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Stealth (Shadowrun 6th Edition)

Skills

Definition

Stealth is how a run stays quiet. It covers moving unseen and unheard, hiding, palming small objects off a table or a person, and using camouflage and cover to defeat the eyes watching a space. It is the skill that keeps the rest of the plan viable. Every alarm not triggered is a firefight that never happens, which is why even combat-heavy teams want somebody who can get into position without announcing it.

How it works

**Linked Attribute**: Agility **Dice Pool**: Agility plus Stealth, hits on 5 or 6. **Opposed Rolls**: Contested by an observer's Perception pool, so the roll gets harder as the guards get better, not just as the room gets brighter. **Ratings**: 0 to 6. Infiltrators sit at the top of that range.

Tips

**Best for**: Infiltrators, adepts, and anyone whose job starts before the team is noticed. **Character concepts**: A cat burglar turned runner, an adept who moves through a room like weather, a pickpocket working corporate crowds. **Synergies**: Athletics gets you over the obstacle, Cracking blinds the cameras Stealth cannot beat, and Close Combat handles the guard you failed to avoid.

Frequently asked questions

Does Stealth beat cameras and sensors?

Against people and simple sightlines, yes. Networked sensors are usually a Cracking problem, so the two skills work as a pair.

Is palming the same skill as sneaking?

Yes. One rating covers sneaking, hiding, camouflage, and sleight of hand, so a thief buys all of it at once.

Further Reading