
Infiltrate
Skill, Thieving
Blending unnoticed into a group of humans or humanoids by acting the part, backed by the right clothing and knowledge of their customs; it does not allow posing as a specific known person.
From the book
With Infiltrate a character can join a group of humans or humanoids and be accepted as a member without arousing suspicion. The attempt calls for any clothing, uniform or equipment the disguise demands, along with a practical understanding of the group's laws, customs or habits, which the Game Judge may allow to be learned indirectly through informants, interrogation and the like.
A good costume is useful, but the outcome rests chiefly on the character's cleverness and conduct, and the Game Judge can adjust the odds up or down according to the player's plan and role-playing. The skill does not allow impersonation: it cannot be used to pass as a specific, recognizable individual. It might serve for anything from fitting in at a strange tavern to becoming a member of an infamous gang of assassins. The chance of success is 85% plus 1% per level, up to 99%.
At a glance
- Skill group
- Thieving
- Cost
- 1,000 XP (1-2 months to learn)
- How it works
- 85% +1% per level (max 99%); the Game Judge may adjust for the player's plan and role-play
- Requires
- Suitable clothing/equipment and reasonable familiarity with the group
- Learned by
- Assassin (2), Bounty Hunter (4), Spy (3)
- Uses
- From mingling in a strange tavern to infiltrating a band of assassins