Rank 1 (Pathetic)
Sneak: When you hide behind something and people on the other side of the object can’t see you, and possibly might not hear or smell you, you do not need to make stealth rolls to be hidden, although you would need to make a Stealth check to break cover and check out the people on the other side. You are treated as being only as big as your exposed parts – a human sticking their head around a corner, for example, would count as a Tiny object, while moving from that corner would count them as a Medium object.
As a Standard Action, you may become Hidden by making a Stealth Check. Your check result becomes your “Stealth Value” and replaces the base DC for a searcher’s Perception check to notice you (usually 0). Undertaking Stealth Actions affects your Stealth Value based on what you do. You become unhidden by using Extended Actions, attacking/using Combat Maneuvers, recalling/releasing a Pokemon, or if an enemy passes their perception check to notice you.
At this level of skill, you can never have a Stealth Value over 10.
When you become Hidden, the GM ‘takes 1’ (or 3, if the enemy is Standing Guard) on a Perception check for all enemies within the area – usually for enemies who are close enough for the stealther to be within range of their senses. This becomes their “Perception Value”. This Perception Value is further modified each round based on Attention Modifiers in response to actions the stealther takes.
Successive stealth actions provide cumulative penalties to the stealther’s Stealth Value that stack with each other without end. There is no possibility to pass time without taking stealth actions – if the stealther wishes to wait, they must choose the waiting action for the appropriate time period listed below. If you become Hidden and an enemy already sees you, you are not Hidden towards them. Once a creature’s Perception Value exceeds your Stealth Value, the nature of identification changes.
Once this happens, if you are not Covered or are visible, the creature knows your exact location down to the square and you are no longer Hidden towards them. If you are Covered or are otherwise unable to be seen, the creature is aware of your general presence and you roll a Stealth Check which is opposed by their Perception Check, modified as usual.
Passing by 24 or more gives them no specific information about your location.
Passing by 12 gives them a 180 degree field in which you are located (roll 1d2 if you are diagonal on the grid).
Passing by 6 gives them a 90 degree arc.
Passing by 3 gives them a 90 degree arc distance and they know you are within 1d4 meters of your square.
Failing the opposed check gives them the square you are in, and you are no longer Hidden towards them.
Once unhidden, you must escape or confuse their ability to detect you before you can attempt to become Hidden to them again. They can describe you to their allies, giving them all at least minimum knowledge of you. Some ways to break detection are running around a corner, disappearing into a crowd, becoming Covered, or using the Combat Distraction power of Guile to make them look away long enough for a quick getaway. They may still know where you’ve gone, but they might miss you when they come looking. Even if you become Hidden to them again, they gain a bonus to finding you in the future, at least until you change your appearance.
You cannot become Hidden if you are currently Marked.
Attention Modifiers | Perception Modifier1 | Example | |
Prone in Rough Terrain | -5 | Lying down in a bush or a pile of dolls | |
Standing still in a clear space or action while walking when Covered | -3 | Leaning against a streetlight, crawling behind a bush | |
Action while walking in a clear space or moving when Covered 1, 2 | 0 | Walking down a path, jogging behind some barrels | |
Action while moving in a clear space or sprinting when Covered 1, 2 | +3 | Jogging away from a scene, sprinting behind a tarp | |
Action while sprinting in a clear space 1, 2 | +5 | Running in the streets | |
Performing an action that makes you the center of attention | +3 to +53 | Fighting someone in the streets, firing off a Hyper Beam | |
Performing an action that causes you to stand out from a background event | +1 to +33 | Standing in a fast-moving crowd, stabbing a guy | |
Performing an action that causes you to blend in with a normal background event | -1 to +13 | Reading a newspaper in the park, joining a group activity | |
Performing an action that causes you to blend in with a very active background event | -1 to -33 | Joining a bar brawl, moving quickly with a dense crowd | |
1 – These modifiers do not stack, use only the most appropriate one from each group. A clear space is one in which the dominant background scene is still and quiet. 2 – Using unexpected movement types, like burrowing or flying in most humanoid settlements, makes you likely to also suffer an attention penalty. 3 – The exact value of this penalty is determined by the GM based on in-game factors. Characters with Novice Stealth can determine the penalty or bonus their actions will generate before they take the action by asking the GM. |
Stealth Action | Stealth Penalty | |
Moving or taking a Standard Action | -1 | |
1 Minute of waiting | -1 | |
10 Minutes of waiting | -3 | |
1 Hour of waiting | -6 | |
8 Hours of waiting | -10 | |
1 Day of waiting | -15 | |
1 Week of waiting | -21 | |
Whispering to a creature within 1 meter | -1 | |
Moving an object in the detector’s zone that predated your arrival | -5 | |
Significantly affecting the environment in a highly noticeable manner for the detector (Such as finding a blood splatter or a new hole in the wall) | -10 | |
Making an attack action | -X, where X is DB1 | |
1 – The person you are attacking gets a similar bonus to their Perception Value. |
Snatch: You may attempt to take an item from your target without being noticed as a Standard Action. While Hidden towards your target, make a Stealth Check versus your target’s Perception Check, taking penalties based on its size and location according to the table below. Anyone you are not Hidden towards during the attempt may also make a Perception Check.
