
SUPER-SENSES
Effect: Sensory
Action: Free
Range: Personal
Duration: Permanent
Cost: 1 point per rank
Optional: Fatigue
One or more of your senses are enhanced. Each rank gives you one of the
following effects. Some options require more than one rank, noted in their
descriptions.
ENHANCED SENSES
The following effects enhance or improve existing senses, whether one of the
five normal senses or the additional senses listed in the following section.
• Accurate (2 or 4 ranks): You can use a sense to pinpoint something’s
exact location. You can use an accurate sense to target
something in combat. Visual senses are accurate for humans. 2 ranks
for one sense, 4 for an entire sense type.
• Acute (1 or 2 ranks): You can sense fine details about anything
you can detect with a particular sense. Visual and auditory senses are
acute for humans. 1 rank for one sense, 2 for an entire sense type.
• Extended (1 rank): You have a sense that operates at greater than
normal range. Your range increment with the sense is increased by a
factor of 10. Each additional time you apply this option, your range
increment increases by an additional factor of 10, so one increase
makes the range increment 100, two makes it 1000, and so on.
• Radius (1–5 ranks): You can make Notice checks with a Ranged
sense against any point around you. Subjects behind you cannot use
Stealth to hide from you without some other concealment. Cost:1
rank for use with one sense, 2 ranks for one sense type, 5 ranks for all
your senses.
• Ranged (1 rank): You can use a sense that normally has no range
(taste or touch in humans) to make Notice checks at a normal range
increment (–1 per 10 feet).
ADDITIONAL SENSES
The effects here grant additional sensory capabilities or senses beyond
the normal five senses.
• Awareness (1 rank): You can sense the use of powers or effects with
a particular descriptor with a successful Notice check (DC 10, modified
by range). Examples include Cosmic Awareness, Divine Awareness,
Magical Awareness, Mental Awareness, and so forth. You can apply
other Super-Senses to your Awareness to increase its range and scope.
Choose the sense type of your Awareness; usually, it is a mental sense.
• Blindsight (4 ranks): Using a non-visual sense type (chosen
when you take this effect), you can maneuver as well as a sighted
character. Obscure effects are irrelevant to you unless they specifically
affect the sense type you use (such as Obscure Radio against a
radar sense). You can make Notice checks using Blindsight, but you
cannot distinguish fine detail or colors (Blindsight is accurate, but
not acute.)
• Communication Link (1 rank): You have a link with a particular
individual, chosen when you acquire this option, who must also have
this power. The two of you can communicate over any distance like
a use of the Communication power (see page 78). Choose a communication
medium when you select this option.
• Danger Sense (1 rank): When you would normally be surprised
in combat (see Surprise, page 153), make a Notice check (DC 15).
Success means you are not surprised and may act during the surprise
round (if any). Failure means you are surprised (although, if you have
the Uncanny Dodge feat, you retain your dodge bonus to Defense).
The GM may raise the DC of the Danger Sense check in some circumstances.
Your Danger Sense must belong to a particular sense type
(see Sense Types, page 68). Sensory effects targeting that sense
also affect your Danger Sense ability and may “blind” it.
• Darkvision (2 ranks): You can see normally in the dark, even
darkness created by an Obscure effect (although other Obscure
descriptors, such as fog or blinding light, affect you normally).
• Detect (1 rank): You can detect a particular item or effect with
a move action and a Notice check. Detect has no range and only
indicates the presence or absence of something. Choose what sense
type your Detect falls under. +1 rank allows you to use Detect as a
free action (making it a Sense). A seperate +1 rank can permit you to
detect at range.
• Direction Sense (1 rank): You always know what direction north
lies in and can retrace your steps through any place you’ve been.
• Distance Sense (1 rank): You can accurately and automatically
judge distances.
• Infravision (1 rank): You can see in the infrared portion of the
spectrum, allowing you to see heat patterns. Darkness does not
provide concealment for objects differing in temperature from their
surroundings. If you have the Track option, you can track warm creatures
by the faint heat trails they leave behind.
• Low-Light Vision (1 rank): You can see twice as far in low-light
conditions as normal.
• Microscopic Vision (1–4 ranks): You can view extremely small
things. You can make Search checks to see tiny things in your own
area. This costs 1 rank for dust-sized objects, 2 ranks for cellular-sized,
3 ranks for DNA and complex molecules, 4 ranks for atomic-sized.
The GM may require a Knowledge skill check, particularly Knowledge
(physical sciences) to interpret what you see.
• Postcognition (4 ranks): You can perceive events that took place
in the past. You can make Notice and Search checks to pick up on
past information in an area or from a subject. The Gamemaster
sets the DC for these checks based on how obscure and distant in
the past the information is, from 15 (for a vague vision that may
or may not be accurate) to 30 (for near complete knowledge of a
particular past event as if you were actually present). Your normal
(present-day) senses don’t work while you’re using Postcognition;
your awareness is focused on the past. Your postcogntive visions
last for as long as you concentrate. Postcognition does not apply
to mental powers like Mind Reading or any other ability requiring
interaction with the past.
• Precognition (4 ranks): You can perceive events that may happen
in the future. Your precognitive visions represent possible futures. If
circumstances change, then the vision may not come to pass. When
you use this ability, the Gamemaster chooses what information to
impart. Your visions may be obscure and cryptic, open to interpretation.
The Gamemaster may require appropriate Notice skill checks for
you to pick up on particularly detailed information, with a DC ranging
from 15 to 30 or more. The GM can also activate your Precognitionto impart specific information to you as an adventure hook or plot device. Your normal (present-day) senses don’t work while you’re
using Precognition; your awareness is focused on the future. Your
precognitive visions last as long as you concentrate. Precognition
does not apply to mental powers like Mind Reading or any other
ability requiring interaction with the future.
• Radio (1 rank): You can “hear” radio frequencies including AM,
FM, television, cellular, police bands, and so forth. This allows you
to pick up on Radio Communication (see page 78).
• Scent (1 rank): You can detect and identify individuals by scent
alone, although you cannot determine things like exact location,
only their presence or absence (your sense of smell is acute, but not
accurate).
• Time Sense (1 rank): You always know what time it is and can
time events as if you had an accurate stopwatch.
• Tracking (1 rank): You can follow trails and track using a
particular sense. The basic DC to follow a trail is 10, modified by circumstances,
as the GM sees fit. You only move at half normal speed
while tracking. For 2 ranks, you can move at full normal speed while
tracking, for 3 ranks you can move all-out while tracking.
• Tremorsense (3 ranks): You can accurately feel the location of
moving objects in contact with the same surface as you (such as the
ground). If used underwater, you can feel objects moving through
the water all around you, like a Radius sense.
• Ultra-Hearing (1 rank): You can hear very high and low frequency
sounds, like dog whistles or ultrasonic signals.
• Ultravision (1 rank): You can see ultraviolet light, allowing you
to see normally at night by the light of the stars or other UV light
sources.
• X-Ray Vision (4 ranks): You can see through solid objects as if
they weren’t there (such objects provide no concealment to you).
You have to define one reasonably common substance you can’t
see through (such as lead, gold, iron, wood, etc.). A subject with
no cover or concealment relative to you cannot use Stealth to hide
