Stealth

There are stealth focused combat skills such as Back Attack which lets you do two extra points of damage with that weapon against a single specific opponent for the duration of one battle each day. Four Back Attacks can be traded in for one Backstab which increases your damage with that weapon by two points every time you swing it at someone's back.

There is also a Stealth version of the once per day skill Slay called Assasinate which can only be delivered from behind (you must be behind your target and see both thier shoulder blades.) The base call for this skill is "100 Normal Assassinate" although with magic weapons and spells or boons you can end up with attacks such as "100 Silver Fire Assassinate" (a silver flaming dagger in the back, oh my!).

Every fourth assassinate you acquire doing 200 instead of 100 points of damage. For those monsters that just won't die but still have shoulder blades and no eyes in the back of their heads.

Every Assassinate can be expended to call "Dodge" instead. Dodge is a perfect defense against any standard weapon or packet attack (there are a few exceptions such as things with the keyword Arcane and non-weapon traps or Killing Blows, or when you are Confined or Paralyzed).

Locks and Traps

Locks and traps are represented by locks and traps, however the actual explosives or toxic gases are replaced by in game cards and instructions from a Marshal. Pick Lock

"This skill allows the character to try to pick locks. It does not guarantee success. In order for this skill to be useful, a player should have a set of picks or tools (not provided by us). See 'So You Want to Be a Thief?' on page 94. " [Main Rulebook]

Where actually picking a lock is illegal alternate time and puzzle mechanics are used.

Disarm / Arm Trap This skill allows the character to attempt to disarm or set a trap. It does not guarantee success. You must have this skill to even attempt to disarm or set a trap. You may not even cut an obvious trip wire without this skill. Traps may only be set in the presence of a marshal. This skill is hard to use without simple tools such as a knife, candle, probe, etc. See “So You Want to Be a Thief?” on page 94 for advice." [Rulebook]

Theft

If you wish to try and steal from a player character or their cabin you must have an approved Rogue Marshal assisting you to ensure you only steal in game objects, not the out of game objects and that any physical representations are returned to the player in question.

Tracking

Some chapters, including ours, allow players who have taken a suitable Craftsman skill such as Craftsman: Tracking to get a bonus or hints or information about beings they are trying to track. This depends on the local plot team.