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Perception

Skill Rate: Fast

Uses:

Spot, Listen, Smell, Feel, Taste :   You can use Perception to notice something, such as a hidden trap or a sneaking ninja. The DC to see something hidden is equal to its stealth check., increasing at distance. At 10m away and every full doubling, the DC increases by two. This is much like with range increments and attack penalties.

Sense Motive :   You can use Perception to try to tell what somebody is thinking or doing, in general terms. To do so, make an opposed Sense Motive check against the target's Charisma check. See Charisma for more information on lying.

Dangerously Loud Sounds:  Any time a character has to make an auditory perception check against a DC of -15 (including modifiers from range and other changes) or lower, the character risks being deafened. Make a Fortitude check against DC 6. The fortitude DC increases by 1 for every 2 points below -15 that the perception DC drops (+1 at -17, +2 at -19, etc.). Failure leaves the character deafened for 1d6 hours. Failure by 5 or more leaves the character deafened permanently. At DC -20, microphones are destroyed.

Dangerously Bright Lights: Any light with a Perception DC of -15 or lower risks blinding creatures who see it. Creatures must make a fortitude check against DC 6. The fortitude DC increases by one for every 2 points which the perception DC drops. Failure leaves the character blind for 1d6 hours. Failure by 5 or more leaves the character blinded permanently. Cameras get burnt out at DC -20.

Disbelieve: Whenever you encounter an illusion (such as one created by a spellcaster or hologram), you can make a free perception check to determine if it is real or fake. The DC is based on how realistic the illusion is. A failed check cannot be retried unless you have a new valid reason to doubt the existence of the illusion. Simply being a paranoid person does not count as a valid reason.

If someone points out to you that it is an illusion, you get +6 on your perception check and can immediately reroll it.

Techniques

  1.   Blind Fight: You take no penalties for attacks when you cannot see your enemy, so long as they are within one square of you, and you can hear them. Also, you are not treated as flat-footed against invisible attackers.
  2.   Eagle Eyes: Double the increment at which you take perception penalties from 10m to 20m.
  3.   Eyes on the Back of your Head:   [Requires 10 ranks in Perception] You are never treated as flanked.
  4.   Figure out for Yourself: You can use perception to try to figure things out for yourself, instead of knowing them ahead of time. You can mimic a Knowledge check to know details about something, although the DC is higher by +6.
  5.   Intuition: You can make a Perception check as a 2 second action to just look around and size up the situation. The DC is 8. If you succeed, the GM can give you his best guess of the situation in extremely vague terms. For example, if the GM knows that there are five ninjas lurking around the corner waiting to strike, he might say "your hair is standing on end. Something‚s awry." He should not say that there are ninjas hiding there. Intuition is a sort of "Gut Feeling," and not any sort of opposed check. The DC is always 8, but a roll of 1 on the d6 is a failure.
  6.   Lowlight Vision: You treat hazy lighting as clear lighting. If you are a race that already started out with Lowlight Vision, you instead get Darkvision: You can see in total darkness.
  7.   Read Lips: With a DC 8 Perception check (plus modifiers for distance), you can understand up to ten minutes of dialogue by watching people speak. If you don't understand the language that the target is speaking, the check automatically fails. If you have been deaf  for more than a few months, the GM can lower the DC substantially. This ability requires 4 second concentration.
  8.   Size up: With a DC 10 perception check (plus modifiers for distance) you can try to figure out how tough an opponent is. The opponent can use disguise or deceive to try to conceal this. If you succeed, the GM tells you the targets CR. If you fail by more than 2, the GM tells you the wrong CR (he can decide what).
  9.   Light Sleeper : You take no penalties to Perception while asleep. You immediately wake up upon making a successful Perception check, and you are not flat-footed.
  10.   Track: You can try to track the trail of targets. The base DC is 4, then add all the relevant modifiers:

DC

Modifier

+ Scale Modifier

Bigger or smaller creature

+1

per day ago that the track was made

-1

For every full doubling of creatures you are tracking

+1

For every day it rained since the track was made

+1

For every hour that it snowed since the track was made

-4

If the tracks were made in snow

+2

If you have the help of an animal or character with Scent, or have Scent yourself.

You can try to track creatures without the Track technique, but you get a -2 penalty.

  1.   Knowledge is Power: You may add your Intelligence to damage in place of your strength, or in place of your spirit for magic damage. You cannot use this technique when attacking a type of creature or object that do not have in-depth knowledge about ƒ which might require a science or humanities check from you or an ally.
  2.   Combat Awareness: You have a knack for knowing when you are in potential danger. You can use your Intelligence or your Dexterity score when rolling for initiative, whichever is higher.
  3.   Minor Precognition: You are not flat-footed at the first round of combat.

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