Hiding scenes are a quick contest between Stealth and an effective Per of 8+Peril+1d6. Everyone in the group must roll and succeed. Those with high skill can try to cover for their friends: each -2 penalty they accept saves someone else from having to roll. Each PC can also use one other plausible skill for a complementary roll, which applies to the results of one other PC’s Stealth roll: plausible skills for this include Concealment, and so on. Critical success lets you cover for the whole group – even retroactively, if they’ve already botched their rolls. Any failure means the group is caught: you’re now Fleeing! Critical failure means that you’re at close range when you start Fleeing.