The adventure attribute also provides the following generic actions that all players can take:
Attack (Unarmed)
• Action
Make an unarmed attack against an adjacent character. Make an Adventure vs Armor check; if successful, deal d3 damage to the character.
Misdirect
• Action
As a fast action, make an Adventure vs Difficulty +1 check; if successful, your next action (this turn if you are in danger, otherwise within one minute) appears to one character within far range to have come from another nearby character.
Sneak
• Action
Make an Adventure vs Adventure check against each target you wish to remain hidden from; if successful, you can slip past the targets, or remain hidden as they pass, or simply observe without being noticed. To attempt this action, you must have a hiding place that can reasonably obscure you: a cart, a shadowy alley, or even a floor-length curtain might all be sufficient. You will remain hidden so long as you make no further actions, and the targets do not overtly look at your hiding spot. You can move slowly so long as you remain obscured, without detection. The narrator may opt to increase or decrease the opposition based on the environment; the narrator may also opt to have a single check made against an average Adventure if you are intending to sneak past a large group.
Toss
• Action
As a fast action, select a location or target that is nearby and make an Adventure vs Difficulty +1 check; if successful, you can toss an object that is two sizes smaller than you to another character, or toss an object to a specific space; if you fail, the object lands randomly in an adjacent spot. You can increase the distance to far by increasing the Difficulty to +3.