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stealth [2019/08/10 23:49] – [Hide in Shadows / Camouflage] dungeonmasterstealth [2019/12/30 06:10] (current) – removed dungeonmaster
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-[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[specific_rules_skills|Specific Rules of Skills and Magic]] 
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-====== Stealth ====== 
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-^ Skill ^ Affects ^ Effect in a Nutshell* ^ Mana? ^ 
-| [[stealth#move_silently|Move Silently]] | [[stealth|Stealth]] | Two dice per degree as Skill Check or Win-Loss dice roll against perception | No |  
-| [[stealth#hide_in_shadows_camouflage|Hide in Shadows / Camouflage]] | [[stealth|Stealth]] | Two dice per degree as Skill Check or Win-Loss dice roll against perception | No |  
-| [[stealth#pass_without_trace|Pass without Trace]] | [[stealth|Stealth]] | Two dice per degree as Skill Check | One |  
-| [[stealth#surprise_strike|Surprise Strike]] | [[stealth|Stealth]] | Two dice per degree added to attack dice; at third degree, blunt weapons knock unconscious; at fifth degree, blunt weapons knock unconscious without alerting allies | No |  
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-===== Move Silently ===== 
-Determining whether or not a character can move silently is generally a Win-Loss roll, but the defense gets an additional die for every piece of metal armor worn by the character trying to move silently and for crunchy leaves or other noisy impediments. Characters get two additional dice if the characters are not expected or the guards are not paying attention. If a character has a Perception skill, the “two for proficiency” and skill degree are also added to the defense. 
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-In cases where both the visual and the audible are an important piece of remaining unnoticed, the Hide in Shadows / Camouflage skill's dice are added to those of Move Silently, assuming the character has both skills. 
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-===== Hide in Shadows / Camouflage ===== 
-Like move silently, camouflaging oneself or hiding in shadows is generally a Win-Loss roll with additional dice awarded to one side or another based on the blending with the background or the relative attention being paid by any trying to find them. 
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-In cases where both the visual and the audible are an important piece of remaining unnoticed, the Move Silently skill's dice are added to those of this skill, assuming the character has both skills. 
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-===== Covering Tracks ===== 
-Covering tracks is the ability of making it looked as if nobody has been there. This skill can also be used (and often is used) to create false trails to lead anyone following down a wrong path, given that there is enough time for the person to do so. The hiding of the trail and the creating of one or more false trails each take their own successful roll. 
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-==== In the Country ==== 
-This is as much a skill of perception as it is a skill or stealth, recognizing what the woodlands, wastelands, or marshlands might have looked like previous to passage and how it might look after passage. When leading a party, they would choose to lead over terrain like rock and hard dirt where few footprints are left, and then moving along afterward to hide those footprints. For each character in a party without the covering tracks ability, the success of the skill check requires an additional success up to a maximum of five successes. 
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-==== In the City ==== 
-In the city, this could simply moving through the area undetected, but it is more often used to search a house or a business for some clue and then leaving the scene much the way it was before the investigation--so much so, in fact, that characters without any sort of extra perception do not even get a chance to realize what has happened. With perception, it becomes a win-loss check between the character's covering track skill and the opponent's perception skill. 
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-===== Surprise Strike ===== 
-If a character has gone unnoticed (via move silently, hide in shadows, ambush), they can surprise strike an opponent with a melee weapon to gain an additional “two for proficiency” and one per skill degree of the surprise strike added onto the weapon skill, weapon, and other dice that are already part of the attack roll. At third degree, any roll of all successes with a blunt instrument automatically knocks an opponent unconscious. At fifth degree, this adds the additional ability to knock the opponent unconscious silently such that they alert no allies of the attack.   
  
stealth.1565480961.txt.gz · Last modified: by dungeonmaster