Awareness (No Action or Trick - Observe)
Creatures can be Aware of subjects through a number of senses, getting different details from each. The Soulweaver can direct you to roll Awareness any time a subject might be noticed. If a subject could be considered impossible to miss, even on failure, gain the benefit of success. If a subject has Concealment, it is never considered impossible to miss. Any part of a subject that is impossible to sense does not count for determining the size of the subject.
The DL is based on the sense used. Reduce the DL by the size and Magnitude of the subject. Subjects smaller than size 0 do cause the DL to increase. Increase the DL by 3 if the subject is commonly ignored. You may use Awareness with a specific sense as a Trick.
Range
Sensing a subject at a distance increases the DL. Each sense defines its own range. The range is increased by the subject's size and magnitude, so larger subjects can be sensed from a greater distance, while smaller subjects require being closer. Each multiple of the range from you to the subject increases the DL by 1.
Magnitude
Magnitude measures the potency of the source to be sensed. If grouped together, each 3 sources of the same Magnitude are treated as a single source that is 1 Magnitude higher, preventing you from obtaining details about an individual. If a higher Magnitude subject is on the path of another subject, it provides Tiers of Concealment to the lower subject equal to the amount of Magnitude it is higher.
As you sense a Magnitude 9 + range penalty source, it is overwhelming and causes Tier 6 Blinded with Sight, Tier 6 Deafened with Sound, and Tier 6 Deafened for the other sense types that instead affects only that sense. A Magnitude 12 or higher Sound, Thermal, or Vibration also deals Magnitude - size penalty - 9 Body damage and causes Tiers of Wounded to each part used for the sense equal to Injury.
Senses
Senses that use specific body parts to work cannot be used by creatures without the part. Each creature has a Primary Sense, normally sight, that has advantages over other senses. When using this sense, on success, know the direction of the subject or source. Otherwise, you must exceed the DL by 6 to know the direction.
Targeting Subjects
With a Primary Sense, you can target a subject if you exceed the DL by 3, while other sense require you exceed by 9, though you can Attack Blind if you exceed the DL by 6.
Sight - Uses Eyes
Sight has 4 range and is DL 0. Range is modified by half your size. It is possible to notice a size 0 subject or Tier 3 Light Source as far away as 2 + 1/2 size + 1/2 magnitude miles without details. Subjects have Magnitude equal to any Tier of Light it produces. Reduce the DL by half the number of spaces the subject has moved this round.
Smell - Uses Nose
Smelling has -1 range and is DL 9. Wind blowing towards you from the subject reduces the DL by half Wind Tier. Wind blowing away increase the DL by half Wind Tier. Foul odors attack Endure when senses and each minute after to cause Tier 3 Sickened, DL 3 + Magnitude.
Smell Magnitude Examples
Sound - Uses Ears
Hearing has -1 range and is DL 6. The Magnitude of a creature’s voice changes by ½ their size. Reduce Magnitude by the Physical Reduction of any material causing complete obstruction. Sound can be heard without details at a range of 5 x Magnitude. Over still water, this distance is 10 times greater.
Sound Magnitude Examples
Scream
You can increase the Tier of Magnitude sound you make through speech by 1. If you do, you may strain your voice. Roll Endure, DL 6 + 1 for each round you have screamed in the last 10 minutes. On failure, gain Tiers of Muted equal to the amount you failed by.
Touch
Feeling has no range, physical contact is required. Gaining useful information is DL 3 and is not modified by size. You can feel into a space in Reach as a Minor Action. Attack Elude of each creature and object in the space with Observe. On success, you sense them.
Displacement
Displacement allows you to sense the presence of something physical as the water or air in the area is affected by the subjects presence. Displacement has 1 range and is DL 12. Effects that deal Air damage cause a displacement of Magnitude equal to their Air damage. Anything solid provides Concealment from Displacement.
Thermal
Thermal allows you to detect the temperature around you. Thermal has no range and is DL 6.
Vibration
Sensing Vibration has 3 range and is DL 12. Subjects only cause Vibration while they are moving. This sense requires that you and the subject can trace a line through materials that you are both in contact with and the range is determined by that line if it were straight. Materials that are soft and spongy provide Concealment against Vibration. Magnitude is equal to the penalty applied to Balance rolls from shaking. If damage would be dealt to the material, it creates a subject with Magnitude equal to 1/3 of the damage before applying any Damage Reductions for 1 round.
Enhanced Senses
Certain creatures excel with specific types of senses.
Darksight
Creatures with Darksight treat Tier 0 light as Tier 3.
Heatsight
Creatures with Heatsight can see when subjects have a different temperature than their surroundings and their approximate temperature difference. This is not affected by light Tier. Gain no benefit for exceeding the DL to notice a subject.
Nightsight
Creatures with Nightsight treat light Tier 1 through 3 as 1 Tier higher.
Scent
Creatures with Scent gain +4 on range of smelling and add smell as a Primary Sense.
© Grinning Demon Games ~ admin@SoulshardsRPG.com
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |