Difference between revisions of "Alertness"
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|prereqs=None | |prereqs=None | ||
|title=Werewolf: the Apocalypse | |title=Werewolf: the Apocalypse | ||
− | |edition=Revised | + | |edition=Revised |
|booknumber=WW3801 | |booknumber=WW3801 | ||
|page=111 | |page=111 |
Latest revision as of 18:07, 21 February 2011
Category: | Abilities |
Subcategory: | Primary Talent |
Prerequisites: | None |
Reference: | Werewolf: the Apocalypse (Revised edition/WW3801), page 111. |
Alertness describes how attuned the character is to things he can see, smell, hear or touch, and depending 'on the story, perhaps things that are not so tangible. In combat, it's often paired with Wits to gauge reaction and response time. Out of combat, it works well with Perception to give the character clues about his surroundings. Alertness usually kicks in even when the character isn't necessarily looking for anything.
x Untalented: Your ability to stay sharp is mitigated by an inability to keep focused, or pay attention to your surroundings because of distracting thoughts or any other reason that might prevent you from being Vigilant. • Novice: You're alert to certain sights and sounds around you. •• Practiced: You know when to eavesdrop and whom to keep an eye on. ••• Competent: You're alert to even subtle changes in the environment. •••• Expert: Very little gets past your vigilance, even if you're preoccupied. ••••• Master: Even when sleeping, you're wary to minute alterations in temperature, light and other environmental features.
Possessed by: | Bodyguards, Hunters, Thieves, Wild Animals, Security Personnel |
Example Specialties: | Ambushes, Paranoia, Traps, Scents |