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