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FTD - Stealth
FTD - Stealth
STEALTH
DEEP
STEALTH
Game By: Ben Dutter TABLE OF CONTENTS 1 INFILTRATION
Jessica Dutter
APPROACHES8
WHAT IS THIS? 2
Art: Jake Siano Ideal Use 2 GETTING CAUGHT 9
Compatibility2 Surrender9
Logo Design: Sam Mameli Escape9
STEALTH2 Negotiate9
Fight9
STEALTH TIPS 4
Don’t Ignore The Group 4 SPLIT & GROUP 9
Patrols & Chokepoints 4 Split Infiltration 9
Planning & Observation 4 Group Infiltration 9
Magical Senses 5
Keep It Moving 5 THE INFILTRATOR 10
Alarms & Patrols 5
Zones5 STEALTH GEAR 10
This PDF is designed (and encouraged) to be Time & Measures 5
printed at home. It uses standard US letter Partial Detection 5 TWISTS12
8.5” x 11” paper. The holder of this file has Over-Rolling 5
permission to print it for personal use at DETAILS12
office or commercial-grade printers. INFILTRATION6
Infiltration Vs Stealth 6 STEALTH SPELLS 13
Light & Infiltration 6
Gear & Infiltration 6
Check Modifiers 6
Non-Infiltration Checks 6
Infiltration Attacks 6
Infiltration Process 6
2
• STEALTH TIPS: how best to run an In typical six-stat rpgs, stealth allows
engaging stealth encounter little room for tactical choice or options for
fictional positioning. There are many ques-
• INFILTRATION: a detailed procedure for tions that are difficult to answer in typical
completing heists or assassinations six-stat rpgs and as such rely heavily on GM
interpretation. How can one describe their
• APPROACHES: six different approaches PC’s methods more concretely? How does
to stealth; one for each ability stealth even work? What’s the difference
Stealth Basics
FTD: STEALTH is designed for use with Five The specific subsystem discussed in this
Torches Deep, but is largely compatible with book is called an INFILTRATION, to separate it
any six-stat adventure or OSR game. from a traditional stealth encounter.
3
4
STEALTH TIPS
The GM should be mindful of how stealth
encounters (or sessions) differ from normal
dungeon crawling. Some considerations:
Stealth Tips
the GM must make it so that (nearly) all
in the enemy’s detection or structure: space encounter use dice and mechanics, but
ZONES can be passed without dice.
is expensive, guards are bored, defenses are stealth should refrain from over-rolling
built to the bare minimum to avoid failure. even more than in “normal” OSR play.
Player ingenuity should always be rewarded TIME & MEASURES
with skipping obstacles, giving choices, and The PCs shouldn’t be able to roll again until
providing information. But these rewards This document uses the term MEASURE to the circumstances significantly change;
are only possible if there is ample opportu- indicate a nebulous amount of time that the they can’t just keep spamming the dice
nity to leverage these options. GM deems fit. The longer a stealth encoun- hoping for a natural 20. A single roll doesn’t
ter goes on, the more likely the hidden PCs necessarily mean that they just completed
will be detected or captured. MEASURES a few seconds of activity; instead it encom-
ALARMS & PATROLS should have a distinct fictional element that passes minutes or even hours of tasks the PC
the PC and player can detect (shift rotations, attempted. Each roll should be weighty and
The goal of sentries and guards isn’t to
time of day, burning out of torches, etc). demand immediate consequences.
stand and die or to chase and apprehend
the party of infiltrators; it’s to sound the
As these MEASURES go on, anything that the As always, the GM should favor following
alarm. Their sole purpose is to scream, hit
PC has done will cause suspicion. Tracks, the fictional positioning established
gongs, blow horns, and make a racket so
bodies, broken locks, open doors that should in-game: what is the PC doing, how is the
that the entire complex moves to intercept
be closed, and similar indications of an environment affecting these actions, what
the intruders. This means retreat and escape
intruder will increase scrutiny. This can and are the guards or other detectors doing to
at the onset of being caught is almost always
should impact the difficulty to continue a respond, and so on. Is their description
better than trying to fight it out.
successful infiltration without detection. enough? Their skillset? Their tools or spells?
If all else fails, then roll.
