Stealth

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The Stealth skill replaces Hide, Move Silently, and Sleight of Hand . It is the skill to use when you are trying to avoid attention by escaping detection.

Stealth (Dex; Armor Penalty)

Hide: A character’s check is opposed by the Perception check of anyone who might see the character. The character can move up to half his or her normal speed and hide at no penalty. At more than half and up to the character’s full speed, the character takes a –5 penalty. It’s practically impossible (–20 penalty) to hide while attacking, running, or charging.

The hide check is also modified by the character’s size modifier.

If people are observing the character, even casually, he or she can’t hide. The character can run around a corner so that he or she is out of sight and then hide, but the others then know at least where the character went.

Cover and concealment grant circumstance bonuses to Hide checks, as shown below. Note that a character can’t hide if he or she has less than one-half cover or concealment.

Cover or Concealment Circumstance Bonus
Three-quarters +5
Nine-tenths +10

Creating a Diversion to Hide: A character can use the Deception skill to help him or her hide. A successful Deception check can give the character the momentary diversion needed to attempt a Hide check while people are aware of the character. While the others turn their attention from the character, he or she can make a Hide check if the character can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot for every rank the character has in Hide.) This check, however, is at a –10 penalty because the character has to move fast.

Tailing: A character can use Stealth to tail a person in public. Using the skill in this manner assumes that there are other random people about, among whom the character can mingle to remain unnoticed. If the subject is worried about being followed, he or she can make a Perception check (opposed by the character’s Stealth check) every time he or she changes course (goes around a street corner, exits a building, and so on). If he or she is unsuspecting, he or she generally gets only a Perception check after an hour of tailing.

Move Silently: A character’s Stealth check is opposed by the Perception check of anyone who might hear the character. As a move action, a character can move up to half his or her normal speed at no penalty. At more than half speed and up to the character’s full speed, he or she takes a –5 penalty. It’s practically impossible (–20 penalty) to move silently while attacking, running, or charging.

Pick A Pocket (Trained Only; DC 20): With a successful Stealth skill check, you can take something from another person in reach as a standard action. Whether you are successful or not, your target may perceive your effort if they make a successful opposed Perception skill check. This action may also be used to “plant” something on someone without the target knowing about it.

Sleight of Hand (DC 10): With a successful Stealth skill check, you can palm or conceal an object four size categories smaller than you as a standard action. Each size category larger than this increases the DC by +10. If you are being observed, the DC increases by +5. You may be noticed if the observer makes a successful opposed Perception skill check.

A second Sleight of Hand attempt against the same target, or when being watched by the same observer, has a DC 10 higher than the first check if the first check failed or if the attempt was noticed.

Modern Horror

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