Passive and Automatic Discovery in XOver | World Anvil
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Passive and Automatic Discovery

This work uses material from Changing Skills: A Matter of Survival, published by Magpie Games in The Fate Codex Volume 1, Issue 2 and written by Ryan Macklin, and is licensed under the Creative Commons Attribution 4.0 International license.
Now that we have Survival detailed [...] we don’t have to stop there. lets look at passive discovery and automatic discovery.  

Passive Discovery

Where the GM might call for a Notice roll to see if the characters process something they’ve just seen or heard in an actionable fashion—should be split into all the other skills. Investigate is the default, but every skill can be used to discover something: Lore to process that some arcane writings are actually a passcode to magically open a door, Shoot to get a sense of what weapon was just shot from a distance (“That’s a very distinctive sound” from "Leverage’s" Eliot), Empathy to reflexively tell if someone’s lying, etc. Tis means that anything where the character isn’t intently focusing on something, just the brain automatically processing stimuli in a useful way, is covered by how well versed the character is in a feld. (Tis will naturally include ways where Survival conveys such information, such as spotting a useful item in the muck or seeing a hidden danger.)  

Automatic Discovery

This concept centers around rewarding characters with high competence in any feld (which is every character in a Fate game) by ensuring they never miss key information. In automatic discovery, all of your skills rated at Good [+3] and higher have an additional beneft: they always succeed at overcome actions or creating advantages that involve passive discovery—i.e., any time when the GM would normally call for a skill roll to spot or hear something that is reflexive and takes no time or effort. No roll is required; the characters are just that good. Now instead of the person with a high Notice being the person who discovers all things, the person with the high Athletics notices the martial arts an opponent is using (thus suggesting where they trained), the high Burglary sees the telltale scratches around a lock or window pane that suggests it’s been compromised, and so on.   The characters can still make actions involving active discovery, just as normal. Nothing’s changing in that regard for creating advantages or other actions that involve focused effort. After all, Notice isn’t really useful in that regard; that’s where Investigate (or other skills, depending on the situation) comes into play.   Furthermore, we’ll add a little bit more to skills that are Great [+4] or higher—assume they succeed with style at passive discovery. That means extra free invocations or other benefts from being one of the setting’s top experts or masters of that feld or discipline.   In settings where gaining knowledge is potentially harmful, such as those where fghting to retain one’s sanity is a big deal, automatically succeeding at passive discovery is one of the most dangerous things to have. And that makes it even more interesting. But even without that, this dynamic highlights every character’s mind and ability to discover and unconsciously process things under fire.


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