| Template |
Secrets of the Trade |
| A |
- Unlabeled Package (x) When the package is unwrapped, you declare what it contains, as long as the contents comprise the appropriate number of Inventory Slots and could conceivably be in your person. You can put multiple items inside.
- Lucky (1) Redraw after failing a test of fate.
- A Guy (1) You know him. In any settlement. He might know the thing, or have it, shelter you, cover for you.
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| B |
- Lockpick (1) You automatically open the (non-magical) door, shackles, etc.
- Dramatic Infiltration (2) At any time, you may declare that you are walking off-screen. Later on in the session, you may reveal yourself to have been a minor NPC in the background of the scene “all along” as long as there actually are minor NPCs in the background of the scene. You can always walk back on stage at any time, even climbing in a window. This ability is limited by plausibility.
- Cunning Linguist (1) You encounter a language that the party does not understand, and reveal that you speak that language. Add that language to your Mental Inventory, you are now fluent in it.
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| C |
- You Mean… This? (2) You remove one non-obvious item from a person that mostly trusts you and has spent at least 5 minutes near you in the past hour. Not their sword or their hat, but a key, a trinket, or a letter, or half the wealth they carry. Before the hour is up, you need to tell them that you've taken it. Basically, you retroactively steal a thing.
- ▸Great Escape (2) You automatically escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, pit traps, and awkward social situations, but not sealed coffins.
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| D |
- Greater Escape (3) Once, you may escape death.
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