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INFILTRATION
Characters are able to enter an advanced CHECK MODIFIERS INFILTRATION PROCESS
form of stealth called INFILTRATION. This
system provides more choice and complex- An infiltration check is still a stealth check, 1. GOAL: a player declares their goal, which
ity for sneaking into areas or evading NPCs. but with different ability score modifiers triggers an infiltration
based on the approach the PC takes. If a PC
INFILTRATION VS STEALTH would normally be proficient for this type 2. DETAILS: the GM determines:
of action in FTD Core, they gain their profi-
The stealth encounter rules in Five Torches ciency modifier to infiltration. Load applies a. LEGS: the number of areas, paths, or
Deep are simple, functioning like any other in the same way, placing disadvantage to zones to infiltrate (1 to 5)
check. Infiltration gives complexity to infiltration checks if encumbered (GM fiat).
stealth like the combat rules do to a fight. b. DETECTION DICE: the general level of
awareness and detection (d4 to d12)
NON-INFILTRATION CHECKS
Use stealth checks when the party wants to
breeze by a bit of scouting or sneakiness. 3. DESCRIBE: the GM describes the area,
Handle checks as normal if a PC attempts
Use the infiltration rules when your group route, sentries, and visible obstacles
an action that requires a check during
wants a large part of a session (if not its infiltration (disarming a trap, picking a lock,
Infiltration
entirety) to focus on a covert operation. 4. APPROACH: the PC picks one of the six
memorizing a password, casting a spell).
approaches and describes how it fits
INFILTRATION APPROACHES
There are six infiltration APPROACHES (rush,
sneak, hold, position, avoid, blend). Each RUSH DESCRIPTIONS POSITION DESCRIPTIONS
corresponds with one ability, and requires
fictional justification in order to work. Sprint across when their back’s turned Using defilade to always block your path
Leap over the alley between two roofs Reasoning the most likely place for guards
RUSH (STR)
Swiftly cover distance to minimize the Run, jump, and swiftly climb up the tower Timing movements with the environment
amount you’re noticed. Needs physical
obstacles, rooftops, hallways, and similar to Outrun the guard coming to investigate Moving through homes/alternate paths
go undetected. RUSH adds +STR mod.
Run while balancing on a tightrope Striking at the most opportune time
SNEAK (DEX) Kick off pillars/walls to run “on the air” Creating and leveraging a distraction
Typical skulking, sticking to shadows, being
Infiltration Approaches
BLEND (CHA) Cramming into an incredibly small space Bluffing your way past any guards
Acting like you belong, blending in with a
Change your body shape and hold still Looking like an innocent bystander
crowd, appearing inconspicuous or typical.
BLEND adds +CHA mod. Remaining utterly motionless for hours Utilizing crowds or large distractions
Halting breathing for minutes to be silent Forging documents, seals, or regalia
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TWISTS DETAILS
Use the below to randomly determine twists Roll on the below table for random bits of
or inspiration for an INFILTRATION. The GM architectural detail, inspiration, or a type of
can roll on this table at any time. material useful for an INFILTRATION.
STEALTH SPELLS
These spells can be treated as Arcane or
Divine as fits in your setting. Usually these
spells are found in scrolls or wands.
Snuff: Extinguish one small flame Mute Create magic silence up to 15’ Danger You can see threats through
or natural light (like a torch) Sound: radius. Can target an item or Sight: walls, smoke, or darkness in
within 60’ and line of sight. person. Lasts 1 hour per lvl. 1000’. Active. Concentration.
Stealth Spells
Rope Telekinetically control any Find Sense direction of the closest As if You become like smoke and
Work: rope within 15’. Moves slowly Item: item sought (door, gold, key, Smoke: can pass through thin slits,
like a cautious snake. scroll). Active. Concentration. keyholes, etc. Active. 10 mins.
Trick of Create a basic illusion (a Mirror You and 9 others blend in like Decoy: Transform into any object
the Light: shadow, a glint of a blade) in Skins: chameleons. Stealth “result” (cup to dresser). Keep senses,
30’. Active. Concentration. as if 18. Half speed. 10 mins. can’t move. End with Quick.
Magic Change your face, as long as it Shade You can teleport between Kiss of 1d10 mins to cast. The next
Mask: is still. Mask fails under scru- Hop: distinct, body-sized shadows Death: person you kiss (even days
tiny. Active. Concentration. in sight. Quick. 1 min per lvl. later) dies in 3d6 days.