Sense Motive.json 3.3 KB

1234567891011121314151617181920212223242526272829303132333435363738
  1. {
  2. "breadcrumbs": [
  3. "Chapter 1: Gamemastery Basics",
  4. "Running Encounters",
  5. "Adjudicating Actions"
  6. ],
  7. "breadcrumbs_spa": [],
  8. "category": "rules",
  9. "exclude_from_search": false,
  10. "id": "rules-845",
  11. "markdown": "<title level=\"1\" right=\"Rules\">[Sense Motive](/Rules.aspx?ID=845)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen someone tries to [Sense the Motive](/Actions.aspx?ID=85) of an NPC, you’ll need to figure out how to convey the information they receive. It’s best to try to convey this indirectly, such as by describing a lying target’s body language, odd word choices, sweating, or other details rather than saying, “They aren’t behaving normally.” However, sometimes dropping a punchy, “Oh, she is 100% lying about this!” on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to Sense Motive again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to Sense Motive, gets different information about the target, and shares it, that doesn’t really count as new information for a PC who tried previously. Rather, it’s up to the players to roleplay out any changes in their thinking as a result.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
  12. "name": "Sense Motive",
  13. "next_link": {
  14. "label": "Take Cover",
  15. "url": "/Rules.aspx?ID=846"
  16. },
  17. "previous_link": {
  18. "label": "Seek",
  19. "url": "/Rules.aspx?ID=844"
  20. },
  21. "rarity": "common",
  22. "release_date": "2020-02-26",
  23. "resistance": {},
  24. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Adjudicating Actions\r\n</additional-info>",
  25. "source": [
  26. "Gamemastery Guide"
  27. ],
  28. "source_raw": [
  29. "Gamemastery Guide pg. 13"
  30. ],
  31. "source_category": "Rulebooks",
  32. "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>",
  33. "speed": {},
  34. "text": " Sense Motive Source Gamemastery Guide pg. 13 When someone tries to Sense the Motive of an NPC, you’ll need to figure out how to convey the information they receive. It’s best to try to convey this indirectly, such as by describing a lying target’s body language, odd word choices, sweating, or other details rather than saying, “They aren’t behaving normally.” However, sometimes dropping a punchy, “Oh, she is 100% lying about this!” on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to Sense Motive again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to Sense Motive, gets different information about the target, and shares it, that doesn’t really count as new information for a PC who tried previously. Rather, it’s up to the players to roleplay out any changes in their thinking as a result. ",
  35. "type": "Rules",
  36. "url": "/Rules.aspx?ID=845",
  37. "weakness": {}
  38. }