Spelljammer
Danger Sense
Source: Champions 5th ed.

A character with this talent has a sixth sense about danger. At its most basic level, Danger Sense prevents the character from being surprised in combat; at more powerful levels, Danger Sense alerts the character to any threat to his person or even the region he is in (e.g., a tsunami will be hitting in four hours).

As a general rule, the character makes a Danger Sense roll by rolling percentile dice and adding his Danger Sense modifier ((PER - 15) x 3) + (rank x 5) and comparing the result to the following table. Depending on the nature of the danger, the GM may need to improvise.
  • Absolute Success - The character has a very clear sense of where the danger is coming from, when it will present itself, who is the source of the danger and the nature of the danger. For example, "In 5 seconds, a humanoid archer will shoot at you from behind those rocks 50 feet away and will be using an arrow that will explode into a fireball on impact".
  • Success - The character knows that danger will manifest and will know two attributes of the danger. The four attributes are who, what, where and when. The GM will decide which two attributes they know but, in general, it will be the most important ones. For the two other attributes, they will have a very general sense. For example, "In 5 seconds, someone will shoot at you with an arrow that will explode into a fireball. The attack will come behind the group."
  • Near Success - As Success but the character will only know one attribute of the danger and have a vague sense of two other attributes.
  • Partial Success - The character will have a basic idea of one attribute of the danger and a very vague sense of another attribute.
  • Failure - The Danger Sense roll fails and the character gets no sense of danger.
  • Absolute Failure - As Failure and future Danger Sense rolls for the next hour are at -10.
  • Blunder - As Failure and future Danger Sense rolls for the next four hours are at -25.

Rank with Danger Sense can expand the nature of Danger Sense.
  • Immediate Vicinity - At rank 6, Danger Sense applies not only to the character with this skill but also to his immediate vicinity. This is defined as a radius equal to rank + ((MA - 15) / 2) feet. This applies to all allies within this area.
  • Family and Friends I - At rank 8, Danger Sense applies to close family and friends (generally defined as other PC's or followers) up to ((MA - 15) + rank) miles away.
  • Family and Friends II - At rank 10 - As above but distance is (((MA - 15) + rank) x 10) miles away.
  • Family and Friends III - At rank 12 - As above but distance is (((MA - 15) + rank) x 100) miles away.
  • Family and Friends IV - At rank 14 - As above but applies to friends and family anywhere on the same planet and plane of existence.

Danger Sense roll for Family and Friends rolls is based on MA instead of PER: ((MA - 15) x 3) + (rank x 5)