Sensory Powers

Sensory powers expand or enhance the character’s senses in various ways.

Device: Sensory devices are typically scanners or sense-enhancers like helmets with heads-up displays, amulets, goggles, or the like. They might also be magic items like crystal balls, scrying mirrors, and so forth.

Danger Sense

You have a special sense for danger, moments before it strikes. You can substitute your Danger Sense level for your Awareness for surprise attacks, for your Prowess for evading, and for your Coordination for dodging (essentially making your Danger Sense level the difficulty to hit you in combat). You should have a Danger Sense level greater than your Awareness level for this power to be effective.

Detection (Power Group)

You have the ability to detect a specific form of energy, power, or presence with Awareness equal to your Detection level. Select one type of Detection from the following list:

  • Cosmic: You can detect cosmic-level beings, cosmic energy, and universe-affecting events.
  • Emotion: You can detect emotional states or particular emotions like fear or love.
  • Energy: You can detect different types of energy and follow energy trails. You can identify different energy types with a power test.
  • Magic: You can detect magical energy – spells, artifacts, those with the ability to use magic, etc.
  • Magnetic: You can detect magnetic fields – including uses of Magnetic Control.
  • Power: You can detect the use of certain powers – when a power is used or someone possesses a power, such as mutant or mental powers.
  • Radiation: You can detect radioactive energy and sources of radiation, including uses of Radiation Control.
  • Spirit: You can detect spiritual activity – such as ghosts or astral forms.

The above is by no means a complete listing of available detection powers. Players wanting a form of detection not listed here are encouraged to discuss the idea with their Game Master.

In some cases, the GM may use an opposing ability, like Coordination or Willpower, as the difficulty for a power test to detect a subject deliberately trying to hide from you.

ESP

You have ESP — Extra-Sensory Perception — allowing you to perceive things in distant locations via seeing or hearing (clairvoyance or clairaudience, choose one), Use the lower of your power level or Awareness for tests to notice and search for things in the location. If a location is shielded against your ESP, make a power test against the level of the shielding. The GM may also require ESP tests for areas completely unknown to you, determining what you sense based on the result.

Bonus Power – Full ESP: As a bonus power, you have full ESP, perceiving things in distance locations as if you were actually present, using all your senses.

Bonus Power – Dimensional ESP: As a bonus power, you can extend your ESP into other dimensions, like a use of the Dimension Travel power.

Interface – Not Available in Series 1

You can access information from and interface with computers at visual range. Use the higher of your Interface or Intellect levels when operating computers. Against intelligent computer systems, including self-aware robots, this power works like Telepathy.

Postcognition

You can perceive things that happened in the past. You must touch a place or object in order to sense its past and make a power test, with the difficulty based on how long ago you want to
perceive.

On a success you pick up strong feelings or impressions associated with the subject and time; with a massive success, you have a vision, as if you were actually present at the time. A failed test gives you no information, and you must spend Determination to try again.

The GM can also choose to give you a postcognitive vision at any time, saying you pick up on the “strong impressions” left on a particular subject.

Postcognition Difficulty Levels

Difficulty Time
1 A day
2 A few days
3 A week
4 A few weeks
5 A month
6 A few months
7 A season (four months)
8 Half a year
9 A year
10 More than a year

Precognition

You receive visions of what may happen in the future. Sometimes these visions come unbidden, provided by the GM as plot hooks or helpful hints.

A deliberate attempt at Precognition requires a power test, rolled secretly by the GM against a difficulty based on how obscure or distant the future events are you are trying to see. A moderate success gets you some cryptic clues and visions open to interpretation. A major success gets you clearer information, perhaps a name or a face, while a massive success gets you a very clear and detailed vision, although not necessarily all the information about the events.

The GM can also choose to give you a precognitive vision at any time, having you pick up on particularly strong premonitions as a plot hook to further the story. Precognition also allows you to spend Determination differently: you can choose to make a determined effort on a test after rolling the dice and seeing the result. You can also avoid certain hazards: with a major or better success on a Precognition test and a point of Determination, you can retcon an event that just happened so it wasn’t real at all, but a precognitive warning!

You can use both these benefits (spending determination after a roll and retconning events) a maximum number of times per issue equal to your Precognition level, in whatever combination you choose.

Bonus Power – Danger Sense: If you have Precognition, you can choose Danger Sense as a bonus power.

Precognition Difficulty Levels

Difficulty Time
1 A day
2 A few days
3 A week
4 A few weeks
5 A month
6 A few months
7 A season (four months)
8 Half a year
9 A year
10 More than a year

Sensory Link

You are able to receive sensory input from another’s senses. A sensory link can be formed automatically with a willing target – to form a link with an unwilling target requires a power test against their Willpower. The target must be within visual range for the link to be formed, but may travel out of range with an active sensory link.

A sensory link may be maintained through concentration. If you are distracted (attacked, for example), a Willpower test with a difficulty equal to your Sensory Link level is required to maintain the link. If the subject of your sensory link is stunned or killed, roll a Willpower test with a difficulty equal to the damage of the attack, and read the result as a Mental Blast targeting you.

Supersenses (Power Group)

You have enhanced or extraordinary sensory abilities. Each level in Supersenses grants you one of the following abilities.

  • Additional: You have more than just the five normal senses; each level gives you a new sensory ability, like infravision, radar, sonar, or x-ray vision (the ability to see through solid objects). Discuss the details of the new sensory abilities with the GM.
  • Enhanced: Each level adds a +1 bonus to Awareness tests using a particular sense, much like a specialty; e.g. Enhanced Vision, Enhanced Hearing, etc.
  • Extended: Each level reduces the effective range to sense something by one. For example, you can see things at visual range as if they were only at extended range.

Bonus Powers: If you have Supersenses, you can choose Danger Sense or Detection as a bonus power.

Sensory Powers

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