* Restricted: only Desert Nomads and Scouts (most Ths with Wilderness skills, incl. all Elves and Grasslanders)
N.B. Although Camouflage is a Restricted Activity, it may be used to resolve attempts to camouflage themselves by Ths who have not learnt it (e.g. urban thieves blackening their faces), without awarding them Experience pluses.
DIS
Relevant Chars: Dx(Ph) / In
Succeeds on: 25%
Camouflage is the art of disguising oneself to blend in with one's environment. It gives a DL against Detect Hiding and Detect Man-to-Man when Sg is used. To use the Camouflage successfully, the Th should also Hide in Shadows.
Appropriate materials may be required, which may be manufactured by the Thief from suitable ingredients, using the same T as the actual camouflaging (i.e. just roll one T for the entire operation, but determine the time needed accordingly).
T | Effect |
>= 101 | Failure 4: Camouflage @ DL -3 |
76 to 100 | Failure 3: Camouflage @ DL -2 |
51 to 75 | Failure 2: Camouflage @ DL -1 |
26 to 50 | Failure 1: no effect |
25 to 1 | Camouflage @ DL1 |
0 to -24 | Camouflage @ DL2 |
-25 to -75 | Camouflage @ DL3 |
<= -76 | Camouflage @ DL (T+75)/50 FRU |
There is a maximum DL which may be achieved, determined by how much cover is afforded by the environment: e.g.
If the Camouflaged Th changes environment, the existing Camouflage may give a less effective or even a negative DL. A fresh Camouflage attempt should then be made.
The DL achieved is reduced (down to DL0, or the Failure result if lower) if the Th moves, as follows:
The existing DL is re-established on the Th stopping moving, unless he used materials which were not applied to his body: e.g. if he stuck foliage to himself, but not if he buried himself in the sand.
Camouflage is not cumulative with other Camouflage attempts or with the Illusionist Sg Chameleon Spell. Apply whichever gives the higher DL.
Difficulty Levels:
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