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Stealth

Structure

Stealth covers avoiding detection, ambush tactics, and operating unseen. Moving silently and remaining hidden relies on precise, controlled movement and muscle memory.

Stealth pairs with different attributes depending on the task: Physique for sneaking and hiding; Charisma for disguise and impersonation. DCs are set by the GM.

Stealth Mastery DC: Stealth mastery level + Physique tier - Worn Armor and Shield Encumbrance. When you are Concealed through Sneaking or Vanish, Perception trials to search for you are against this DC.

Mastery Progression

Untrained: Opportunist + Sneaking + Disguise

Sneaking: You are able to conceal yourself or move quietly without attracting attention or being detected. You cannot use this skill while being observed, though it is possible to be concealed from one creature and not from another, at least until you are pointed out. You can conceal yourself effectively, providing there is cover or shadows to hide in, and move silently for the duration of your concealment.

During Exploration: When you begin sneaking, you start at Tier 3 Concealed (Hidden) unless the GM determines otherwise based on environmental conditions. For each round of movement, any creature that could perceive you rolls a Perception trial against your Stealth Mastery DC. Alertness (Danger Sense) counters Sneaking. Each success reduces your Concealed by 1 tier. Success by 5 or more reduces your Concealed by 2 tiers instead.

Disguise: Alter your appearance or impersonate others. Anyone who looks at you closely rolls a Perception trial against your Stealth mastery level + Charisma tier. Alertness (Discernment) counters Disguise. The GM may give them Dominance if they know the person you are impersonating well, or Impotence if they have no reason to doubt you.

Opportunist: On your turn, when you are flanking a target (melee or Enfilade only), when you are Tier 1 Concealed or higher, or when 2+ allies threaten your target (melee or ranged), you can make an Opportunist attack for 2 AP. This is a single weapon attack using a Physique weapon that adds 2 Stealth mastery dice to the attack roll. You gain the flanking bonus regardless of which condition triggered the attack.

Basic: Stealth Ability (choose one) Choose one of the following. Unchosen abilities become available at Expert and Grand Master.

Environmental Specialization

Choose one environment: Wilderness, Urban, or Underground. Vanish no longer has Impotence in that environment, however creatures have Impotence on Perception trials to detect you while Sneaking. Wilderness covers forests, plains, mountains, and natural terrain. Urban covers cities, towns, buildings, and crowded areas. Underground covers dungeons, caves, sewers, and subterranean spaces.

Nightwalker

In complete darkness, you can navigate and act without penalty by sensing creatures and objects within 10 feet through sound and air displacement. This is not magical detection — it relies on physical cues (breathing, movement, solid obstacles). Does not detect invisible creatures or objects that make no sound.

Vanish

In-combat stealth. You must break line of sight before using this ability. Spend 1 AP and roll Physique tier die + Stealth mastery die - Worn Armor and Shield Encumbrance with Impotence against the encounter DC (Division + 1 of the highest-Division creature present). Success advances your Concealed by 1 tier. Success by 5 or more advances your Concealed by 2 tiers.

Skilled: Opportunist Ability (choose one) Choose one of the following. The unchosen ability becomes available at Master.

Armor Bypass

When making an Opportunist attack, you can forfeit your flanking bonus to also use either Finding the Gap or Threading the Needle.

Dirty Fighting

When making an Opportunist attack, you can forfeit your flanking bonus to force the target to succeed on a Strength trial against your Stealth Mastery DC or advance Restricted by 1 tier.

Expert: Stealth Ability Choose one of the remaining Stealth Abilities you have not yet selected.

Master: Opportunist Ability You gain the Opportunist Ability you did not select at Skilled.

Grand Master: Stealth Ability You gain the remaining Stealth Ability you have not yet selected.