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.
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.