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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.

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

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.

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.

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).

Stunt Prerequisite Description Page1)
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 1562)
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 1563)
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Page numbers are in the Legends of Anglerre book until otherwise noted
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