This is the complete list of Stealth Skills. Use the filters to narrow down your selection.
Stealth skills list a required amount of Stealth that must be available prior to using the ability. This number is listed for each rank of the Stealth Skill. You can always elect to use a lower rank if you have higher ranks of a particular ability (i.e. at Rank 4 Steal, you can use Rank 1,2,3, or 4). Stealth Skills can never have their Required Stealth reduced below zero, but if the Required Stealth is zero, the Skill can effectively be used in plain sight without hiding.
Skill Name | Discipline | Max Ranks | Required Stealth | Stealth Cost | Use | Description | Class Restrictions |
---|---|---|---|---|---|---|---|
Larceny | Thievery | 4 | 4 / 6 / 8 / 12 | 1 | action | if passing an Agility vs Perception stat roll-off, may steal an item off a single target's person without them realizing until its too late, this can be attempted while in combat and may be used to steal an item right out of a targets hand • requires a free-hand which may then immediately equip the stolen item • size of item limited by Rank, S, M, L, XL respectively • failure immediately gives away your position to that target |
Thief, Berserker, Swashbuckler, Monk, Assassin |
Pick Pocket | Thievery | 4 | 0 / 0 / 0 / 0 | 1 | action | pick a normal pocket (belt slot, backback, shealthed weapon, etc...) with success chance equal to 4x your Current Available Stealth +15/Rank above 1 (success modifiers may apply @ GM discretion for more difficult situations) • cannot be used to steal items currently equipped by the target (i.e. a shealthed dagger yes, but a sword in the hand no) • size of item limited by Rank, S, M, L, XL respectively • failure automatically alerts the target of the attempt, and if hidden becoming detected by that target |
Thief, Berserker, Swashbuckler, Monk, Assassin |
Pick Lock | Thievery | 4 | 0 / 0 / 0 / 0 | 1 | action | pick a standard lock using your choice of either an Agility, Wisdom, or Perception Stat Test with +2 Advantage per rank above 1 • more advanced locks will apply disadvantge to this roll and GM may also further apply advantage or disadavantge depending on the situation and/or environemnt • failing to pick a lock breaks or otherwise irreparably damages the lock pick |
Thief, Berserker, Swashbuckler, Monk, Assassin |
Vanish | Thievery | 1 | 0 | 0 | instant | immediately gain 1d4(+1 per 5 levels) stealth, can only use once per battle • if current stealth is zero, Vanish puts the character into a "Hiding" state • can be used when in LOS |
Thief, Berserker, Swashbuckler, Monk, Assassin |
Pounce | Thievery | 2 | 7 / 8 / 9 | 0 | instant | Next regular melee attack or any type of strike knocks the target down. At Rank 2 it also Stuns the target for one round | Thief, Berserker, Swashbuckler, Monk, Assassin |
Spree | Thievery | 3 | 8 / 10 / 12 | 0 | instant | must remain stationary, next action is applied to +1 target/Rank within radius = 1/2 move for melee or radius = 10" for ranged (separate hit rolls) • if pairing with a special ability action must multiply the cost by the number of targets • for detection, treat as a ranged attack except for targets in base contact |
Thief, Berserker, Swashbuckler, Monk, Assassin |
Stalk | Thievery | 2 | 5 | 0, 3 / 2 | instant (action) | select a single target and gain a free move directly towards the target each time it moves • must always be within 3" of target at end of own turn • at Rank 2 attacking the 'Stalked' target consumes the effect and counts as a +3 damage 'Stalker Strike/Shot' action |
Thief, Berserker, Swashbuckler, Monk, Assassin |
Crippling Strike/Shot | Sabotage | 3 | 5 / 6 / 7 | 3 / 2 | action | melee strike or ranged shot that reduces targets movement by half & reduces targets Initiative Score by 2/Rank for remainder of battle (effects do not stack), +1 dam/Rank, | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja |
Bleed | Sabotage | 5 | 3 / 4 / 5 / 6 / 7 | 2 / 1 | instant | next 'shot' or 'strike' causes target to Bleed for 1 auto damage per Rank each round until healed or dead • can stack |
Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja |
Demoralize | Sabotage | 2 | 4 / 6 / 8 | 0 | instant | next ranged 'shot'/melee 'strike' causes target to flee directly away (full move) unless passing an Resolve test • target suffers -3 Disadvantage on Resolve roll for every Rank above 1 |
Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja |
