), making progress while squeezing requires a Dex check DC (6 + 5 per case).

Falling

  • If you fall over an edge, you may Dex Save DC 11 to catch yourself.
    • Margin: 0 or lower (fall), 1 (1d6 damage and hanging below / just at the edge), 2 or higher (prone / half off the edge).
  • Falls inflict 1d6 damage per 10' fallen and inflict Prone.
    • If you fall within reach of a surface you can use to slow yourself (tree branches, cliff wall, tumbling down a slope), you may Dex save for half damage.
    • In extremely long falls, assume you travel about 500' per turn.
  • A medium creature can hang-and-drop, reducing effective distance fallen by 10'.

Feats of Strength

  • Carrying
    • Encumbrance is handled using the slot system, but if a raw weight limit is needed, for Vigor 10...
      • Light Load: up to 25 lbs (normal movement, Limber)
      • Medium Load: up to 50 lbs (normal movement)
      • Heavy Load: up to 100 lbs (slowed movement)
      • Staggering Load: up 200 lbs (+5x movement cost)
      • Push / Drag: up 500 lbs (+5x movement cost); under good conditions.
    • Multiply or divide capacities by 2 for each Size up or down from Medium, and for every 5 points of Vigor above or below 10 (interpolate as needed).
    • Rolling a load (cart, etc) can allow 2x or 3x the pulling creature's normal load limits.
  • Bending / Breaking Things
    • DC 16) thin rope, flimsy door or box
    • DC 21) ordinary door or light chest
    • DC 26) heavy wooden door or chest, thick rope, spear shaft
    • DC 31) metal manacles or chains, barred or iron door, bend iron bars
    • DC 36) masonry wall

Perception & Concealment

Stealth

  • To sneak make a bonus roll with Dex vs observer's Wits. To blend into a crowd, make a bonus roll with Dex or Wits.
    • Success leaves you hidden. Failure can result in being spotted, but a Casual observer often just upgrades their attention to Scrutiny, rather than immediately going to full awareness (though this will spoil a sneak attack).
    • Scrutiny will quickly bring full awareness on subsequent turns, unless the subject can improve their concealment, retreat, etc. If a subject remains hidden and the observer is not suspicious, their Scrutiny usually fades or is redirected after one check. Only repeat rolls if they keep searching intently.
    • Rolling to observe an environmental "stealth check" can also be used for noticing clues, subtle details, traps, secret doors, ambushes, faint sounds, etc. The stimulus has a base DC and modifiers are applied as normal.
  • Modifiers
    • Distance
      • -15 DC or more) Very Distant: very far from the observer, barely enough to make out their presence and very basic details.
      • -10 DC) Distant: what this means depends on the situation, but conceptually, this is well back from the observer, perhaps scores or hundreds of feet, but close enough to make out rough details.
        • E.g. peering from the hilltop down at the distant orc camp, watching someone from across a crowded room, etc.
      • -5 DC) Near: if the DM thinks this level of precision between Distant and Close is warranted.
      • +0 DC) Close: close enough to eavesdrop, snipe, etc. Often in the rough range of ~30'.
      • +10 DC) Very Close: close enough to backstab, pick pocket, etc. Often in the rough range of ~10' or closer.
    • Attention
      • +5 DC or more) Scrutiny: paying particular attention to the relevant area, detail, etc. The modifier increases the smaller the area that must be scrutinized becomes.
        • E.g. a suspicious guard prowling an area or watching a particular gate, a person examining each passing face looking for someone.
      • +0 DC) Casual Observation: normal awareness of surroundings, without unusual suspicion or focus.
      • -5 DC or more) Distracted: attention has been pulled to the wrong place, reducing awareness of other things.
    • Cover
      • +5 DC or more) Exposed: lighting is good, there is little cover, etc.
      • +0 DC) Normal: conditions are adequate for stealth, but not exceptional.
      • -5 DC or more) Obscured: environment is very noisy, cluttered, dark, etc.
    • Profile
      • +5 DC or more) Overt: loud noises, speech, struggles, lights. Overt action negates your stealth skill bonus, making this a simple check for the observer to notice based on distance and attention.
      • +5 DC or more) Large: large group or big creature
      • -5 DC or more) Small: small creature
      • -5 DC) Medium load and/or medium or heavy armor
      • -10 DC) Heavy load or greater

