Stealth/Evading monsters - a failed mechanic? in Arkham Horror Second Edition Posted November 11, 2009 Certain heralds: KIY and Dagon, make terror a lot bigger of a deal. Dagon especially is a wrecking ball when the terror increases, and he gets worse the more players you have (since you'll lose more clues, and the chances that one investigator is clueless and a doom will be added increase with every player). It seems kind of odd to me that the sneak boosts are so few and far between. I mean, we have the Pallid Mask and the Dark cloaks (both from the base set) and the military motorcycle (bgotw). Not counting itmes that bypass the need for evade like the Silver Key, Mi-Goh brain case, etc... can we think of any others? I suppose the Shroud of Shadows spell from cotdp. So, when we talk about things to help you in your ninja endeavors, what we generally talk about is things that actually increase *movement*, not evade. Like the map, motorcycle, etc. These only increase your ninjability by extension, since you can afford to have your sneak in a higher position, but they do little for characters whose sneak maxes out low anyway. Maybe this is intentional. If you're a bit of a clutz, there aren't too many items that can make you less of a clutz. whereas, if you're an old man with a cane, you can still hop on a motorcycle and go a lot faster. Nevertheless, it does tend to put sneak squarely in the camp of those investigators who have the stats for it.