Enhanced Senses TM Written by WILLIAM H. STODDARD Edited by NIKOLA VRTIS Illustrated by SHEA RYAN and DAN SMITH Additional Material by JAMES L. CAMBIAS, S.A. FISHER, STEVE JACKSON, PHIL MASTERS, DAVID L. PULVER, SEAN PUNCH, HANS-CHRISTIAN VORTISCH, and JON F. ZEIGLER GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED GURPS Line Editor z SEAN PUNCH Chief Operating Officer z SAMUEL MITSCHKE Assistant GURPS Line Editor z JASON “PK” LEVINE Managing Editor z MIRANDA HORNER GURPS Project Manager z STEVEN MARSH Director of Sales z ROSS JEPSON Production Artist and Indexer z NIKOLA VRTIS GURPS FAQ Maintainer z VICKY “MOLOKH” KOLENKO Page Design z PHIL REED and JUSTIN DE WITT Art Direction and Prepress Checker z NIKKI VRTIS Playtesters: Roger Bell_West, Frederick Brackin, Phil Masters, and Emily Smirle GURPS, Pyramid, Warehouse 23, the all-seeing pyramid, Powers, Enhanced Senses, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Powers: Enhanced Senses is copyright © 2015 by Steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. STEVE JACKSON GAMES Stock #37-0150 Version 1.0 – February 2015 ® C ontents IntroductIon . . . . . . . . . .3 SenSeS and SkillS . . . . . . . . . . . . 9 tactile and PreSSure SenSeS . . 22 Publication History .............3 Skills Enhancing Abilities. . . . . . . .9 How Fast Can You Read? . . . . . . . 23 Required Books ................3 Abilities Enhancing Skills. . . . . . .10 cheMical SenSeS . . . . . . . . . . . . 23 About the Author. . . . . . . . . . . . . . .3 Triangulation . . . . . . . . . . . . . . . . . 10 Smell .......................23 Taste ........................24 1 . SenSory PowerS . . . . . .4 2 . SenSory AbIlItIeS . . . .11 Proteomic Senses .............24 SourceS and PowerS . . . . . . . . . . 4 electroMagnetic Genomic Senses ..............25 Power Sources .................4 radiation SenSeS . . . . . . . . 11 MiScellaneouS SenSeS . . . . . . . . 25 Including Sensory Abilities Radar and Radio ..............11 Chi Sense ....................25 in Other Powers .............5 Visual Impairment . . . . . . . . . . . . .12 Gravitational Sense ............25 Other Sources . . . . . . . . . . . . . . . . . . 5 Vision and Ladar ..............12 Sensory-Ability Perks . . . . . . . . . . . 26 defining the SenSeS . . . . . . . . . . 6 Illumination Levels . . . . . . . . . . . . 13 Orientation and Sensory Range .................6 Under the Hood: Acceleration Senses .........27 Near-Field Senses . . . . . . . . . . . . . . . 6 The Mark One Eyeball . . . . . . . .15 Para-Senses ..................27 Under the Hood: Range Penalties Fields of View and Extra Eyes . . . . 16 for Telecommunication X-Ray and Gamma 3 . SenSory and Signal Detection . . . . . . . . . . 6 Ray Senses ................16 APPlIcAtIonS . . . . . . .28 The Sensory Hierarchy ..........6 electric and hyPerSenSory abilitieS . . . . . . . 28 Sensory Hierarchy Chart ........7 Magnetic SenSeS . . . . . . . . . 17 PercePtual SPeed . . . . . . . . . . . 30 Active and Passive Senses ........7 Electric Currents ..............17 Field Senses . . . . . . . . . . . . . . . . . . . 7 SenSory knowledge . . . . . . . . . 30 Electric Fields ................17 Variant adVantageS . . . . . . . . . . . 7 Magnetic Fields ...............18 Shared SenSeS . . . . . . . . . . . . . . 30 ModifierS . . . . . . . . . . . . . . . . . . 8 acouStic and SyneStheSia . . . . . . . . . . . . . . . . 31 Generalized Modifiers ...........8 Vibratory SenSeS . . . . . . . . 19 Sensory-Application Perks . . . . . . . 31 Variant Modifiers ..............8 Sonar .......................19 APPendIx: New Modifiers .................9 Hearing .....................19 Normal Senses and Modifiers ....9 Power tAble . . . . . . .32 Loudness Levels . . . . . . . . . . . . . . . 21 From Perception to Destruction . . . 9 Hearing in Tunnels . . . . . . . . . . . . .22 Index . . . . . . . . . . . . . . .34 Vibration Senses ..............22 A GURPS bout Steve Jackson Games is committed to full sup- Internet . Visit us on the World Wide Web at sjgames. port of GURPS players. Our address is SJ Games, P.O. com for errata, updates, Q&A, and much more. To dis- Box 18957, Austin, TX 78760. Please include a self-ad- cuss GURPS with our staff and your fellow gamers, dressed, stamped envelope (SASE) any time you write us! visit our forums at forums.sjgames.com. The web page We can also be reached by e-mail: [email protected]. for GURPS Powers: Enhanced Senses can be found at Resources include: gurps.sjgames.com/enhancedsenses. Bibliographies . Many of our books have extensive bibli- New supplements and adventures . GURPS continues to ographies, and we’re putting them online – with links to let grow – see what’s new at gurps.sjgames.com. you buy the resources that interest you! Go to each book’s Warehouse 23 . Our online store offers GURPS adven- web page and look for the “Bibliography” link. tures, play aids, and support in PDF form . . . digital cop- Errata . Everyone makes mistakes, including us – but ies of our