Chapter 02 · Core Rules
Perception and Stealth
Philosophy
Perception and stealth use no dedicated statistic. The GM judges the situation from the characters and their environment, then chooses a prescribed chance roll, a Reflex check, or a Will Save.
Perception and Stealth in a Scene
Outside combat, resolve an attempt at stealth with a prescribed chance roll. The GM considers the character's talents and experience, equipment, size, scent, noise, terrain, lighting, the observers' viewing angles, and any distractions.
Use the same method when a character searches for a hidden creature, a trail, or an environmental detail. Always announce the odds from the player's perspective before the roll.
An experienced thief tries to enter a well-guarded castle at night. After comparing the thief's experience and equipment with the guards' vigilance, the GM grants 4 chances out of 5 of remaining unnoticed.
Physical Disguises
A physical disguise has no DC and causes no Will Save: it is not an illusion. When an observer has reason to look closely, the GM calls for a prescribed chance roll. Consider physical resemblance, light, distance, the quality of clothing and makeup, preparation time, the observer's familiarity with the copied identity, and above all the character's behavior.
Without proper equipment, creating a simple disguise normally takes one hour and a detailed disguise one full rest. A Disguise Kit reduces these times to 10 minutes and 1 hour. Putting on and adjusting a prepared disguise normally takes 10 minutes. The Lightning Disguise feat greatly reduces these times.
A simple disguise changes a social silhouette—traveler, guard, servant, merchant— without copying a specific person. A detailed disguise can imitate a studied identity, but changes neither voice, size, nor memories. A long conversation with a close acquaintance is therefore far more dangerous than passing a sentry. Water, sweat, injury, or a lost accessory can degrade the disguise and justify a new roll.
Perception and Stealth in Combat
Invisibility
Invisibility is an illusion that deceives visual senses. A creature looking toward an invisible character makes a Will Save against the effect's DC to notice them.
If the invisibility also masks sound, the same Save can reveal the deception. Scent, tracks, moving objects, or other physical evidence may grant a bonus to the Save or prompt a separate chance roll at the GM's discretion.
Attacking from Hiding
When a character who is not invisible attacks from hiding, the GM first decides whether the defender could plausibly react in time. If not, the attacker acts first and every attack in that action is an automatic critical hit.
If the defender could react, attacker and defender make a Reflex duel. If the attacker wins, they act first and every attack in that action is an automatic critical hit. If the defender wins, they act first; the attacker is revealed when their action begins, and their attacks are not automatic critical hits.
The GM may grant either side a bonus for the hiding place, viewing angle, available senses, and other circumstances.
Visibility and Lighting
Magical darkness. Creatures with Darkvision can see within it. If the darkness is an illusion, others can make a Will Save against its DC to see through it.
Magical light. A luminous effect may blind creatures looking at it. The spell specifies the Will Save and the consequences of failure.
Natural darkness. No Save allows a creature to see through natural darkness. It needs a light source, Darkvision, or another suitable sense. Each source of Darkvision specifies its range; not every creature sees the same distance in darkness.
Chapter Summary
- Stealth or perception scene → prescribed chance roll.
- Invisibility → Will Save against the effect's DC.
- Attack from hiding → automatic critical, or a Reflex duel if the defender can react.
- Natural darkness → light, Darkvision, or another suitable sense.