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Stealth (Call of Cthulhu 7th Edition)

Skills

Definition

Stealth is hiding and moving quietly: crossing a lit hall without drawing an eye, shadowing someone through a market, holding still in a cellar while something walks past. In a game where most opponents can kill an investigator in a round or two, staying unnoticed is a more reliable survival plan than fighting. It is also the skill that lets an investigation happen at all. Half of Call of Cthulhu is looking at things people would rather you did not look at, and the difference between a scenario where you learn what the cult is doing and one where you are caught learning it is usually a single Stealth roll made in the dark.

How it works

**Base Value**: 20% **Key Uses**: - Sneaking past guards, dogs, or a congregation - Following a suspect without being spotted - Hiding in place while something searches for you - Leaving a building the way you did not come in **Special Rules**: Stealth is usually rolled opposed against Spot Hidden for sight and Listen for sound, so the same attempt can succeed against one and fail against the other. Conditions swing it hard: darkness, rain, and noise cover you, while open ground, gravel, and a heavy pack work against you, typically as penalty or bonus dice at the Keeper's call.

Tips

**Build Advice**: Worth 40% or more for at least one investigator, and worth something for everyone. It starts at 20%, so a small spend gets you to a usable number. **Occupation Synergies**: Stealth plus Locksmith is the standard break-in package, Spot Hidden tells you what to avoid before you move, and Listen warns you when the corridor is not empty. **Character Concepts**: Private investigator, criminal, photographer, drifter, hunter, police detective working somewhere they should not be.

Frequently asked questions

Can I hide from Mythos creatures?

Sometimes. Plenty of cultists and animals are fooled normally, but some entities sense in ways that Stealth does not address at all. Ask what the thing is before you bet your life on a roll.

Is hiding easier than moving?

Generally yes. Keepers usually treat staying still in good cover as a Regular roll and moving across an observed space as Hard, with running while stealthy either impossible or heavily penalized.

Does the whole group roll Stealth?

Often each investigator rolls, and the loudest one gives the group away. This is why parties tend to send one person ahead rather than moving five people through the same window.