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The Study of Stealth     The Study of Stealth contains everything pertaining to making a character harder to detect, or making it easier to find what others have hidden. It is the primary Study of thieves and investigators across Lur-Asko, and a specialist in this Study can gain invaluable information their party would otherwise have no way of obtaining. Meanwhile, as a secondary Study, it can be of significant help in the combat and cautious exploration so often engaged in by adventurers - a favorite of those who would style themselves snipers or assassins.
Stat Requirement to Enter Study: 4 bINT, 4 bDEX Notes for New Characters     This Study can benefit many different kinds of characters. Choose it as a starting Study if you're enticed by one of the more difficult Backgrounds to enter; otherwise, you can easily take the simpler Background at a later time.

Stealth Lore     The Study of Stealth, if one cuts through the academic eloquence, has really existed ever since the prehistoric Antecessors first tried to sneak up on their next meal. For millennia, sentients have used stealthy tactics to hide themselves from both predator and prey, and many parts didn't change once sentients began waging war on each other. Sometimes, the "studying" has just been a whispered tip from a seasoned hunter to a young boy about to draw his first arrow on a deer. At other times, it has been the subject of organized and lengthy training exercises in Alacrian armies. There are only so many different ways to sneak up and stab someone, but Lur-Asko has done its best to figure out all of them.

    Of course, as civilization advanced, so did stealth. Sometimes it's not a matter of getting off the first shot, but getting past the first guard, and the second locked door, and the third concealed safe. Still other stealth specialists became those who hide in plain sight, camouflaging themselves with words, disguises, and misdirection. If commoners knew the true extent of the Study of Stealth's capabilities, they might never be free of a sense of paranoia - so advanced are the techniques of factions like the Opened Hand, the Ministry of Chaos, and the white acolytes that no one can be 100% sure that any person is truly who they appear to be. Even without anything so extreme, the intrigue of the governments and guilds of Lur-Asko is legendary, with any large city home to a hundred "interested parties" all vying to gain an edge on each other through state or corporate espionage.

    As with any other Study, though, every tactic gives rise to a counter-tactic. With better thieves have come better locks, and with better spies have come better counter-spies. Any adventuring party that specializes in the Study of Stealth can expect to be employed to keep information hidden just as often as they are to uncover it.

Stealth BackgroundsAssassin (Costs 3 LP)
    Odds are you practiced your stealth skills in the field - perhaps as a sniper, a hunter, or a cut-throat. If you did attend an institution of learning for these abilities, it was almost certainly military in nature. You pursue stealth in simple yet vitally important ways. A hidden adversary is one with a huge advantage, and you concern yourself with avoiding the eyes of your enemies and ensuring they do not evade yours. The application of your skills in the service of an adventuring party is rather obvious. In both commoner and adventuring life, this is a popular Background to combine with the Study of Marksmanship or Close Combat.
    Assassins gain the Greater Evasion Ability as an extra benefit at 1st tier.
    Suggested Abilities: Stealth Melee Specialist or Stealth Ranged Specialist, Tactical Concealment, Infiltration Specialist
Sleuth(Costs 3 LP)
     The skills you have developed are the fruit of several seasons of effort. For some, they are seasons of petty crimes that steadily become less petty. For others, they are spent training in investigation to catch such criminals. One way or another, you specialize in obtaining things which others might not want you to have. Perhaps those things are valuables, or perhaps they are valuable clues and observations. Yours is the specialty of both thievery and thief-catching - how you use such powers is completely up to you.
    Sleuths gain the Counter-Evasion Ability as an extra benefit at 1st tier.
    Suggested Abilities: Greater Evasion, Infiltration Specialist, Lockpicking
Spy (Costs 4 LP)
    You have studied both the theory and practice of urban stealth, though not always formally. Your pursuit of stealth is by no means synonymous with avoiding people. You hide not in dark alleys or foliage, but in crowds and parties. The things you steal are pieces of overheard information, and the things you pounce on are useful contacts and influential people. Often paired with the Study of Appeal, this Background is the best one for gathering rumors, casing buildings, and running cons.
    Spies gain the Concealing Disguise Ability as an extra benefit at 1st tier.
    Suggested Abilities: Counter-Evasion, Attentive Interrogator, Keeping it Somewhere
Sneak     Many adventurers find stealth to be a simple necessity, even if they are not drawn to it as a major pursuit. Many potential foes, especially in and around Alacrian ruins, are far too dangerous to treat with or fight through. Meanwhile, the odd knack for basic lockpicking, eavesdropping, or other benefits of this Study can prove useful for those who adventure in more modern civilization. Those who focus elsewhere but want to dabble in Stealth are a great fit for this Background.
    Sneaks are unrestricted by favoredness, but have a tier cap of 3.
    Suggested Abilities: Greater Evasion, Counter-Evasion, Lockpicking
Changing Backgrounds
    All Backgrounds can change to one another, if the character pays the full LP cost of the new Background.
Backgrounds & Training    All Stealth Backgrounds may only receive training from other characters of the same Background. All may find training in all cities.
Ability Favoredness Chart

