Suspicion
Used for infiltration, stealth, or any Exploration Moment built around the question of whether the party has been noticed.
| Suspicion | State | Meaning |
|---|---|---|
| 0 | Unnoticed | Nothing’s drawn attention — business as usual |
| 1 | Wary | Something felt off; guards are more alert, but not yet acting |
| 2 | Alarmed | Real suspicion — patrols tighten, a search begins |
| 3 | Exposed | You’re discovered — the Moment ends, likely into a Combat Moment or a chase |
The GM sets the starting Suspicion from the fiction — Unnoticed for a clean approach, Wary if the party’s already done something risky to get this far.
There’s usually no opposing Trial to compare against — just the party’s own results pushing the Suspicion up or down. A failed action that plausibly draws attention shifts it toward Exposed; a Strong or Devastating success that actively manages the risk (spotting and avoiding a patrol, covering a noise) shifts it back toward Unnoticed.
Ending. The Moment ends the instant Suspicion reaches Exposed. Reaching Unnoticed doesn’t end anything early — it just means the party is, for now, in the clear.