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The Blend skill is used to avoid being noticed. Unlike Sneak (which is an active skill requiring you to dedicate time to avoiding detection ), Blend is passive and therefore used by default unless specified otherwise. Blend’s only check is a free action, making this the default skill of choice for those who want to be sneaky without trying.
Characters with a high Blend rank tend to fade into crowds, unconsciously concealing traces of their presence and otherwise consistently avoiding attention. This skill is common to spies, who often spend long periods quietly collecting information in a region before their latest mission launches. It’s also common to socially unobtrusive sorts, such as quiet diplomats and con artists.
Special Note: Unless you spend one full action actively hiding with the Sneak/Hide check (see page 161), you must use this skill check when determining whether someone or something detects you.
Combat Actions: None.
Dramatic Conflict: None
Sample Knowledge: None (all synergy bonuses to Knowledge concerning covert tactics are derived from the Sneak skill alone).

Stealth check

(Dex or Cha; Passive; Armor Check Penalty, Disposition, Flat-Footed)
1 Free Action • Base Error Range 1

Stealth represents your ability to lurk in and out of a crowd. In any 30-ft. × 30-ft. area occupied by fewer than 10 people, your key attribute with this check is Dexterity; in a more populated area, it’s Charisma.
If an observer actively seeks something in your area (whether it’s you or not), your Stealth result opposes his Search/Perception result; otherwise, your Stealth result opposes his Notice/Awareness result. Your check result and error range — as well as those of the observer — are modified as shown on Table: Character Detection.
If your Stealth result exceeds the observer’s check result, you escape detection, gaining the hidden condition against him (see page 342).
If your Stealth result fails to exceed the observer’s check result, the observer becomes aware of your presence (and any hidden condition is lost). If you’re within his visual or hearing range, as appropriate, he also learns your location. Further, the observer may spend 1 free action communicating your location, after which you lose the hidden condition against the people whom he tipped off.
The Stealth skill check may not be used to escape detection once someone knows your location, even if they’re only casually paying attention to you. That may be attempted only with the Sneak/Hide skill check, and only under special circumstances.
Since making a Stealth check is a free action, you may also use your remaining standard actions to move or perform other activities, though they may increase the chance of detection, as shown on the Table: Character Detection. Further, when you’re moving, you must make a Stealth check once per round. When you’re stationary (i.e. you don’t leave your current square), your first successful Stealth check allows you to avoid detection for 1 minute, and each subsequently successful Stealth check allows you to avoid detection for twice as long as the last one.
Example: Kevin feverishly works to open a security door as guards patrol the area. He escapes detection for 1 minute with his first successful Stealth check, for 2 minutes with his second, for 4 minutes with his third, for 8 minutes with his fourth, and so on.
Finding Multiple People: If more than one character is hidden in one 30-ft. × 30-ft. area, the same Notice/Awareness or Search/ Perception result is compared against each Stealth result in turn, from lowest to highest (i.e. the observer finds the item with the lowest Stealth result first).
Cooperative: No.
Synergy Skills: None.
Retry: No.
Threat: : You gain a keen sense of your surroundings. When making a Stealth or Hide check, your result cap increases by 5 and your error range decreases by 1 (minimum 1). This effect lasts until the end of the current scene, until you move more than 30 ft. away from the position where you scored your threat, or until you fail a Stealth or Hide check (whichever comes first).
Critical Success: You’re a ghost. When moving, you keep your current Stealth result for 1 minute per action die spent (maximum 4 minutes per critical success); when stationary, you avoid detection until the end of the current scene.
Error: A fumble attracts attention to your vicinity. You suffer a –4 penalty with Stealth and Hide checks, and your error ranges with these checks are increased by 1, until the end of the current scene, or until you succeed with a Stealth or Hide check (whichever comes first).
Critical Failure: Everyone with line of sight to you, or within hearing range of you, automatically learns your location. You may not attempt another Stealth or Hide check until you move out of each of these characters’ lines of sight and hearing ranges (see page 350), or until the end of the current scene, whichever comes first.

