Stealth Skills |
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Acrobatics |
Stealth |
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Detect
Noises |
Stealth |
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Proficiency with the use and placement of the body so as to
avoid injury when pursuing feats of physical agility such as leaping,
tumbling, climbing and falling. Tests of difficulty level deemed appropriate
by the referee are made against Stealth. |
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Proficiency at
quieting oneself's physical presence so as to more easily detect the presence
(or absence) of additional, sound creating conditions. This skill also
imparts increasing ability to sort through known sources of sound so as to
detect unknown sounds. The referee will make a determination of the
difficulty of each test based on environmental conditions. |
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Administration of Poison |
Stealth |
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Disguise |
Stealth, Art |
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Familiarity with the administration (not preparation) of
poisonous substances and the detection of such administrations. Basic levels
concentrate on the addition of natural toxins to food and drink generally
resulting in gastro-intestinal discomfort or illness the source of which is a
Challenging (D3) test against Intelligence to detect. Characters with Ethics
scores of seven (7) or greater will not knowingly poison any living creature
but may learn this skill for this detection capability. Further training
increases any investigator's difficulty to detect such poisonings by one
additional die per additional level and leads to proficiency in administering
and detecting: |
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Proficiency at
changing someone's personal appearance using craft, makeup and costume. This
skill is primarily a low level modification, such as concealing a prominent
personal feature (nose, hair color, etc.). Carrying off the disguise requires
some acting, as well as keeping the disguise on, thus a Stealth test is
appropriate if the disguise is tested up close and personal. |
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(2) lethal toxins via food
and drink |
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(3)
lethal toxins via envenomment of bladed or puncturing weapons |
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Disarm Trap |
Stealth |
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(4)
lethal neuro- and other esoteric toxins directly |
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Tests are made against Stealth to determine the success of
undetected administration. The physical action of poisoning may require a
test to determine success, such as the requirement that an envenomed weapon
actually break the skin to successfully introduce the toxin. |
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Proficiency with the
understanding and disabling of mechanisms designed to thwart access to secure
regions, rooms or containers. This skill does not include the manufacture or
design of such mechanisms as the level of understanding is generally
restricted to the trigger mechanism and how to safely bypass it. In order to
be disarmed, a trap trigger must have been previously located. Each trap
should be pre-rated by the referee as to difficulty of disarming. |
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Backstab |
Stealth |
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Proficiency with the undetected administration of a Normal
Attack - Hand to the back of an opponent. Weapons class training in Short
Blades, Knives, Light Axes or Clubs is required, as is the use of an
appropriate weapon from one of these known classes. The Backstab is treated
as a special two blow Combat Tactic requiring a test against Stealth with
difficulty equal to the intended victim's Intelligence/4 in the first blow,
success indicates undetected movement to the proper, rearward, position. The
second blow is then made using the combat table percentages for the weapon
+Stealth% to hit. Fully half of such hits are Critical, treat all
"odd" location rolls as a critical hit. |
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Hide in Shadows |
Stealth |
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The ability to conceal oneself from visual detection through the
clever use of the interaction between light and shadow to mask the body and
movement. A test is made by the individual from whom the character is hiding
against the Stealth skill of the hiding character. The difficulty must be
rated by the referee, with the following guidelines; |
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Complete darkness such as that provided by underground caverns,
windowless dungeons, clouded nights, etcetera, makes it Impossible(D8) to
visually detect anything. |
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The fluttery, random interplay of light provided by a few
torches or a campfire makes for a ideal conditions for the use of this skill
making detection a Strenuous(D5) test. |
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The
steady light provided by many torches or candles in a banquet hall, etcetera,
or that provided by an overcast daytime sky makes detection Challenging(D3)
if the target is not moving, but only Simple(D2) if the hiding character is
in motion. |
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Hide in Heat Source |
Stealth |
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The ability to conceal oneself from detection in the infrared
spectrum through the clever use of the interplay of thermal gradients to mask
the body. This skill may only be acquired by characters with detection
abilities in the infrared (mainly racial infravision, though a sustained
magical ability could be utilized). A test is made by the individual from
whom the character is hiding against the Stealth skill of the hiding
character. For this skill to be successful thermal gradients in the
environment must be relatively high and the hiding character either still or
moving very slowly. Hiding from detection becomes considerably more difficult
if the character is moving. Also note that the Reptan races are semi-cold
blooded and are therefor more difficult to detect. Some guidelines for the
establishment of detection difficulty follow; |
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Hiding
amongst a crowd of other heat producing creatures makes for a Hopeless(D7)
situation for detecting an individual. |
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Cover
provided by a campfire, stove or hearth or amongst thermally active geography
such as magma pools, volcanoes and hot springs provides nearly ideal
conditions for hiding a thermally active body making detection a
Strenuous(D5) task. |
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The
steady thermal environment provided by an underground cavern, wine cellar or
well especially when cool makes detection Simple(D2). |
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Move Silently |
Stealth |
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The ability to conceal oneself from aural detection through the
clever use of the interplay of environmental sounds to mask the sounds made
by movement of the body. A test is made by the individual from whom the
character is hiding against the Stealth skill of the hiding character. For
this skill to be successful some background sounds must be available to hide
within and the character must be moving relatively slowly. Some guidelines
for the establishment of detection difficulty follow; |
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Hiding
within the sounds of civilized activity provides excellent cover, a crowded
street, noisy bazaar, or even a party or banquet provide extensive background
noise suitable for masking, making detection a Hopeless(D7) task. |
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The
natural sounds of a woodland environment are capable of masking much of the
noise of motion, detection in this environment would be a Strenuous(D5) task.
The presence of a babbling brook or significant wind would increase the
difficulty to Tasking(D6). |
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Attempting to move undetected through a quiet church or
underground cavern would be nearly futile, as detection in such environments
would be at most Challenging(D3). |
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Pick Lock |
Dexterity |
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Proficiency at opening locks without the use of the intended key
or complete knowledge of the combination/mechanism. This skill requires the
possession of a set of tools designed for this purpose (B&E Kit, see the
Equipment list) for full benefit. The use of improvised tools increases the
difficulty of any attempt by two levels. Locks are rated by their difficulty
to bypass in this manner, see the "Locks" table in the section on
Equipment. |
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Pick Pocket |
Stealth |
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The ability to surreptitiously remove an item from someone's
personal possession. A test is made against the Stealth skill, failure
indicates that the individual detects the attempt. It is up to this
individual as to how he will respond to such an attempt. It is suggested that
play continue on a combat turn scale, with the thief in a state of surprise.
If required, a second test may be made to determine whether the thief
successfully purloined the object even though he was detected. |
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Physical Torture |
Stealth |
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Proficiency in the administration of physical pain. When used in
combination with interrogation techniques this skill may provide improvements
in the quantity and quality of information received. Difficulty of the
required Stealth test is determined by the victim's Constitution / 4 + 2.
Success indicates that the desired pain level has been reached. Failure
indicates that the level of pain achieved was not up to expectations. A
special situation occurs when a test roll results in all dice indicating "8",
this is used to indicate the unintentional death of the torture victim, note
that this may be achieved regardless of the success or failure of the
attempt. |
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