books, plus exclusive material available only on we do our best to fix our errors. Up-to-date errata pages Warehouse 23! Just head over to warehouse23.com. for all GURPS releases, including this book, are available Pyramid (pyramid.sjgames.com). Our monthly PDF on our website – see above. magazine includes new rules and articles for GURPS, sys- temless locations, adventures, and much more. Look for Rules and statistics in this book are specifically for the each themed issue from Warehouse 23! GURPS Basic Set, Fourth Edition . Page references that begin with B refer to that book, not this one. C 2 ontents i ntroduCtion Ruuarrh slipped through the fading twilight, her pupils and GURPS Space for the biological basis of sensory abilities; spread wide to watch the trail, so that no noise would betray her . and GURPS High-Tech and GURPS Ultra-Tech for techno- Her stealthy movements were half-instinct, and she gave them logical sensors. However, nearly all of the content is original. little thought . All her mind was directed forward, seeking the roundeye scout she was tracking . She had the scout’s tang in her r b equired ooks nostrils; now she had to track him down before he could bring other men to the campsite where her sisters were looking after This supplement requires the GURPS Basic Set and her children . GURPS Powers, as the abilities within make extensive use of Up ahead, there was a sound of breathing, loud in Ruuarrh’s the advantages and modifiers in those works. ears . She couldn’t see through the bushes it came from, but that wouldn’t matter . She had carried her horn-and-sinew bow already strung . Now she took out an arrow and nocked it . All her attention went And what magnificent to listening, as the Old One had taught her . Her ears turned, instruments of observation bringing her target’s breathing closer and closer, until she heard nothing else . Her own breathing became one with it, as she took we possess in our senses! This aim at the sound – and loosed the arrow . nose, for example, of which no Heightened perception is a common special ability in fan- philosopher has yet spoken with tastic fiction. It’s the defining trait of some characters, such as Heimdal, the watchmen of the Norse gods; the Marvel Comics reverence and gratitude, is actually superhero Daredevil; or Rachel Pirzad on the television series the most delicate instrument so Alphas . Many others have keen senses as one among multi- ple special abilities, such as the animal-like perceptiveness of far at our disposal: it is able to Tarzan of the Apes, or Superman’s vision and hearing powers. detect minimal differences of Being able to see, hear, or otherwise sense what others can’t is a subtle advantage, but it can be a potent one. motion which even a spectroscope The opening chapter reviews the GURPS rules for powers, cannot detect . Today we possess suggests ways of applying them to the senses, and examines and expands the existing rules for sensory advantages. The science precisely to the extent to other chapters describe specific abilities: new or enhanced channels for sensory input in the second, and improved ways which we have decided to accept of processing that input in the third. Scattered through the the testimony of the senses . supplement are expanded or modified rules for Sense rolls and other game mechanics. – Friedrich Nietzsche, GURPS Powers: Enhanced Senses can be used in a wide Twilight of the Idols range of campaigns: hard science fiction rooted in biology and engineering, fantastic adventures where a martial artist or a sage can have mysterious gifts, supers campaigns where drama overrules the laws of nature, and more. The abilities presented in this supplement are categorized into powers that About tHe AutHor fit these varied genres, sometimes as variants for different William H. Stoddard is a professional copy editor, special- powers. The GM should treat it as a toolkit, choosing abilities izing in scientific and scholarly publications in fields ranging to suit his campaign. from aerospace technology to literary history. Fortunately, he Enhanced Senses also serves as a source of information likes reading nonfiction; his research library is threatening to on realistic nonhuman sensory capabilities. The abilities take over his apartment, and he regularly visits the nearest included in the Enhanced Senses power (p. 4) are based on university library, which supplied many useful sources for actual biology. A GM wanting to write up a real-world animal, this supplement! His other pleasures include cooking, reading or a fictional alien race as discussed in GURPS Space, can science fiction and alternate history, and running and play- find added detail in this supplement. ing in roleplaying games, which he has been doing since 1975 when he first encountered Dungeons & Dragons. His previ- P H ubliCAtion istory ous work for Steve Jackson Games includes GURPS Supers, GURPS Low-Tech, and the award-winning GURPS Social This is the first edition of GURPS Powers: Enhanced Engineering. He lives in San Diego with his cohabitant Carol, Senses. It draws inspiration from GURPS Powers, whose treat- two cats, two computers, and far too many books! ment of sensory powers it expands upon; GURPS Bio-Tech i 3 ntroduCtion C o HAPter ne s ensory P owers “Senses” in this volume means abilities of the physical dealt with by GURPS Magic and GURPS Thaumatology. body – the eyes, ears, nose, skin, tongue, and more exotic (See Other Sources, p. 5, for exceptions.) It does cover a sense organs. It doesn’t include abilities purely of the mind; wide range of sensory gifts, from documented abilities of those can be found in GURPS Psionic Powers, especially actual animals to the wildly unrealistic senses of supers and under ESP. Similarly, awareness of supernatural forces is space-opera aliens. s P ourCes And owers As defined in the GURPS Basic Set and GURPS Powers, a Enhanced Senses power has three components: a set of advantages, the power’s You have sense organs that normal human beings lack, or abilities, that represent different manifestations of the power; your sense organs are modified from the human norm. (The a power modifier based on the source of the power, which skin counts as a sense organ!) Your biological differences turns an advantage into an ability of the power; and a Talent can be identified by such methods as dissection, medical that makes it easier to use a power’s abilities. imaging, or DNA sequencing. They are subject to technolog- Talents for sensory powers cost 5 character points/level. ical countermeasures ranging from TL0 herbs to advanced However, 5 points/level is also the cost of raising Perception nanotechnology. Related abilities have the power modifier above IQ. Why buy a Talent that only affects sensory pow- Biological (Passive) (-5%) – distinguished from Biological by ers, when the same points will boost all the senses? There are not including Costs Fatigue as a limitation; see Active and three reasons: Passive Senses (p. 7). • Many sensory advantages allow both Sense rolls and IQ rolls (for example, to mem- orize or analyze sensory impressions). A spe- cialized Talent adds to both; raising Perception The writer claimed by a momentary only improves the Sense rolls. expression, a twitch of a muscle, or a glance • For normal human characters, Per can’t of an eye, to fathom a man’s inmost thoughts . be raised above 20. However, a Talent can add to this, giving up to +4 to Sense rolls. Deceit, according to him, was an impossibility • Talent aids Power Block rolls (such as in the case of one trained to observation with Glare Adaptation, pp. 13-14, and Reality Testing, p. 29). and analysis . Perception itself can’t be included in a sen- – Arthur Conan Doyle, A Study in Scarlet sory power. GURPS Powers disallows attri- butes within powers, and in this particular case, it would be too much like double count- ing if the power source granted an ability that’s a near substi- Hypercognition tute for the power Talent! This also applies to Acute Senses, You can enter a state of intense concentration, through which amount to discounted forms of Per for one sense each. self-hypnosis or innate neurodiversity. This lets you maximize your brain’s processing of sensory information. The power P s ower ourCes modifier is Savant (-10%). Your powers give you two Tempo- rary Disadvantages: Incurious (12), making it hard for you to A variety of power sources can grant sensory abilities. This focus on anything you weren’t looking for, and Oblivious, hin- supplements presents five sensory powers. dering your interaction with other people. s P 4 ensory owers Sensor Implants Supersenses You have electromechanical devices inside your body, or Your sensory abilities are a full-blown superpower; they permanently attached to it, that augment its senses. Their func- can include scientifically unrealistic advantages such as Dark tions include some that biological organs can’t provide. These Vision, Para-Radar, or Penetrating Vision. The power modifier implants are more advanced than TL8 technology, probably is Super (-10%). Your abilities can be suppressed by Neutralize TL9-10, and their power modifier is Electronic (-30%): They or Static, or blocked or stolen by weird-science inventions – a require weekly maintenance, at one hour per ability (Tempo- wider range of vulnerabilities than for Biological (Passive). rary Disadvantage, Maintenance, -5%); they are easily found by metal detectors and any sensor that can detect radio emis- i s nCluding ensory sions (Nuisance Effect, Detectable, -5%); and they’re subject to electrical disruption (Temporary Disadvantage, Electrical, A o P bilities in tHer owers -20%). For far-future tech and superscience that lacks some of these flaws, see Other Sources (below). Many sensory abilities fit powers that aren’t primarily sen- sory. Sight relies on light and can form part of light powers. Sensory Focus Hearing can be part of sound powers. Smell and taste can be added to chemical powers. An