Mutilate | Sabotage | 1 | 6 | 3 | action | a regular melee attack that automatically inflicts a Serious Injury even if the HP do not warrant it • if the attack scores a Critical hit then it automatically inflicts a Critical Injury • apply the effects immediately, even if the target is not below 0 HP • Injuries caused by mutilate CANNOT become permanent |
Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja |
Festering Strike/Shot | Sabotage | 2 | 4 / 5 | 3 / 2 | action | melee strike or ranged shot that reduces healing effects on the target by 50% for 1 round per Rank | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja |
Sever | Sabotage | 5 | 3 / 4 / 5 / 6 / 7 | 0 | instant | next 'shot' or 'strike' causes all allies +3% crit/Rank against the target for the remainder of battle or until the target is healed | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja |
Impair Armor | Sabotage | 2 | 3 / 4 / 5 | 0 | instant | must be in base contact and pass an Agility test, reduces targets armor by 10/Rank for remainder of battle, can stack but may never exceed 40 total on a single target | Thief, Berserker, Ranger, Swashbuckler, Monk, Ninja |
Low-Blow | Dirty Fighting | 3 | 4 / 5 / 6 | 3 / 2 | action | regular damage melee/ranged attack, 25%/Rank to immobilize for 1 rnd and then reduces targets damage by 10%/Rank for an additional 1 round • target must have genitals |
Thief, Berserker, Ranger, Swashbuckler, Assassin |
Dirt-in-the-eye | Dirty Fighting | 3 | 5 / 7 / 9 | 1 | action (off-hand) | if your off-hand is empty (or weapon sheathed or off-hand on a 2-handed weapon), use it to throw dirt/sand in a single opponent's eyes (within reason, GM discretion applies) up to 1" away • roll to hits as per a ranged attack • if it hits the target is blinded for 1 rnd • can be done as part of the instant it costs to stand up after being knocked down, allowing the off-hand to be used during the action phase of your turn. |
Thief, Berserker, Ranger, Swashbuckler, Assassin |
Mock | Dirty Fighting | 1 | 2 | 2 | instant | must be within Perception range, on target's next turn they suffer +10% critical miss chance and -1d4 Initiative Score, if the next action taken is a strike or shot this increases to +20%, humanoids only | Thief, Berserker, Ranger, Swashbuckler, Assassin |
Surprise Attack | Dirty Fighting | 5 | 6 / 7 / 8 / 9 / 10 | 3 / 2 | action | A main hand AND off hand attack (melee or ranged), that has +3 to hit/Rank and 20% chance per Rank to do max damage | Thief, Berserker, Ranger, Swashbuckler, Assassin |
Exploit Weakness | Dirty Fighting | 2 | 4 / 8 | 3 | action | regular damage melee attack with the targets AC cut in half (Rank1) and effectively reduced to zero (Rank 2) | Thief, Berserker, Ranger, Swashbuckler, Assassin |
Kidney Shot/Strike | Dirty Fighting | 4 | 3 / 4 / 5 / 6 | 2 / 3 | action | minimum damage ranged shot, melee strike, or unarmed attack that continues to do that damage for an additional one round/Rank, must be behind the target | Thief, Berserker, Ranger, Swashbuckler, Assassin |
Sucker Punch | Dirty Fighting | 2 | 5 / 6 | 3 | action (off-hand) | an off-hand melee attack that inflicts 1d4 damage plus strength damage bonus (x2 at Rank 2) and knocks the target unconscious if passing a strength vs stamina stat roll-off against your opponent • can be used alongside a main hand special ability (in either order) unless wielding a 2-handed weapon • knockout does not affect targets significantly larger than you or if immune/resistance to knock down effects |
Thief, Berserker, Ranger, Swashbuckler, Assassin |
Escape Artist | Survival | 3 | 5 / 7 / 9 | 0 | instant | instant, 25%/skill level chance to break all forms of CC • can use while CC'd |
Thief, Berserker, Ranger, Monk, Ninja |
Evade | Survival | 3 | 3 / 4 / 5 | 0 | OT instant | activate when opponent attacks, double dodge contribution to overall AC for all attacks, x3 @ Rank 2, x4 @ Rank 3 • counts as an instant in your next turn • alternately can be used as an instant in your own turn to prevent one per Rank attacks caused from Disengaging From Combat |
Thief, Berserker, Ranger, Monk, Ninja |
Combat Traps | Survival | 3 | 4 / 6 / 8 | 0 / 1 | instant or action | allows for some traps to be used in combat (see Secondary Skills: Traps) • instant or action depending on the trap • Rank 1 = simple, Rank 2 = complex (level 5 req'd), Rank 3 = superior (level 10 req'd) |
Thief, Berserker, Ranger, Monk, Ninja |
Duck and Cover | Survival | 3 | 3 / 5 / 7 | 0 | action | for 1 full round all incoming damage is reduced by 10% per Rank • up to 1 per Rank of that damage can be converted into Stealth |
Thief, Berserker, Ranger, Monk, Ninja |
