Stealth (Agility)

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Often, a character may have business to conduct that is best completed with a certain degree of privacy. It might be that there are powerful individuals—usually agents of the Empire—who are directly opposed to his choice of actions. Other times, a character might either be avoiding an Imperial bounty. Under such conditions, a successful mission may depend entirely upon how talented the character is at not being noticed. The Stealth skill reflects this ability under virtually all situations. Any spy who depends upon physical insertion must be a master of this trade. Stealth also encompasses wilderness camouflage skills, which may be crucial to any commando.

    • Attempts to hide from all of an opponent’s senses are dependent upon Stealth, though difficulties may be modified by ambient conditions and any applicable gear.
    • Stealth can allow characters to shadow or follow individuals without being detected.
    • Characters may attempt to hide people or objects from the attentions of others, either through concealment or misdirection. Such actions are dependent upon their Stealth skill.

The difficulty of a Stealth check often depends on the abilities of those the character is attempting to avoid. Members of species that are more dependent upon smell, hearing, or other senses may be most susceptible to Stealth under different weather conditions or distracted by events that seem trivial to a species focused on visual cues.

Stealth checks are typically opposed by Perception, based upon whether the opponent is passively – or actively searching for the hidden character.

Extra Success on a Stealth check may be used to aid any allied characters who are infiltrating at the same time. Effectively, the successful character points out a factor that might otherwise have caused the ally to fail.

Advantage may be spent to decrease the amount of time required to perform a given task while using the Stealth skill. This could represent the character’s finding superior cover, enabling him to move faster while remaining out of sight, or successfully distracting a key figure to obtain access to his target. Under the right circumstances, a character may spend a Triumph to identify a way to completely distract an opponent for the duration of the scene. This could allow the character to drop all pretense of Stealth in favor of completing a task faster.

The GM may spend Threat generated during a Stealth check to hinder the character as he attempts to remain hidden. The character may need to overcome a particularly unpleasant obstacle or take extra time to remain out of sight. The GM may increase the time it takes for the character to perform his desired action while remaining hidden by 25% per Threat spent in this way. The GM may spend Despair to cause the character to leave behind some evidence of his passing. While this has no bearing on the success or failure of his Stealth check, some object, clue, or information about the character’s identity, and possibly even his motive, is accidentally left behind.

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