Tracking

  • Examining the area for 10 minutes to notice tracks and other traces. Roll Wits vs quarry's Dex.
    • If the subject was actively trying to cover or not leave tracks, they may use Wits (if better than Dex), and apply bonuses from the higher of Stealth or Wildcraft. May require moving at half speed, depending on terrain.
    • If following the tracks, keep track of the outcome rolled. Check this against the DC if it changes (with time, change in environment, etc), which may cause the tracks to be lost, or new details to become clear.
    • Once lost, the tracks can't be found again. A new, clearer set of tracks is needed.
  • Margin
    • 0-) at best you can tell someone was here, but no details, and possibly not even that.
    • 1) you can tell general details (rough numbers, Size of creature, locomotion / prints, significant injury, discarded items, place they camped, if a fight occurred, etc). You can follow the tracks at half speed.
    • 2+) you can also make out subtle details (walking through the events a fight, the presence of two hobbits among all the orc prints, that the subject is limping slightly, etc) or follow the tracks at full speed.
  • Modifiers
    • Surface
      • +0 DC) mud, loose sand, clay, fresh snow
      • +5 DC) grass, soil
      • +10 DC) hard earth, roots, marsh, water crossings
      • +15 DC) rock, river-bottom
    • Fading
      • +5 DC) per age step passed: 8 hours old, 2 days old, 4 days old...
      • +5 DC or more) per instance of precipitation, wind, or mingling / covering with other tracks
      • +5 DC) dim light / light obscurement
      • +10 DC) heavy obscurement
    • Profile
      • -5 DC or more) Group Size
      • -5 DC) per Size above Medium (or encumbered)
      • +5 DC) per Size below Medium
      • -5 DC or more) Significant Activity: violence, fleeing, camping
      • -5 DC) thick brush, tall grass, branches, etc to be broken or flattened

Assessing a Situation

  • You must assess the situation when you have a limited amount of time to grasp a complex situation (complex relative to the rate at which you can gather information).
    • E.g. as an ambush or trap is sprung. Deciding which way to go while fleeing through the streets. Taking in details as you circulate at a gala. Scanning the room before the guards get here, etc.
  • Roll Wits. The DC is based on how readily you can take things in.
    • Margin: -1 or worse (no questions, only obvious details), 0 (1 question), 1 or higher (2 x margin questions)
    • You may ask questions and get reasonably clear answers. Some clarifications or follow-ups may cost an additional question.
    • Possible Questions: Who are these people? Do they look hostile? What's the quickest escape route? Does our guide look like he expected this ambush? Do any of these items look valuable?

