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Stealth Rules

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These rules are intended to replace the stealth rules in SR3. This system doesn't use the "open test" rules.

There are several purposes for which Stealth may be used, all of which may be specialisations of the skill. These include:

  • Sneaking
  • Hiding
  • Concealing Items
  • Tailing (Vehicles)
  • Picking Pockets
  • Palming Objects


Sneaking is moving from one place to another without being detected e.g. sneaking across a car park without being seen, or sneaking up behind someone.

The base target number for a Sneaking test is 4. This is modified based on the type of environment the character is moving through. Every success on this Sneaking test adds +1 to the target number to spot the character by another characters perception test.

e.g. Myst wants to Sneak upto a room with a Yakuza soldier in it. She makes a Stealth 4 test and gets 6 successess. The Yakuza soldier now has a +6 to his perception test to hear her coming. His base target number is 4 +6 (for Mysts stealth test) +2 for the sound being a room away, so he needs 12's. He luckiliy gets 1 success, so he heres a noise but doesn't know what it is, or where it came from...


Hiding is used when a character wants to remain unseen without moving, e.g. setting up a sniper position. Hiding works the same as sneaking. Characters trying to spot a character hiding with a perception test get modifiers to their test for the amount of cover the character has taken, and how obvious the character is.

e.g. A Ganger is hiding in an street from some shadowrunners. He hides behind a dumpster. He gets 4 successes on his hide test (taregt number 4). The GM decides that the shadowrunners need to get a TN of 4 + 4 (Hiding test sucesses) +4 cover behind the dumpster. Thats TN 12. If the ganger decided to hide in the dumpster the GM would have given the runners a +8 for full cover. Of course as the runners fan out and begin to search moe thouroughly the GM may modifiy the target number.

Picking Pockets

Picking pockets is the art of remove an object from someone with out them noticing. To pick someones pocket an opposed Stealth/Perception roll needs to be made. The Pickpocket rolls a Stealth (Pick Pocketing) test with a target number equal to the targets Intelligence. This target number should be modified for factors like the size of the item, or the presence of a key chain etc. The Target rolls a Perception Test with a target number equal to the pick pockets Stealth (Pick Pocketing) skill level. If the Taregt rolls more successes he spots the attempt immediatly. If the Pickpocket gets more successes it takes the target 4 turns - 1 turn per success to notice theitem is gone, so if the Pickpocket gets 4 successes he is completely successful and the Traget doesn't notice until he checks for them item.