Difference between revisions of "Perception"

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Typically used with: '''Cunning'''.
 
Typically used with: '''Cunning'''.
  
In short: sense it. Characters with ranks in Perception are cognitive masters, picking up the sounds and sights that the rest of us don't or can't.  This skill can be used to see or hear [[Stealth|Stealthy]] characters, witness your change purse being snatched away, eavesdrop on conversations, overhear the faint sounds around you, or notice minute details of an object.
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In short: sense it. Characters with ranks in Perception are cognitive masters, picking up the sounds, smells, and sights that the rest of us don't or can't.  This skill can be used to see or hear [[Stealth|stealthy]] characters, witness your change purse being snatched away, eavesdrop on conversations, overhear the faint sounds around you, notice minute details of an object, or realize you forgot deodorant.
  
For the cognitive skills, the GM might want to inform rollers of successful checks of what was seen or heard in private or with notes. Doing this helps any players who didn't meet the DL role-play truthfully, as they weren't privy to the successful result.
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If you gain the ''distracted'' condition, you take a −4 penalty to Perception checks as your attention is fixated on something other than your surroundings. You also take a penalty to your Perception check if you're surrounded by impediments to your senses. Moderately poor conditions (like a patch of fog or a noisy marketplace) impose a −4 penalty. Extremely poor conditions (like inky darkness or a riot) impose a −8 penalty.
  
{{section|Difficulty|If not in response to an opposed check, the difficulty is as follows. For hearing, the softer the noise, the further away, the more obstacles in between, the harder it is to hear something.  For seeing, the smaller the target, the further away, the quicker the movement, the harder it is to see something.  As such, below are some example modifiers for Perception difficulties and checks.}}
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The GM might want to inform those who roll successful checks what their characters perceived in private or with notes. Doing this helps any players who didn't meet the DL role-play truthfully, as they weren't privy to the successful result.
{| width="100%"
 
! Example !! DL
 
|-
 
| Per 10 feet of distance
 
|align="center"| +1
 
|}
 
  
{| width="100%"
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{{section|Observing Stimuli|}}
! Example !! Check
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'''Difficulty Roll'''. You can make a Perception check to pick up on anything that can stimulate your senses. The higher the DL, the less noticeable the stimuli (e.g. further away, fainter, shorter in duration, more obstacles in between). Perception checks can involve any of the five physical senses.
|-
 
| Character is surrounded by moderate distraction (a tavern, a marketplace)
 
|align="center"| −5
 
|-
 
| Character is surrounded by extreme distraction (a battle, a riot)
 
|align="center"| −15
 
|-
 
|}
 
  
Here are some situational penalties to Perception checks based on sound.
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The DL to perceive stimuli increases by 1 for every 10 feet of distance away from you. You can't perceive sights and smells separated by solid walls, but you can definitely perceive sounds that way. The DL increases by 4 if it's on the other side of a wooden wall or door, and the DL increases by 8 if it's on the other side of a stone or metal wall or door.  
  
{| width="100%"
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One Perception check takes no time at all, however a second attempt, trying to see or hear something you did not previously, takes 3 [[AP]]. If time isn't an issue, such as when the thing to perceive is stationary or constant, you can ''Take the Best'' on this check.
! Example !! Check
 
|-
 
| Character and the noise are on opposite sides of a wooden door or wall
 
|align="center"| −5
 
|-
 
| Character and the noise are on opposite sides of a stone or iron door or wall
 
|align="center"| −15
 
|}
 
  
Noises in water take −5 to the distance penalty as sound travels further in water than air. Similarly, sounds traveling through solid matter, the ground for example, take a −10 to the distance penalty. For example, a train is coming. The DL for a character to hear the train while walking is 30, but if the character puts an ear to the train tracks, the DL is reduced to 20.
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{{section|Measuring|}}
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'''Power Roll'''. This skill can be used to count and measure anything that can be perceived with any of the five senses. You could add up the number of troops on a battlefield, gauge the distance across a chasm, deduce the number of hot peppers added to the stew, or judge the size of a distant wolf pack by its howls. The higher your result, the more accurate your measurement. A roll of 5 means you're not close at all, a roll of 15 means you're pretty close, a roll of 30 means you've got it exactly down to the last decimal place. The same distance penalties listed above apply to this check as well.
  
