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.
  
 
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.
 
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.
 
  
 
{{section|Detecting Stealth|}}
 
{{section|Detecting Stealth|}}
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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.
 
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.
  
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Any character enthralled by a distracting performance (i.e. one who loses a [[Discern]] to the opposing [[Perform]] check) or one whose gaze is fixated elsewhere (i.e. one who loses a [[Virtue]] check to the opposing [[Seduce]] or [[Taunt]] check) takes a −2 penalty to any Perception check to realize someone is trying to pickpocket them.
  
{{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|Observing Stimuli|}}
{| width="100%"
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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.
! Example !! DL
 
|-
 
| Per 10 feet of distance
 
|align="center"| +1
 
|-
 
| Character is surrounded by moderate sensory distraction (a tavern, a marketplace)
 
|align="center"| +4
 
|-
 
| Character is surrounded by extreme sensory distraction (a battle, a riot)
 
|align="center"| +8
 
|-
 
|}
 
  
Here are some situational modifiers to Perception DLs based specifically 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%"
+
If you're surrounded by distractions, you take a penalty to your Perception check. Something moderate like a noisy tavern or marketplace imposes a −4 penalty. Something extreme like a battle or riot imposes a −8 penalty.
! Example !! DL
 
|-
 
| Character and the noise are on opposite sides of a wooden door or wall
 
|align="center"| +4
 
|-
 
| Character and the noise are on opposite sides of a stone or iron door or wall
 
|align="center"| +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.
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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.
 
 
{{section|Opposed Rolls|[[Stealth]] checks are always opposed by Perception checks. [[Thievery]] checks are often opposed by Perception checks.}}
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 01:53, 23 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.

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.

Any character enthralled by a distracting performance (i.e. one who loses a Discern to the opposing Perform check) or one whose gaze is fixated elsewhere (i.e. one who loses a Virtue check to the opposing Seduce or Taunt check) takes a −2 penalty to any Perception check to realize someone is trying to pickpocket them.

Observing Stimuli

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.

If you're surrounded by distractions, you take a penalty to your Perception check. Something moderate like a noisy tavern or marketplace imposes a −4 penalty. Something extreme like a battle or riot imposes a −8 penalty.

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.