Stealth

Stealth may be used in or out of combat. To initiate stealth a character needs to be obscured from the vision of their target or targets in some way. Most commonly this will be by using shadows, cover or distraction.

In & out of combat, the character may move the distance associated with their race without leaving stealth each round (approximately 10 seconds of time). A stealth check vs their opponents would occur as the first action of each turn for the stealthed character to remain in stealth unless they are fully behind cover. If they move for their first action, they risk being seen for that action unless terrain blocks vision.

If a character attempts a Stealth check & fails against their opponent; they used their contested action for that turn. They do not get to attempt another attack (or Stealth check) or any other contested action that turn. If there is terrain (or any other thing that would reasonably block vision) between them, the opponent will have seen or heard something suspicious in that direction. If no obstacles to vision are present, they will see that character acting “shady af”.

Stealth For Positioning

If you approach a person or group of people: if you do try to use stealth, you must roll against everyone once you are 30 tiles to them or closer. Before your character moves from behind cover, they must perform a stealth check against all opponents (unless your opponent is blind from another effect).

The roll is a skill check versus opponents using: [Stealth + Presence + 1d20] vs [Stealth + Presence + 1d20]. This skill check considered a contested action. If grouping the defense roll for multiple opponents, the GM may roll once for the group, then apply any stat & skill modifiers to each of them to that one roll.

If you remain still, behind cover, you do not need to roll a stealth check to remain in position. If the cover is wide enough, you can move while behind cover without a stealth check as long as you do not cross any opponent’s line of sight (regardless of the direction they are looking).

Being behind cover does not automatically grant you Stealth. While you are functionally unseen, you would still need to peek out to perform any attack from behind cover. Thus, positioning to attack from behind cover for this skill still requires a Stealth check to get the bonus “Stealth attack”.

Stealth In Combat

You may attempt a Stealth roll any time you are behind an opponent. Even in combat. Even if they are aware of you.

The roll is a skill check versus opponents using: [Stealth + Presence + 1d20] vs [Stealth + Presence + 1d20]. This skill check considered a contested action. If grouping the defense roll for multiple opponents, the GM may roll once for the group, then apply any stat & skill modifiers to each of them to that one roll.

Each character that rolls under the total rolled by the initiator will have a stealth flag attached to them until the start of the stealthed character’s next turn. Characters with a stealth flag are treated as having the Blind status to the stealthed character while they move around. Meaning they will be aware someone is there if they occupy an adjacent tile, but won’t know who they are until they make an action to identify them. If an effected character with a stealth flag wishes, they may attempt to use a contested action to try to locate the stealthed character on their turn. Additionally, this also means that the stealthed character may choose to initiate their Stealth attack by crossing a line path left by their victim in that same round (see- Darkness & Blind Status).

Dealing Damage with Stealth

When any character has a Stealth flag, the owner of that flag gains a “Stealth attack” as a free action against them for the duration. Once this attack is used; all opponents whose vision is not blocked by terrain, or darkness, will lose their Stealth flag attached by that character. The bonus Stealth attack may be claimed any time an opponent with a Stealth flag occupies or passes through any tile within range of the Stealthed character. With any weapon, including unarmed, dual wielding, & projectile weapons.

Stealth attack: Until their next turn – The Stealthed character may make an attack, as a free action, to anyone with a stealth flag that is in range. The defender may not use any stat, skill or dice to reduce damage received. Armor still reduces damage received normally.

While stealth attacks may be made with any weapon. Common damage dealt with a Stealth attack is:

• 1-Handed melee damage is:
1d20 + [1h melee skill level] + Reflex = Roll difference.
Roll difference + Body + [Tier of weapon used] = Damage dealt.
Damage dealt – Armor = Damage received.

• Bow damage is:
1d20 = [Bow skill] + Reflex = Roll difference
Roll difference + [Tier of weapon used] = Damage dealt
Damage dealt – Armor = Damage received.

• 2-Handed Crossbow damage is:
[Tier of weapon used] = Damage dealt
Damage dealt – (Armor – [Tier of weapon used x 2]) = Damage received.

*Note that crossbows do not gain extra damage from Stealth. Any other weapons apply damage similar to each other: ignoring stat, skill & roll. Each using their own rules found under their respective skills.

*Essentially, you may add the “to hit” to the “bonus damage” for any Stealth attack.