Table: Character detection
SituationCheck
Modifier
Error Range
Increase
Actions
Covert character using passive Stealth and observer using active Perception –4/+0 +1/+0
Covert character using active Hide and observer using passive Awareness +0/–4 +0/+1
Covert character speaking in a whisper +0/+0 +0/+0
Covert character speaking in regular voice –4/+0 +1/+0
Covert character screaming –8/+0 +3/+0
Covert character using a hurled weapon within 50 ft. –4/+0 +1/+0
Covert character firing a gun or tactical weapon within 1,001–2,500 ft. –6/+0 +2/+0
Covert character firing a gun or tactical weapon within 501–1,000 ft. –8/+0 +3/+0
Covert character firing a gun or tactical weapon within 51–500 ft. –10/+0 +4/+0
Covert character firing a gun or tactical weapon within 50 ft. ** **
Covert character using autofire, strafe, or burst actions –8/+0 +3/+0
Distance
See Vision and Hearing, page 350
Distraction
Minor (e.g. nearby explosion inflicting up to 20 damage; Ground Zero within 30 ft., or 10-ft. × 10-ft. fire) +0/–2 +0/+0
Moderate (e.g. nearby explosion inflicting 21–40 damage; Ground Zero within 30 ft., or 30-ft. × 30-ft. fire) +0/–4 +0/+1
Major (e.g. nearby explosion inflicting 41 or more damage; Ground Zero within 30 ft., or 60-ft. × 60-ft. fire) +0/–8 +0/+3
Movement
Covert character is moving up to 1/2 his Speed (rounded down)† +0/+0 +0/+0
Covert character is moving faster than 1/2 his Speed, up to his full Speed† –4/+0 +1/+0
Covert character is moving faster than his full Speed (e.g. charging, running, etc.)† –8/+0 +3/+0
Covert character is balancing in place (without moving) –2/+0 +0/+0
Covert character is balancing at any Speed –4/+0 +1/+0
Covert character is climbing up to 1/2 his Speed (rounded down) –4/+0 +1/+0
Covert character is climbing faster than 1/2 his Speed –8/+0 +3/+0
Covert character is swimming up to 1/4 his Speed (rounded down) –4/+0 +1/+0
Covert character is swimming faster than 1/4 his Speed –4/+0 +1/+0
Covert character is entering or leaving water –6/+0 +2/+0
Scenery
Obscuring terrain (e.g. thick forest, creative office, busy party) +0/–6 +0/+2
Cluttered terrain (e.g. thin forest, efficient office) +0/–4 +0/+1
Sparse terrain (e.g. well lit, with few obstructions) –4/+0 +1/+0
Barren terrain (e.g. desert or open snowfield during daytime) –8/+0 +3/+0
Quiet terrain (e.g. plush carpet, sound-proofed room) +0/–2 +0/+0
Loud terrain (e.g. dry leaves, gravel, metal plates) –2/+0 +0/+0
Covert character blends with background scenery +0/–2 +0/+0
Covert character clashes with background scenery –2/+0 +0/+0
Observer does not have line of sight to covert character +0/–6 +0/+2
Scenery between observer and covert character is 1 in. thick +0/–4 +0/+1
Scenery between observer and covert character is 2–6 in. thick +0/–6 +0/+2
Scenery between observer and covert character is 7–11 in. thick +0/–8 +0/+3
Scenery between observer and covert character is 1–2 ft. thick +0/–10 +0/+4
Scenery between observer and covert character is more than 2 ft. thick †† ††
Senses
Covert character is blinded or deafened –4/+0 +1/+0
Covert character is blinded and deafened –6/+0∆ +2/+0∆
Observer is blinded or deafened +0/–6 +0/+2
Observer is blinded and deafened †† ††
Size
Covert character’s Size is not Medium Per Table 5.13: Size (see page 349)
Team
Observer is blinded and deafened †† ††
Covert character is alone +0/+0 +0/+0
Covert team of 2 characters –2/+0 +0/+0
Covert team of 3 or more characters –4/+0 +1/+0
* Apply the modifiers to the left of each slash to the covert character, and the modifiers to the right of each slash to the observer.
** The observer automatically detects the covert character. No skill check is required.
† These modifiers assume the covert character is not balancing, climbing, or swimming.
†† The covert character automatically escapes detection. No skill check is required.
∆ If the covert character moves out of his starting square while making this check, these modifiers become –12/+0 and +4/+0, respectively.