PERCEPTION


Roll 1D20 and equal or get higher than the specific target number to be successful. Bonuses from O.C.C. or R.C.C. may apply.

Target Numbers by Difficulty
This table indicates the number a character must roll equal to or greater than to correctly perceive or notice whatever it is they are looking for or is alert to notice.

SITUATION /
CIRCUMSTANCE

EXAMPLES
TARGET NUMBER
Easy
  • Hear a loud noise.
  • Find a brightly-colored object against a white background.
  • Finding something hastily and/or poorly hidden.
4+
Moderate
  • Looking for somebody / something in a well-lit area.
  • Hearing a slight noise.
  • Finding something hidden without great thought.
8+
Challenging
  • Looking for something in poor light, fog, murky water, or under desperate circumstances (it's an emergency or the seeker is impaired).
  • Hearing something over a noisy background or moving or speaking quietly.
  • Finding something carefully concealed, camouflaged, masked, or such.
14+
Difficult
  • Finding something in the dark or masterfully hidden / concealed.
  • Hearing something over a loud din or moving silent as the wind (like a snake sliding over a carpet).
  • Noticing an enemy (or friend) or something or somebody that does not belong amongst great confusion, debris, a large crowd, or much activity.
17+

Perceiving Supernatural Involvement
Many psychics, Dog Boys, Psi-/Stalkers, and practitioners of magic are versed in the methods and habits of supernatural menaces and can tell if such dark forces are at work by examining the evidence (bite marks, footprints, claw marks, faeces, how a victim was murdered, what bosy parts might have been eaten, the time or circumstance of the killing, incident, or situation, etc.). After examining the evidence the character just feels the imprint involvement of the supernatural; feels it in the pit of their stomach or in goose bumps crawling across their body.

8+ if evidence is plentiful and obvious.

14+ if evidence is sparse or 'scientifically' inconclusive (a gut feeling only)

Of course, truely significant and inconclusive evidence means the character has no idea if the supernatural is involved and no number of Perception rolls will tell them otherwise.

Perception that you are being followed or watched by supernatural evil
Fir this perception to work, the evil being must really be following/tailing/observing the character, stalkign them, or be planning to strike. It must also be within 200 feet (61m) and within line of sight - that is to say it must be able to see the character at that very moment. Even with a sucessful Perception roll and sensation of being watched or followed, the character dose not reveal it (unless the thing wants to be seen).

15+ to sense Supernatural Predators and Lesser Demons.

17+ to sense Demonic Servants and Greater Demons.

19+ to sense Ancient Evil, a Dark God, or an Alien Intelligence.

Note: Psychic sensitives like Psi-Stalkers and Dog Boys can sense the evil at whatever the character's normal range is for sensing supernatural evil, and senses if they are being watched with a Perception roll of 15 or greater regardless of the nature of the supernatural being (i.e. they sense Lesser Demons, Greater Demons, or Dark Gods, etc. equally). It is also inmportant to note that the character can only get this sensation when they, specifically , are being observed, not the group as a whole or a teammate within the group.

Perception Rolls Vs Stealth & Concealment Skills
A number of skills, among them Prowl, Detect Ambush, Detect Concealment, Camouflage, and Concealment, have an impact on Perception rolls. When a Perception roll is attempted against another character (or NPC) who is using a stealth or concealment skill, treat it as a combat type 'roll off'. Both characters (the one using Perception and the one using a successful stealth skill) rolls 1D20 and the higher roll wins. The one using stealth gets a bonus of +1 for every whole 10 points in their skill percentage (round down), while the one using Perception gets to add their normal Perception bonuses.

Example: Alex is sneaking up on a psychic guarding a door. Alex's Prowl skill is 65% giving him a +6 bonus to his 'roll off'. The Psychic has a Perception bonus of +3. Each character rolls 1D20. Alex rolls an 11 and add his +6 bonus for a total of 17. The DM (playing the psychic) rolls a 16 on 1D20 and add the Perception bonus of +3 for a total of 19. The psychic notices something (hears, feels, or such) and turns towards Alex. Alex must decide what to do next.