Perception Rolls
Perception rolls (pB92) are normally done as a Step and
Concentrate maneuver (pB106), i.e. they take full turn and you do
nothing else. Make your skill roll at the beginning of your next turn
(with the normal modifiers below). Your Active Defense is normal.
Perception as a Free Action or Perception in Combat -
If you need to perceive something quickly (such as the big bad guy that
just joined your opponent), then you will want to make a perception roll
as a free action while performing another combat maneuver. You will be
at -3 and your field of view will be restricted.
| Modifier
| comment
|
| all normal perception modifiers like Alertness, Acute Vision, Acute Hearing, etc.
|
| +2/+4/...
| Combat Reflexes
(for combat related rolls. i.e. to see a new foe, to see a
friend go down, etc.)
|
| -var
| as a free action. Note: your field of view is a function of your current (last) action.
|
| -2 to -7
| cover, i.e. use the normal cover (ranged weapons,
pB118) modifiers.
Thus the second rank in a melee combat would be at -4 for
being behind someone else.
|
|
Field Of View
(for vision and other directed senses)
|
| Modifier
| comment
|
| -0
| front
| (white)
|
| -2
| side hexes
| (light gray)
|
| -4
| peripheral
| (medium gray)
|
| not visible
| rear hexes
| (dark gray)
|
|
| Field Of View
|
|---|
| Normal
| Move
| Combat
| 'Lock'
|
Perceive
(as Step and Concentrate)
Move (1/2 move or less)
|
Move (more than 1/2 move)
|
Step and Ready
Step and Attack
Step and Wait (and Step)
Step and Concentrate
All-out-Defense
|
Aim
All-out-Attack
|
| with the "Peripheral Vision" advantage, the medium gray area become "front", otherwise it is "rear".
| those with "Peripheral Vision" still get their extra wedge as "peripheral" hexes (not shown).
|
To Aim, fire a missile, fire a targeted spell, or any other targeted
action, you need a 'lock' on your target. Typically you will get your
lock during a 'perceive' action, e.g. "there's an orc, I'll shoot him".
But sometimes you need to get a 'lock' quickly, e.g. "While I drew an
arrow and nocked it (2 sec), my buddy killed that one, where's the
next?". In this case you could look for another target with your
current FOV (aim) or change to the 'Combat' FOV. You can only enter the
narrow 'tunnel vision' FOV after you get a lock. You can maintain the
'lock' on the same target as long as you don't move and only change your
facing by one (or no) hexside(s).
If you spend one more second looking you get a +3 to your perception roll.
Spending more time does not give further improvement; it's usually best
just to try again (see sidebar pB92 for repeated attempts).
For the Step and Concentrate Maneuver pB106 states:
"Thus, if you are hurt, knocked down, forced to use an active
defense, or otherwise distracted, you must make a Will-3 roll to continue
your observation."
However, I'm providing a couple of options:
| Action
| Concentration
| Active Defense
|
1) as per pB106:
make a Will-3 roll to continue your observation.
| success:
| normal concentration (perception)
| normal defense
|
| failure:
| lost concentration, start over
| normal defense
|
|
2) split your concentration between your active maneuver and your defense
| -3 to your skill
(perception, spell skill, etc.)
| normal defense
|
|
3) don't worry about the foe
| normal skill
(no modifier to your perception, spell skill)
| -4 to your Active Defense
(as if you were stunned).
|
Note: regardless of what action you took, if you take damage you are in
shock (unless you have High Pain Threshold) and so your DX and IQ (and
thus any dependent skills) are reduced by the amount of damage you took.
08 Oct 2000 - created
14 Oct 2000 - relayout