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Revision as of 21:25, 8 March 2014 by Foxwarrior (Talk | contribs) (actually, since Perception is all about noticing things as they happen, switching back and forth a lot is (probably) acceptable)

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Compare target's Stealth to your Perception: If Perception is at least 2 less than Stealth, detect the target only at the end of each turn. If Perception is only one less than Stealth, also detect the target after it finishes a standard action. If Perception is at least equal to Stealth, detect the target after it finishes any action or attack. If Perception is greater than Stealth, detect the target at all times.

Remote Viewing: It's difficult to keep track of several distinct locations at once, by using something like a corpse mirror or video feed. A creature's Perception for such a device is 0, unless they declare that they're ignoring the real world and all other feeds for the moment, treating their Perception for those things as 0.

You only detect a target if it is within detection range of one of your senses:

Detection Ranges

Visual: Blocked by opaque objects.

Range: Base range is normally 1000 times the target's size.
Concealment: Range is quartered for dim light or some concealment, and further divided by 25 for extreme concealment (like frosted glass) or essentially no light.
Camouflage:Range is doubled for those without camouflage, like drastically incorrect coloration, or not glowing while against the sky.

Auditory: Blocked by vacuum. If there are obstructions in the way, auditory detection tells you only the first leg of the shortest path that passes through the minimum number of obstructions, and the total distance to the target. Unlike other senses, auditory stealth is measured at all times independent of relative Perception; when an observer would have an opportunity to detect things the target was doing, it detects all sounds made by that creature since last time.

Range: Base range is the target's size, multiplied by a number that depends on what they're doing. If doing multiple things, each thing has its own range.
Speaking: Anywhere from 0.1 to 300.
Breathing: 0.1
Moving at half speed or less: 2
Moving: 10
Running: 100
Attacking: 100
Attacking with a -1 penalty for trying to minimize sound: 5
Noise: Range is quartered for some noise (like wind, conversation, or a fire), quartered again for constant loud noises (like a jackhammer or hurricane)
Soundproofing: Soundproofing in sealed rooms can count for up to 1000 meters per meter of wall in the thinnest part.

Thermosympathetic: Feel a primal connection with fire. This only lets you sense fires.

Range: Base range is normally 100 times the target's size, or the approximate diameter of the region that's on fire.

Scent: Scent doesn't travel out of or into sealed containers, and only lets you trace direction by moving at least a meter and triangulating.

Range: Base range is normally 0.5 meters.
Wind: For winds, the area in which the scent can be detected is shifted by 10 meters in the direction of a light wind or 30 meters in the direction of a strong wind.
Pheromones: Wounded or afraid creatures can be detected at twice the distance.
Overpowering Stench: If there's a very strong-smelling scent, it can be detected at four times the distance, but weaker scents within that area can only be detected at half the distance.

TEMPEST: TEMPEST is another form of stealth, only present in Cybergems. It can't be used to detect creatures or objects that contain no active electronics. While within a tenth of the full range, they can identify what active augments and electronic devices the target possesses, as well as what hacking they are currently doing.

Range: Base range is normally 50 meters.
Interference: If there are many other electronic or electrical devices running in the area, distance is quartered.
High Power: For every power spent during the previous round, distance is doubled.


Disguises may be Poor, Decent, or Good. Poor disguises can be foiled by any Search. Decent disguises can be foiled by a Tactile Search. Good disguises cannot be foiled without inflicting wounds. Disguises do not prevent you from acting or speaking in a way that reveals your true identity.

The time to create a disguise is equal to the listed time divided by your Items check. You can attempt to improve a disguise by accepting a penalty to your Items check: every -3 penalty adds +1 to its Stealth. If you accept a penalty and roll 0 or less, you cannot try to make that disguise again with a penalty that large for 1 week.

Actually wearing the disguise and impersonating the creature involves bluff checks. For bluffs that aim to impersonate a specific individual or kind of official, the bluffer must have spent 5 hours studying such creature's mannerisms, or they get -4 to the bluff check.

Table: Disguise Stealths and Creation Times

Disguise Quality Creation Time
Stolen Uniform Good N/A
Stolen Uniform (Damaged) Decent N/A
Stolen Uniform (Repaired) Good 200 hours
Fake Uniform Good 400 hours
Conceal Identity as Stranger1 Decent 1 minute
Alter Facial Structure1 Decent 20 hours
Alter Skin Color1 Decent 4 hours
Increase Girth and/or Height1 (Clothed only) Decent 4 hours
Conceal Body Parts1 (Clothed only) Poor 1 hour
Fake Body Parts1 (Clothed only) Poor 1 hour

1 Disguise must be crafted specifically for the creature wearing it.


Creatures inevitably alter their surroundings in perceptible ways when they travel, leaving heat, visible signs, and scents to mark their passing, which can be noticed with sufficient effort and a good skill check.

Visual Tracking Modifiers:

Obvious: Footprints in snow or mud are so easy to track, you don't need to search for them at all.
Poorly-Hidden: Broken branches or tracks that have been quickly swept over take a Search and a DC 5 Nature check to find.
Decently-Hidden: Identifying when someone has walked backwards over their old tracks, or finding traces of scratches in metallic flooring, takes a Tactile Search and a DC 8 Nature check to find.
Unfindable: Once tracks have been washed away or covered up, they cannot be seen.

Scent Tracking Modifiers:

Obvious: If the air hasn't been stirred since the scent trail was made, it can be followed with ease.
Poorly-Hidden: Scents outdoors in relatively still areas still have the scent drift, which makes it take a Search and a DC 5 Nature check to find after 5 minutes but no more than 2 hours have passed.
Decently-Hidden: Scents outdoors in the wind or in less windy areas after 2 hours require following scent trails on surfaces, which take a Tactile Search and a DC 8 Nature check to find.
Unfindable: Once all traces of something have been washed off surfaces and the air has been replaced, the smell is gone.

Thermosympathetic Tracking Modifiers:

Obvious: If the trail involves things being lit on fire, it's easy to follow.
Poorly-Hidden: If the tracked target was on fire, its trail can be found with a Search and a DC 5 Nature check for 1 hour after its passing.
Decently-Hidden: Tactile Search doesn't help with Thermosympathetic tracking.
Unfindable: Undead and objects can't be tracked at all.

Tracking Teleportation: Teleportation leaves a very subtle telltale hum behind for a little while.

Obvious: Hear and locate teleportation spots that have occurred in the past round with ease.
Poorly-Hidden: With a DC 5 Arcana check and a Search, identify the other ends of teleport spots within the area that occurred within the past round, just the distance to those other spots if one or two rounds have passed, and merely the existence of teleport spots that are up to 6 rounds old.
Decently-Hidden: With a DC 8 Arcana check and a Tactile Search touching the region of a teleport spot, identify as per Poorly-Hidden, but up to 3 times the age.
Unfindable: Teleportation spots that are more than 18 rounds old cannot be heard at all.