Pocket Aces
"You never bet everything. You always have a way out."
- Cost
- Passive
- Tempo
- —
- Steps
- —
- Resist
- —
Effect
When you enter a new building, town, or enclosed area, the GM tells you the nearest exit (other than the one you entered through) and whether it is locked, guarded, or trapped.
Additionally, when fleeing a social encounter gone wrong, your Disengage equivalent is automatic — you may leave the scene without a check, provided no one has drawn a weapon.
Special
Once per session, you may declare that you stashed a small item (Cost Rating 1 — a knife, a lockpick, a bribe-sized purse) somewhere in the current building during a previous visit. The GM determines if a previous visit is plausible.