About: Danger Sense   Sponge Permalink

An Entity of Type : dbkwik:resource/xoykDFxJFBgF02W_HRnEzw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Power Description The following Advantages can be purchased or are built in to this power: * Ranged * Double Damage * Armor Piercing * Yes Solvent (this power can be powered-up as part of a solvent package) * Seeker * Multi-Attack * Works in Melee * Area Effect Standard: (Cost: ) Description Superior: (Cost: ) Description Supreme: (Cost: ) Description Ultimate: (Cost: ) Description Special Notes:

AttributesValues
rdf:type
rdfs:label
  • Danger Sense
  • Danger sense
rdfs:comment
  • Power Description The following Advantages can be purchased or are built in to this power: * Ranged * Double Damage * Armor Piercing * Yes Solvent (this power can be powered-up as part of a solvent package) * Seeker * Multi-Attack * Works in Melee * Area Effect Standard: (Cost: ) Description Superior: (Cost: ) Description Supreme: (Cost: ) Description Ultimate: (Cost: ) Description Special Notes:
  • Danger Sense is an Inner Gift skill of those characters who cannot be ambushed because his senses are prepared to recognize the danger.
  • --From Spider Man: Web of Shadows Danger Sense is a mental, mundane advantage, found on pg. 47 of the GURPS Basic Set. As the name suggests, it grants the ability to see trouble coming just a little sooner than an ordinary person would.
  • Effect: +3 to Perception
  • This spell gives the wizard the equivalent of the Sixth Sense skill. If cast on another character, it does not give the target Sixth Sense, but gives the caster a feeling of danger if the target of the spell is in trouble.
  • Danger Sense is a paragon tier feat available to characters 11th level or higher. When a character with the Danger Sense feat makes an initiative check, the check is rolled twice, and the character uses the higher of the two rolls.[PH:202]
  • Danger Sense is the ability, often associated with Telepathy, to sense danger. Technique 1, (Requires no mental training) Tune yourself in with your surroundings and always let ideas flow in, if one gives you a bad feeling then stick to it. I was born with this gift and this is how I have always sensed danger.
  • Danger Sense is an ability for the psychic that generally allows one to sense when things 'aren't right' in a situation. The most obvious use of this is to detect an ambush. This skill has roleplay applications in allowing one to detect when one is approaching from behind a character, for instance. In a scene where danger is impending, however, the skill should be +sroll'd (a secret taskroll that only the ref on the scene can see), and results based upon the following guidelines:
  • Danger sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect. When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger. In game terms, if any character is going to attack a Jedi on the next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll their control skill to increase the difficulty of using the power.
  • Effect: Danger sense allows a Jedi to Danger sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect. When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger. In game terms, if a character plans to attack the Jedi on the next round, she must declare her action the round before. Attacking characters with Force skills may roll their control skill to increase the difficulty of using this power.
Level
  • Petty
dcterms:subject
cardtype
  • Skill
Row 1 info
  • Sense
xpcost
  • 1(xsd:integer)
Spell
  • Danger Sense
Row 2 info
Row 1 title
  • Skills
heroclass
  • Wildlander
Row 2 title
  • Prerequisites
Row 3 info
  • 19(xsd:integer)
archetype
  • Scout
Row 3 title
  • Reference No.
playcost
  • 2(xsd:integer)
dbkwik:descent2e/p...iPageUsesTemplate
dbkwik:dnd4/proper...iPageUsesTemplate
dbkwik:l5r/property/wikiPageUsesTemplate
Range
  • Personal/Touch
Box Title
  • Danger Sense
Expansion
  • DJ1
Name
  • Danger Sense
MP
  • 3(xsd:integer)
Text
  • : Exhaust this card to force the overlord to discard 1 Overlord card from his hand at random.
dbkwik:wfrp1e/prop...iPageUsesTemplate
dbkwik:starwarsmus...iPageUsesTemplate
Ingredients
  • The shoulder-blades of a hedgehog
Duration
  • 1(xsd:integer)
section
  • synopsis
abstract
  • Power Description The following Advantages can be purchased or are built in to this power: * Ranged * Double Damage * Armor Piercing * Yes Solvent (this power can be powered-up as part of a solvent package) * Seeker * Multi-Attack * Works in Melee * Area Effect Standard: (Cost: ) Description Superior: (Cost: ) Description Supreme: (Cost: ) Description Ultimate: (Cost: ) Description Special Notes:
  • Danger Sense is an ability for the psychic that generally allows one to sense when things 'aren't right' in a situation. The most obvious use of this is to detect an ambush. This skill has roleplay applications in allowing one to detect when one is approaching from behind a character, for instance. In a scene where danger is impending, however, the skill should be +sroll'd (a secret taskroll that only the ref on the scene can see), and results based upon the following guidelines: * Terrible or worse: Backlash, bad or misleading information. * Poor/Mediocre: No information * Fair: "Something is not right here." or similar * Good: A sense something is not right, and an estimate of the level of threat faced. "This situation is probably not lethal" "This situation could quickly become deadly." * Great: A general sense that something is wrong, as well as how wrong, and how inevitable the threat is: "Someone in this room has a gun." * Superb+: A sense of the type of threat, as well as a location. "There is a sniper about 500 yards away with a rifle pointed at me."
  • Danger Sense is an Inner Gift skill of those characters who cannot be ambushed because his senses are prepared to recognize the danger.
  • --From Spider Man: Web of Shadows Danger Sense is a mental, mundane advantage, found on pg. 47 of the GURPS Basic Set. As the name suggests, it grants the ability to see trouble coming just a little sooner than an ordinary person would.
  • Effect: +3 to Perception
  • This spell gives the wizard the equivalent of the Sixth Sense skill. If cast on another character, it does not give the target Sixth Sense, but gives the caster a feeling of danger if the target of the spell is in trouble.
  • Danger Sense is a paragon tier feat available to characters 11th level or higher. When a character with the Danger Sense feat makes an initiative check, the check is rolled twice, and the character uses the higher of the two rolls.[PH:202]
  • Danger Sense is the ability, often associated with Telepathy, to sense danger. Technique 1, (Requires no mental training) Tune yourself in with your surroundings and always let ideas flow in, if one gives you a bad feeling then stick to it. I was born with this gift and this is how I have always sensed danger.
  • Danger sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect. When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger. In game terms, if any character is going to attack a Jedi on the next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll their control skill to increase the difficulty of using the power. Sense Difficulty: Moderate or attacker's control roll. Required Power: Life detection. This power can be kept up.
  • Effect: Danger sense allows a Jedi to Danger sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect. When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger. In game terms, if a character plans to attack the Jedi on the next round, she must declare her action the round before. Attacking characters with Force skills may roll their control skill to increase the difficulty of using this power. Difficulty: Moderate or attacker's control roll. This power can be "kept up."
is Row 2 info of
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