enhanced sense of touch You’ve trained in esoteric mental and physical disciplines might appear in elastic powers. Exotic senses can be included that let you channel your life force into superhuman feats, in powers based on what they detect: radiation powers for including perception. The power modifier is Chi (-10%). You X-ray vision, or electrical powers for radar, radio, or electric must engage in regular exercises to maintain your abilities; field senses. this requires a -10-point disadvantage, such as Disciplines of Another option is to include enhanced senses in ani- Faith (Monasticism or Mysticism), a major Vow, or combined mal-themed powers. For example, a character with bat pow- lesser disadvantages as discussed in GURPS Thaumatology: ers could have sonar as well as flight. Chinese Elemental Powers. If you neglect this, your power It’s possible to break up a sensory power into narrower fails the first time you call on it under stress, leaving you themes, such as Enhanced Vision or Enhanced Taste and mildly ill; treat this as one of coughing/sneezing, drowsy, nau- Smell. The associated Talent costs less, just as Acute (Sense) seated, or moderate pain (p. B428), as the GM determines. costs less than Per. Treat this as a -60% limitation on the You need 1d days of continued meditation to restore your Talent: Only (Sense) . inner balance. o s tHer ourCes Almost any power modifier can be used with sensory supernatural knowledge through Blessed, Oracle, or even abilities. Many modifiers have a value of -10%, and can be Common Sense. More potent blessings may be compara- substituted for Chi, Savant, or Super without recomput- ble to Supersenses. ing costs; all that’s needed is to decide what abilities make Magical (-10%): Lots of spells in GURPS Magic affect sense with a source, and the nuances of how they work. the senses, and most mages rely on spells rather than on Here are suggestions for alternate sources: powers. Moreover, a spell or enchantment may perma- nently enhance the senses, in ways comparable to any Advanced Electronic (-20%): In a mature TL10+ setting of the listed powers – even Sensor Implants (above), for with pervasive nanotech, photonics, and so on, implants Technological spells. The GM who favors Magic Is Power will be distinguishable only via medical imaging. The (see Chapter 7 of GURPS Thaumatology) can select abil- technology may have lifetimes that rival those of natural ities, change their modifier to Magical, and include them body parts. These use Advanced Electronic (-20%), which in a list of magical effects. is Temporary Disadvantage, Electrical. Nature (-20%): Keen senses are a common benefit of Cosmic (+50%): Your abilities have the form of senses: being raised by animals or nature spirits. Defining them They perceive reality rather than controlling or creating it, as Sensory Focus abilities, with a different modifier and and they’re tied to your body and your (physical or meta- cost, usually works well. physical) location. However, they aren’t limited by natu- Psionic (-10%): Sensory abilities don’t have the “action ral laws – only other cosmic powers can elude or block at a distance” that’s common to psi. Even so, psi can them. Cosmic senses start with everything included in improve sensory functions, just as Psychokinesis can grant Supersenses and go on from there! Cosmic senses fit gods Lifting or Striking Strength. Hypercognition or Super- into whose domains the senses fall, and alien entities with senses (above) can be reinterpreted as psionic effects. weird and inexplicable minds. Superscience (-10%): Some supers use devices instead Divine (-10%): Saints and prophets often have of innate powers. Substitute Superscience for the stan- abilities resembling Hypercognition (p. 4) or Sensory dard Super modifier of Supersenses, and add appropriate Focus (above). These may be accompanied by access to gadget limitations. s P 5 ensory owers d s efining tHe enses Both natural human senses and senses available as advan- and Signal Detection, below). The same applies to Telecom- tages can be described by their range of operation; what they munication (Receive Only) and to Detect (Signal Detection) detect; and whether they’re active or passive. that responds to telecommunication. Hearing takes -1 per doubling (Hearing Distance Table, p. B358; see also Loudness s r Levels, p. 21, and Hearing in Tunnels, p. 22), though its base ensory Ange range depends on the loudness of the sound source – and it Senses are divided into ranged and contact senses. Contact gets bonuses at shorter distances! A 1,000¥ increase in range senses, such as taste and touch, respond only to things that means -20 for Scanning Sense and -10 for other senses in this come in contact with the body. If this isn’t inherent in the group. Senses with a stated base range use these modifiers. definition of the sense, it can be represented as Melee Attack, Long-range senses take Long-Distance Modifiers (p. B241). Reach C (-30%); see p. B112. Inability to parry is