Rank 1 (Pathetic)
Perceive: All conscious characters are considered to be Taking 1 on their Perception checks at all times – this does not require an action.
Any time a character is not distracted and is exposed to an event with a DC no greater than their Perception ranks + 3, they are at least aware of it. If the event has a perceive DC no greater than their Perception ranks, they detect it clearly. If the event has a perceive DC no greater than their Perception ranks -3, they know details about it because they can make it out.
Sometimes you will want to perceive something more clearly, at which point you may make a Perception check as a Standard Action. The DC to perceive something is dependent on the type of event and modified by local conditions like distance and interposing objects. You may rush your attempt. Sample DCs and conditions are listed below. Attempting to perceive a particular thing causes you to tune out the rest of your environment – even though you continue to “take 1” on passive perception checks while you focus on an event, you are distracted from the background and suffer a -3 penalty to notice those events. You do not roll multiple times in a round for multiple senses, even if you attempt to spend multiple actions on the checks – you use all of your relevant senses to detect something.
Moderate Success: You notice the event clearly and can make out fine details from it. Success: You notice the event clearly. Failure: You notice the event, but not enough to make out any details – merely its general direction. Moderate Failure: You didn’t notice anything. |
Special: other senses like do stuff
Sight Event | Example | Base DC1 | Range | Range Increment |
See Mini details | Text in a book | 0 | 1 m. | ¼ m. |
See Tiny details | A small sign inside a store | 0 | 10 m. | 2 ½ m. |
See Small details | A stool in a bar | 0 | 30 m. | 7 ½ m. |
See Medium details | The door to a building | 0 | 60 m. | 15 m. |
See Large details | A Rapidash grazing on the edge of a clearing | 0 | 120 m. | 30 m. |
See Huge details | An Alolan Exeggutor along the beach | 0 | 240 m. | 60 m. |
See Massive details | A flying Wailord | 0 | 480 m. | 120 m. |
See Gigantic details | Any Gigantamax pokemon, anywhere | 0 | 1 km. | 250 m. |
1 – Sight details that are especially intense, such as flashes of lightning at night or bursts of darkness in a lit room, qualify for the “intense” DC modifier as long as they are no smaller than 1/10th the size of the creature witnessing them. For example, a medium creature would qualify for this bonus on details as small as 15 cm as long as it was within range. |
Taste Event | Example | Base DC |
Overpowering Ingredient | Salt by itself, sucking a lemon, straight alcohol | -9 |
Strong Ingredient | Garlic in chicken, curry spices, coffee | -6 |
Ingredient | Onions in roast beef, cheese on pizza | -3 |
Faint Ingredient | Lavender in soup | 0 |
Hearing Event | Example1 | Base DC2 | Range | Range Increment |
0 db | A creature with the Dead Silent capability. | 0 | 10 cm. | 2 ½ cm. |
10 db | Human breathing | 0 | 20 cm. | 5 cm. |
20 db | A whisper | 0 | ½ m. | 10 cm. |
30 db | Creature walking on soft ground (grass) | 0 | 1 m. | ¼ m. |
40 db | Hear quiet conversation, creature moving normally on soft ground, creature flapping wings in air | 0 | 2 m. | ½ m. |
50 db | Hear normal conversation, creature walking on hard ground (road), creature sprinting on soft ground | 0 | 4 m. | 1 m. |
60 db | Hear crowded room, creature moving normally on hard ground, creature flapping wings to sprint | 0 | 8 m. | 2 m. |
70 db | Hear a house party, creature walking on noisy ground (snapping twigs), creature sprinting on hard ground | 0 | 15 m. | 3 ¾ m. |
80 db | Hear a shout, creature moving normally on noisy ground, Pokeball being activated | 0 | 30 m. | 7 ½ m. |
90 db | Hear people in combat; creature sprinting on noisy ground | 0 | 60 m. | 15 m. |
100 db | Hear a vehicle moving | 0 | 120 m. | 30 m. |
110 db | Hear a Pyroar roar | 0 | 240 m. | 60 m. |
120 db | Hear someone use Thunder or Boomburst | 0 | 480 m. | 120 m. |
130 db | Hear something so loud it hurts, like an Exploud | 0 | 1 km. | 250 m. |
140 db | Hear an airplane take off, or fireworks | 0 | 2 km. | 500 m. |
150+ db | Hear a rocket take off, a gun firing | 0 | 4 km. | 1 km. |