Searching

  • Levels of searching:
    • Glance: a walkthrough, a quick once over. You don't touch things or even get particularly close to them.
      • Spots surface details. Possibly noticing which things that might reward deeper inspection. Inconspicuous but public details might get a roll to spot. You won't be able to read normal sized writing or make out the details of small symbols.
      • When you first enter a room, you'll generally get a Glance from the entryway, and may then choose to move deeper for a full Glance.
    • Inspect: a thorough examination, looking without touching.
      • You won't open containers / drawers / etc. You'll get close enough to read titles on books, examine symbols. You won't find secret doors or compartments unless there's some give-away (a draft or shine of light from a crack, etc).
    • Rifle: you open things, go through their contents.
      • You don't move furniture or large objects (beds, rugs, desks), but you'll look behind or under things that you can access (tapestries, chairs). You are presumed to touch things and step anywhere that isn't obviously dangerous. You'll find simple compartments or doors that sound / feel different to taps, or where changes in texture give them away (a crudely plastered over doorway, etc).
    • Toss: you move things, pull out drawers, peel back rugs and thump on walls. It takes a good while.
      • You don't do any real permanent damage to the furnishings, but are willing to make a complete mess. This will find anything (trapdoors under rugs, safes behind paintings, movable altars or statues, etc) short of the best, architecturally hidden compartments and doors.
    • Wreck: you break furniture, pickaxe walls and floors, etc.
      • Makes a mess, does permanent damage to furnishings. Produces a lot of noise and may require tools to really pull it off. Will find basically anything that is within your ability to perceive and recognize.
  • Each level finds more, but generally takes more time and exposes you to greater risk if any is present (making noise, touching things, etc).
    • Searching in poor light (too dim or too bright) generally steps down what you can make out. A glance will give only bare impressions. To achieve a level of searching will likely take longer; 10 minute of Rifling might only Rifle the more obvious spots, while to truly Rifle the place could take three times as long before you've achieved what you could have already done with better light (or it may simply be impossible).
    • Some details may be evident only to those with certain skills or knowledge (a particularly significant symbol among many others, the particular smell of a beast, a painting of great value by an obscure master, the forensic meaning of a blood splatter, etc). Others may require certain tool to properly examine (magnifying glass, charcoal and paper rubbing, alchemical assay, etc).
    • These forms of search are short-hand ways of abstracting exploration. You can describe specific kinds of inspection and locations to bypass this simple hierarchy.
      • E.g. a Glance or Inspection wouldn't find a letter inside a desk drawer. Rifling the room would, but would take a while, and you might set off the trap on the bookcase before getting to the desk. If you specifically go to the desk and check its drawers, it takes much less time and exposes you only to any risks associated with the desk.
      • You could apply a level of searching to a limited area (Wreck just the desk), or specifically check under it for something attached to the bottom.

Social

Reading Someone

  • During an interaction, each time you want to read the (determine if they're lying, guess at their motives or attitude, etc), roll Wits bonus vs subject's Wits bonus (the DM may want to roll in secret).
    • Your interaction must plausibly expose the information you're seeking. E.g. to get a townsman's attitude toward the duke, you need to bring up the topic of governance, the duke, taxes, or something suitable.
    • Margin: -1 or lower (may optionally give false insight or cause you to give something away yourself, or just uncertainty), 0 (no information), 1 (rough insight), 2 or higher (more nuance, certainty, and/or adjacent information).
    • Each time you read an individual during a given interaction, subsequent rolls are at +2 DC. This resets in a new interaction after a Long Rest.
    • You can try to read the mood of an entire group (a gala crowd, a mob, the jury, etc). Applied abstractly over time, you can use this to gauge the political or social currents of a village, court, organization, etc (the DC reset interval will probably be longer: a week, month, or season). You can also try to read a location, getting a feel for its inhabitants or psychogeography.
  • Example Forms of insight
    • Do they seem like they're telling the truth / dealing honestly?
    • What is their motive? What is my judgement of their character? What is their attitude toward a topic? What is their emotional state?
    • Is there subtext here? What is the relationship dynamic between these people?
    • What action is this person about to take (attack, flee, call the guards, etc)?
    • What is the gist of what they are trying to communicate through a barrier of language, culture, or species?
  • Modifiers
    • Culture
      • +0 DC) Subject is from a familiar culture / species.
      • +5 DC) Somewhat unfamiliar.
      • +10 DC or more) Quite foreign or alien.
    • Personality
      • -5 DC) You know the subject is well.
      • -5 DC or more) Subject is unguarded, intoxicated, or in the grip of a strong emotion.
      • +5 DC or more) The subject is being particularly guarded / emotionless, or your ability to read them is obscured (can't see their face, muffled voices, etc).

