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Chapter 04 · Core Rules

Perception and Stealth

Perception and Stealth in a Scene

A character can slip past a guard, follow tracks, or search a room for someone hiding. Outside combat, resolve these attempts with a prescribed chance roll. The GM judges the odds from the character's abilities and the surroundings: experience, equipment, size, scent, noise, terrain, light, viewing angles, and distractions.

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 uses clothing and makeup to change how a character looks. A simple disguise lets them pass as a traveler, guard, servant, or merchant. A detailed disguise imitates a specific person the character has studied. It changes neither their voice nor their size, and gives them none of that person's memories.

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.

When an observer has reason to look closely, the GM calls for a prescribed chance roll. Consider the resemblance, clothing and makeup, preparation time, light, distance, and the observer's familiarity with the person being imitated. Above all, consider how the disguised character behaves: a long conversation with a close acquaintance is far more dangerous than passing a sentry. Water, sweat, injury, or a lost accessory can damage 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 react in time.

  • The defender cannot react: the attacker acts first, and every attack in that action is an automatic critical hit.
  • The defender could react: resolve 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

Darkness. A creature needs a light source, Darkvision, or another suitable sense to see something that is not illuminated. A Save cannot reveal what is hidden by the lack of light. Each source of Darkvision specifies its range.

Darkness is not opaque. A creature standing in darkness can still see an illuminated place beyond it, and a distant light remains visible across an unlit area.

Magical light. A luminous effect may blind creatures looking at it. The spell specifies the Will Save and the consequences of failure.

Chapter Summary

  • Stealth or perception scene → prescribed chance roll.
  • Physical disguise → prescribed chance roll when an observer looks closely.
  • Invisibility → Will Save against the effect's DC.
  • Attack from hiding → automatic critical, or a Reflex duel if the defender can react.
  • Darkness → light, Darkvision, or another suitable sense.