Assassin
Sleuth
 Spy
Attentive Interrogator

Cloaking Proficiency



Concealing Disguise



Counter-Evasion
Disguise Detection



Environmental Camouflage



Greater Evasion



Impersonating Disguise


Infiltration Specialist



Investigation



Keeping it Somewhere



Killer's Instinct



Knockout Specialist



Lockpicking



Predatory Search



Slick Pick



Spy's Holography



Stealth Melee Specialist



Stealth Ranged Specialist



Synaptic Defiance



Tactical Concealment
Teleport Ambush

Urban Evasion



Stealth Abilities Attentive Interrogator     Sleuth-favored
    Spy-favored

    When you perform the lie detection social action in the context of a character answering your questions, they must add 1 Hindrance in the WILL roll to resist.
    Additionally, if you have Counter-Evasion, you may apply that Ability's detection roll +TN to the social offense rolls for lie detection and persuasion. The context must be lie detection on a character answering your questions, or a persuasion attempt to get someone to reveal information.
Progression
    Normal: The +TN is increased by 1/12 your tier.
    Emphasized: The +TN is increased by 1/6 your tier.
    Maximized: The +TN is increased by 1/4 your tier.Cloaking Proficiency     Sleuth-favored
    Assassin-favored
    If you are using a cloaking device or Arcane Cloaking (Arcana), you gain a +TN of 2 in stealth rolls.
Progression
    Normal: The +TN is increased by 1/12 your tier.
    Emphasized: The +TN is increased by 1/6 your tier.
    Maximized: The +TN is increased by 1/4 your tier.
Concealing Disguise     Spy-favored
    To use this Ability without added difficulty, you must have a disguise kit, which costs 50 coins and weighs 5 pounds (1 slot). This Ability allows you to conceal your personal identity at all ranges. Examples include everything from a change of hair color to an elaborate array of makeup and wardrobe changes.
    The quality of a given disguise is referred to as disguise factor. Your maximum disguise factor is 3 (before progression). It takes around 1 hour to prepare a disguise of your maximum disguise factor; you can spend a proportionally lesser amount of time to create a less-effective disguise. If you do not have access to a disguise kit, your maximum disguise factor is reduced to 25% (it can be reduced to 0). To create a disguise, you must spend 10 insight. You must also spend 5 insight per day to continue a long-term use of this Ability.
    You can also use this Ability to help disguise a less-proficient character. If they do not have this Ability, the maximum disguise factor is 50% of what it would be for yourself. If they do, the maximum factor is the average of both characters' maximums.
    Higher disguise factors are harder for other characters to see through. Only characters with some sort of vested interest in seeing through the disguise can actually attempt to do so. In other words, the disguised character’s true identity must potentially mean something to anyone attempting to see through the disguise. If individual identity is not important, this Ability is probably unnecessary against that character.
    To determine whether another character sees through the disguise, first consider if any penalties to the effective disguise factor will come into effect:   
Situation Effect on disguise factor
You have gone a long time without "touching up" the disguise with your disguise kit. -1 per day
The detecting character has previously met you. -1 (acquaintance)
-3 (friend or party member)
-8 (close friend or loved one)
The detecting character has darkeye.
-8
The detecting character has clairvoyance.
-15
You are being physically examined for signs of disguise (either willingly or while restrained). -15
After any penalties have been applied, consider the remaining disguise factor to determine what happens:
Effective disguise factor Result
0 or less The disguise is ineffective
1-2 Detecting character must roll d6 on INT to see through the disguise
3-4 Detecting character must roll d12 on INT to see through the disguise
5-6 Detecting character must roll d20 on INT to see through the disguise
7 or more The disguise is effective, with no chance for a roll
    Any required INT roll is always a blind roll. The detecting character gets no further chances to roll unless the disguise is altered or reduced in factor.
Progression
    Normal: Maximum disguise factor is increased by 1/4 your tier.
    Emphasized: Maximum disguise factor is increased by 1/2 your tier.
    Maximized: Maximum disguise factor is increased by 3/4 your tier.
Counter-Evasion    All-favored
    You receive a +TN of 4 in detection rolls.
Progression
    Normal: The +TN is increased by 1/6 your tier.
    Emphasized: The +TN is increased by 1/3 your tier.
    This Ability cannot be maximized.
Disguise Detection    Sleuth-favored
    Spy-favored
    This Ability gives you a +TN of 3 in INT rolls to see through any disguise.
Progression