Persuasion

  • When you try to persuade someone to do as you ask (to do a favor, to view you favorably, heed your counsel instead of another's, etc), and the outcome is uncertain, roll Stat Mod vs target's Save. Line up the arguments, incentives, etc through role-play (which might improve, penalize, or even obviate the roll), then roll to determine the final outcome.
  • Stat
    • Use Wits to negotiate, haggle, debate, exploit rules of etiquette, flatter, or offer witty repartee. The target may save with Wits to deflect or counter points, or Spirit to shrug it off with cool confidence.
    • Use Spirit to inspire, forge camaraderie, orate, sooth, make emotional appeals, overbear, or impress. The target may save with Spirit to remain unmoved.
  • Margin
    • -1 or lower: the target does not accept. Depending on circumstances, they may be offended or contemptuous.
    • 0: the target either refuses, offers only a fraction of what was asked, or demands a significantly stronger offer / proof / inducement.
    • 1: the target agrees. Depending on circumstances, their commitment may be weak, they may make minor additional demands (a demonstration of good faith, a price increase or side favor, some conditions or limitations, etc).
    • 2 or higher: readier agreement and stronger commitment
  • Modifiers
    • Leverage
      • +5 DC or more) Contrary: "leverage" that actually makes the subject less inclined to agree.
      • +0 DC) Minor: a small offering, an emotional plea, playing on a sense of duty or social obligation, a logical argument, a modest debt
      • -5 DC) Moderate: a significant offering, a well-targeted plea or argument, a serious debt
      • -10 DC) Major: something quite desirable / important, will have a major impact on the recipient's life
    • Attitude
      • +10 DC) Hostile: it's surprising they're even listening to you
      • +5 DC) Unfriendly: someone who sees you as part of their out-group, mistrusted, disliked, prior bad experiences, a significant imposition, bad reputation, an impertinent request
      • +2 DC) Neutral: someone who sees you as a stranger, unfamiliar, a mild imposition, and/or not fully trusted
      • +0 DC) Receptive: someone who sees you as part of their in-group, to whom you have a good reputation, or who's glad to be interacting with you; extends you basic trust
      • -5 DC) Helpful: firm, allies, close kin, good friends, glowing reputation
    • Request
      • +0 DC) Minor: something achieved with a brief commitment of time or resources
        • Providing an introduction or invitation, a night's hospitality, getting a lift to town, conveying information of no great value
      • +5 DC) Significant: non-trivial commitment of financial resources or time
        • Extended hospitality, funding for a journey, helping you obtain a minor position, conveying confidential information, forming a modest business partnership
      • +10 DC) Costly: chance of genuine harm (life, limb, fortune, reputation, status, etc), commitment of a sizable portions of their time or resources
        • Risking personal harm, conveying valuable information
      • +15 DC) Major: serious risk of major harm, certainty of genuine harm, commitment of the bulk of their resources
        • Facing dire peril, backing a risky political move, financing a big project

Intimidation

  • When you use threats to compel someone to do as you demand, roll Stat Mod vs target's Save. Role-play through the interaction (which may alter the odds or even obviate the roll), then roll to determine the final outcome.
    • Use of intimidation may sour the target's attitude toward you, though some cultures may simply find it routine, or acceptable within certain situations.
  • Stat
    • Use Spirit for any form of intimidation, or Vigor for immediate, physical threats.
    • The target may save with Spirit, or Vigor for immediate physical threats. Targets immune to fear cannot be intimidated.
  • Margin
    • -1 or lower: the target is free to act as they wish
    • 0: the target either refuses or offers only a fraction of what was demanded
    • 1: the target acquiesces. They may try to hold back, lie, make a break for it or strike at you if given the change. You may need to make some demonstration of your seriousness and capability to prove you aren't bluffing.
    • 2 or higher: they may give in suddenly and sharply enough that they don't think of dissembling or holding back, and may be frightened enough that they will think twice about breaking the deal or crossing you in the future, without good reason or strong position.
  • Modifiers
    • Leverage
      • +10 DC) Laughable: you seem to have no capacity to deliver on your threats, you're weak, of significantly inferior station, etc.
      • +5 DC) Weak: you're not in a good position, but maybe shouldn't be completely discounted.
      • +0 DC) Moderate: you and your threats are not to be dismissed, but you don't have the upper hand or obviously greater strength.
      • -5 DC) Strong: you have the upper hand, greater status, etc and your threats seem plausible.
      • -10 DC) Dire: you are in clear control of the situation and can probably make good on any threat you issue.
    • Attitude
      • +5 DC or more) Intransigent: they would rather suffer than submit (out of hatred, pride, ideology, general stubbornness, etc).
      • +0 DC) Normal: they have no pre-existing strong feelings about you.
      • -5 DC or more) Submissive: they feel an obligation to obey or are otherwise used to submitting (to you, or in general).
    • Demand (see Persuasion for details)
      • +0 DC) Minor
      • +5 DC) Significant
      • +10 DC) Costly
      • +15 DC) Major

