How do GM's apply the Camouflage Skill?

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darthauthor
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How do GM's apply the Camouflage Skill?

Unread post by darthauthor »

Do you treat the "Camouflage" skill from the Military Category the same as the "Chameloen" Spell?
Grazzik
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Re: How do GM's apply the Camouflage Skill?

Unread post by Grazzik »

No, I don't.

The spell allows for some degree of movement for the effect of the spell to remain effective. Also it is limited in use to just changing the appearance.

The skill is unclear as to the mechanic. However, the Blend skill (WB19 pg 159) requires the person to be motionless - which is how I see the Camo skill also being. My house rule is that to move while under Camo would be a Prowl skill roll with the appropriate modifiers. Note that the combo of all three skills and gear like a Ghillie suit (WB26 pg 59) can confer a number of bonuses. As such, I usually use the Camo skill to also cover the full range of lore and techniques that support the skill (site and materials selection, hide construction, profile/silhouette distortion, detection avoidance, policing gear for reflective surfaces, etc.), which you would not get from the spell.
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darthauthor
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Re: How do GM's apply the Camouflage Skill?

Unread post by darthauthor »

I will be the first to admit I don't know how to work the skill.

Re-Reading what you have written do you just count it as the Chamleon spell standing still?
When standing still does the success of the skill grant conditional and limited invisibility?
Grazzik
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Re: How do GM's apply the Camouflage Skill?

Unread post by Grazzik »

darthauthor wrote: Sat Jun 22, 2024 8:16 am I will be the first to admit I don't know how to work the skill.

Re-Reading what you have written do you just count it as the Chamleon spell standing still?
When standing still does the success of the skill grant conditional and limited invisibility?
As mentioned before, my house rule is that movement while in camo is a prowl skill roll (with modifiers). The spell mechanic just bundles it all up into a single % based on speed.

The skill, I treat like all other skills, pass / fail based on skill roll (with modifiers). It either works or it doesn't. No need to overengineer it to have a second roll to determine effectiveness because of the modifiers that are already applied.

The only time I might have an extra element with the skill is when there is a skill challenge by an opponent who somehow is aware or believes strongly that a camoed person/structure is in the area. Though if it ever came up, I'd do the same thing with the spell anyway.

In the end, both the spell and skill require only one roll... it's just the context that's different.

A side note: the advantage of the skill is that it doesn't automatically get negated by combat. A properly kitted weapons platform should avoid immediate detection allowing for continued ranged attacks, may simply require another skill roll though after each attack.
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