Stealth (d20)
In-depth infiltration rules¸ stealth spells¸ and more!
Ideal for groups that focus on heists¸ assassinations¸ and other stealth missions. Keep up the spirit of old-school adjudication with updated¸ clear mechanics for subterfuge.
FTD: Stealth has subsystems for:
- Infiltrations
- New approaches to "stealth"
- Poisons¸ garb¸ and underhanded sundries
- The new Infiltrator archetype
- 18 new stealth-centric spells
- Details and guidelines for GMs running stealth missions
Designed for Five Torches Deep but compatible with any classic six-stat adventure game. FTD: Stealth clarifies much of the ambiguity in stealth mechanics¸ gives a reason for the party to stick together during a heist¸ and leverages a new push-your-luck Infiltration system including six ability-specific approaches to stealth¸ stealth kills¸ and a ticking clock to being caught.