included, but This applies only to a few supersenses. Past the initial range can’t claim the extra -5%, being inherent in sensory abilities. steps, a 1,000¥ increase in range means -6. Range Arc Noncontact senses have varied ranges. Ranged senses also have an arc, or angular width (see New Modifiers, p. 9, for more options). Near-field senses work at a yard or less (see below). Short-range senses take -1/yard. This applies to smell, Tunnel Vision operates in a 60° wedge to the front. which depends on chemical diffusion. Other senses can be No Peripheral Vision operates in a 120° wedge to the front. given Short-Range if sensitivity drops rapidly with distance. This is the usual arc for Scanning Sense. Intermediate-range senses take the standard range modifi- Normal Vision operates in a 120° wedge to the front and ers defined in the Size and Speed/Range Table (p. B550). This allows peripheral vision 30° to each side, for a total of 180°. applies to vision and to Detect and Vibration Sense. A 1,000¥ (See Fields of View and Extra Eyes, p. 16.) increase in range means -18. Unless otherwise specified, ranged Peripheral Vision operates in a 180° arc in front and allows senses use the standard range modifiers. peripheral vision 30° to each side, for a total of 240°. Scanning Scanning senses have a base range; each doubling of dis- Sense with Extended Arc can be fully effective in a 240° arc. tance beyond this range imposes -2. Detect with Signal Detec- 360° Vision operates all around the user. Scanning Sense tion (p. B48) can pick up the emissions of a Scanning Sense with Extended Arc can do likewise, and hearing, Detect, and at twice its base range; each doubling of distance imposes Vibration Sense normally work this way. -1 (Under the Hood: Range Penalties for Telecommunication t s H He ensory ierArCHy Different senses yield different sorts of information Near-Field Senses about the environment. This provides a basis for classify- Some senses have little range but don’t require physi- ing them. Some senses function as if they belonged to a cal contact, yet Reduced Range (p. B115) is unsuitable if higher class if the Sense roll is a critical success. the smallest range is still too large. If range is just a yard, Vague senses respond to the presence of a substance or use Melee Attack, Reach C, 1 (-20%) with a special inter- process. Example: Detect (Vague). pretation: No touch is required, the sense always gets an Nondirectional senses (New Modifiers, p. 9) also reveal unmodified Per roll, and the user can claim +4 by forgoing the amount of a substance or the intensity of a signal. active defenses (“All-Out” use). Devices with such senses Examples: Detect (Nondirectional), smell, taste. always roll at effective Per+4. Basic senses, if ranged (see above), also reveal the direc- tion to the nearest significant quantity of a substance or the Under the Hood: Range Penalties source of a signal. If not ranged, they allow discrimination for Telecommunication of points of contact. Examples: Detect; hearing; touch with the torso or limbs. and Signal Detection Discriminatory senses have the capabilities of basic Why is the range penalty for a radio receiver -1 per dou- sense and can distinguish individual objects or places, bling of range, when the range penalty for a radar set is -2? enabling their use to navigate the environment or track A radar set is both a transmitter and a receiver. To detect prey. Nonvisual discriminatory senses become substitutes a target at doubled range, it has to transmit a radar beam for vision and are at +4 to Sense rolls; vision doesn’t get to doubled range, for -1; then it has to receive a reflected this bonus, because these capabilities are the baseline for beam from doubled range, for -1. A purely receptive system human vision. Examples other than vision: Discriminatory at doubled range is subject to only one penalty, because it Hearing, Smell, or Taste; Sensitive Touch. Analyzing senses performs only one function. The same applies to hearing are comparable, but if a Sense roll to detect an object suc- versus sonar. ceeds, identification is automatic, as for vision; such senses are forms of Detect (Analyzing). s P 6 ensory owers Imaging senses have the capabilities of basic senses and can also detect small objects and distinguish relief on a scale f s from a centimeter (2/5”) to a millimeter (1/25”). Examples: ield enses Imaging Radar; Infravision; Para-Radar; Sonar; vision with The rules for Detect (p. B48) cover awareness of an Bad Sight (see p. 12); touch with the hands. If they are also object or substance, and of a beam of energy (Signal discriminatory senses, they have submillimeter resolution Detection). But there’s a third case: awareness of a field – (like human vision) and are at +4 to distinguish fine relief and gravity, electric, or magnetic fields, or such conditions as identify objects. Examples: Active IR; Ladar; Megahertz Sonar pressure or temperature. Detect reveals several aspects (p. 8); Sensitive Touch; T-Ray