Senses Redone

Extra Sense Type (Sensory)

Action: Free or None • Range: Personal • Duration: Permanent • Cost: 1 point per sense

You gain a new sense. Your sense must select some descriptor that it detects. Radio waves, vibrations, electromagnetic energy, magical energy, etc. The GM must approve of the descriptor. When creating the sense, you must choose one of the following base packages for how your sense works. Keep in mind that for purposes of illusions, any illusion that can generate a visual component for instance can fool any visual sense.

The base sense packages are:
• Visual: The sense uses your eyes or other visual sensor, and goes away anytime you’re blinded. It has ranged, acute and accurate.
• Auditory: The sense uses your ears (or other auditory receptor). It can’t be used if you’re deafened. It has ranged, acute and radius.
• Olfactory: This sense uses your sense of taste or smell. Anything that blocks your sense of smell also blocks this effect. A specialty olfactory sense has ranged and radius.
• Tactile: This uses your sense of touch. A specialized tactical sense has accurate by default.
• Mental/Other: This is a non-standard sense. It has no base abilities by default.

Note that enhancements for extra sense types must be purchased separately. So for instance, you must take extended or analytical on your infravision separately from your standard vision.

Also keep in mind that only one sense of a given type can be active at a time (barring mental/other senses). So if you have visual infravision, you can’t have it active at the same time as your regular sight. If you want both to work simultaneously, you can take the Dual-Sense extra. Otherwise it works similar to predator vision, where you have to toggle between sense types (this is a free action generally)
Some examples of extra sense types:

You can sense (generally see if applied to sight) in the infrared portion of the spectrum, allowing you to discern heat patterns. If you have the Track effect, you can track warm creatures by the faint heat trails they leave behind. The Gamemaster is the final judge on how long the trail remains visible.

You can “hear” (or possibly see or feel) radio frequencies including AM, FM, television, cellular, police bands, and so forth. This allows you to pick up on Radio Communication (see the Communication effect).

This sense specifically detects living creatures by the life force they give off, effectively allowing you to see, hear or smell life energy.

You can detect Aela-based magical energy. Coupled with Analytical, you may be able to identify magical effects.

You emit sound waves which bounce off physical objects and detect them. This is typically attached to hearing, but can also be applied to tactical sense as a base.

You can see ultraviolet light, allowing you to see normally at night by the light of the stars or other UV light sources.

You can hear very high and low frequency sounds, like dog whistles or ultrasonic signals, including those used by some remote controls. In some campaigns this may be free if it doesn’t have any tangible benefit.


Affects Others: You can grant the benefits of one or more Senses to another character. Apply Affects Others only to the ranks of the chosen sense(s). +0 or +1 cost per rank.

Dual Sense: Your sense can be active with your standard sense of the same type, and any others with this ability. This creates a sort of overlap where you perceive both senses at once, creating a sort of hybrid sense. Magic sense dualed with regular vision may cause enchanted objects or people to glow in standard vision for instance, or perhaps just have an otherworldly tint. The base Tactile and Olfactory senses have this ability by default and thus don’t require it unless you want to combine multiple extra senses of those types. Mental senses automatically work with each other. Flat +1 point per sense.


Limited: The sense is less useful than normal in what it can detect. For instance a magic sense that won’t detect lingering magic, but rather just spells as they’re being cast. You can also apply limited to any enhanced senses perks you apply to this sense. –1 cost per rank.

Noticeable: Senses with this flaw are particularly noticeable in some way: your eyes may glow, for example, or you may emit a noticeable sound, vibration, energy, or the like for use as a sensor. Flat –1 point.

Enhanced Senses (Sensory)

Action: None • Range: Personal • Duration: Permanent • Cost: 1 point per rank

One or more of your senses are improved, or you have additional sensory abilities beyond the normal five senses.

First choose a specific sense to assign a given perk, then allocate ranks in senses to the following effects. Some options require more than one rank, noted in their descriptions. So if you have Senses 3, for example, you can have extended hearing (1 rank) and vision that counts concealment (2 ranks).