{{section|Opposed Rolls|[[Stealth]] checks are always opposed by Perception checks. [[Thievery]] checks are often opposed by Perception checks.}}
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{{section|Detecting Stealth|}}
{{section|Time|One Perception check takes no time, however a second attempt, trying to see or hear something you did not previously, takes 3 [[AP]].}}
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'''Opposed Roll'''. You must make a Perception check to notice the opponent creeping up behind you or the monster hiding under your bed. If your Perception check meets or exceeds the opposing [[Stealth]] check, you notice them. If the Stealth check is higher, you have no idea they're nearby — the first attack from the sneaky fellow catches you ''wide-eyed'' (see ''Chapter 10: Combat'').
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You must subtract your [[Size]] from this roll, as it's easier to notice a larger creature and harder to notice a smaller one. For example, a firna is hiding from a juren. The firna gets +1 to his Stealth check, while the juren takes −5 to his Perception.  
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{{section|Realizing Theft|}}
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'''Opposed Roll'''. When someone tries to take an item from your person without your knowledge, you get to make a Perception check to notice them before they nab your stuff. If you meet or exceed the opposing [[Thievery]] check, you spot the pickpocket and get a chance to hold onto your object. What happens next is up to you, but if the thief wants the item badly enough, combat begins and they'll have to try prying it from your person.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 14:26, 13 January 2021

Typically used with: Cunning.

In short: sense it. Characters with ranks in Perception are cognitive masters, picking up the sounds, smells, and sights that the rest of us don't or can't. This skill can be used to see or hear stealthy characters, witness your change purse being snatched away, eavesdrop on conversations, overhear the faint sounds around you, notice minute details of an object, or realize you forgot deodorant.

If you gain the distracted condition, you take a −4 penalty to Perception checks as your attention is fixated on something other than your surroundings. You also take a penalty to your Perception check if you're surrounded by impediments to your senses. Moderately poor conditions (like a patch of fog or a noisy marketplace) impose a −4 penalty. Extremely poor conditions (like inky darkness or a riot) impose a −8 penalty.

The GM might want to inform those who roll successful checks what their characters perceived in private or with notes. Doing this helps any players who didn't meet the DL role-play truthfully, as they weren't privy to the successful result.

Observing Stimuli

Difficulty Roll. You can make a Perception check to pick up on anything that can stimulate your senses. The higher the DL, the less noticeable the stimuli (e.g. further away, fainter, shorter in duration, more obstacles in between). Perception checks can involve any of the five physical senses.

The DL to perceive stimuli increases by 1 for every 10 feet of distance away from you. You can't perceive sights and smells separated by solid walls, but you can definitely perceive sounds that way. The DL increases by 4 if it's on the other side of a wooden wall or door, and the DL increases by 8 if it's on the other side of a stone or metal wall or door.

One Perception check takes no time at all, however a second attempt, trying to see or hear something you did not previously, takes 3 AP. If time isn't an issue, such as when the thing to perceive is stationary or constant, you can Take the Best on this check.

Measuring

Power Roll. This skill can be used to count and measure anything that can be perceived with any of the five senses. You could add up the number of troops on a battlefield, gauge the distance across a chasm, deduce the number of hot peppers added to the stew, or judge the size of a distant wolf pack by its howls. The higher your result, the more accurate your measurement. A roll of 5 means you're not close at all, a roll of 15 means you're pretty close, a roll of 30 means you've got it exactly down to the last decimal place. The same distance penalties listed above apply to this check as well.

Detecting Stealth

Opposed Roll. You must make a Perception check to notice the opponent creeping up behind you or the monster hiding under your bed. If your Perception check meets or exceeds the opposing Stealth check, you notice them. If the Stealth check is higher, you have no idea they're nearby — the first attack from the sneaky fellow catches you wide-eyed (see Chapter 10: Combat).

You must subtract your Size from this roll, as it's easier to notice a larger creature and harder to notice a smaller one. For example, a firna is hiding from a juren. The firna gets +1 to his Stealth check, while the juren takes −5 to his Perception.

Realizing Theft

Opposed Roll. When someone tries to take an item from your person without your knowledge, you get to make a Perception check to notice them before they nab your stuff. If you meet or exceed the opposing Thievery check, you spot the pickpocket and get a chance to hold onto your object. What happens next is up to you, but if the thief wants the item badly enough, combat begins and they'll have to try prying it from your person.