Stealth

Stunts

In Specific Environments

  • Face in the Crowd. +2 to any Stealth roll to blend into a crowd. What a "crowd" means will depend on the environment-a subway station requires more people to be crowded than a small bar. (Fate Core, p.126)

  • Gently Does It. Your Stealth skill works impeded by inanimate objects that will make sound if disturbed, such as brittle twigs, mouse traps, or wobbly piles of crates. (Peter Blake)

  • Slip Between the Shadows. +2 to create advantage or overcome with Stealth whenever you are in near-darkness or total darkness. (Peter Blake)

  • Stowaway. +2 to Stealth when hiding on a ship or other large vehicle. (Peter Blake)

Sudden Disappearances

  • Cunning Evasion. Once per scene, when you successfully defend against an area attack with Athletics, you may roll to create an advantage with Stealth as a free action. (Peter Blake)

  • Hidden Sniper. Once per scene, after you make a Shoot attack, you may roll to create advantage with Stealth as a free action. (Peter Blake)

  • Only the Wind Will See Me Go. At the cost of a fate point, you may exit a scene, passing from sight. (Fate System Toolkit, p.96)

  • Quick Exit. A momentary distraction is all you need to vanish from the scene. Provided you are not in the midst of a conflict, you may roll a quick contest between your Stealth and the highest Notice in the room. If you succeed, the next time someone turns to look at or talk to you, you’re not there. (adapted from Spirit of the Century SRD, v6.27.2)

New Actions

  • Backstab/Sucker Punch. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence. (Fate Core, p.89)

  • Backstab. When you can surprise an enemy or attack from a place of hiding, you can attack with Stealth. If you succeed, you create a boost. If you succeed with style, you get to invoke that boost for free twice. (Fate System Toolkit, p.42)

  • In Plain Sight. You can use Stealth to hide even when you’re out in the open and wouldn’t normally be able to justify it. However, as soon as you move, you become visible again, unless another stunt you have states otherwise. (adapted from Spirit of the Century SRD, v6.27.1)

  • Ninja Vanish. Once per scene, you can vanish while in plain sight by spending a fate point, using a smoke pellet or other mysterious technique. This places the Vanished boost on you. While you’re vanished, no one can attack or create an advantage on you until after they’ve succeeded at an overcome roll with Notice to suss out where you went (basically meaning they have to give up an exchange to try). This aspect goes away as soon as you invoke it, or someone makes that overcome roll. (Fate Core, p.126)

  • Shadowed Strike. (requires Master of Shadows and Ninja Vanish.) After you invoke Vanished on an attack, you may defend with Stealth for the remainder of the current exchange. (adapted from Spirit of the Century SRD, v6.27.1)

  • Slippery Target. Provided you’re in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies that are at least one zone away. (Fate Core, p.126)

  • Stalker. You like to watch people who don’t know they’re being watched. You may use Stealth in place of Investigate to conduct surveillance. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

Other

  • Hush. Your talent with stealth may be extended to others who are with you close by, provided that you travel as a group. As long as the whole group stays with you and follows your hushed orders, you may make a single Stealth roll for the whole group, using your skill alone. (You cannot apply the benefits of other stunts to this roll.) If someone breaks from the group, they immediately lose the benefits, and may risk revealing the rest of you if they don’t manage to pull off a little Stealth of their own. The maximum number of people that can be with you in the group is equal to your Stealth skill rating. (adapted from Spirit of the Century SRD, v6.27.3)

  • Lightfoot. It’s difficult to track you when you take care to walk lightly. +2 to Stealth when overcoming traps based on weight or pressure. (adapted from Spirit of the Century SRD, v6.27.3)

  • Master of Shadows. (requires In Plain Sight.) After you use In Plain Sight, you may move one zone per exchange without becoming visible. If there is an aspect in play that would normally justify the use of Stealth to hide, you may pay a fate point to be able to make an overcome action with Athletics without becoming visible. (adapted from Spirit of the Century SRD, v6.27.1)

  • Not a Threat. Choose Deceive or Stealth when you take this stunt. When you create an advantage with that skill to make yourself as non-threatening or unobtrusive as possible, enemies will find other targets for as long as that aspect exists. As soon as you successfully attack someone, the aspect goes away. (Fate System Toolkit, p.42)

  • Silent Tank. For some strange reason, you are capable of sneaking around while wearing 30 pounds of steel plating. You never suffer increased difficulty on Stealth rolls from being armoured. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)