| Feat | Description | Risks |
|---|---|---|
| Acrobatics | Adeptly climbing, vaulting, jumping | Break something, detection, plunge into danger |
| Blindside | Backstab, murder, sneak attack, suckerpunch | Draw unwanted attention, leave evidence, plunge into danger |
| Counterfeit | Copying, forgery, fakery | Leave evidence, take too long, weak result |
| Disable Device | Disarming traps, turning off mechanisms | Break something, draw unwanted attention, expend resources |
| Hide | Disappear from view, remain hidden | Expend resources, leave evidence, take too long |
| Pick Lock | Open a locked door, chest, etc. | Break something, detection, plunge into danger |
| Pickpocket | Subtly steal from a pocket | Leave evidence, take too long, weak result |
| Sleight of Hand | Palming, switching, ditching, flourishes | Draw unwanted attention, leave evidence, weak result |
| Sneak | Get into or out of places without being seen | Break something, draw unwanted attention, plunge into danger |
Give them a name, a description (including species), a job, and a drive. When they get into a real fight or would mark harm, give them harm tracks and/or attacks — injury, exhaustion, wear, and morale, at least 1 and no more than 5 boxes each for a single character. Choose their weapon's range (intimate/close/far) and harm dealt.
Mobs: 5-10 denizens (small) = 3 boxes each track, x2 average harm. 10-20 (medium) = 5 boxes, x3 harm. 20+ (large) = 7 boxes, x4 harm.
| Type | Injury | Exhaustion | Wear | Morale |
|---|---|---|---|---|
| Standard denizen | 1 | 1 | 1 | 1 |
| Brute / bruiser | 3 | 2 | 3 | 2 |
| Leader, not a fighter | 1 | 2 | 1 | 3 |
| Lieutenant | 2 | 2 | 3 | 3 |
| A bear | 5 | 5 | 2 | 4 |
Equipment is always special or valuable — a rope or torch isn't "equipment" unless something about it is represented by tags or wear. Add up costs to find Value: each box of wear = 1 Value. A weapon gets 1 range free (intimate/close/far); an extra range costs 1 Value. Each weapon-move tag costs 1 Value. Each positive tag costs 1 Value; each negative (red) tag refunds 1 Value. Most equipment takes 1 Load; smaller items take none; larger items need a tag like Weighty.
| Item | Value | Load | Notes |
|---|---|---|---|
| Chainmail | 3 | 2 | Tightly woven, Weighty |
| Dagger | 5 | 0 | Intimate/close · Parry, Vicious Strike · Quick |
| Leather Armor | 3 | 1 | Flexible |
| Mousefolk Short Sword | 5 | 1 | Close · Parry, Disarm · Mousefolk Steel |
| Plate Armor | 3 | 2 | Arrow-proof, Cumbersome, Weighty |
| Shortbow | 6 | 1 | Close · Quick Shot · Short Limbs |