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Sneak

The art of evading detection, known as "sneaking," is a critical skill in a Hunter's arsenal. When employing this tactic, a Hunter remains concealed until an event or action potentially reveals their presence. The Overseer is the arbiter of what circumstances could jeopardize a Hunter's stealth. Amy carefully makes her way through the shadows of the crypt, hoping to avoid the restless spirits. Suddenly, a floorboard creaks alarmingly beneath her foot. Can she maintain her hidden state?

The capabilities and limitations of an opponent also factor into the effectiveness of sneaking. A light flickering on won't betray a Hunter to a blind Horror. However, if a situation arises that might compromise a Hunter's stealth, they can attempt a sneak check to maintain their hidden state. Sneak checks involve a Dexterity roll contested by an opponent's Awareness.

In broader scenarios where blending into a crowd is crucial—like at a social gathering—the Overseer may set a Difficulty Threshold for the sneak check, rather than having it opposed. Nonetheless, certain actions, such as clumsily crashing through a ceiling during a villain's speech, will instantly terminate a Hunter's stealth without a check.

Should a sneak check fail, the implications can vary greatly based on the situation. In some cases, failing could mean a swift and unexpected confrontation with a Horror. In others, it could lead to tense social interactions or the need for fast improvisation. The consequences of a failed sneak check should always be meaningful and drive the story forward, keeping the players engaged ... and likely terrified.

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The Overseer's role is to dynamically adapt the rules to their group's unique circumstances. If a Hunter, for instance, dons a suit adorned with bells to ward off spirits, the Overseer might require a sneak check whenever the Hunter moves or when a gust of wind chimes the bells, an ill omen that might alert unseen forces.