NOISE

Keywords: NOISE, SOUND, HEARING

Category: Movement

=== USER MANUAL === Description: Sound carries. What you do makes noise, that noise spreads outward from room to room growing fainter as it goes, and anyone -- or anything -- still able to make it out will hear it and know roughly which way it came from. You never "hear" something happening in your own room. You are standing right there; you see it happen. Noise is what the rest of the world catches. What You Hear: A noise reaches you as a line naming the direction it came from: You hear footsteps from the north. A gunshot cracks out from below! Your blood freezes as you hear a death cry from the east. The fainter a sound has grown by the time it reaches you, the vaguer the line. A gunshot next door cracks out; the same gunshot far across the map is only a distant gunshot. Faint enough, and you do not hear it at all. Your Observation skill sharpens your ear -- a sharp listener makes out sounds a dull one misses entirely. You must be awake to hear anything. What Makes Noise: - Moving between rooms (see below) - Speech -- ordinary talk barely carries past the next room - Shouting -- carries a long way, and gives you away - Melee -- the clash of a fight - Gunfire -- very loud, and gives you away - Explosions -- the loudest thing there is, though it dies off fast - Death cries -- the scream of something dying - Doors opening and closing How Sound Travels: A noise loses volume with every room it crosses. On top of that: - A closed door muffles it heavily, but does not stop it. Sound is not sight -- shutting the door behind you buys quiet, not silence. - A wall, barrier or barricade stops it dead. - A soundproof room contains its own noise completely, and lets none in. - The terrain swallows sound. Open ground carries it best: Open ground, indoors ... carries fully Snow, water ............ swallows a little Forest, jungle ......... swallows more Underwater ............. almost nothing reaches you Vacuum ................. nothing carries at all; space is silent Nothing carries further than 12 rooms, however loud it was to begin with. Movement Noise: How loud you are when you move comes down to three things: your gear x your stance x your Athleticism Gear -- every noisy piece you have worn adds its racket to the total. Heavy armor and rattling kit make you loud. Something merely carried in your pack costs you nothing. Some attachments muffle what they are fitted to -- a suppressor being the obvious one. Note that carrying a weapon and firing it are two different sounds. A rifle is quiet slung over your shoulder and deafening the moment you pull the trigger, so examine reports both: what it costs you to carry, and what the world hears when you use it. It is the firing that gets you found. Stance: Sneaking ... silent. Sneaking makes no movement noise at all, whatever you happen to be wearing. Walking .... normal. Running .... half again as loud -- and running covers two rooms to the command, so you make the sound twice as often into the bargain. Athleticism -- a trained mover is quieter in the same gear, down to half the noise at the skill cap. Noisy gear also drags on your Stealth everywhere it counts, not only when you are on the move. You cannot creep in a suit that rattles. Being Heard: Some things out there are listening. A listener hears through walls and through pitch darkness -- it does not need to see you to know you are there, and it will come looking for whatever made the sound. Worse, the loud giveaways -- gunfire and shouting -- do not merely draw something toward the noise. They tell it who made it, and then it comes looking for you. If you would rather not be found: sneak, wear quieter gear, shut the doors behind you, keep off open ground, and think twice before you fire. Related Helpfiles: SNEAK, HIDE, TRACK, SCAN === END MANUAL ===