Deceit

  • When you deceive a target, roll Wits Mod vs target's Save. Role-play through the interaction (which may alter the odds or even obviate the roll), the roll to determine the final outcome.
    • This can be used to start and spread rumors as well.
  • Stat
    • The target usually saves with Wits to see through your deception. They may use Spirit if you are trying to make them question their beliefs, undermine trusted people, or play on fear or desire.
  • Margin
    • -1 or lower: the target sees through your deception
    • 0: the target disbelieves or regards the falsehood with extreme skepticism
    • 1: the target finds the deception at least somewhat plausible, they may fully believe, or might tentatively accept it, seek further insight, or stand conflicted for a bit. Further evidence to support the plausibility or overwhelm logic might help sell the deception.
    • 2 or higher: they believe, perhaps even fervently.
    • If later evidence changes the modifiers (loss of trust, change in plausibility, etc), adjust the DC and reconsider the outcome.
  • Modifiers
    • Plausibility
      • -5 DC) Self-Evident
      • +0 DC) Plausible
      • +5 DC) Uncertain
      • +10 DC) Implausible
      • +15 DC) Ridiculous
    • Attitude
      • -5 DC or more) Trusting
      • +0 DC) Neutral
      • +5 DC or more) Suspicious
    • Audience
      • -5 DC or more) Plays to their biases, beliefs, desires, fear of missing out, etc.
      • +5 DC or more) Claim stands in opposition to their biases, beliefs, desires, etc.
      • -5 DC or more) Not accepting the deception could mean accepting significant cost or risk.
      • +5 DC or more) Accepting the deception could mean accepting significant cost or risk.

Knowledge

Healing

  • An Unstable victim can be stabilized (or other forms of bloodloss can be staunched) with a Wits bonus roll DC 16, spending a stock from a Healer's Kit (+D without the kit).
  • Healing effects grant a medicine roll using the casting stat and +Power to the roll (with no penalty for lack of a kit).

Crafting

  • You can repair damaged items using a tool kit and Wits DC 16+ check.
  • You can attempt to jury-rig scaffolds, traps, etc out of poles, rope, rocks, iron spikes, sacks, etc given time, materials. A tool kit may be necessary. Make a Wits check, with DC determined by complexity and far-fetchedness.
  • Given a suitable background, time, materials, and a workshop, you can make items of average quality. A Wits roll is needed only if dealing with inadequate tools, time, etc. With the Master Craftsman feat, exceptional works can be made.

Appraising Valuables

  • Normally a Background or Feat (craftsman, scholar, commerce, larceny, cultural-familiarity, etc) relating to the valuable is enough to recognize at least its approximate worth.
  • A valuable whose significance is hidden or obscure can require a Wits bonus roll.

Breaking Up Treasure

  • Some valuable but bulky treasure can be broken up, taking its best bits, but ruining a lot of the rest.
  • Each time value is extracted, you get 1d6+(Wits bonus)% of the total (remaining) value, but destroying 10x that much value in the remaining treasure.
  • If the size of the extracted pieces isn't obvious from the nature of the item (the jeweled eyes of an idol, the statue's head, etc), assume the extracted value is compressed into 10% of the original item's volume (thus a 10 slot item is reduced to 1 slot).

