When I was playing around with a revision to 2013's system, I made some notes about this:
quote:
Tradecraft
Tradecraft encompasses a variety of espionage tactics and techniques that spies (and some criminals) tend to learn in conjunction. Getting into and out of secure locations, moving and communicating covertly, and altering your appearance all are functions of this skill.
Trivial Tasks: Temporarily assume an unobtrusive disguise (e.g. deliveryman, bellhop, hospital orderly) with minimal props; encrypt or decrypt information with encryption software or a predetermined cipher; take precautions against leaving blatant physical evidence; prepare and use a dead drop; recognize, and know the capabilities of, the tools and weapons of covert operators.
Standard Tasks: Pick a keyed lock; crack a simple combination lock; extensively alter your or someone else's appearance with makeup, prostheses, clothing, and mannerisms; avoid detection in a populated area; tail a person or vehicle; lose a tail; conceal a weapon or item on your person; notice a concealed weapon or other item; conduct, detect, or evade surveillance; create a non-computerized encryption scheme; know the preferred tactics and techniques of specific intelligence or law enforcement agencies.
Qualifications:
Cleaner: You know how to remove, muddle, or destroy physical evidence ranging from fingerprints to piles of bodies.
Security: You know how to defeat or disable security systems that are more complex than simple mechanical locks: electronic keypads, motion detectors, keycard readers, biometric sensors, high-end combination locks, and so forth.
[ begin sidebar - place with Tradecraft ]
Design Intent: Tradecraft
Many game systems consider the tasks collected under Tradecraft to be multiple separate skills. The same design ethos we applied to Aquatics also affects Tradecraft. Most of these tasks are of limited use and buying them as individual skills would be cost-effective for very few characters.
GMs who are running espionage- or crime-focused campaigns may want to consider separating Tradecraft's functions into separate skills: Disguise, Lockpicking (with a Security qualification for more complex systems), Cleaning, and Cryptography. The skill's remaining functions can be folded into Streetcraft without too much difficulty – in fact, Streetcraft and Tradecraft intentionally share several tasks.
[ end sidebar ]