You can buy additional sense types with the Extra Sense Type effect and can then apply extra senses to them. You must apply enhancement separately to different senses even if they’re both visual for instance. Your ability to visually sense life might be able to penetrate walls but your standard vision may not for instance.

Like all sensory effects, Senses uses the sense types as descriptors.

An accurate sense can pinpoint something’s exact location. You can use an accurate sense to target something in combat. Visual and tactile senses are normally accurate for humans.

You can sense fine details about anything you can detect with a particular sense, allowing you to distinguish between and identify different subjects. Visual and auditory senses are normally acute for humans.

Beyond even acute, you can perceive specific details about anything you can detect with an analytical sense, such as chemical composition, exact dimensions or mass, frequency of sounds and energy wavelengths, and so forth. You can only apply this effect to an acute sense. normal senses are not analytical. A sense can only detect things that are noticeable via what it is capable of detecting. For instance, standard hearing with analytical might be able to do voice analysis, but couldn’t measure heat.

You have a link with a particular individual, chosen when you acquire this option, who must also have this ability. The two of you can communicate over any distance like a use of the Communication effect. Choose a sense type as a communication medium when you select this option; mental is common for psychic or empathic links. If you apply the Dimensional modifier to your Communication Link, it extends to other dimensions as well (see Dimensional under Power Modifiers for details).

A sense type with this trait ignores the Concealment effect of a particular descriptor; you sense the subject of the effect normally, as if the Concealment wasn’t even there. So if you have vision that Counters Invisibility, for example, then invisible beings are visible to you. For 5 ranks, the sense type ignores all Concealment effects, regardless of descriptor. Concealed subjects seem slightly “off” to you, enough to know they are concealed to others. This trait does not affect concealment provided by opaque objects, for that, see Penetrates Concealment.

A sense type with this trait ignores the Illusion effect; you automatically succeed on your resistance check against the illusion if it affects your sense type, realizing that it isn’t real.

When you would normally be surprised in combat, make a Perception check (DC 10 with normal range penalties): One degree of success means you’re not surprised, but can’t act during the surprise round (so you don’t suffer any conditions of being surprised), while two or more degrees of success means you are not surprised and may act during the surprise round (if any). Failure means you are surprised (although, if you have Uncanny Dodge, you are not vulnerable). The GM may raise the DC of the Danger Sense check in some circumstances. Choose a sense type for your Danger Sense. Sensory effects targeting that sense also affect your Danger Sense ability and may “blind” it. Threats that can’t be perceived via your sense with danger sense won’t trigger it.

You can see in complete darkness as if it were normal daylight; darkness provides no concealment to your vision. This is essentially the same as Counters Concealment (Darkness).

You always know what direction north lies in and can retrace your steps through any place you’ve been while using the enhanced sense.

You can accurately and automatically judge distances with your sense.

You have a sense that operates at greater than normal range. Your range with the sense—the distance used to determine penalties to your Perception check—is increased by a factor of 10. Each additional time you apply this option, your range increases by an additional factor of 10, so 1 rank means you have a –1 to Perception checks per 100 feet, 2 ranks makes it –1 per 1,000 feet, and so on. An extended sense may be limited by conditions like the horizon and physical barriers between you and the subject, unless it also Penetrates Concealment.

You ignore circumstance penalties to visual Perception checks for poor lighting, so long as it is not completely dark. This is generally only for standard sight or other senses that use visual light. It could also be adapted to any sense using electromagnetics to detect more faint electromagnetic signals.

You can view extremely small things. You can make perception checks to see tiny things nearby. Cost is 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 an Expertise skill check to understand and interpret what you see.