Languages

  • Fluency
    • There are 6 levels of fluency, which impose constraints on what you can say and comprehend.
      • 0) complete lack of comprehension, limited to gestures and noises
      • 1) concrete nouns, either common (rock, fire, knife, house) or proper (a known person or place)
      • 2) may add common adjectives (hot, sharp, good)
      • 3) can speak one common verb (run, fight, go, be) per sentence, no gerunds or adverbs, may use common abstract nouns (health, virtue, war)
      • 4) basic fluency, accented, limited command of idiom, ineloquent
      • 5) full fluency, mild accent, occasional misuse of idiom
      • 6) advanced fluency, full command of idiom, eloquence, native accent
    • With fluency 4 or lower, if listening to a more advanced speaker who is not trying to accommodate you or using higher fluency words, roll Wits DC 11.
      • Margin 0-: you don't even understand what you normally would be able to; its too fast and overwhelming.
      • Margin 1: you comprehend everything your level of fluency permits (e.g. fluency 2 would allow you to understand the common nouns and adjectives).
      • Margin 2+: you catch bits of the next higher fluency level.
    • You can read at your current fluency, if literate, and may roll Wits DC 16 to catch bits of the next higher fluency level.
    • Treat related languages (dialects, in-family) as 1 to 3 levels lower, depending on similarity. You can advance your understanding from this base, rather than having to start at the bottom. Some pidgin / crude / simple languages may not have fluency higher than 4.
  • Learning
    • Up to fluency 4, roll Wits bonus every downtime of exposure (no action required), gaining +1 fluency on success.
      • Full immersion: DC 11
      • Limited exposure (occasional contact with speakers, a tutor, etc): +5 DC.
    • Above 4, roll Wits each year during which you spend at 1 downtime action working on your language.
      • Trying to reach fluency 6: +5 DC.

Learning Backgrounds

  • Acquiring a new background skill requires 4 progress, each generated by a successful Wits bonus roll.
    • When you have 2 progress, you can attempt to use the skill with +D.
    • The DC depends on the complexity of the skill (DC 11 for common things, DC 15 for more esoteric skills).
  • Make a learning check when:
    • You spend a downtime action to study (only 1 roll per season).
    • You go on an expedition which provides significant exposure to the skill (boat handling, operating in a new terrain, working with a kind of mount or pack animal, etc)

Skullduggery

Sleight of Hand

  • To pick pockets, plant an object, cheat at dice or cards, or fiddle surreptitiously with something, you must be within reach of the target while either unnoticed or unsuspected. Roll Dex bonus vs observer's Wits bonus.
    • Margin
      • -1 or lower: your attempt is spotted
      • 0: back off, perhaps earning some suspicion but not clearly caught in the act, or go for it. If you go for it, reroll the check. You are noticed whether you succeed or fail. If you failed again, they have initiative and +A to their first action against you.
      • 1 or higher: you are successful.
  • To palm an object you have at hand, roll Dex bonus vs observer's Wits bonus.
    • Margin
      • -1 or lower: your attempt is spotted.
      • 0: they are suspicious and may search further, but aren't certain / don't immediately see the item.
      • 1 or higher: you are successful.
  • Modifiers
    • Distance
      • -10 DC) Distant: observer is unlikely to spot the subtle motions of sleigh of hand.
      • -5 DC) Close: out to ~30' or so.
      • +0 DC) Personal: observer is in conversational distance, ~10' or so.
    • Attention
      • +5 DC or more) Scrutiny: paying particular attention to you.
      • +0 DC) Casual Observation: normal awareness of surroundings, without unusual suspicion or focus.
      • -5 DC or more) Distracted: attention has been pulled to the wrong place, reducing awareness of other things.
    • Accessibility
      • +0 DC) Accessible: item is dangling or otherwise out in the open and relatively unattended / unwatched.
      • +5 DC) Normal
      • +10 DC or more) Inaccessible: item is worn or carefully tucked away

Locks & Mechanisms

  • Given tools and access, you can disable or operate locks, mechanisms (safes, secret compartments, etc), and traps (small mechanical ones, and sometimes parts of larger ones, such as plugging holes meant to discharge darts or gas, or jamming a specific gear).
    • Traps, especially large ones, should be addressed with fictional positioning and diegetic action. This just offers an additional option.
  • Roll a Wits check. Base DC is 11+creator's Wits bonus.
    • The average lockpicking attempt takes 10 min; more complex locks may take longer.
    • Margin: -1 or lower (trap is sprung), 0 (50% chance trap is sprung), 1 (success), 2 or higher (success in quick & dirty time).
  • Modifiers
    • +5 DC) crude trap (jury-rigged, shoddy, or old), simple lock
    • +10 DC) cunning trap (default for purpose-built traps), good lock
    • +15 DC) devious trap, masterwork lock

