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Stealth Sequence

Tier
1
Type
Traversal
Difficulty
12
Impulses
Raise tension Stress PCs

Environment overview

A sequence forces PCs to be sneaky to achieve their goal undetected

Potential adversaries

Guards Monsters Citizens

Features

Passives

passive
  • Sneak

    Based on how many Adversaries are guarding the place, Roll Finesse to sneak past each of them:

    • Critical Success, effortlessly sneak past adversaries.

    • Success with Hope, PC sneak past undetected.

    • Success with Fear, PC sneak past but makes noise. Adversary(s) will approach and investigate.

    • Failure with Hope, PC gets detected. PC or ally roll Strength or Finesse to knockout or restrain adversary. OR use any PC's abilities on Adversary(s).

    • Failure with Fear, PC gets detected, mark as stress and get Ambushed.

    Questions
    • How did they sneak past the adversaries?
    • How will the adversary investigate if you success with fear?
    • What ability did the PC(s) used on adversary(s)?

Actions

action
  • Turn around
    Fear 1

    Adversary will turn the head around casually. Roll Agility or Finesse to get out of their sight (OR use PC's ability). On failure, they get detected, mark a stress, and get Ambushed.

    Questions
    • How did the Adversary turn their head back?
  • Mis-step

    Have PC(s) stepping on an object that makes noise. Roll Control or Agility to avoid it. On failure, mark a stress and get Ambushed.

    Questions
    • What is the object?

Reactions

reaction
  • Hide the body

    If Adversary(s) is dead or unconscious, PC spend a Hope to hide the body.

    Questions
    • How do PCs hide the body?
    • Where do they hide it?
  • Body(s) spotted

    If any body(s) is spotted, PCs get disadvantage on their Rolls.

    Questions
    • Where did spot the body?
    • How does it look like?

About this environment

Stealth Sequence

Tier 1 Traversal

A sequence forces PCs to be sneaky to achieve their goal undetected

Impulses: Raise tension, Stress PCs

Difficulty: 12

Potential Adversaries: Guards, Monsters, Citizens

Features

Sneak - Passive: Based on how many Adversaries are guarding the place, Roll Finesse to sneak past each of them:
  • Critical Success, effortlessly sneak past adversaries.

  • Success with Hope, PC sneak past undetected.

  • Success with Fear, PC sneak past but makes noise. Adversary(s) will approach and investigate.

  • Failure with Hope, PC gets detected. PC or ally roll Strength or Finesse to knockout or restrain adversary. OR use any PC's abilities on Adversary(s).

  • Failure with Fear, PC gets detected, mark as stress and get Ambushed.

  • How did they sneak past the adversaries?
  • How will the adversary investigate if you success with fear?
  • What ability did the PC(s) used on adversary(s)?
Turn around - Action: Adversary will turn the head around casually. Roll Agility or Finesse to get out of their sight (OR use PC's ability). On failure, they get detected, mark a stress, and get Ambushed.
  • How did the Adversary turn their head back?
Mis-step - Action: Have PC(s) stepping on an object that makes noise. Roll Control or Agility to avoid it. On failure, mark a stress and get Ambushed.
  • What is the object?
Hide the body - Reaction: If Adversary(s) is dead or unconscious, PC spend a Hope to hide the body.
  • How do PCs hide the body?
  • Where do they hide it?
Body(s) spotted - Reaction: If any body(s) is spotted, PCs get disadvantage on their Rolls.
  • Where did spot the body?
  • How does it look like?

Discussion

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