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Edit Sixth Sense
Edit Sixth Sense
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Description
Some characters have the ability to detect things that may be hidden to normal senses or technological sensors, while others have affinities for specific objects or people. Sixth Sense typically represents psychic or magical ability, but can also reflect trained and acute senses or divine intervention. The character may sense one particular category of phenomenon per Attribute Level. The player should define the category with the GM’s approval. **Examples** of phenomena to which the character may be sensitive include: astral or ethereal beings, danger, pocket dimensions, electricity, elements, emotions, evil, illusions, interpersonal dynamics, magic, magnetic fields, paranormal nexus points, particular objects, places of power, psionic powers, radio, radar, spirits, telepathy, truth, virtue, or the use of specific Attributes or Defects. As a guideline, the character is automatically alerted when something their Sixth Sense detects is in close proximity (within 10 metres). The GM may require a Soul Stat roll to do this, with a Target Number depending on the strength of the origin of whatever emanations the character can sense. The character receives a minor edge (page 182) if they are touching the source of the phenomena. A character who specifically concentrates on using their Sixth Sense may gain more precise information on a successful Soul Stat roll. The exact content of this information is up to the GM. If the roll succeeds, the GM may provide the character with a few extra clues about the origin such as “the magic is coming from those buildings over there” or “you sense the evil presence feels otherworldly … and hungry.” If the roll fails, the character will not gain any additional information unless something happens, such as the phenomena becoming stronger or coming much closer. The GM should always try to use Sixth Sense to plant clues that make a story more exciting, but not allow it to circumvent the process of discovery in a mystery plot.
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