Escaping Bonds

  • Roll Dex bonus vs captor's (Wits bonus+16) to try to escape from most bonds. An attempt takes 1 hour.
    • +0 DC) rope or other improvised bonds
    • +5 DC) purpose-built bonds (manacles, stocks, etc) or extreme bondage (hog-tied)
    • +10 DC) masterwork bonds
  • Margin
    • -1 or lower: you can't escape these bonds.
    • 0: you can try again, but a second margin 0 counts as a -1.
    • 1: you escape.
    • 2 or higher: you escape one time step faster for each point of margin.

Disguise

  • To pass off a guise when you come to the attention of someone who might see through it, roll Wits bonus vs observer's Wits bonus (the DM may want to roll in secret).
    • Success leaves them non the wiser. Failure can result in being made, but a Casual observer often just upgrades their attention to Scrutiny, rather than immediately going to full awareness (though this will spoil a sneak attack). Scrutiny will quickly bring full awareness, unless the you can improve your situation.
    • Failure doesn't immediately mean your true identity is recognized, but the observer sees that there is a physical disguise, or notices suspicious details in behavior, gaps in knowledge, oddities of dress, etc.
    • This can be used with mundane disguises, projecting false personas, illusory changes, and even physical transformation.
  • Modifiers
    • Disguise Quality
      • +5 DC or more) Dubious: you are working with improvised props or at the limits of what you can fake (race, size, gender, etc).
      • +0 DC) Competent: you are working with good props or illusions
      • -5 DC) Excellent: you are physically transformed to suit the identity
    • Attention
      • +5 DC or more) Scrutiny: you are interacting personally or being studied up close
      • +0 DC) Casual Observation: you are noticed in passing
      • -5 DC or more) Distracted: the observer's attention is elsewhere and/or you have a cover story to help explain missteps / imperfections
    • Distance
      • -10 DC) Distant: you're a passing figure in the observer's middle distance.
      • -5 DC) Close: out to ~30' or so.
      • +0 DC) Personal: observer is in conversational distance, ~10' or so.
    • Familiarity
      • +5 DC or more) the observer is quite familiar with your true identity, or with the identity you are impersonating (role or individual).
      • +5 DC or more) you have poor knowledge of the identity's details.
      • +0 DC) you have a working but imperfect knowledge of the identity's details.
      • -5 DC) you have intimate / deep knowledge of the identity's details.
      • -5 DC) you are pretending to be a generic member of a type, not someone specific or noteworthy (a drunk, a scribe, a peasant, etc)

Forgery

  • Given tools and time, you can craft fake documents, signatures, seals, coins, artwork, gem, etc. Roll Wits bonus vs examiner's Wits bonus when your work faces a test.
    • Success passes the test. Failure can result in exposure, but a Casual examiner often just becomes suspicious, perhaps calling for more examination, detaining you, or rejecting the work but without certainty.
  • Modifiers
    • Craftsmanship
      • +5 DC or more) No Background: you're just winging it. Penalty depends on how complex or skilled the production it.
      • +0 DC) Background: you have a background (or feat) that covers the material (as a forger, craftsman, scribe, etc).
    • Familiarity
      • +5 or more) Familiarity: the examiner is quite familiar with the work (knows the handwriting of a friend, works with such papers all the time, is a forger or skilled craftsman themselves, etc).
    • Attention
      • +0 DC) Casual / Distant: a bored guard glances at your papers, the object is seen briefly or from across the room
      • +5 DC) Scrutiny: the observer pays close attention to what they're looking at




