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, 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.
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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.
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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.
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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.
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{{section|Detecting Stealth|}}
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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, and gain the ''wide-eyed'' condition against the first attack from the sneaky fellow.
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{{section|Realizing Theft|}}
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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. You make a [[Might]] check and they make a [[Grip]] check. The victor receives the item.
  
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.
 
  
 
{{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 any Perception difficulties and checks.}}
 
{{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 any Perception difficulties and checks.}}
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{{section|Opposed Rolls|[[Stealth]] checks are always opposed by Perception checks. [[Thievery]] checks are often opposed by Perception checks.}}
 
{{section|Opposed Rolls|[[Stealth]] checks are always opposed by Perception checks. [[Thievery]] checks are often opposed by Perception checks.}}
{{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]].}}
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 23:53, 22 June 2019

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.

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.

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.

Detecting Stealth

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, and gain the wide-eyed condition against the first attack from the sneaky fellow.

Realizing Theft

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. You make a Might check and they make a Grip check. The victor receives the item.


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 any Perception difficulties and checks.

Example DL
Per 10 feet of distance +1
Character is surrounded by moderate sensory distraction (a tavern, a marketplace) +4
Character is surrounded by extreme sensory distraction (a battle, a riot) +8

Here are some situational modifiers to Perception DLs based specifically on sound.

Example DL
Character and the noise are on opposite sides of a wooden door or wall +4
Character and the noise are on opposite sides of a stone or iron door or wall +8

Noises in water take −4 to the distance penalty as sound travels further in water than air. Similarly, sounds traveling through solid matter, the ground for example, take a −8 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 22.

Opposed Rolls

Stealth checks are always opposed by Perception checks. Thievery checks are often opposed by Perception checks.