Vision; vision (see p. 15). of fields: Precise senses have the capabilities of basic senses and can determine the distance to a target, allowing an aimed ranged Quantity of a substance translates to intensity of a attack. They are always ranged. Examples: Active IR; Detect field (or of a signal). (Precise); Imaging Radar; Ladar; Megahertz Sonar; Para-Ra- Direction to a substance translates to direction of dar; Radar; Sonar; T-Ray Vision; Vibration Sense; vision. change felt while moving through a field (for example, Targeting senses have the capabilities of precise senses and increasing or decreasing pressure underwater). It may can determine a target’s exact range and speed, giving +3 to also translate to orientation of a field – for example, a hit with an aimed ranged attack. This option narrows your arc compass pointing north rather than east or west. of perception – you perceive the object normally, and 30° to Distance to a substance translates to gradient of a each side at -2. Examples: Radar (Targeting); Sonar (Target- field – how rapidly it changes as you move through it. ing); Vibration Sense (Targeting). Speed and direction of movement have no equivalent for most field senses – they can’t have Targeting (p. 8). s H C ensory ierArCHy HArt effect only when a maneuver is taken to use it or when a die Vague roll is based on it. This isn’t limited to senses that emit energy, but that’s a common reason for not having a sense on all the Nondirectional time. (Active and passive sensors in GURPS High-Tech and GURPS Ultra-Tech use the biologist’s distinction.) An active ability must be either switchable or transient. Basic An advantage that’s not inherently switchable can be made so as an enhancement (usually +10%) if there is some incon- venience in having it always on, but as an option (+0%) oth- Discriminatory Imaging Precise erwise. An advantage that’s switchable can be made Reflexive (see GURPS Powers) – keeping it on all the time at a low level and automatically turning it on fully if something sig- Targeting nificant happens – but this can’t apply if the sense requires (Microscopic) emitting energy. Even a sense that emits energy rarely has Costs Fatigue as a limitation. Bats, for example, spend energy sending out ultra- A sound pulses, but they can do so hour after hour. Over the Ctive And course of a day, such senses may produce long-term fatigue at P s a rate of 1 FP per hour of active use, as discussed in GURPS Assive enses Thaumatology: Chinese Elemental Powers . This prevents Biologists define passive senses as simply responding to keeping the sense on all the time but doesn’t seriously hinder energy or matter coming in from the environment, and active its use, and is worth -0%. Active Electroreception, Hunting senses as emitting energy into the environment, as in sonar or Sonar, Imaging Sonar, Metal Detection, Para-Radar Imaging, active electroreception. GURPS uses the terms slightly differ- Proximity Sense, Radar Imaging, Spy-Ray, T-Ray Imaging, ently. An ability is passive if it’s in effect constantly or comes Ultrasonography, and X-Ray Vision cause long-term fatigue. on reflexively in specific situations. It’s active if it comes into Such abilities can still take Biological (Passive) (p. 4). v A AriAnt dvAntAges Some of the Infravision abilities in this sup- see p. B60 plement are based on new versions of Standard Infravision detects everything between micro- existing advantages. waves and visible light. Sense organs restricted to particular infrared bands gain some benefits but trade them off for cer- tain restrictions. s P 7 ensory owers Near Infrared Vision works with frequencies close to those atmospheres. The frequencies you use are inaudible to normal of visible light, allowing sharply resolved images, without a Ultrahearing or ultrasound detectors. 20 points . penalty to see small details such as facial features or print. Living organisms don’t radiate in this band and can only be Telecommunication seen by reflected near infrared from sunlight, very hot objects, see p. B91; Powers, pp. 81-82; or technological sources such as active IR. Fires and heated objects emit a dull glow at 350°F and a bright one at 1,350°F. and Ultra-Tech, p. 31 Given such sources, you gain benefits similar to those of Ultra- Cable Jack gives you a plug for a fiber-optic cable, which vision; see Infrared Sight (p. 14). 0 points to see near infrared allows direct, unjammable communication with any other but not visible light; 10 points to see both . computer or communicator with a similar jack and interface. Thermal Infrared Vision works with longer wavelengths, A short cable (up to 10 yards long) is included; you can use including those emitted by human bodies. These aren’t extensions to add another 10-50 yards. 5 points . detected by the eyes, but by separate structures similar Vibration Sense to pinhole cameras, which still function if the eyes are Lose your mind and see p. B96 and Powers, p. 86 dazzled or injured. Their come to your senses . Active Electroreception uses a completely resolution is too poor to different mechanism than standard Vibration allow reading by reflected – Fritz Perls Sense (sensing electric field distortions rather infrared. 