A sense with this trait is unaffected by concealment from obstacles (rather than Concealment effects). So vision with penetrating sees right through opaque objects, for example, and hearing that Penetrates Concealment is unaffected by sound-proofing or intervening materials, and so forth. Note that this advantage doesn’t automatically negate all stealth. For while you can penetrate objects, you don’t see on all “layers” simultaneously. You must specifically adjust your vision to see through walls. Due to the vast amount of physical data you have to process, you can’t simply see on all layers at all time. So you can specifically scan behind a door, or with time check out a whole building, but it takes active effort to do so, it doesn’t happen with standard passive perception.
If you want a sense that allows you to detect creatures through walls specifically, it’s advise you take a limited extra sense like lifesense.

Your senses extend into the past, allowing you to perceive events that took place previously. You can make Perception 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 DC 15 (for a vague vision that may or may not be accurate) to DC 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 postcognitive visions last for as long as you concentrate. Postcognition does not apply to sensory effects like Mind Reading or any other ability requiring interaction. Postcognition may be Limited to past events connected to your own “past lives” or ancestors, reducing cost to 2 ranks.

Your senses extend into the future, allowing you to perceive events that may happen. 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 Perception 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 Precognition to 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 sensory effects like Mind Reading or any other ability requiring interaction.

You can make Perception checks with a radius sense for any point around you. Subjects behind you cannot use Stealth to hide from you without some other concealment. Auditory, olfactory, and tactile senses are normally radius for humans.

You can use a sense that normally has no range (taste or touch in humans) to make Perception checks at range, with the normal –1 per 10 feet modifier. This can be enhanced with the Extended Sense effect.

You can read or take in information from a sense faster than normal: each rank increases your perception speed by a factor of 10 (x10, x100, etc.) with a single sense, double cost for an entire sense type. You can use rapid vision to speed-read, pick up on rapid flickering between frames of a film, watch video replays in fast-forward speeds, and such, rapid hearing to listen to time-compressed audio “blips,” and so forth.

You always know what time it is and can time events as if you had an accurate stopwatch.

You can follow trails and track using a particular sense. Basic DC to follow a trail is 10, modified by circumstances, as the GM sees fit. You move at your speed rank –1 while tracking. For 2 ranks, you can move at full normal speed while tracking


Affects Others: You can grant the benefits of one or more Senses to another character. Apply Affects Others only to the ranks of the chosen sense(s). +0 or +1 cost per rank.

Area: The Area modifier only applies to Senses that affect Others, and only to extend their benefits to everyone in an area. Apply the Selective modifier for the ability to choose who in the area does and does not benefit from the Senses. To affect the area of a sense itself, use the Extended and Radius traits of the Senses effect. +1 cost per rank.

Dimensional: This modifier allows you to extend your senses into other dimensions. It’s assumed to apply to all your senses, allowing you to sense your proximate location in the other dimension(s). For a more extended range, use Remote Sensing with this modifier. +1 point per rank.

Innate: Senses, particularly those of aliens or constructs like robots, may be Innate, although this does not prevent sensory effects like Concealment or Dazzle from disabling them. Flat +1 point.

Ranged: Likewise, the Ranged extra only applies to Senses that Affect Others, extending the distance at which you can grant their benefits. To extend the range of a sense itself, use the Extended, Radius, and Ranged options of the Senses effect. +1 or +2 cost per rank.


Limited: Some Senses may be Limited to only sensing certain things or only under certain circumstances. As usual, the sense must lose about half its utility to qualify for this flaw, less than that is more likely a particular descriptor associated with the sense and may constitute a complication at the GM’s discretion when it comes up in play. –1 cost per rank.

Unreliable: Some Senses may be unreliable; the GM makes checks for reliability when the sense is used. Two variations of this flaw may apply: in the first, the Senses effect is unreliable, when it doesn’t work, the character perceives nothing with that sense. In the second, the character’s perceptions are unreliable, the sense appears to work, but the character gets the wrong information. For this reason, the GM should make all reliability checks for Senses in secret, just informing the player of what the character does (or does not) notice.* –1 cost per rank.*

Senses Redone

Yurathian Destiny taragnor