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fate:alertness [2012/12/13 20:43]
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-====== Notice ====== 
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-Notice measures a character'​s passive awareness. If a character is actively looking for something then user [[Investigation]] instead. During a physical [[conflict]] it is used to generate initiative (turn order). 
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-===== Actions ===== 
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-==== Overcome ==== 
-You don’t really use Notice to overcome obstacles too often but when you do it’s used in a reactive way: noticing something in a scene, hearing a faint sound, spotting the concealed gun in that guy’s waistband. 
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-Note that this isn’t license for GMs to call for Notice rolls left and right to see how generally observant the players’ characters are; that’s boring. Instead, call for Notice rolls when succeeding would result in something interesting happening and when failure would result in something just as interesting happening. 
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-==== Create an Advantage ==== 
-You use Notice to create aspects based on direct observation - looking over a room for details that stand out, finding an escape route in a debris-filled building, noticing someone sticking out in a crowd, etc. When you’re watching people, Notice can tell you what’s going on with them externally; for internal changes, see [[Empathy]]. 
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-You might also use Notice to declare that your character spots something that you can use to your advantage in a situation, such as a convenient Escape Route when you’re trying to get out of a building, or a Subtle Weakness in the enemy’s line of defense. For example, if you’re in a barroom brawl you could make a Notice roll to say that you spot a puddle on the floor, right next to your opponent’s feet, that could cause him to slip. 
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-==== Attack ==== 
-Notice isn’t really used for attacks. 
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-==== Defend ==== 
-You can use Notice to defend against any uses of [[Stealth]] to try and get the drop on you or ambush you, or to discover that you’re being observed. 
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-===== Stunts ===== 
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-==== Danger Sense ==== 
-At the start of any physical conflict that would normally be a surprise for you, you’re entitled to make a free Notice roll to create an advantage based on the fact that you’re not as surprised as the enemy thinks you should be. 
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-==== Keen Hearing ==== 
-+2 on Notice rolls made to detect sounds. 
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-==== Reactive ==== 
-You can use Notice instead of a single attack skill ([[Fighting]],​ [[Shooting]],​ or [[Power Skills]]) to make quick, reactive shots that don’t involve a lot of aiming. However, because you’re having a knee-jerk reaction, you’re not allowed to concretely identify your target before using this stunt. So, for example, you might be able to shoot at someone you see moving in the bushes with this stunt, but you won’t be able to tell if it’s friend or foe before you pull the trigger. Choose carefully! 
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-==== Ready for Anything ==== 
-This can be taken multiple times given you a +2 to your initiative roll. In the event of a tie in the turn order this stunt gives you the advantage. 
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-==== Combat Awareness ==== 
-Can use Notice instead of Athletics to defend against physical attacks. 
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-==== Take It All In ==== 
-You can used Notice instead of [[Investigation]] 
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-{{tag>​fate skill stunt}}