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Alertness

Alertness measures a character's passive awareness. If a character is actively looking for something then user Investigate instead. During a physical conflict it is used to generate initiative (turn order).

See also: Actions

Overcome

You don’t really use Alertness 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.

Note that this isn’t license for GMs to call for Alertness rolls left and right to see how generally observant the players’ characters are; that’s boring. Instead, call for Alertness rolls when succeeding would result in something interesting happening and when failure would result in something just as interesting happening.

Create an Advantage

You use Alertness to create an advantage 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, Alertness can tell you what’s going on with them externally; for internal changes, see Empathy.

You might also use Alertness 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.

Attack

Alertness isn’t really used for attacks.

Defend

You can use Alertness 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.

See also: Stunts (list)

Danger Sense

At the start of any physical conflict that would normally be a surprise for you, you’re entitled to make a free Alertness roll to create an advantage based on the fact that you’re not as surprised as the enemy thinks you should be.

Keen Sense

+2 on Alertness rolls made for a single sense. This stunt can be taken multiple time to cover different senses.

Reactive

You can use Alertness instead of a single attack skill (Fight or Shoot) 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!

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.

Combat Awareness

Can use Alertness instead of Athletics to defend against physical attacks.

Take It All In

You can used Alertness instead of Investigate