Stealth

Moving unseen through shadows, cover, and ambient noise for avoidance.

Stealth is two related crafts: hiding, which is not being seen, and stalking, which is not being heard. Hiding needs somewhere to do it — shadow, cover, broken ground — and is normally attempted from a standstill, though it may be tried at a half Move for −20. Stalking requires staying out of the target’s line of sight and permits a half Move at no penalty at all; noisy footing costs −10 to −20.

Against a target whose attention is elsewhere — a bored guard, a pair of men arguing — Stealth is tested unopposed. Where the advantage is overwhelming, as against sleepers, the GM may simply grant a Critical Success without a roll.

LevelUnopposed result
CFStealth fails outright and the target knows exactly where the character is.
MFThe target is confused for the moment. Another attempt may be made, but they are alert now and it is opposed.
MSThe target remains unaware for the moment.
CSThe target remains unaware indefinitely, until conditions change.

How long “the moment” lasts is a matter of ground and sightlines — round by round in a narrow alley, minutes at a stretch in thick woodland.

Opposed. Against a target already alert or suspicious, Stealth is tested against their Awareness. The target is Aware if their success level is higher, Confused if they lose by one step, and Unaware if they lose by two or more. Tied successes leave both parties Aware; tied failures leave both Confused.