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stealth

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Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic

Stealth

Stealth involves a variety of skills for performing actions undetected and taking advantage of being undetected to cause additional damage. In some cases, the skills have been merged in ways that aren't necessarily natural, but to make the skill as worthwhile as other skills, they were merged anyway.

Skill Non-Proficient Dice Type Effect in a Nutshell Mana?
Ambush Yes Non-Standard Surprising an opponent using natural cover; one or two dice per degree added to initiative with proper preparation No
Camouflage Yes Standard Skill Check, Standard Win-Loss Roll Camouflaging oneself and allies using natural elements and colors or the presence of low light and shadows to avoid visual detection No, one per ally
Tracking Yes Standard Skill Check, Standard Win-Loss Roll Finding and following footprints; covering up one's own footprints or those of the party One
Move Silently Yes Standard Skill Check, Standard Win-Loss Roll Avoid audible detection; can be used in conjunction with hide in shadows / camouflage No
Surprise Strike No Standard Damage Roll Surprise attack from behind causes additional damage to an opponent; at third degree, blunt weapons knock unconscious; at fifth degree, blunt weapons knock unconscious without alerting allies No

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.

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.

Camouflage

Like move silently, camouflaging oneself and others is generally a Win-Loss roll with additional dice awarded to one side or another based on the blending with the background or the shadows or the relative attention being paid by any trying to find them.

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.

Covering Tracks

In much the way that moving silently and camouflaging oneself protect a character from being noticed in the moment, covering tracks is used to hide a character after they have already passed.

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.

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.

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.

Surprise Strike

If a character has gone unnoticed (via move silently, hide in shadows, ambush, teleportation), they can surprise strike an opponent from behind with a melee weapon to gain an additional two dice per skill degree 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.1566846320.txt.gz · Last modified: by dungeonmaster