Design Overview
Entry Last Update:
March 28, 2026
Source Doc:
work_in_progress/general/skills/hide_system.md
Tier:
wip
Last Synced:
March 28, 2026
Summary: Hiding is the in-place entry skill for hidden state; movement retention is handled by Stealth.
Notes:
Hide chance scales with Hiding level and AGI/DEX, with penalties from bright rooms, combat pressure, and high-perception observers.
Baseline timing is 4s on success and 6s on failure with 1 FTG cost per attempt.
Hidden state reveals on aggressive/loud actions and most object interactions unless flagged as silent.