Stealth Quick Reference

Going into "Stealth" mode

If Guards are completely unaware of the Scouts, the Scouts' Stealth Pools begin with all tokens on the Stealth side. Otherwise the Scouts roll their Hiding against the guard's highest Passive Alertness. Any uncanceled Hits flip Stealth Tokens into "Stealthed" with Critical Hits flipping 2 Tokens.

Characters also roll their Hiding skill during Combat when they want to go into "Stealth" and have moved into an area with Concealment.

Stealth Actions

 Hide

Gain:+0*
Effects:Patrolling Guards will not find a character that is hiding in Concealment.

Sneak

Cost:0
Effects:The character can move 1/2 their normal Movement Speed. May generated a Spotted Event if they move across a Guard's line-of-sight.

Dash

Cost:-1
Effects:The character can move their normal Movement Speed. May need to roll Acrobatics or Athletics to avoid obstacles.

Observe

Cost:0
Effects:The PC rolls Observation to examine the environment to reveal Question Tokens, find Hiding Spots and determine Guard Movement Patterns.

Search

Cost:-2
Effects:The character thoroughly searches an area for clues, intel or treasure. Roll Searching against a difficulty based on how obscured the subject of the search is.

Distract

Cost:-1*
Effects:The PC rolls Sneaking against the NPC's Deduction. If the PC succeeds, the NPC Guard becomes "Distracted" if they fail, they lose 1 additional Stealth Token and Guard begins Searching.

Surprise Attack

Cost:-1
Effects:The PC makes an attack against an unsuspecting NPC Guard. The Guard can only use their Armor Defense. This creates a Noise Event (4).

Events

Events are generated by PC or Guard behavior. Player Characters can spend 1 Motivation to React to an Event. This can allow them to spend Stealth Tokens or move quickly to avoid a more serious event.

Noise Event

The GM rolls a number of Red Dice based on the level of Noise generated. This Noise will be automatically detected at a given range:

Number of HitsDetection Range
1Melee
2Close
3Short
4Medium
5Long
6Extreme

The PC can react to this event to move out of the area.

Spotted Event

The PC crossed in front of a Guard's visual range or accidentally flipped a Camera or Guard Question Token and became Spotted. If the PC can spend 1 Motivation, they can react and move quickly out of sight before a Detection Event occurs. Guards typically begin Searching on their next Turn.

Detection Event

If the PC was noticed either on a Guard's turn or because of a Noise or Spotted Event, they can spend Stealth Tokens to increase their Sneak or Hide totals to exceed that of the Guard's detection roll. If the PC cannot or will not do this, a Detection Event is generated. Global Suspicion raises by 1.

Question Tokens

Noise 1-3      

Generates 1 to 3 dice worth of Noise which can create a Noise Event

Security System

Will trigger a Spotted Event if the PC moves through it's area.

Guard

Will trigger a Spotted Event and a new Guard placement.

Trap

Can damage or restrain a PC if they can't avoid it.

Treasure

Something valuable that the PC finds.

Lock

A locked door, chest or other obstacle.

Key

A key to bypass a lock.

Secret Door

A hidden door.

Vantage Point

A spot that gives more information when the Observation Skill is used from it.

Concealment (Shadow)

A hiding spot in the shadows.

Concealment (Cover)

A hiding spot that also provides cover.