Rules

For most intents and purposes the rules for Seventh Sight are those of D20 Modern. The optional "FX powers" (arcane spells, divine spells, and psionics) are not likely to appear in the game, at least not for player characters, at least not at the start. However, there are an additional feat and an additional skill:

Feat: The Sight

You sense things that most others cannot. This sense usually manifests in a similar way to vision, although it doesn't have to -- your concept for the character may differ (e.g., someone who has been blind since birth may still have the Sight, but may interpret its impressions in another way), and the situation may make information available to other senses.

Benefit: You gain one of the seven types of Sight (Red, Green, Blue, Gold, Black, Gray, or White); this will allow you to See things that no other without that type of Sight can. As with other types of sensing tasks, the GM may require Spot, Listen or Search rolls (or make them in secret) when there is something that might be Seen, setting an appropriate DC, although a character without the proper type of Sight has no chance of detecting such things. A Sight Experience roll (see below) may be required to determine how well you interpret what you have Seen.

Special: This feat can only be taken as one of the character's initial two feats.

Skill: Sight Experience (Wis)

Trained Only

Sight Experience reflects how much experience you have with using whatever form of Sight (see above) you have. It determines how well you can interpret what you have Seen.

Check: Unless it is obvious, the GM will usually direct you to make a Sight Experience roll when you See something, to determine how much information to give you. Usually the GM will have a table and will compare your result with this table to see which DC you have beaten. The DC of the task varies depending on the type of Sight, so see the Sight rules for the individual Sight type for the DC guidelines. Generally speaking, though, it goes something like this:

DC Detail
10 Absence or presence of auras/impressions (note: may be something you already know about)
15 Number and location of auras/impressions
20 The most basic of details, for the easiest auras/impressions
25+ More difficult auras/impressions, more details

Try Again?: Either you know what something means or you don't, but the GM might allow you to try again if you are distracted, under the influence of alcohol or drugs, or otherwise not at full mental capacity when you make your first attempt. Also, if you discover more information, via Sight or by other means, the GM may allow another try, reflecting new insights that may have come to you as a result of the new knowledge.

Special: You may take 10 if you have plenty of time to concentrate and examine the situation. You may not take 20.

Time: Using your Sight Experience is at least a move-equivalent action, although some situations may require more concentration (and possibly Search checks).


These pages copyright © 2002 Tom Lee.