A measure of your ability to remain completely unseen and unheard.


Use Stealth to can set up an ambush. Given time to prepare, you might create aspects on the scene to aid the ambush via other skills. When you decide to strike, the victim gets one last Alertness roll to see if he notices something at the last moment. You have the option of keeping your hiding roll or re-rolling your Stealth in response to this last Alertness roll. If the victim succeeds, he can defend normally (but not take a normal action in the first exchange). If the victim’s roll fails, he can only defend at an effective skill level of Mediocre.

Use Stealth to hide. When you’re hiding, your remaining perfectly still and (hopefully) out of sight. Lighting, obstacles, and other environmental factors can modify the difficulty (page 311), and the result of your Stealth roll is the basis for any contest with a searcher’s Alertness or Investigation.

Use Stealth to follow someone without them noticing that you’re doing it. When following someone on foot, the full Stealth skill can be used to pull this off; if you’re following a target by car, Stealth remains primary but is modified (page 214) by your Driving skill. The target usually gets an Alertness check to see if he can pick up on the fact that he’s being followed. This Stealth check is often made complementary to an Investigation or Alertness check required to keep the target in sight, as per the Surveillance trapping for that skill (page 133).

Use Stealth to move into position or travel while trying to remain unnoticed. It uses many of the same rules as Hiding, above, but it adds in difficulty factors based on how fast you are moving and the terrain. A slow crawl isn’t much harder, but running is tough. Bare concrete isn’t much of an issue, but a scattering of dried leaves and twigs makes it much more difficult to move quietly.


Blend In: You blend into a crowd easily. If there’s a crowd to hide in, you gain +2 to your Stealth rolls. This is particularly useful when Shadowing (page 143) someone on foot.

Stay Close and Keep Quiet!: When sneaking around with a group, you are able to use your Stealth skill to complement (page 214) everyone else’s Stealth skill as they roll to stay hidden and quiet, provided they stay nearby and follow your instructions. Failure on either of these points means they lose the benefits. If you have any aspects specific to your ability to sneak around, your companions may invoke those aspects for their benefit as well.

Swift and Silent: When Skulking (page 143), any difficulty increases due to fast movement are reduced by up to two.

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