Difference between revisions of "Sense the Unnatural (Action)"
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− | You have a sense for the unnatural. You gain premonitions as you approach a creature, thing, or situation that involves [[Powers (Action)|Powers]] of an [[Power_Rules_(Action)#Origin|Origin]] other than your own. This begins as a vague unease about an hour before the encounter and grows more powerful as you come closer. In areas where unnatural [[Powers (Action)|Powers]] are common the sense is dulled until shortly before you are about to meet them. The GM might call for [[ | + | You have a sense for the unnatural. You gain premonitions as you approach a creature, thing, or situation that involves [[Powers (Action)|Powers]] of an [[Power_Rules_(Action)#Origin|Origin]] other than your own. This begins as a vague unease about an hour before the encounter and grows more powerful as you come closer. In areas where unnatural [[Powers (Action)|Powers]] are common the sense is dulled until shortly before you are about to meet them. The GM might call for [[Recon (Action)|Recon]] checks to notice this, or you can call for a check as a basic action. This does not help you spot a power-user, but helps prevent surprise. |
Revision as of 08:13, 30 March 2018
Heroic Action Role-Play |
This is a Racial Power for Action
Sense the Unnatural
Basic Action
You have a sense for the unnatural. You gain premonitions as you approach a creature, thing, or situation that involves Powers of an Origin other than your own. This begins as a vague unease about an hour before the encounter and grows more powerful as you come closer. In areas where unnatural Powers are common the sense is dulled until shortly before you are about to meet them. The GM might call for Recon checks to notice this, or you can call for a check as a basic action. This does not help you spot a power-user, but helps prevent surprise.