- receptive: an NPC can be Receptive, a standing bonus earned through clever proactive work before they are approached. - offense: major or minor. minor gives a penalty to further rolls because you annoyed the NPC through an unwise approach, trip-wire, or failed gamble. you can try to recover and clear the offense with an apology. major offense immediately ends the interaction, the NPC is done with you and won't listen. you might get one, immediate (probably difficult) chance to try to negate the offense before the interaction shuts down. - deflections: like Objections, brought up, but not really what the NPC cares about, just chaff to waste your time. - deception: usually a fail state for the interaction. the NPC agrees but doesn't follow through. - externality: an opposing participant who tries to counter-sway the target, raising objections and diminishing incentives. PCs can try to negate them (trapping them in a faux pas, or turning an argument to your own support) or get them kicked out of the interaction (via offense, or impatience). - insight can be used to identify deflections or recognize deceptions. they might warn of approaches that lead to offense or faux pas (perhaps kind of like a save vs offense), or verify ones offering leverage or receptivity. could also suggest forms of incentive they would be open to. - need to decide when the interaction ends (apart from success). as a rule of thumb, if the sum is ever -5 or worse, it ends. there can also be a finite number of turns / rolls / beats, after which point the target is likely to be done with the interaction. could randomize it too, like as they get bored/tired, the DCs start going up, or you roll 1d6+6, and if the total is less than the number of beats so far, they're done. - can have an Impatience stat, that when it reaches some level, they're done, but you can influence it with flattery, interesting them, etc, so you can take action to keep the dialog open, separate from trying to make progress. - the ask: how big is your request? this will be influenced by how much it will cost to grant (in resources, time, reputational impact, emotional impact, etc) and how much they might expect to receive in return (something might be trivial for them, but if they know you're desperate or that they can demand a high price, they might). - ethos: how much they like you, due to cultural affinity, reputation, prior favors, gifts, etc. you can try to build this up during the interaction by finding points of commonality, etc. if can also be damaged by annoying them, making a faux pas, revealing you've less affinity than implied (some contrary opinion, etc). - intransigence: anti-ethos, indicating how much they're not inclined to grant this ask. usually topic-specific (they really don't like dealing with X), but can also be tied to a person (don't like Y), or they can just be really stubborn about everything. - ethos and intransigence set the DC? or interact with the ask to set the DC? - leverage: what you provide to counterbalance the cost of the ask. -- logos: good arguments -- pathos: emotional appeals -- offering: a favor, good, service, emotional victory, etc offered in return - Impatience: how long they're willing to go back and forth; number of beats you have to try to sway them. builds up over time; fuck ups / offense can significantly raise it. flattery, raising interest, etc can lower it, giving you more time to persuade (or even restart the interaction by winning favor after it has ended). might be able to pick up where you left off at some later date in the case of a protracted persuasion (as you petition for a royal office, maybe each beat could be a domain turn, and once their impatience shuts you down, you stay shut down until you do things to lower it by earning more favor). unmodified repetition of an argument is allowed, but carries a base price in Impatience (maybe cumulative +1 impatience per prior time you've used this approach, and/or higher than normal Impatience gain on failure?) - the upper threshold for impatience can be capped for etiquette reasons. e.g. you know you'll only have a short time to chat with the duke, because he has lots of other petitioners to speak with; to try to hold on longer would be offensive (although it you pique his interest, he might grant you more time). - when offense, impatience, etc ends the interaction, they can flatly refuse or dismiss your ask, or they can lie, or offer a lesser version of it. - open and closed responses a deflection is an artifically inflation of the ask or diminishment of your ethos (they don't want to grant it, and try to put you off). If you can identify and neutralize the deflection, the DC you're contending with drops; or you can just overcome it with good rolls). externalities can attack you by tearing down the leverage you've build up, or tear down your ethos, or inflate the target's perception of the ask. or just wasting your time, flustering you, etc. their ability to act is based on their own ethos with the target, which you can attack to neutralize them (reducing ethos / raising personal-based Intransigence), or you can try to build the target's Impatience with them, to get them shut out of the conversation. - interaction starts, tally up the ask + ethos - intransigence + initial logos / pathos / offering and make an initial roll. if it succeeds, they agree? if it fails (as it almost always will with a bigger ask), you then begin chipping away at things, raising ethos, providing logos / pathos / offering, etc. if you can adjust that initial outcome into a success before the end of the interaction, they chance their mind. see 5e attitude vs request charts in PHB