Stealth Endeavors
Some campaigns or sessions may involve prolonged tension where the player characters attempt to sneak past guards, escape a prison, perform a heist, or so on!
These are performed like any other Endeavor, with the following adjustments, action options, and buttons:
Efficiency and Progress: The symbol X represents your "efficiency" for the round, such as efficiency at stealth, charisma, or so on. Your temporary blessings represent your immediate "progress."
The Eye: The opposing side is represented by the "Eye." When the Endeavor begins, the Eye is in "warry mode," on the lookout for you and your fellow "rogues." However, once the Eye has been alerted, it will enter the much more dangerous "wake mode." For the sake of rules, the Eye is a character, but it has only a single Watch Stat, has no track position, it cannot be Attacked directly, and its Watch Stat is never spent.
Setup: You and your fellow rogues begin at position 1. At the top of the first round, the lay of the land will be provided at table discretion for the guarded area, including any rooms, halls, obstacles to climb or hide behind, locking and security mechanisms, and so on. The Eye's defenses in those areas are represented by Alarm buttons, actions the rogues need to complete are represented by Objective buttons, exit points are represented by Escape buttons, and places safe from danger are represented by Sanctuary buttons. As the Endeavor progresses, additional areas may become available, each with their own track and lay of the land.
Goal: Remove all Objective buttons and escape without alerting the Eye.
Rogue Actions
Attack |
Violent |
Hurt Use your Action Die to violently Attack the Eye's defenses. On a success, choose an Alarm button within X spaces of your position and remove it from the Endeavor. On a Maximum Success, also remove all Alarm buttons that were contiguous with it. |
Non-violent |
Head/Hand/Heart Use your Action Die to non-violently Attack the Eye's defenses. On a success, steal X temporary Blessings of your choice from it. It then gains a number of new temporary Blessings equal to the amount it lost, without bumping. |
Move |
Not Hurt Use your Action Die to perform a Check to move yourself toward your objective or away from danger. On a success, move up or down by X. You may not move as a group this way. |
Cover |
Home/Hurry Delay your action so you can Help another character who has not acted this round or so they can Help you. This Help may be used to decrease X values instead of increasing them as usual. |
Work |
If you begin your turn on or next to an Objective button, use your Action Die to perform the Objective button's Check. On a success, add X Scheme buttons at the first positions at or above the Objective button's position without one already. Then remove the Objective button if every position from the button to the next Objective or Escape button has a Scheme button on it. |
Rogue Special Actions
Quicken |
Special Action You and up to X allies may each take an additional action during the next round. |
Eye Actions
Search |
Warry Add an Alarm button at a position without another button or character already. |
Scan |
Warry Choose up or down. Move all Alarm buttons in that direction by X. |
Awaken |
Wake Replace each Alarm button with Wound buttons (see Monstrous Endeavors) at the same positions, distributed as you wish between your opponents. |
Wound |
Wake Wound an opponent and gain X temporary Blessings. |
Eye Special Actions
Sweep |
Special Action Warry Choose two Alarm buttons that have no Alarm buttons between them. Add temporary Alarm buttons to all positions between them, removed at the end of next round. |
Clean |
Special Action Wake Remove all opponents with three Wound buttons in a row from the Endeavor. Then wound each remaining opponent. |
Stealth Buttons
Alarm | Type: Global. Activation: Activated when you end your turn on it. Effect: The Eye enters wake mode. Passive: When a rogue fails a Check or Sparks a roll, add another Alarm button above this one if there is not one there already. Cumulative: Alarm buttons that would move to or be placed at a position outside 1–20 instead move up or down by 20 until in that range. If multiple would move to or be placed at the same position, all but one there are removed. |
Objective | Type: Global. Activation: None. Effect: None. |
Escape | Type: Global. Activation: Activated when you move onto it. Effect: You may safely remove yourself from the Endeavor. |
Sanctuary | Type: Global. Activation: Activated when you perform an Attack while on or next to it. Effect: Remove this button. Passive: You do not activate Alarm buttons while on or next to this button. |
Scheme | See Monstrous Endeavors. |
Wound | See Monstrous Endeavors. |