Notice Abilities

Preempt: When turn order is decided, you may pay 2 TP to place yourself first in the turn order until the end of the round. If multiple combatants have Preempt, the opportunity to use it passes in turn order, resetting each time someone Preempts. Preempt may only be used once each round.

Level K: When you Preempt, you may spend 3 TP instead of 2 and select another combatant. If that combatant then also Preempts, they do not surpass you in Turn Order (instead, they will move as far up in turn order as they can without passing you).

Bide: When you Guard, you may state a condition. At the time that condition becomes fulfilled, you may immediately take your turn before any other actions are resolved. Any attacks or rolls you make suffer a dice penalty equal to [5-Notice]. This penalty becomes a bonus if your Notice is greater than 5.

Uncanny Vigilance: Out of combat, any attempts to attack you from stealth lose all stealth bonuses. Roll two additional dice on Notice rolls.

Spot the Heel: During combat, you may choose an opponent. The GM will then choose a number for that opponent. Thereafter, once per round, you may roll Notice. Once you have attained a number of successes equal to (or greater) than the number chosen by the GM, increase the value of all dice rolled against that opponent by 3 for as long as the weakness you've identified remains.

Motive Sense: Whenever a character says something, you may roll Notice. With two successes, you will be informed of whether that character believes he is telling the truth.

Read the Cues: Once, during a conversation with a character, you may roll Notice. With one success, you will be given an accurate summary of how that character feels about you or a subject you are discussing (choose before you make the roll).

Sherlock: Once, during a conversation with a character, you may roll Notice. With four successes, you receive a more or less accurate description of all activities that character has participated in for the last twenty-four hours.

Investigate: When given access to a crowd or any large group of people, you may roll Notice. Based on your successes, you are able to glean information on a subject from talking to people according to the table below:
 * 0: People aren't saying much, and you aren't hearing much.
 * 1: You gather that people have opinions, and you hear them, but context is not being provided to you.
 * 2: You have complete information on a single side of an issue or middling information of both sides, at the GM's discretion.
 * 3: You know everything the people know about the subject. You have heard all of the common knowledge that is to be heard, and if there are whispers and rumors, you've heard those too.