1 – All mentions of “a creature” refer to one of medium size. Bigger creatures make a noise one step up the chart for each size category different, and smaller creatures make a noise one step down the chart for each size category smaller. For each step below 0 db, simply add 2 to the Base DC. 2 – Heard details that are especially intense, such as those whose decibel range is 40 more than the ambient noise level, qualify for the “intense” DC modifier. For example, a vehicle being driven into a crowded room would come with a perceive DC reduction as long as it was within range. |
Smelling Event | Example | Base DC | Range | Range Increment |
Unmissable Scent | Rotting garbage, decaying bodies, a Gloom | -3 | 10 m. | 2 ½ m. |
Overpowering Smell | Smoke, animal waste, cooking food | 0 | 10 m. | 2 ½ m. |
Strong Smell | Strong flowers or food, Sweet Scent | 0 | 5 m. | 1 ¼ m. |
Pungent Smell | Unwashed or sweaty person, briney air | 0 | 2 m. | ½ m. |
Smell | Washed person, fresh air | 0 | 1 m. | ¼ m. |
Faint Smell | Blood, most Ghost-types | 0 | ½ m. | ⅛ m. |
Touch Event | Example | Base DC |
Faintest touch | A faint breeze across the skin, being touched by an Intangible creature | 6 |
Light glancing touch | A feather run across your arm, brushing past people in a crowd | 3 |
Casual touch | An arm around a friend, a hug from your Pokemon | 0 |
Environmental Condition | Check Modifier | |
Sound is travelling through object, like a door or water1 | -Object HP/10 | |
Background noise stronger than listening event1 | -1 per 10 DB difference | |
Additional Range Increment to event for primary sense used to novice event2 | -1 | |
Intense event occurs inside standard range | +2 | |
Intense event occurs inside half of the standard range | +4 | |
Ambient conditions impair primary sense used to notice event | -2 | |
Ambient conditions block a sense used to notice event3 | – | |
Ambient conditions block all senses that could notice event4 | N/A | |
1 – This penalty only applies if the primary sense used to perceive the event is hearing. If using another sense would result in a lower total penalty, that penalty is used instead. 2 – This penalty stacks and applies for every range increment to the event, based on the sense used for detection. If using another sense would result in a lower total penalty, that penalty is used instead. 3 – If you don’t have access to a sense that could detect an event, you must use another sense to detect the event. You use the lowest total detection penalty from the other available senses. 4 – If you don’t have access to any sense that could detect an event, you have no method of detecting that event. Sucks to suck. |
Circumstance | Check Modifier | Example | |
Minimal knowledge of subject | +1 | A second hand familiarity with subject, a description or very few previous interactions | |
Fair knowledge of subject | +3 | First hand familiarity with subject, many previous interactions within the recent past | |
Substantial knowledge of subject | +5 | Very familiar with subject, a lot of previous interactions stretching over a long period of time | |
Distracted and not fully focused | -3 | Being talked to, using your Standard Action on another task | |
Extremely distracted and barely focused | -5 | Being yelled at, defending against an obvious threat in combat, using your Full Action on another task | |
Sleeping, fainted, or otherwise unconscious1 | -5 | Being asleep or unconscious, intentionally or otherwise | |
Rushing a Full Action to a Standard Action | -2 | – | |
Rushing a Standard Action to a Shift Action | -1 | – | |
Rushing a Standard or Shift Action to a Swift Action | -3 | – | |
Being attacked | +X, where X is DB | Something shoots at you | |
1 – Sleeping creatures generally only have access to their senses of hearing and touch. They are not considered impaired or blocked, and sleeping characters may notice events with these senses without suffering an increased DC as well. Most other senses are automatically considered impaired or blocked, and events that primarily rely on those senses will have increased DCs for sleeping characters. |
Discern Fraud: With a Full Action and a Perception check, you can attempt to spot counterfeit objects and creatures, ranging from forged documents to the Cunning Disguise Guile power. The base DC for this check is determined by the Guile check of whoever created the falsehood, modified by your distance as indicated in the above table. You gain a modifier to your check based on circumstances. You are considered distracted for any Perception checks that you perform during the same turn. You cannot use this on creatures or objects you have not clearly noticed.
