Espionage Skills

Espionage

## Lockcraft

***Full Action***

Lockcraft covers everything related to locking and unlocking
locks, ties, safes and secret openings

**Encumbrance:** Yes

**Untrained:** No

**Try again:** Yes

**Usage:** When
attempting to pick a lock you will be presented with a DC to beat, you must use
a full round action to attempt to disable the lock, you may use a full round
action to re-lock something without having to make a second roll.

Adept Locksmith

*Requires skill 5*

Once per day you may roll 2 d20 for an unlock check and keep
the highest

## Trapcraft

***Full Action***

Trapcraft covers everything to do with creating, Setting,
Detecting and disarming traps.

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** This skill
is used to detect traps and is much more efficient at it than searching, You
use a full round action to make a roll to set, locate or disarm a trap, any
failure will result in the device being triggered

Adept Trapsmith

*Requires skill 5*

Once per day you may roll 2 d20 for a disable check and keep
the highest

## Urban Stealth

***Minor Action***

Urban stealth is all about hiding in urban areas, disappearing
into sewers, climbing on rooftops and hiding in shadows, a failure to hide
doesn’t always cause discovery, it will usually cause the target to notice
something and investigate.

**Encumbrance:** Yes

**Untrained:** Yes

**Try again:** -5
once spotted

**Usage:** To use
urban stealth you need to have a plausible way to hide, you cannot plainly walk
out in the open or make blatant actions
once in stealth, entering stealth requires a minor action that your
opponents oppose with a perception check

  **The lighting is poor or the guard is distracted**
  **There are a large number of hiding places**
  **You are hiding in a dark alley**
  **Your clothing is very out of place**
  **You are running or causing a commotion**
  **Guards are on alert or the area is well lit**
  **You are trying to hide in plain sight during the day**

Blend into Crowd

*Requires skill 5*

You may make a stealth check to become hidden in a crowd of
people

## Rural Stealth

***Minor Action***

Rural stealth covers hiding in forest and natural areas and
includes obscuring tracks, leaving no scent markers and camouflage

**Encumbrance:** Yes

**Untrained:** No

**Try again:** Yes

**Usage:** To use
rural stealth you must use a minor action, you roll your skill check and anyone
attempting to find you must beat it with a perception check.

  **You know the area well and the searcher doesn’t**
  **You are underwater or otherwise obscured**
  **There are animals in the area causing disturbance**
  **You have startled birds or wildlife**
  **You look out of place in your surroundings**
  **You are wounded or leaving some kind of trail**
  **You are attempting to escort an unskilled or noisy person**

False Trail

*Requires skill 5*

You may lay false markers to indicate you have gone in a
different direction

## Forgery

***Full Action***

Forgery is used to falsify documents or artworks, The more
detailed the forgery has to be the harder the skill check, It can be used to
create anything from Writs of passage, Contracts, Licenses, Orders, Patents of
Nobility etc.

**Encumbrance:** No

**Untrained:** No

**Try again:** No

**Usage:** Forgery is
a skill that takes many hours and unlike other skills you always produce your
best quality work with this skill no roll needed, the key is to acquire source
material and the same components needed to create the forgery, any forgery can
be examined with an Appraise skill to gauge its authenticity

Impersonate

*Requires skill 5*

This skill can now be used to impersonate another’s writing
or make replicas of existing documents.

## Disguise

***Full Action***

Disguise is used to blend in to your surroundings as if you
are supposed to be there, It covers everything from costume, Voice acting,
Posture and Make-up, It can allow you to disguise yourself as a local in a
strange place, Pretend to be a member of an organisation or even sneak into an
enemy army disguised as an officer.

Unlike stealth this skill allows for direct observation and
interaction with your surroundings, you may talk to people and draw attention
to yourself provoking only a single perception check to see through your
disguise

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** When using
disguise you start with your maximum result, this is how hard it is to see
through your disguise for the casual observer, any direct interaction with
someone will prompt a perception check from them which you must then oppose
with your disguise check to act through it.

Impersonation

*Requires skill 10*

This skill can now be used to impersonate specific people.

