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Senses
Creatures can be Aware of subjects through a number of senses, getting different details from each. Senses that use specific body parts to work cannot be used by creatures without the part. Each creature has Primary Senses that have advantages over other senses. All creatures have Touch and Vision as Primary be default, but some creatures can specify others. When using senses that are not Primary, suffer -6 on your roll.
Magnitude
Magnitude measures the potency of the source to be sensed. If they are 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 something that is Magnitude 9, it is overwhelming and deals Magnitude - 6 damage of the Ailment that affects the used sense. A Magnitude 12 or higher sound, thermal, or vibration also deals Magnitude - 9 Body damage and causes Tiers of Wounded to each part used for the sense equal to Injury.
Range
Sensing a subject at a distance reduces the potency of the Magnitude. 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. For each multiple of the range beyond the first from you to the subject, treat the Magnitude as 1 lower for the purpose of sensing it.
Determine range by counting a number of contiguous spaces away from a space of the source to the observer. Smell and sound can count spaces that move around obstructions while all others must count in a straight line.
Awareness (No Action or Minor Action - Observe)
The Soulweaver can direct you to roll Awareness any time a subject might be noticed. You may choose to use Awareness with a specific sense as a Minor Action. 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 instead cause the DL to increase. Increase the DL by 3 if the subject is commonly ignored. On success, know the direction and Magnitude of the subject or source.
Vision - Uses Eyes
Vision has 4 range and is DL 0. 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 sensed and each minute after to deal 3 Sickened damage, DL 3 + Magnitude.
Smell Magnitude Examples
Sound - Uses Ears
Sound has -1 range and is DL 6. The Magnitude of a creature's voice changes by half 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 (for size 0 creatures)
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 0 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 -1 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 Reductions for 1 round.
Soul
Sensing Soul has -1 range and is DL 9. This senses magical effects. Abilities have Magnitude equal to 1/3 of their Trained Tier and magical objects are 1/3 of their Craft Tier.
Enhanced Senses
Certain creatures excel with specific types of senses.
Darksight
Creatures with Darksight can see in Tier 0 light as if it is 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. This does not modify the effect of Darksight.
Scent
Creatures with Scent gain +4 on range of smelling and add smell as a Primary Sense.
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