Stealth | Heroes of Fantasy

Stealth

BaseDex : 2 - 2
Training price (+2/+4/+6/+8/+10)1 / 2 / 4 / 8 / 12
Price per increase expx2

Stealth covers all situations in which you want to remain unnoticed. The form of stealth differs according to how you want to stay hidden:

You just hide

Basic advantage +5 to hiding

Guards entered the room. Spider didn't wait for anything, threw himself to the ground and rolled into a dark corner. It all happened in a mere moment. The guards checked the room and when they found nothing amiss, they locked the door and left.

The easiest concealment maneuver within Stealth is hiding. You find a suitable spot (preferably dark), crouch down, crawl under a bed, behind a curtain or roll yourself up in a carpet. The worse the area is lit and the more confusing the terrain of the spot, the greater your chance that no one will find you.

The drawback of hiding is, of course, that the victim must come to you. You therefore have to lurk where they will pass. The advantage is the ease of the task: you don't have to worry about the noise of your walking, and your movement is not visible.

Modifiers

You gain an advantage when the terrain is very confusing and, if possible, the victim makes noise. Conversely, the opponent has an advantage when you don't have at least some cover or are not covered by darkness or mist.

You move quietly out of sight

No one has an advantage

The two orcs settled comfortably by a tree, backs leaning against the trunk and legs stretched out between the roots. They had big plans. They told each other about all the good things life still had in store for them. They had no idea that death was creeping up behind them. Neither of them noticed who cut their throats from behind.

You move so that your opponents cannot see you (they have their backs turned, are behind a wall, are asleep, it is pitch dark and so on). As you move, the floor must not creak, your gear must not jingle, a twig on the ground must not snap, otherwise you are discovered.

In this case the advantage is on no one's side. You must try not to be heard by your opponent; the opponent cannot see you, only hear you.

Modifiers

In your favor are ambient noise, wind, rustling or a guard's loud snoring; against you are silence, twigs on the ground, a creaky floor and so on.

You move unseen and unheard

Advantage +5 to Perception

Glenfir counted in his head “3 .. 2 .. 1 .. now,” crawled under the trap, which was a poorly camouflaged rope leading to a bucket of water, and slowly headed for the campfire where the enemy commanders were talking.

The hardest situation within Stealth is when you have to hide and move at the same time. You move quietly within the opponent's field of view, and yet they neither glimpse nor hear you.

The advantage is on the side of the observer (victim), because they can hear or glimpse you.

Modifiers

You can gain an advantage if there is noise around and the terrain is confusing. Conversely, the observer has an advantage if the terrain is open and it is quiet around, or if the floor creaks or you might step on a dry branch.

Checking success = contest roll

If you want to surprise someone, slip past them right before their eyes or hide from them, you must first outwit their senses. You therefore roll Stealth and your opponent rolls Perception.

Contest Roll

Stealth + 2d6

against

Perception + 2d6

You must also take into account modifiers for the conditions in which you attempt stealth (hiding, quiet movement, sneaking movement). The GM decides on them.

A small advantage means a +2 bonus, a considerable one +5. Advantages combine, for example:

Spider is sneaking up on a guard.
The guard has a +5 bonus (he can both see and hear). There are fallen leaves around and only the crackling of the fire can be heard (+5), so he has +10 in total.
Spider hides behind bushes and trees, it is dark and above all he is small, so the GM gives him +5.
Getting to the guard was child's play; after all, Spider is a master and has Stealth 25, so the resulting +5 for the guard was nothing.
He will try to get past the guards into the castle in broad daylight.
The guards get +5 for Spider's maneuver, +5 for light and visibility, +5 because there is nowhere to hide, +5 because they are on watch and an extra +5 for difficulty, because sneaking past guards is nonsense.
Spider gets at most +2 on his side for catching the moment when one is stretching, the second is dozing and the third has just turned around.
Result: +25 for the guards, +2 for Spider, which is a real challenge.
Spider, of course, has the Watchmen feat (see below), and therefore (with luck) he succeeds.

If you move by sneaking or quiet movement, you cover at most 1 meter per round and tire quickly (unless you have practice in Stealth).

Feats
Name Body Previous feat Depends on Group
Common
Ambush Attack (2x)1Common
Silent Elimination  2Ambush Attack 2xCommon 2x
Treacherous Weapons  2Ambush Attack 2xCommon 2x
Patience (3x)  1Common
Iron Patience  2Patience 1xCommon 2x
Walking on Eggshells1Common
Tight Passages  2Common 2x
Magical Warnings  2Common 2x
Natural Stealth  2Common 3x
Anti-Magic Shielding (2x)2Common 3x
Distraction  2Common 3x
Silent Phantom3Common 4x
Flickering Shadow  3Common 4x


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