Super Senses [power]

Cost: 3CP per +2 to various skills
Activate: free; free action

Your senses are highly acute, several times more sensitive than normal. For every rank in the power, you get a +2 bonus on the following skills: Perception, Search, Survival (Track), Disable Device, and Sleight of Hand. This bonus also applies to any other situation in which heightened senses would be a benefit, such as detecting poisoned or spoiled food, or anything that requires a delicate or precise touch. For each rank in this power, you can accurately see, hear, smell, and feel twice as far as normal (i.e., add this distance like a multiplier: x2, x3, x4, etc.).

Enhancements

Enhancement: Blindsense I
Cost: 3CP

You can use one of your senses (player’s choice) out to a range of 30 feet with about half the sensitivity and accuracy as you normally would with your eyes. This can include a keen sense of smell, a finely-honed tactile sense with which you can literally feel the world around your, acute hearing that borders on sonar or echolocation, or even the ability to taste the air around you.

You usually do not need to make Perception checks to notice objects and people nearby you that are within the range of the enhancement, provided there is nothing blocking your specific sense (i.e., you can smell around corners, but you cannot hear through a sound-proofed wall).

Visibility, and lack thereof, still affects your movement. You still lose your Dexterity and Dodge bonuses, if any, against attackers you cannot see. Opponents who have Concealment still get a percentage miss chance against your attacks.

 

Enhancement: Blindsense II
Cost: 3CP

One of your senses (the one you picked for Blindsense I) is now as sensitive and accurate as most people’s sense of sight. You have all the abilities of Blindsense I, plus you are not subject to gaze attacks, you suffer no penalties if you’re blinded, and you ignore blur effects. However, you cannot distinguish specifically visual details, such as colours, and you cannot read the printed word. Any attack against your chosen, alternate sense can effectively blind you. Blindsense II does not function in a vacuum.

 

Enhancement: Protected Senses
Cost: 2CP

Your eyes, ears, and other sensory organs are protected against mundane effects that would overload and/or damage them, such as extremely loud noises, flash/bang grenades, and stink bombs. This enhancement protects against the side effects of Mystical effects (for example, the blinding effect caused by a beam of light aimed into your eyes), but not against Mystical effects designed specifically to cause blindness, deafness, or other sensory debilitation. It does not protect against all sonic effects, merely those directly related to deafening. Thus, you are still vulnerable to a Harpy song or the HP damage from an Energy Attack: Sonic.

 

Enhancement: Super Hearing
Cost: 2CP

Your ears are incredibly sensitive. You can hear beyond the normal range of frequencies. This enhancement doubles all hearing-related bonuses from Super Senses, and doubles the distance at which you can hear things. You can clearly hear ultra- and sub-sonic frequencies, such as dog whistles, ultrasonic motion detectors, and creatures using echolocation.

You can detect another creature’s presence―person, animal, etc.―but not its specific location. If you expend a move action, you can get an accurate direction of the source (within the ranges listed above). If you move within 5 feet of the creature, you can pinpoint it and know its location essentially as well as you could by sight (save for the details that only visual senses could reveal, of course). Unless someone who is using the Stealth skill takes special care to utterly silence themselves (e.g., via the Silence spell), you get a +8 competence bonus to detect them using the Perception skill. This applies specifically to situations in which someone attempts to catch you flat-footed to execute a Sneak Attack.

 

Enhancement: Super Scent
Cost: 3CP

This enhancement lets you detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can detect opponents within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. You can detect strong scents, such as smoke or rotting garbage, at twice the ranges noted above. You can detect overpowering scents, such as a tire fire, at three times these ranges.

You can identify familiar odours just like you might recognise familiar sights and even experience a complexity of scent that most people can get only out of a symphony or a ornately-designed building.

You can detect another creature’s presence―person, animal, etc.―but not its specific location. If you expend a move action, you can get an accurate direction of the source (within the ranges listed above). If you move within 5 feet of the creature, you can pinpoint it and know its location essentially as well as you could by sight (save for the details that only visual senses could reveal, of course). Unless someone who is using the Stealth skill knows specifically to mask their scent as well as their sound and visual presence, you get a +8 competence bonus to detect them using the Perception skill. This applies specifically to situations in which someone attempts to catch you flat-footed to execute a Sneak Attack.

If you have the Track feat and Super Scent, you can Track by smell instead of by visual and other clues. Thus, if you are in an environment in which someone or something would not leave visible tracks, you can still sniff them out, quite literally. You also ignore the effects of surface conditions and poor visibility. If a trail crosses over water, particularly running water, it’s ruined, literally washed away. However, if you can breath under water (i.e., you have the Amphibious trait), then you can also employ your sense of Super Scent across water.

The typical DC for a fresh scent trail is 10. The DC increases or decreases depending on the strength of the quarry’s odour, the number of creatures, and the age of the trail. GMs might grant circumstances bonuses for any of the above factors. Likewise, for every hour that the trail has been cold, the GM will apply a -2 circumstance penalty to the check.

