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Perception

Perception is a creature's ability to sense the world around them through their various sense organs including eyes, ears, nose, tongue, skin, and other various features. Perception can be used to generally notice things that are going on around a creature. Roll an ability score check to determine if the character notices something that the DM decides.

Perceiving Stealth

Stealthed characters are often hard to perceive, but it's not impossible. A character may roll a perception check against the stealthed creature's stealth standard, at the discretion of the DM, to perceive a stealthed creature. Once a creature is perceived, their ongoing condition is still in effect but has no effect against the perceiving character. As long as their condition is still in effect, they may hide themselves which will cause the perceiving character to no longer perceive the insvisible or stealthed character.

A character has 3 levels of perception range: Immediate, Normal, and Far Perception. Immediate Perception is equal to the character's perception score in feet. Normal Perception extends to a creature's perception score multiplied by 10 in feet. Far Perception is anything beyond a character's normal perception.

A stealthed creature cannot be perceived if they are within the perceiving creature's far perception range. If the stealthed creature is within normal range, they cannot be normally perceived on that creature's turn. However, the perceiving creature gets 1 opportunity to normally perceive the stealthed creature (that isn't hidden) on their turn.

Any non-stealthed creature that enters another creature's immediate perception range allows them to immediately roll a perception check to perceive the non-stealthed creature. At the beginning of a creature's turn, they may perceive all non-stealthed creatures within their immediate range. For stealthed creatures, they must roll to perceive the stealthed creature.

Reactions

Reactions are actions that you may take under specific conditions on a different creature's turn. Each character has a number of reactions that they may use during a round based on their perception score and other special effects. The number of reactions a character may take gets reset to its original amount at the beginning of the round. If a character needs the related type of reaction available in order to take the reaction. There are two types of reactions: movement and regular reactions.

Movement Reactions: In a round, a creature may move up to their actual movement rate in 1 round. A creature choose to use their regular reactions as movement reactions, but they can never exceed their action point's worth of movement in 1 round. For example, Jennie the Librarian has an actual movement rate of 10 (meaning she can cover 100 feet in one action point). Regardless of how many movement reactions she takes during the round, the total ground that she covers cannot exceed 100 feet.

After an enemy in melee moves on their turn, you may use your movement reaction to turn to face them at the cost of 1 movement reaction. You may turn as much as you like on a different character's turn after spending the movement reaction. Once their turn ends, you must spend another movement reaction to turn on a separate character's turn.

When a character leaves melee range, you may use your movement reaction to follow them, staying in melee range the entire time. If you do so, other creatures may take appropriate reactions against you.

Regular Reactions: Regular reactions can be used for abilities, spells, attacks, object interactions, and movement. The table below shows how many reactions you may take in 1 round of combat. For example, a character with a perception score of 12 may take a movement reaction and 2 regular reactions, with each regular reaction being used for a movement reaction if the character chooses.

Perception score Reactions