Help · help stealth

stealth

Same text as in-game help stealth.

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stealth -- hide, sneak, affects, and strike first

Physical stealth hides your body from look and targeting -- not your name
(hood/mask still use help concealment). Ghost fade uses the same notice gate.

How you play
  hide -- hold still in cover (refused in Central Plaza / clinic).
  sneak -- prowl; each move contests notice and trains Sneak.
  aff / affects -- list Sneaking, Hidden, and other active states.
  reveal -- drop hide/sneak (God/Reaper reveal still works when not stealthed).
  track -- Survival forensics counters sneaking (help track).

Skills (professions hide / professions sneak)
  Hide and Sneak are separate utility skills on the Subterfuge school list.
  Failed attempts still train the skill -- a [GAIN] line fires when the 0-5 professions rank ticks up. Master hide + master sneak (high tier on both) lets you wander room to room while staying Hidden and silent to anyone who fails the notice contest.

Trickster / deep cover
  Path tricksters get a comparative edge against supernatural watchers -- angels, vampires, and gods need high attunement to pierce you. Gabriel's
  Loki deep-cover mask stacks the same hide/sneak gate (help deepcover).

Initiative attacks (help combat)
  Attack/kill someone who was not already fighting you:
    * Ranged guns and ranged magic fire immediately on the command.
    * Melee needs hide/sneak or true invisibility first.
  A surprised foe skips their first swing. Initiative on score comes from FIN + fast gear.

See also: help combat | help track | help concealment | help engagement