This roll is reflexive and can only be performed once. Willpower may not be spent on it.
In case of ranged ambushes, this is done before the player is being aimed at.
Danger Sense also applies to regular premeditated attacks, but not spontaneous combat.
Walking over to someone and rolling Initiative will let them try and pre-empt the threat, possible preparing beforehand. Insulting someone and having them punch you a second thereafter in the face - does not.
If the attacker is unaware the defender possesses the merit, their attack will be rolled back by a number of turns which allow the defender to prepare accordingly.
Enhanced Senses do not lower the difficulty of this. Auspex offers a premonition system and at the storyteller's discretion may stack to offer extra dice. In such cases, add Auspex to your dicepool.
The difficulty of the roll depends on the nature and closeness of the threat.
- difficulty 5 - The attacker is within 5 yards and lunging at your character with a drawn weapon.
- difficulty 6 - The attacker is within close proximity but has not yet shown any signs of aggressiveness.
- difficulty 7 - The attacker is employing ranged attacks against your character. (I.E. thrown knives, guns)
- difficulty 8 - The attacker is far away (100 yards or more) and employing a sniper.
- difficulty 9 - The attacker is using magic, explosives or other subtle means of attack that may not be easily discovered.
Note that the Storyteller may increase or lower the difficulty as they see fit.
The effect of your Danger Sense is determined by the number of successes rolled.
- Failure - The defender remains unaware of an impeding attack. Roll Ambush normally.
- 1 successes - The defender is immediately alert, and may defend themselves. You don't need to beat the enemy's successes to be able to react. You also gain a general direction of where the impeding danger might originate. (South/North/East/West/Above/Below)
- 2 successes - The defender is immediately alert and may act fully. This calls for an Initiative roll. You gain an accurate assesment of the threat's direction and distance.
- 3 successes - The defender is made aware of the impeding threat and gains a free turn to act before it comes to pass.
- 4 successes - The defender can now distinguish the general nature of the threat.
- 5 successes - The defender gains two turns in which they can prepare to deal with the threat or find ways to avoid it alltogether.
- 6 successes+ The defender reaches a higher state of alertness for the scene. They can no longer be ambushed and no threats will elude them. Each attempt counts as though they scored 5 successes. Additionally, each 2 successes after the fifth will add 1 turn in which they may prepare a response.