    Normal: The +TN is increased by 1/4 your tier.
    Emphasized: The +TN is increased by 1/2 your tier.
    Maximized: The +TN is increased by 3/4 your tier.
Environmental Camouflage     Assassin-favored
    You are studied and skilled in camouflaging yourself using elements of the local environment. When you obtain this Ability, choose one of the realms of Lur-Asko. Whenever you are outdoors in this realm, you gain a +TN of 3 in stealth rolls.
    This Ability is never effective in settled areas or Alacrian ruins. It is effective in Chthon if the realm of Nani is selected, but never in smaller cave systems.
Progression
    Normal: For every 4 tiers, you may associate this Ability with another realm.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.
Greater Evasion    Sleuth-favored
    Assassin-favored
    You gain a +TN of 4 in stealth rolls.
Progression
    Normal: The +TN is increased by 1/6 your tier.
    Emphasized: The +TN is increased by 1/3 your tier.
    This Ability cannot be maximized.
Impersonating Disguise    Spy-favored
    To use this Ability you must have a disguise kit, which costs 50 coins and weighs 5 pounds (1 slot). You must also have the Concealing Disguise Ability. This Ability allows you to not only hide your own identity, but to take on the identity of another.
    Obviously, this Ability requires you to know the appearance, voice, and general mannerisms of the individual you are impersonating. The one you are impersonating must be a member of your own species, or an antecessoroid intermediate hybrid one-half your own species.
    To use this Ability, follow the rules for Concealing Disguise, except that you must spend 3 hours and increase the insight cost to 20. You must spend 10 insight per day to continue a long-term use of this Ability. You cannot assist another character using this Ability. Upon meeting any character with an interest in your true identity, follow the rules of Concealing Disguise first; if such a character sees through Concealing Disguise, they also see through this Ability.
    Otherwise, proceed into the rules for this Ability. Your maximum disguise factor is 3 (before progression, and disregarding any progression to Concealing Disguise). Only characters with an interest in the identity you are impersonating (i.e. anyone who knows something about the character being impersonated) can attempt to see through Impersonating Disguise. First consider if any penalties to the effective disguise factor will come into effect:
Situation Effect on disguise factor
You have gone a long time without "touching up" the disguise with your disguise kit. -1 per day
The detecting character not only knows of, but is actually acquainted with the person you are impersonating. -1 (acquaintance)
-5 (friend or party member)
-30 (close friend or loved one)
The above situation applies, and you have been using this Ability around them for a long time. -2 per day
You are impersonating a character of the opposite sex. -5
The disguise involves adopting or negating the appearance of an intermediate hybrid. -5
You are impersonating a character with a condition that radically changes their appearance, such as vampirism, or negating such an appearance for yourself. -6
The detecting character has darkeye.
-8
The detecting character has clairvoyance.
-15
You are being physically examined for signs of disguise (either willingly or while restrained). -15
    After any penalties have been applied, consider the remaining disguise factor to determine what happens, using the chart in Concealing Disguise.
    Any required INT roll is always a blind roll. The detecting character gets no further chances to roll unless the disguise is altered or reduced in factor.
    If your disguise is entirely successful, reputation and renown rules for your actions are resolved as if you were the individual you're impersonating.
Progression
    Normal: Maximum disguise factor is increased by 1/4 your tier.
    Emphasized: Maximum disguise factor is increased by 1/2 your tier.
    Maximized: Maximum disguise factor is increased by 3/4 your tier.
Infiltration Specialist    Sleuth-favored
    Assassin-favored
    You may spend 12 insight immediately before attempting an infiltration. If you do so, you receive a +TN of 4 in the infiltration stealth roll. If you spend double the normal insight, you may share this +TN with all grouped-up allies during a multi-character infiltration. This +TN does not stack if multiple characters with this Ability do this; only one sharing is effective. If the infiltration roll is re-attempted due to a roll failure, this +TN does not continue into the re-attempt unless you (or another sharing character) spend the insight again.
Progression
    Normal: The insight cost (prior to any doubling from sharing) is decreased by 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.
Investigation     Sleuth-favored
    You receive a +TN of 5 in all Search rolls to examine a crime scene or detect deliberately hidden information.
