GMs employing the optional Showdown rules detailed in issue one of No Quarter magazine may wish to add this extension of the Sense Motive skill in their games. Using this option, the Sense Motive skill can be used to read an opponents skill in combat relative to your own and thereby get a sense of how they size up against you. This is often good for avoiding a duel or gunfight with someone that could outdraw you - or before you volunteer to fight in a gorax pit for a few pips. For the full details on the rules of Llaelese duels and fast-draw showdowns, pick up a copy of No Quarter number one at your local game store.
SENSE MOTIVE (WIS) EXPANDED SKILL DESCRIPTION
Size 'em Up:
You can gage another’s relative combat ability compared with your own with a successful Sense Motive check. Your check is opposed by the target’s Bluff check. If you beat your target’s check result, you may determine one of the following:
- Sense if their total attack bonus with a specific weapon (i.e. a military pistol) is higher or lower then yours.
Example responses: "He looks more skilled than you with a long iron " or "you reckon he couldn't hit the broad side of a steam engine from 10 paces."
- Sense if their initiative bonus is higher or lower than yours.
For example:"That bloke looks mighty fast on the draw" or "that boxy halfhead looks slower than an troll at a spelling contest.”
If you fail the check by 5 or more, your observation provides you with incorrect information.
This use of the skill requires you to spend a minimum of 3 rounds observing an opponent who is engaged in combat or at least 1 minute of non-combat observation at the GMs discretion.
Usually, no. A GM may rule that another use of the skill may be used at a later encounter.