10 points . than air or water currents), but provides very similar capabilities. It only functions in water Scanning Sense and can only detect objects that are either insu- lators or conductors relative to water. Water currents don’t see pp. B81-82 and Powers, p. 72 hinder it, and it can’t detect them. A successful Sense roll Megahertz Sonar uses higher frequencies than standard identifies an object’s size, location, and speed and direction of Sonar. Sense rolls to distinguish fine relief are at +4, making movement. The roll is modified for the range to the target, per subtle details (such as facial features) readily identifiable. the Size and Speed/Range Table (p. B550); in addition, add the The range of Megahertz Sonar is greatly reduced: 200 yards target’s SM to the roll and subtract your own. Using this sense underwater, or two yards in air, multiplied by air pressure in generates an electric current that can be detected. 10 points . M odifiers Sensory abilities can take many different limitations and Universal (p. B96): Allows a sense that is normally restricted enhancements other than power modifiers. to one of air or water to function in both media. +50%. g M v M enerAlized odifiers AriAnt odifiers Some modifiers originally defined as special enhancements Some general modifiers are available in new versions. or limitations for particular sensory advantages can apply more broadly to other sensory traits – including normal senses. Hypersensory See the original descriptions for additional details on usage. see Powers, pp. 46-47, 69 Precise (p. B48): Turns a ranged basic sense into a precise Hypersensory abilities are based on the integration of sen- one (see p. 7), enabling it to be useful in determining the dis- sory information at a depth impossible to normal people. This tance to a target. +100%. can be an enhancement (as for Dark Vision) or a limitation Profiling (Powers, p. 47): Provides a mental database of (as for Psychometry). Its value changes with the number of sensory signatures, giving an extra +4 to rolls to analyze and senses it relies on: recognize targets using vision or a discriminatory sense. All attempts to memorize new signatures succeed automatically • If a “sixth sense” depends on other, mundane senses to without an IQ roll. +50%. work, it’s at -80% if blocking one other sense stops it (in effect, Stethoscopic (Powers, p. 73): Allows extracting sounds it’s an alternative ability), -65% if blocking two other senses from a nonacoustic sensory stimulus: vibrations of a surface, stops it, -50% if blocking three other senses stops it, -40% if electric currents in a phone line, etc. Requires actual acoustic blocking four other senses stops it, or -30% if blocking all five waveforms, not digital signals! +50%. mundane senses stops it. Targeting (p. B82): Turns a precise sense into a targeting • If a standard sense can fall back on other senses when one (see p. 7), giving +3 to aimed ranged attacks. +20%. its primary channel is blocked, it’s at +10% if blocking one Targeting Only (p. B82): As Targeting, but the sense is too other sense is needed to stop it, +25% if blocking two other narrowly focused to spot targets; another sense must be used senses is needed to stop it, +40% if blocking three other senses for initial target choice. -40%. is needed to stop it, or +60% if blocking four other senses is needed to stop it. s P 8 ensory owers In most cases, blocking some but not all senses gives a pen- of a material or the intensity of a field or signal; the direction alty to the Sense roll: For an ability based on two other senses, can be determined only on a critical success. An IQ roll can -5 for blocking one; for an ability based on three other senses, identify what kind of thing is sensed. -25%. -3 for each sense blocked; for an ability based on four or five Restricted Arc: For Scanning Sense (pp. B81-82), this is the other senses, -2 for each sense blocked. Blocking all senses opposite of Extended Arc – you can scan an arc less than 120°. gives -10 (complete failure). A 60° arc (comparable to Tunnel Vision) is -75%. You may Some Hypersensory abilities give a bonus to a roll. Block- not take both Restricted Arc and Extended Arc! For senses ing one or more senses reduces the bonus proportionally. See whose unmodified form covers 360° (including hearing, smell, Reality Testing (p. 29) and Truth Sense (p. 29). Detect, and Vibration Sense), the modifiers are -30% for 240°, -60% for 120°, and -75% for 60°. Long n s Increases effective SM for a sense organ that extends out orMAl enses from the body, but has no manipulatory functions – such as M eyestalks or antennae (see Size Modifier and Reach, p. B402). And odifiers +20% per +1 to SM. Some abilities are defined by applying one of the various modifiers presented on pp. 8-9 to