01-23-2023, 06:48 PM | #11 | |
Join Date: Jan 2009
Location: Indaiatuba/SP Brazil
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Re: Danger Sense Role Play
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01-24-2023, 12:22 PM | #12 |
Join Date: Jun 2022
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Re: Danger Sense Role Play
Roleplay? Ahhh... it's up to the Player and how the 'power' works. IE, is it mundane, or psionic, or magically induced, etc.
From you're description I'll presume good old fashioned 'mundane', Magnum's "Little Voice", or that "itch on the back off the neck that says somehting is fishy". For my my money as a GM I've upgraded Danger Sense a tad, it's already using a Per roll, so if the roll was good enough to spot something amiss, I give them something amiss. Example: Criminal is hiding behind a dumpster waiting to bushwhack the PC, they make their Danger Sense with enough MoS to have beaten the criminal's Stealth? I flat out say something like "This alley is where you always walk to go home and you remember that you've upset a bunch criminals recently... in fact as you enter the alley you can hear the scuff of a shoe from behind the dumpster..." and then let the Player decide how they want to approach the situation. If it's just a successful DS roll, but not enough to beat the ambusher's stealth, I give them the above first sentence without the mentioned "scuff of a shoe from behind the dumpster". As for beefing the Advantage up, if they are ambushed the PC always gets a defense against the first turn of successful attacks, even if it's not normally allowed, and they get a bonus if they would be allowed a defense. The bonus is 1/2 the MoS of the Danger Sense roll rounded down. Also, I treat Danger Sense like Combat Reflexes if the roll is successful, they can't be surprised in an ambush. Why? Because my Players almost never take Danger Sense because the Advantage is "too wishy-washy" as to what it gives. Also, I've seen similar things added on in different genre treatments, and I agree with them. |
01-25-2023, 12:44 AM | #13 |
Join Date: Aug 2004
Location: USA, Planet Earth, The Milky Way Galaxy
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Re: Danger Sense Role Play
I usually tell the player that the hairs on the back of their neck stand up. I like the ears prickling description up thread. When I'm not going for flavor, I just say "Your Spidey-sense is tingling."
Last edited by Lancewholelot; 01-25-2023 at 12:44 AM. Reason: typo |
01-25-2023, 01:53 AM | #14 |
Join Date: Aug 2018
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Re: Danger Sense Role Play
Pretty sure they can do stuff like "I'm using a concentrate maneuver to focus on listening to the sounds around me" to gain further input on sense rolls
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01-25-2023, 06:07 AM | #15 |
Join Date: Jul 2006
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Re: Danger Sense Role Play
I remember a comic where the character had some sort of supernatural warning depicted as a partially functioning neon shop sign, something, IIRC to do with cheque cashing and cashback (maybe "checks cashed, sell your unwanted jewellery for cash back" or something) where only the words "check ... your ... back" were still lit...
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01-25-2023, 07:41 AM | #16 |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Danger Sense Role Play
Well, that WOULD encompass "any further insight's up to the players to figure out." The ear-prickling thing isn't an aural cue.
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01-26-2023, 04:34 PM | #17 |
Join Date: Feb 2008
Location: Portland, Oregon
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Re: Danger Sense Role Play
I had a character with this that I got to play for a (too) short time. One of the side effects of Danger Sense is that others end up thinking you are lucky.
(My character was a pilot during WWI, flying a Bristol F2B (two seater with pilot and gunner/observer. He was the pilot all of the observers wanted to fly with, because he seemed really good at avoiding getting shot down.)
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01-27-2023, 07:59 PM | #18 |
Join Date: Aug 2018
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Re: Danger Sense Role Play
Interesting idea - you could take Link +20% on your Danger Sense and if it succeeds it will automatically focus the attention of any other sense you have Link+20% on in on the source of that danger?
That or I'm misreading PU4p11's "Modifying Other Characteristics" ? The example given (+20% on Hearing and Vision) is "if he hears something, he doesn’t have to make a second roll to see it, and vice-versa" This is potentially very useful for where there's very bad lighting (it's hard to make a vision check with a -9 penalty) since you could bypass the vision check entirely so long as your Danger Sense went off. I figure this only works if you could possibly make the roll on a perfect 3 though. If penalties are enough that it guaranteed failure on your sense roll I don't think a success on a +20% sense ought to give that auto-success. |
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danger sense, modifying characteristics |
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