False, powerful odours can easily mask other scents. The presence of such an odour completely spoils your ability to  properly detect or identify other smells, and the base Survival DC to track becomes 20 rather than 10.

 

Enhancement: Super Sight
Cost: 4CP

Your eyes are unbelievably accurate. This enhancement doubles all sight-related bonuses from Super Senses, and doubles the distance at which you can see things. It also adds +100% to the unmodified Range Increments of all your ranged attacks.  Finally, any time you roll a miss-chance for concealment, you subtract 20% from the target number. This last ability works only if you can actually see, so you can’t do it if you’re blind, for example, or subjected to total darkness. If you can see clearly through some other means, like night-sight goggles or a power, then you can use this ability.

The Vision enhancements, below, are modes of the Super Sight enhancement, above. They are powers; therefore, you must activate them, and they can be affected by the metapowers. You cannot activate multiple Vision modes at a time unless you take Multiple Vision.

 

Enhancement: Dark Vision [power]
Cost: 5CP
Activate: free; swift action
Prerequisite: Super Sight

You can see in a complete absence of light.

 

Enhancement: Energy Vision [power]
Cost: 3CP
Prerequisite: Super Sight
Activate: free; swift action

You can see a faint aura around objects that use or radiate energy, such as electronics or batteries. This includes characters with Supertech powers, and most powered technological devices, but not just anything with an Origin.

 

Enhancement: Expanded Vision [power]
Cost: 4CP
Prerequisite: Super Sight
Activate: free; swift action

You can now see into both the infrared and ultraviolet ranges of light. No one who does not share this ability will never know what it’s like to discover two more colours. Groovy. Anyway, you can now effectively see in the dark by navigating heat signatures or seeing by UV light, but your Expanded Vision is only as keen as Blindsense I (see above). You can, however, also see relative heat signatures in the following ranges: cold (below freezing), cool (freezing to room temperature), warm (above room temperature), and hot (oven/cooking temperatures). You can also vaguely make out active IR signals in the air, and you can see any ink, stamp, or other chemical that is visible only under UV lamps.

 

Enhancement: Invisible Vision [power]
Cost: 4CP
Prerequisite: Super Sight
Activate: free; swift action

You can see invisible objects and creatures, such as those protected by the Invisibility spell or power. This power also works against Mental Invisibility.

 

Enhancement: Origin Vision [power]
Cost: 3CP
Prerequisite: Super Sight
Activate: free; swift action

You can detect a faint aura around anything with an Origin, including people who have active powers (but not inactive ones); any supertech, mystical, or psionic items; people who are currently under the influence of a power, including spells and psi-powers.

 

Enhancement: Microscopic Vision [power]
Cost: 1CP per rank
Prerequisite: Super Sight

You can now focus your eyes in such a way that they work as a microscope. You can now magnify, with your naked eye, to a factor of 100. You can take this enhancement multiple times. Each time, it increases your magnification factor (see table). 1500x is around the maximum power of a mechanical microscope, and 1,000,000x is about the equivalent of an electron microscope, which is to say that you could examine objects on a molecular level.

Rank Magnification Factor
0 x0 (width of a human hair)
1 x50 (red blood cell)
2 x1500 (virus, maximum of optical microscopes)
3 x30,000 (smallest transistor gate of a microprocessor)
4 x500,000 (sulfur atom)
5 x2,000,000 (hydrogen atom, electro microscope)

 

Enhancement: Multiple Vision
Cost: 2CP
Prerequisite: Super Sight

You can see with multiple modes of Super Sight at the same time. You do not need to switch between them, and the overlapping visuals do not distract or disorient you. You can still turn specific types of vision on and off at will.

 

Enhancement: Super Touch
Cost: 2CP

Your sense of touch is incredibly sensitive, which includes the ability to sense vibrations in the ground or even through the air. This enhancement doubles all bonuses from Super Senses related to touch, specifically Search, Disable Device, and Slight of Hand. You can now read normal print with your fingertips.

You can detect another creature’s presence―person, animal, etc.―but not its specific location. If you expend a move action, you can get an accurate direction of the source if it is within 30 ft. If you move within 5 feet of it, you can pinpoint it and know its location essentially as well as you could by sight (save for the details that only visual senses could reveal, of course). Unless someone who is using the Stealth skill does not make vibrations through the ground (e.g., they’re flying), you get a +8 competence bonus to detect them using the Perception skill. This applies specifically to situations in which someone attempts to catch you flat-footed execute a Sneak Attack.

Limitations

Limitation: Single Sense
Value: 3CP

You only have a single enhanced sense of your choice, rather than all of them. Bonuses from this power (and the Protected Senses enhancement) only apply to that single sense.

This limitation is not compatible with any enhancement for a sense other than the one you choose, or with the Two Senses limitation.

 

Limitation: Two Senses
Value: 2CP

You only have two Super Senses of your choice, rather than all of them. Bonuses from this power (and the Protected Senses enhancement) only apply to the chosen senses.

This limitation is obviously not compatible with any enhancement for a sense other than the ones chosen, or with the Single Sense limitation.

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