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Awareness Aptitudes are similar to skill apts as some add to the total score, though with these the cost bonus ratio may be different. As with skill apts the ones that add to the score have a limit of two per tier. There are some that also grant special uses of one or more sense. Generally all Awareness is added to the character's Intuition score.

 

Auditory: The sense of hearing. Cost 100xp for a +5 to the Awareness regarding hearing things.

Echolocation (500): What may seem like a power is actually a trainable skill. By clicking with the tongue or rhythmic tapping a person can navigate via echolocation. It isn't as detailed as sight, but helps avoid obstacles. It can be done as an active awareness check but need not roll and take the passive. If there is distracting noise the Narrator will decide the goal score.

Passive Echolocation (200): With Echolocation can do it Passively for 1 AP.

 

Tactile: Sense of touch. Cost 20xp for a +5 to the Awareness regarding feeling things.

See through touch (200): Can feel objects to get a rough idea of what they look like from people's faces to raised text and so on.

 

Scent: Sense of smell. Cost 50xp for a +5 to the Awareness regarding smelling things.

 

Vision: The sense of hearing. Cost 100xp for a +5 to the Awareness regarding hearing things.

Extra Color Vision:

Increased Spatial Awareness:

 

Palate: Sense of taste. Cost 20xp for a +5 to the Awareness regarding tasting things.

 

Poison Detector (200): There are some people born with the ability to smell or taste poisons that most people cannot detect. Usually it is in the form of almonds. The Narrator sets the goal score depending on how the taste or smell might be hidden by others. This should be taken at character creation.

 

Focused Awareness (200): The character has the mental control to block out distractions when trying to use one of their senses. It applies to active sense only and can lower the goal score of an awareness roll based on their Willpower to a minimum of no distractions. Meaning a character's can try to listen for a particular sound in a busy street as if it were a quiet windless field if their Willpower was high enough.

 

Quick Awareness (200): Can make an awareness check for one less AP. Can take this apt once per tier starting at second.

 

Vigilance (500): A character with this apt always has their full AP to react at the first round of combat for reactions and such, even when they loose initiative.

 

 

 

Awareness Aptitudes

 

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