Moderate Success: You take the item and stash it away without observers noticing. Success: You take the item without observers noticing, but you’re holding it rather obviously and can’t stash it until your next turn. Failure: You take the item, but are noticed. Moderate Failure: You do not take the item, and you are noticed. Uh oh! |
Item Targeted | Stealth Penalty | |
…is of Negligible Weight | -0 | |
…is Weighty | -2 per Weight | |
…is not worn or held | -0 | |
…is being worn in the Accessory Slot | -3 | |
…is being worn in the Body or Hand Slot | -6 |
Rank 2 (Untrained)
Open Lock: You may attempt to pick a lock as a Full Action. The lock can be disabled in 1d4 rounds, including the first round spent picking the lock. You may retry this check provided you have not destroyed the lock. The Base DC is noted in the table below.
Success: You open the lock without issue. Failure: You do not open the lock, but may try again. Moderate Failure: The lock is permanently broken and in need of repair. |
Lock | Base DC | Example | |
Pathetic Lock | 8 | Rusted lock on a chest | |
Novice Lock | 10 | The front door of a residential home | |
Expert Lock | 14 | A CEO’s personal safe | |
Master Lock | 20 | A bank vault | |
Virtuoso Lock | 26 | A portal to the Distortion World that usually appears under select conditions | |
Condition | Check Modifier | Example | |
Rushing a 1d4 Round Action to a Full Action | -1 | Trying to break into someone’s home as they’re coming up the street | |
Attempting to hide your work | -3 | Opening a lock, but making it hard to see you have done so |
Rank 3 (Novice)
Avoid Detection: There is no limit to your Stealth Value with the Sneak power. You are trained enough to know how large a penalty to your Stealth Value you would take from uncommon attention drawing conditions, like those described above. You can ask the DM ahead of time what the numeric result of doing something would be if it isn’t listed and they have to tell you.
Rank 4 (Adept)
Stealth Team: If you accept a -3 penalty to your Stealth Check, you may use your Stealth Value as the result for every member of your group within 6 meters for the purposes of detection. Each member suffers penalties individually based on their actions, though.
Alternatively, your group can make individual checks to sneak or avoid detection, as appropriate for each character, and you may reduce the results of your check to boost the checks of others. For every 1 point that you reduce your check by, you may increase the check of an ally within 30 feet by 1. You may not increase an ally’s check above your own reduced check with this power, though you may increase their results above 10 if they would be limited from lack of training.
Rank 5: (Expert)
Fool Senses: You show poorly against Tremorsense and Blindsense, and creatures must use their Perception Value to locate you with these abilities. This happens automatically when you become Hidden, though you may lower or re-raise this protection as a Free Action. It does not apply to anyone you are assisting with Stealth Team.
Art of Stealth: You gain the Stealth capability.
Rank 6 (Master)
Fool Super Senses: Fool Senses now applies against Blindsight and Lifesense.
Slippery Mind: You gain the Mindlock capability.
Rank 7 (Grandmaster)
Hide In Plain Sight: You can try to become Hidden after someone has spotted you without first breaking line of sight or otherwise losing your pursuer, or while you are under any other sort of direct observation.