## Sleight of Hand

***Minor Action***

Sleight of hand covers any minor trick or illusion you wish
to perform without notice such as hiding or pocketing an object, Juggling,
planting on object on someone or in an item or cheating at cards

**Encumbrance:** Yes

**Untrained:** No

**Try again:** Yes

**Usage:** You must
use a minor action to make a sleight of hand check, Your target will then
oppose it with either perception or sleight of hand whichever is higher.

Pickpocket

*Requires skill 5*

This skill can now be used to pick pockets

Purse Thief

*Requires skill 10*

If you fail a pickpocket check you may make a second check
to avoid being noticed

## Sneak Attack

***Passive Ability***

Sneak attacks are taking advantage of an opponent’s
distraction or poor positioning to deal deadly precise attack to vital parts of
the body, whenever your opponent is unaware you may add your sneak attack skill
to your weapon damage.

**Encumbrance:** Yes

**Untrained:** No

**Try again:** Yes

**Usage:** You can
use your sneak attack any time you make a melee attack that fulfils the sneak attack
criteria.

Vital Strike

*Requires 2 Skill*

Your threat range increases by 1 when making a sneak attack

Distracted Strike

*Requires 4 Skill*

You may now make sneak attacks anytime you are behind your
opponent

Mortal Strike

*Requires 6 skill*

Your critical multiplier increases by 1 when making sneak
attacks

Precise Strike

*Requires 8 Skill*

You may make a sneak attack against any opponent who is not
engaging you directly

Fatal Strike

*Requires 10 Skill*

You may Re-Roll damage once per sneak attack

## Backstab

***Full Action***

Backstabbing is only possible when you are behind a target
and they are unaware of you, it is less of a combat blow and more of a precise
surgical strike designed to cripple and kill as quickly as possible

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** Making a
backstab attack is a full round action and does not require a roll to hit, Your
target must make a body save with DC equal to 10 + your skill in backstab, If
they fail you may count it as a hit for a normal melee attack and roll an
additional damage dice for the weapon you are using.
A backstab cannot be used against a target who is aware of you, sneak attack
damage will add onto the total damage rolled for backstab.

Vital Wound

*Requires 5 Skill*

If your backstab is successful you may roll 2 additional
dice for your attack

Mortal Wound

*Requires 10 Skill*

If your backstab is successful you may roll three additional
dice

## Muffled Combat

***Triggered Ability***

Muffled combat is using your skills to silence a character
you are attacking, it requires you to take your action before theirs and
succeed in an attack roll against them, Techniques include covering your
targets mouth, hitting them in the ribs to wind them, striking the throat to
prevent speaking, and close range blocking to silence weapon attacks

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** When you
strike an enemy in combat you may choose to do so silently requiring any enemy
around you to make a perception check with DC equal to 10 + your muffled combat
skill to become aware of your battle, Any enemy within 5 hexes of you will gain
a +5 bonus to this roll.

Stealth Combat

*Requires 5 Skill*

If you kill your target without alerting anyone you may
remain in stealth.

## Use Poison

***Full Action***

When applying poison to your equipment you must make a use
poison check to make sure the poison will be effective and without poisoning
yourself

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** The DC to
apply a poison is equal to that poisons saving throw DC, you do not need to
roll to apply the poison you just need to have your skill higher than its DC,
If you need to apply poison in combat you must make a Use Poison roll to do so
without poisoning yourself

Layered Application

*Requires 5 Skill*

You gain an additional use of any applied poison

Poison Aid

*Requires 10 Skill*

You gain advantage on all saving throws against poison

Tumble

***Triggered Ability***

This skill covers ducking, weaving
and diving while moving to avoid attacks and safely navigate dangerous territory;
it is most commonly used to avoid melee attacks.

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** Many
tactical abilities can be opposed by the tumble skill, you make a D20 roll and
add your tumble skill. If your total exceeds the opposing skill it counters it.

=== Escape
artist ===
***Minor Action***

Escape artist allows you to contort and twist yourself to
escape from bindings and chains; it covers all common bindings from ropes,
shackles or manacles, It can also be used to oppose the grapple skill

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** You may
roll an escape artist check to oppose the DC of your bindings or the skill of
the person who bound you.

### Read Lips

***Minor Action***

You may use Read lips to decipher the meaning of spoken
words providing you have a line of sight to your target

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** You may
make a D20 roll and add your read lips skill, The GM will set a DC to overhear
the conversation and this skill can be opposed easily by covering the mouth if
the target is aware.