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fate:stealth [2012/10/25 03:37]
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-====== Stealth ====== 
  
-Stealth is the ability to remain undetectable by the senses. The character making a stealth attempt can only hide against those senses that they have or have training against. Stealth depends on the environmental conditions that you are using to conceal yourself. You get the best modifier you qualify for from the table below against the best sense of the target. 
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-^ Environment ​ ^ Sense  ^  Modifier ^ 
-| Pitch black, no visibility ​ | Sight  |  +4 | 
-| Very loud environment ​ | Sound  |  +4 | 
-| Darkness, smoke  | Sight  |  +2 | 
-| Thick fog, Noisy and Distraction ​ | Sight, Sound  |  +2 | 
-| Noisy Distractions ​ | All  |  +1 | 
-| Dim lighting, Cluttered area, moderate noise  | All  |  +0 | 
-| Complete silence ​ | Sound  |  -1 | 
-| Good lighting, clear line of sight  | All  |  -2 | 
-| Bright lighting, clear area  | All  |  -4 | 
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-===== Trappings ===== 
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-==== Hiding ==== 
-A hiding character remains perfectly still and out of sight. Environmental factors like lighting and obstacles can affect the character'​s roll. This skill is opposed by either the searcher'​s [[Alertness]] or [[Investigation]] if they are taking time to search. Given enough time and materials assume the searcher will eliminate any environmental factors that favor the character hiding. 
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-==== Skulking ==== 
-The art of moving without being noticed - it is possible that you may be seen, but not recognized as anything more than background happenings. Each zone that you cautiously creep per exchange gives the looker a +2 bonus if they are actively looking and half of that. Walking is +4/+2, jogging is +6/+3, and running is +8/+4. These bonuses for the observer if for out of conflict, ff a skulker is moving at more than a cautious creep during a conflict they automatically break stealth. 
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-==== Ambush ==== 
-When attacking an unaware target, the target gets an [[Alertness]] check to notice the ambush at the last moment. If successful the target gets to defend as normally, if not their defense roll is Mediocre(+0). 
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-===== Stunts ===== 
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-^ Stunt ^ Prerequisite ^ Description ​ ^  Page((Page numbers are in the Legends of Anglerre book until otherwise noted)) ^ 
-| In Plain Sight  |   | +2 bonus when not moving ​ |  110 | 
-| Master of Shadows ​ | In Plain Sight  | Hide benefits while moving 1 zone, FP to sprint no penalty ​ |  111 | 
-| Shadow Strike ​ | Master of Shadows ​ | When hidden you can attack while remaining hidden ​ |  111 | 
-| Deadly Shadows ​ | Shadow Strike ​ | Instead of physical combat skill for attacking/​defending when hidden ​ |  111 | 
-| Quick Exit  |   | Stealth vs highest [[Alertness]] in zone to disappear ​ |  111 | 
-| Vanish ​ | Quick Exit  | Can vanish during conflict as full action ​ |  111 | 
-| Lightfoot ​ |  | +2 bonus to avoid traps, -2 penalty to track you  |  111 | 
-| Like the Wind  | Lightfoot ​ | Movement bonuses to track are halved ​ |  111 | 
-| Blend In  |   | +2 bonus when in a crowded environment ​ |  156((DFRPG Your Story)) | 
-| Hush  |   | Can cover a skill sized group with a single stealth roll when hiding ​ |  111 | 
-| Stay Close and Keep Quiet  | Hush  | You Stealth skill complements everyone else in your group they can use your stealth aspects ​ |  156((DFRPG Your Story)) | 
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-{{tag>​fate skill stunt}}