Moderate Success: You can point out the flaws in their fraud, and automatically convince others that it is a counterfeit. Success: You realize it is a fake, and if you try to convince someone else it is fake, they gain a +2 bonus on their check. Failure: You believe it is genuine, and you cannot attempt this check again without a new reason to suspect the object. If you make this check on an authentic object, you will still get this result. |
Rank 2 (Untrained)
Stand Guard: As a Standard Action, you may “take 3” on your passive perception checks. While doing so, if you wish to attempt to perceive something you must make the check as normal and “take 1” on your passive perception checks – but you are no longer distracted while doing so.
Rank 3 (Novice)
Find Secret: You may search for secrets in your area. Searching a 1 x 1 meter section of the floor, wall, ceiling, or surface of an object for these secrets requires a Full Action, as does searching a compartment if it is a 1 meter cube or larger – smaller merely requires 1 Standard Action. The DC to find a secret is determined by its construction or conditions. Finding something does not give you special means of disabling or accessing it, although you can try to crudely sabotage a trap. This power only applies to things that have been deliberately hidden in or on a physical object – a Pokeball hiding under someone’s pillow would simply require time to look through, while a Pokeball hiding inside someone’s pillow would qualify.
Moderate Success: You can find any hidden caches or triggers in the space, as well as the general direction to other connected devices. Success: You can find any hidden caches, although you recognize if nothing is hidden there instead. Failure: You do not uncover any secrets. Moderate Failure: You think occupied spaces are empty, and empty spaces are occupied. Sometimes you just see what you want to. |
Rank 5 (Expert)
Pierce Illusion: You can pierce [Illusions] affecting only one sense at a time as a Standard Action. The DC for this check is 6 x Illusion’s Tier + conditions. You are not considered distracted while using this power. Your check is made against all illusions that interact with the selected sense while you maintain your focus, and so your check is compared against the DC of any effects in range. Any Illusion with a DC lower than your check is treated as blatantly fake to your selected sense. Even if one of your senses knows a multi-sense illusion is fake, your other senses still think it is real. However, you get a stacking +2 bonus to further checks to pierce that illusion.
Success: You understand the illusion is just that – an illusion. If you try to convince someone else it is illusory, they gain a +2 bonus on their check. Failure: You still think the illusion is real, although you may retry next round if you want. |
Rank 6 (Master)
Discern Magic: The Pokemon world is full of strange phenomena, and you excel at following it. You can spend a Full Action to inspect [Magic] effects in your area and determine its qualities. You can see any Residue without special items, and inspecting it can inform you of its source and magnitude. The DC is 6 x Effect’s Tier + conditions.
Moderate Success: You know exactly what the subject’s effect is and where its source is. Success: You only know the subject’s effect. Failure: You have no idea what it is, and cannot retry this check unless you have new information about the subject. |
Rank 8 (Grandmaster)
Sight Beyond Sight: You can pierce illusions that affect all of your senses at once, possibly without focusing. The DC for this check is 6 x Illusion’s Tier + conditions. You are assumed to always be “taking 1” with this power. Unlike Pierce Illusion, this power only targets a single illusion at a time when used actively. When “taking 1”, it targets every illusion you experience.
Success: You recognize the illusion as a total fake and it no longer affects you at all. If you try to convince someone else it is illusory, they gain a +4 bonus on their check. Failure: You have an “odd sensation”, but you aren’t sure if it’s an illusion, although you may focus and retry. Moderate Failure: You fell for the ruse and you cannot attempt this check again until 1 hour has passed. You may still defeat portions of the illusion with Pierce Illusions. |