Difference between revisions of "Stealth and perception circumstances"
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:''[[Undead]]'': +1 Stealth. | :''[[Undead]]'': +1 Stealth. | ||
:''Not [[on fire|On Fire]]'': +2 Stealth. | :''Not [[on fire|On Fire]]'': +2 Stealth. | ||
− | :''Distance'': +1 Stealth for being 15m or more away, | + | :''Distance'': +1 Stealth for being 15m or more away, +2 Stealth instead for being 60m or more away, or +3 Stealth for being 1 km or more away. |
'''Any Sense''': The following modifiers apply to all senses. | '''Any Sense''': The following modifiers apply to all senses. | ||
:''Running'': -1 Stealth if you Run on your turn. | :''Running'': -1 Stealth if you Run on your turn. |
Revision as of 00:27, 4 March 2013
Various modifiers affect the Stealth of a creature relative to its observer:
Visual: Visual Perception is irrelevant for things for which you don't have line of sight to them or their reflection or shadow.
- Partial Concealment: +1 Stealth. Shadows, mist, crowds, walls, and so on.
- Distance: +1 Stealth for being 15m or more away, +2 Stealth instead for being 60m or more away, or +3 Stealth for being 1 km or more away.
Auditory: Can only pick out general direction and distance.
- Ambient Noise: +1 Stealth. Multiple conversations, machinery, and so on.
- Distance: +1 Stealth for being 10m or more away, +2 Stealth instead for being 30m or more away, or +3 Stealth for being 500 m or more away.
- Obstruction: +1 Stealth. Sound-dampening walls.
Thermosympathetic: Thermosympathetic sense allows you to detect warm bodies and fires. Creatures do not normally possess a Thermosympathetic sense.
- Undead: +1 Stealth.
- Not On Fire: +2 Stealth.
- Distance: +1 Stealth for being 15m or more away, +2 Stealth instead for being 60m or more away, or +3 Stealth for being 1 km or more away.
Any Sense: The following modifiers apply to all senses.
- Running: -1 Stealth if you Run on your turn.
- Attacking: -1 Stealth if you attack on your turn.
- Attacking Target: -1 Stealth against the target you attack.