Progression
    Normal: The +TN is increased by 1/4 your tier.
    Emphasized: The +TN is increased by 1/2 your tier.
    Maximized: The +TN is increased by 3/4 your tier.
Keeping it Somewhere    Spy-favored
    Your maximum weight and carry slots for concealed items are increased, and you receive a +TN of 3 in any INT roll to detect another character's concealment.
Progression
    Normal: The +TN is increased by 1/4 your tier.
    Emphasized: The +TN is increased by 1/2 your tier.
    This Ability cannot be maximized.
Killer's Instinct    Assassin-favored
    Any stealth melee attack that inflicts a critical hit also counts as a major action to maintain (but not enter) High Stealth.
Progression
    Normal: For every 6 tiers, you reduce by 1 the amount by which an enemy must fail their defense roll in order to receive a critical hit from your stealth melee attacks.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Knockout Specialist    Sleuth-favored
    Assassin-favored
    Choose one of the following effects when you obtain this Ability:
    1. When inflicting damage only with weapons that have the Blunt tag, you may force the victim to make a d6 endurance roll for any Injury that does not normally have one, or add 2 Hindrance to the endurance roll for Injuries that do. This effect may be used only during a successful melee stealth attack on an organic target.
    2. You do not have to add Hindrance to your offense roll when voluntarily reducing a melee weapon's damage.
    3. When you attack to begin a grapple, you may immediately pin your target if they fail the defense roll by 20 or more. This effect may be used only during a successful melee stealth attack.
    4. Whenever you have any amount of grappling advantage over an enemy, you may prevent them from speaking or calling out.
Progression
    Normal: For every 4 tiers, choose another effect.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.
Lockpicking     Sleuth-favored
    To use this Ability without added difficulty, you must have a lockpicking kit, which costs 20 coins and weighs 2 pounds (0 slots). Lockpicking is a process action with an interval of 20 seconds (4 turns). Failing a roll ruins the process; some locks allow the process to be restarted, some may break and lock permanently, and some may trigger a trap or alarm upon failure. All rolls are on DEX, and the point goal and minimum die vary with the lock type:
Lock quality Point goal Minimum die
Common door 20 d8
Shackles
30
d10
Security door 40 d12
Lockbox 30 d20
Safe 80 d20
Bank vault 120 2d20
    You may attempt this Ability with a single pair of lockpicks instead of your entire lockpicking kit. A pair of lockpicks has negligible weight and 0 slots. Using a single pair instead of a complete kit causes all your rolls to contribute 50% points toward the goal.
    If you do not have access to lockpicks at all, you may attempt to improvise with a similar tiny pointed object. In addition to the above penalty for limited lockpicks, you must add 4 Hindrance in each of the DEX rolls.
Progression
    Normal: You receive a +TN in the DEX rolls equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Predatory Search    Sleuth-favored
    Assassin-favored
    You receive a +TN of 5 in any search for characters (that is, a search to oppose a long hide). Points contributed to a search using a roll including this +TN do not count towards finding anything except characters.
Progression
    Normal: The +TN is increased by 1/4 your tier.
    Emphasized: The +TN is increased by 1/2 your tier.
    Maximized: The +TN is increased by 3/4 your tier.
Slick Pick    Sleuth-favored
    By spending 10 insight, you can reduce the Lockpicking Ability's roll interval to 5 seconds (1 round). You do not need to spend the insight every roll, but only once per lock upon beginning the attempt.
Progression
    Normal: The insight cost is reduced by 1/4 your tier.
    Emphasized: The insight cost is reduced by 1/2 your tier.
    This Ability cannot be maximized.
Spy's Holography    Spy-favored
    If you have a device or Ability capable of generating illusions of 3 complexity, this Ability allows you to use them to augment a disguise you have created via Concealing Disguise or Impersonating Disguise. For as long as you maintain the illusion, your disguise factor is increased by 1, as long as your illusion strength is at least 1.
    Anything that reduces illusion strength may also reduce the effect on disguise factor. You may only use this Ability on yourself, not other characters (even if you have assisted them with their disguise). Because the illusion is so closely tied to your own movements, you may maintain it as a free action, even if this is not the action you normally need to maintain a 3-complexity illusion.
Progression
    Normal: The effect on disguise factor is increased by 1/4 your tier, to a maximum of illusion strength.