Shifting Strike | Survival | 1 | 8 | 3 | action | immediately rotate between 90 and 180 degrees around a target in base contact and make a regular mainhand melee attack, if it causes damage on the targets next turn it must use its first attack to attempt to hit the spot where you previously were and therefore missing unless some other target has stepped in • treat similar to a taunt |
Thief, Berserker, Ranger, Monk, Ninja |
Tempt Fate | Survival | 4 | 4 / 5 / 6 / 7 | 3 | action | a regular mainhand attack that automatically gives your position away to the target and forces them to attack you on their own next turn, but suffering -10 to hit per Rank • counts as a taunt • has no effect on targets that have already detected you. |
Thief, Berserker, Ranger, Monk, Ninja |
Disengage | Survival | 3 | 4 / 4 / 4 | 0 | instant | leap 2" in any direction that will move you out of base contact with a foe • this does not make you undetected by that foe • if wearing leather Armor requires Rank 2 • mail requires Rank 3 |
Thief, Berserker, Ranger, Monk, Ninja |
Study Prey | Assassination | 1 | 4 | 1 | action | range = Perception, +10% crit (+15% for 'strike' or 'shot') on studied target, stacks if studying same target multiple turns, lasts until criting | Thief, Berserker, Ranger, Assassin, Ninja |
Apply Poison | Assassination | 3 | 0 / 0 / 0 | 0 / 1 | instant or action | instant (if poison accessible on belt) otherwise action, allows the application of combat poisons to weapons • Rank 1 = simple, Rank 2 = complex (level 5 req'd), Rank 3 = superior (level 10 req'd) • 1 wound/dose |
Thief, Berserker, Ranger, Assassin, Ninja |
Backstab | Assassination | 3 | 6 / 9 / 12 | 3 | action | must be behind target, knives only, +5 to hit Rank, Rank 1 1.5x, Rank 2 2x, Rank 3 3x weapon damage, count as 'strike', can use once/weapon/round | Thief, Berserker, Ranger, Assassin, Ninja |
Stealth Shot/Strike | Assassination | 5 | 4 / 5 / 6 / 7 / 8 | 1 | action | a +1 damage/Rank ranged shot or melee strike that costs 1 less stealth than normal (already included in Stealth Cost) | Thief, Berserker, Ranger, Assassin, Ninja |
Take Aim | Assassination | 5 | 1 / 2 / 3 / 4 / 5 | 0 | instant | next ranged attack or 'shot' has +2% crit /Rank | Thief, Berserker, Ranger, Assassin, Ninja |
Garrote | Assassination | 1 | 11 | 3 | action | Sneak up behind a single target and put a garrote wire around their neck • must be behind target, undetected and in base contact • target must be living, have a neck, and be no more than 1 creature size larger • if maintained for 1 full round (30-60 seconds outside of combat) without interruption and winning a Strength vs Stamina stat roll-off the target has their have HP reduced to a quantity equivalent to a Serious Injury • if failing a Stealth check, then during the time between the Garrote being applied to the stat roll-off, the user is considered to be detected by anyone within LoS |
Thief, Berserker, Ranger, Assassin, Ninja |
Snipe | Assassination | 2 | 4 / 8 | 2 | action | regular damage ranged attack with the targets AC cut in half (Rank 1) and effectively reduced to zero (Rank 2) | Thief, Berserker, Ranger, Assassin, Ninja |
Swift Kick | Suppression | 3 | 3 / 4 / 5 | 2 | OT instant | kicks the target for 1 damage during their own turn (counts as an unarmed melee attack/kick) AFTER they have annouced intent to use a special skill, ability or spell • if hitting there is a 25%/Rank chance to interrupt the targets special ability • counts as instant on next turn |
Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja |
Confuse | Suppression | 3 | 4 / 5 / 6 | 1 | action | confuses a single target within a range of 6" • if target fails an Initiative Test reduce thier Initiative Score by 6 per Rank • this cannot reduce Initiative Score below zero • target cannot take a turn if its Intiative Score is zero • target regains 1 Initiative Score at the start of every turn until returning to their orginal score • can only be used once per target per battle |
Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja |
Trip | Suppression | 2 | 4 / 5 | 0 | instant | requires base contact • 40% chance to knock target down for 1 round, 80% at Rank 2 |
Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja |
Disarm | Suppression | 5 | 5 / 6 / 7 / 8 / 9 | 1 | action | disarms a single target in base contact if passing an Agility vs. Strength stat roll-off with +1 Advantage per Rank, to determine what happens to the disarmed weapon roll 1d4: •1 = weapon flies up into the air, target may pass an agility test to grab it out of the air as an instant on their own turn to rearm themselves •2 = falls at targets feet, must use an action to pick the weapon up again •3 = weapon is sent flying out of the targets hands and landing 2" away, target must choose to leaving base contact to retrieve it, granting free attacks •4 = if the disarmer has a free hand available, the disarmed weapon may be immediately equipped, otherwise the weapon is tossed up to 0.5" per Strength of the disarmer |
Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja |
Incapacitate | Suppression | 5 | 6 / 7 / 8 / 9 / 10 | 3 | action | melee attack or thrown ranged attack that does minimum damage and incapacitates the target for 1 round per Rank (revives if damaged) • lasts for 5 minutes per rank outside of combat |
Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja |
Restrain | Suppression | 1 | 3 | 1 | action | single target is restrained if passing a strength vs. strength stat roll off • retest each round to maintain • in subsequent rounds failing counts as an instant • while restrained neither person can attack and both have dodge reduced to 0 and +15 to hit for any attack against them • must be in base contact and behind the target • humanoid only |
Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja |
Soothe | Suppression | 1 | 5 | 1 | action | soothes a single target with in a range of 4" • if passing a stealth check automatically removes any taunt or taunt-like effect, effects that would make a target attack it's allies (I.e. mind control) or any type of enrage effect (I.e. frenzy) • if failing that target will automatically detect you and focus all its attention on you |
Thief, Ranger, Swashbuckler, Monk, Assassin, Ninja |
Espionage | Subterfuge | 3 | 2 / 4 / 6 | 0 | instant | if passing a Wisdom OR Intellect test, discover information about enemy • Rank 1: current and max HP • Rank 2: resistances and AC • Rank 3: identifies any and all weaknesses |
Thief, Swashbuckler, Monk, Assassin, Ninja |
Distract | Subterfuge | 2 | 3 / 4 | 0 | instant | forces a single target to focus its attention (if not already engaged) in any direction away from the caster, if in base contact must first fail an Initiatve test • at rank 2 this can be used to 'taunt' the target onto another willing ally if the target fails a Resolve test |
Thief, Swashbuckler, Monk, Assassin, Ninja |
Silence | Subterfuge | 4 | 4 / 5 / 6 / 7 | 0 | instant | must be in base contact, unless using a shot, physically silnces the target and prevents from using any special abilities on their next turn • Rank 1 = 50% success • Rank 2 = 60% sucess • Rank 3 = 75% success • Rank 4 = 90% success |
Thief, Swashbuckler, Monk, Assassin, Ninja |
Play Dead | Subterfuge | 1 | 2 | 1 | whole turn | takes whole turn, no move allowed, convinces most enemies that caster is dead, can use after damage dealt in enemy turn but still takes next turn • while Playing Dead you count as Knocked Down • if opponents move out of base contact because they assume you are dead you may treat them as having disengaged from combat, however doing so automatically cancels the Playing Dead effect and puts you back up on your feet. |
Thief, Swashbuckler, Monk, Assassin, Ninja |
Master of Disguise | Subterfuge | 1 | 9 | 1 | action | blend in with adversaries or environments in order to maintain available Stealth even if not hidden, taking direct action against them reverts back to hidden, humanoids only | Thief, Swashbuckler, Monk, Assassin, Ninja |
Feigning Strike/Shot | Subterfuge | 4 | 2 / 3 / 4 / 5 | 3 / 2 | action | elect two targets, 1st target becomes vulnerable until the start of their own turn if failing an Initiative test (at -2 Disadvantage for every Rank above 1) • 2nd target is hit by a +1 damage (per Rank) main hand attack that ignores all defensive maneuvers (i.e. block, parry, ward-off, reversal, etc...) even if they have detected/spotted the attacker |
Thief, Swashbuckler, Monk, Assassin, Ninja |
Incite | Subterfuge | 4 | 4 / 5 / 6 / 7 | 1 | action | affects all targets in a 2" radius for 1 round unless they pass an Resolve test • unlike normal CC rules, Incite can be cast on the same target for multiple rounds in a row, however once passing an Resolve test, that target cannot be effected by incite again during the same battle • effects vary by Rank • Rank1=discord: lose turn • Rank2=unrest: flee directly away from combat towards the closest table edge • Rank3=riot: attack own leader • Rank4=violence: attack each other |
Thief, Swashbuckler, Monk, Assassin, Ninja |
Shank | Subterfuge | 1 | 8* | 3 | action | auto-crit melee "opener" that only works against a target that has not detected you (*no stealth is required if the target perceives you to a friend or a non-threat) | Thief, Swashbuckler, Monk, Assassin, Ninja |