Tradecraft +

SYSTEMS
Tradecraft ranges from one to five dots. Once per scene, the player may substitute her Tradecraft rating for any Skill on a roll to find clues in a procedural investigation. Moreover, she may roll to find retroactive clues. Once per arc, upon uncovering a lead, the player may declare that her extensive spy network has already given her character the pieces she needs to put the puzzle together. She rolls (her Tradecraft rating + an appropriate Finesse Attribute) to interpret the cryptic messages or consult her conspiracy wall, and gains a total banked Enhancement equal to the successes to apply in any combination to any roll following up on that lead, whether it’s to find clues, chase down an enemy, or convince an authority figure to help. However, this can’t add more than Enhancement 3 to any single roll.

Tradecraft can also be used to establish retroactive actions. Once per session, you may use your tradecraft to establish a Twist of Fate to reveal that your action was part of some long, elaborate scheme. When you use your tradecraft in this manner, working with your GM, reveal that one thing in this scene is not as it seems and are instead the result of meticulous planning on your part. Make an applicable Tradecraft+Attribute. Gear created in this way only lasts for a scene. Enhancement generally does not apply to this roll.

Examples include:

  • Establish you have a hidden gadget on you (Roll Tradecraft+Attribute, gain 1 tag for every success above 2)
  • Reveal that one of the bad guy’s minions was your man on the inside this whole time (Roll Tradecraft+Attribute to shift the attitude of an NPC during a retroactive, off-screen conversation)
  • Reveal that the person in the scene is not actually you, but rather an accomplice in an elaborate disguise (roll Tracarft+Attribute to place your character in a separate location, and another character in your place)
  • Reveal that your accomplices have been carrying out an objective while you’re causing a distraction (Roll Tradecraft+Attribute to carry out an off screen action)
  • Reveal that you have a vehicle stashed nearby for just such an occasion. (Roll Tradecraft+Attribute, gain 1 tag for every success above 2)
  • Reveal you have a nearby safe haven (Roll Tradecraft+Attribute to create a temporary Sanctum, gain 1 tag for every success over 2)

Finally, any roll another character makes to track the Heir down via paper trail, mystical powers, asking around, or other means, or to identify her based on clues and evidence of her Deeds, suffers a Complication equal to her dots in Tradecraft. If not bought off, this Complication alerts the Heir to whoever’s poking around.

TIER 3 TRADECRAFT

The Lesser Wyrm may choose to apply the benefits of Tradecraft for scenes to their Pawns or other allies working on their behalf. The limitations on Tradecraft benefits and retroactive clues become per Tradecraft rating, and the character benefits from their highest Tradecraft rating as the increased Difficulty to discover information about them. The maximum Enhancement a character can apply to a single roll from Tradecraft becomes the Heir’s Inheritance instead of 3.

A Lesser Wyrm may put earned or reallocated Birthright points into multiple Tradecraft ratings. Additional Tradecraft ratings indicate networks and groundwork the character has developed: their own collections of secret knowledge, useful contacts, and hidden preparations in the World. For each additional dot in Tradecraft, the character may define another area of play from Crafting, Intrigue, or Action to apply the Tradecraft skill replacement ability to, representing the extension of the character’s preparations to wider and wider applications.

A Lesser Wyrm gains additional dice on Tradecraft rolls equal to their Heat Rating.