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Sorted A-ZWhen you sneak off on your own into a dangerous place, roll +INT: on a 7+, you make it back, and the GM says where you got to and what you learned. Then, on a 10+, also pick 2; on a 7-9, also pick 1:
- You got away clean, rousing no suspicion
- You swiped something valuable (GM's choice)
- You set something up to exploit on your return
- Ask a Seek Insight question about what you saw
On a 6-, you either make it back but with trouble in tow, or you're missing in action (your call).