Back to Index

Stealth and Ambush system

This simple Stealth and Ambush-resolution system is based on the rules we've already made and focuses overwhelmingly on how observant and badass the person being subjected to the ambush is, as opposed to how stealthy and badass the sneaky character is. Exalted is a gamme of epic heroic fiction, and in this genre its often more appropriate to have a heroic character spot the attacker in time for a heroic showdown! Yet at the same time, its appropriate to give the sneaky character some credit as well.

Basic Stealth

Any attempt at stealth is resolved with a simple opposed roll, with the observer rolling his Perception + Awareness and having his total reduced by the sneaky characters Stealth roll, often using either Dexterity (when its a matter of moving quietly) or Wits (when its a matter of using concealment).

The stealth roll has a difficulty rating depending on how hard it is to be stealthy in this situation while the Perception roll only has a difficulty if affected by stealth charms or some other kind of magical effect. The difficulty is 1 if the character has access to very good conditions for stealth, which usually includes distractions and lots of concealment. This raises to 2 in situations a well-lit but secluded area, or where the character has to move across a largely open area by moving from cover to cover. A difficulty of 3 deals with sneaking across largely open territory without much cover at all, or hiding your movements among people with whom you do not blend in. A difficulty of 5 covers stealthily moving across a clear open desert during the day.

If the perceptive character rolls more successes than the stealthy character, then the stealthy character is spotted and noticed. The exact effects of this very.

Ambushes!

A character can resolve an ambush similar to the above roll, except that he is able to add his Essence rating to his Perception + Awareness roll. The exact result of a successful roll is outlined on the following table.

Net SuccessesResult
BotchThe character is caught completely off-guard, the ambushing character getting to take two full actions. The character can only defend himself with charms that state they work even in situations where the character is unaware.
FailureThe character is caught off-guard, and the ambushing character gets to take a full action this combat. The character can only defend himself with charms that state they work even in situations where the character is unaware.
1The character can defend himself normally, but does not have time to shout out a warning to his friends or anyone who might have failed the perception roll. This character automatically goes last in this first combat round.
2The character can defend himself normally, and is able to shout out a warning to his companions. Anyone who failed their roll can defend themselves normally but goes last during this first combat round, while those who botched their roll are treated as having only failed it instead.
3The character can defend himself normally, and has time to activate one inobvious simple charm of his choice before combat begins provided he uses personal essence. He cannot similarly warn anyone else, but can shout out a warning before the attack as above.
5The character can choose to avoid the ambush entirely. If he chooses to attack, he may activate any two simple charms and warn all his companions such that anyone who didn't botch can activate a single simple charm. These charms must be inobvious in effect and use personal essence.
7+The character can choose to avoid the ambush entirely, but if he chooses to get involved he can turn the tables on the attackers. Everyone in the group is able to activate as many charms as they wish provided those charms are inobvious of effect and they use personal essence to do so.