    Emphasized: The effect on disguise factor is increased by 1/2 your tier, to a maximum of illusion strength.
    Maximized: The effect on disguise factor is increased by 3/4 your tier, to a maximum of illusion strength.
Stealth Melee Specialist    Assassin-favored
    Your melee stealth attacks add 1 more Hindrance to the enemy's defense roll (that is, 4 normally, or 2 if warned). The defender is also unable to spend insight or fatigue during this defense roll (such as for reactive +TNs).
Progression
    Normal: At 4th tier, you may spend 7 insight to gain a reactive +TN of 6 in a stealth roll to perform ambush movement. This insight cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The insight cost is reduced by 1/4 your tier.
    This Ability cannot be maximized.
Stealth Ranged Specialist    Assassin-favored
    When you make a stealth ranged attack, your target may not use any reactive +TNs in their defense roll. If you were in High Stealth at the beginning of your turn, you may also make a 2d12 stealth roll after making any ranged attack; if successful, the attack doubles as a major action to maintain High Stealth. Alternatively on success, if you would revert to Low Stealth anyway (e.g. from firing an energy weapon or rocket launcher), you revert to Medium Stealth instead.
Progression
    Normal: At 4th tier, you may spend 7 insight to gain a reactive +TN of 6 in the stealth roll described in this Ability. This insight cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The insight cost is reduced by 1/4 your tier.
    This Ability cannot be maximized.
Synaptic Defiance     Spy-favored
    You receive a +TN of 2 in the WILL roll to resist the lie detection social action, and your WILL counts as 1 higher for the purposes of resisting any form of telepathy.
Progression
    Normal: The +TN vs. lie detection is increased by 1/4 your tier, and the effect on WILL vs. telepathy is increased by 1/10 your tier.
    Emphasized: As Normal, but 1/2 and 1/5 your tier.
    Maximized: As Normal, but 3/4 and 1/3 your tier.
Tactical Concealment    Assassin-favored
    Sleuth-favored
    You are adept at obscuring yourself to throw off enemies' aim, even if they manage to see you. Whenever you are in High Stealth, any attacker at medium or long range must add 1 Hindrance in any ranged offense roll against you. This even applies to the offense rolls for AoEs or Rapid Fire Attack (Marksmanship), if you are included as a direct target. Attackers are unaffected by this Ability if they can see you via darkeye, clairvoyance, or (if you are organic) thermal vision.
Progression
    Normal: The Hindrance is increased by 1 at 24th tier.
    Emphasized: The Hindrance is increased by 1/12 your tier.
    Maximized: The Hindrance is increased by 1/8 your tier.
Teleport Ambush     Assassin-favored
    Whenever you teleport as a minor action, you may make a d20 stealth roll. If successful, you perform your teleport in a similar way to ambush movement: all enemy characters who could not see you at the beginning of your turn do not begin to see you as a result of your teleport. This effect lasts until the end of your turn, potentially allowing you to make a stealth melee attack.
Progression
    Normal: You receive a +TN in the DEX roll equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Urban Evasion    Assassin-favored
    Spy-favored
    Through minor disguises and inconspicuous movement, you are able to utilize a modified version of Medium or High Stealth amidst urban crowds and busy streets: you do not appear suspicious to everyone, as characters in higher stealth levels normally do. When you use the effects of this Ability, you may apply all +TNs and Abilities normally relevant to stealth rolls, but you make the stealth rolls on INT rather than DEX. You do not actually reduce your true visible range, but only the range at which you can be distinguished from the crowd by anyone looking for you. You may also use infiltration rules to move through the streets of a city where you are wanted by the authorities or otherwise searched-for, without needing a true disguise; consider only those actively looking for you (such as guards) to be "patrols" for the purposes of infiltration rules. This Ability is not usable when city streets are mostly vacated, such as at night or during certain crises.
    If you wish to truly reduce your visible range, you must enter true Medium or High Stealth as a separate action, which ends the effects of this Ability. You also lose the effects of this Ability and revert fully to Low Stealth if you are attacked, with no stealth roll to avoid this.
    This Ability cannot be used by or shared with a mount, nor used while mounted. Unlike normal stealth levels, those affected by this Ability are not thwarted by thermal vision, unless you are non-organic. Darkeye and clairvoyance are unaffected, as normal.
Progression
    None. This Ability cannot be emphasized or maximized.

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