normal human senses. This new Modifiers is done in the same way that special modifiers for Extra Arms (p. B53) are applied to beings with one or two arms – the point Some new modifiers are available for sensory advantages. cost is set at a fraction of the percentage modifier: 1/5 the per- Microscopic: Only applies to senses that are both discrim- centage value of the modifier for vision, 1/10 for hearing, 1/50 inatory (p. 6) and imaging (p. 7). Each level gives 10¥ magni- for smell and taste, and 1/10 for touch. Thus, Precise is worth fication, allowing -6 in SM penalties to be disregarded. +25%. +100%, so Precise Hearing is worth 10 points as an advantage Nondirectional: A less restrictive form of Vague (p. B48). (see Locational Hearing, p. 20). If multiple modifiers apply to A Sense roll detects not only the presence, but also the quantity a single normal sense, buy each as an ability in this way, and add the costs. f P d roM erCePtion to estruCtion Some sensory abilities (see Active and Passive Senses, usually cause only modest damage, as the total cost of the p. 7) involve emitting energy into the environment; radar, attack can’t exceed that of the sensory ability. This would sonar, and active electror eception are all examples. More fit dolphins using underwater sonar to stun fish. intense energy of the same kind can provide an attack Example: The electric field of Corona’s body grants her capability. There are two ways to approach this. Proximity Sense (p. 18) for 31 points. Through intense • Treat the sensory ability and the attack as Alternative effort, she turns it into an attack: Burning Attack 4d Abilities, as defined in GURPS Powers. This could be (Accessibility, Not in water, less effective in humid air, either a low-damage attack and a primary sensory ability, -30%; Area Effect, 2 yards, +50%; Emanation, -20%; No or a sensory ability and a primary high-damage attack. An Incendiary, -10%; Side Effect, Stunning, +50%; Super, electric eel’s high-voltage attack is an example. -10%; Surge, +20%) [30]. By taking a Ready maneuver, • Treat the attack as a stunt based on the sensory making a difficult HT roll, and spending 3 FP, she can ability, as described in GURPS Powers under Using inflict electric shocks and shut down electronic devices Abilities at Default . Each such stunt costs 3 FP and will within a two-yard radius. s s enses And kills The basic roll to use a sensory ability is a Sense roll – called s e A kills nHAnCing bilities a Vision, Hearing, Smell, Taste, or Touch roll when a specific sense is required. Sense rolls are made by the GM; the player It’s possible to substitute skill rolls for attribute should not know whether his char- rolls in using sensory abilities, if the GM approves. acter failed to perceive something Talent with the power adds to these skill rolls. Two or there was nothing to perceive. main groups of skills provide such benefits. If a Sense roll succeeds, the In a Sense roll to notice that something signif- character may try to analyze or icant is present, a Per-based skill can replace Per: interpret what he perceived. This Observation to spot something that’s in sight but calls for an IQ roll. The player not obvious, Search to find signs that something makes these rolls. has been hidden, or other skills at GM discretion. s P 9 ensory owers In an IQ roll to identify what has been perceived, a relevant Ladar Implants: +2 to Architecture or Cartography for knowledge-based skill can substitute for IQ. mapping the interior of a building or large vehicle. Laser Spectrometry: +2 to Chemistry, Hazardous Materials A e s (Chemical), Metallurgy, or Poisons to identify the composi- bilities nHAnCing kills tion of objects or substances. A sensory ability can substitute for access to high-quality Magnifiers: +2 to Forensics to examine small clues. equipment, giving a bonus to skills that use such equipment. Mass Perception: +4 to Search. Definitions of specific abilities provide some bonuses; for Metal Detection or Metal Detector: +2 to Prospecting if others, listed here, an ability gives +2 if it takes the place of searching for shallow deposits of metals; +2 to skill rolls to fine-quality mundane equipment, or +4 if its aid goes beyond find buried metal objects, metal water or gas pipes, etc. that of purchasable equipment, into the realm of the miracu- Microscopic Sight: +2 to Geology or Metallurgy for identi- lous. Some examples: fying minerals or alloys; +4 to Bioengineering (Tissue Engi- neering) and many specialties of Biology; +4 to Forensics to Active Electroreception: +2 to Navigation (Underground) in examine small clues. underwater caves. Micro-Touch: +4 to Bioengineering (Tissue Engineering) Blood Taste: +2 to Diagnosis or Forensics based on blood and Engineer (Microtechnology); +4 to Forensics to examine samples. small clues. Cutaneous Chemical Sense: +2 to Tracking if you are Object Reading: +2 to Archaeology or Forensics for inter- barefoot. preting material evidence. Odor of Fear: +2 to Intimidation. Omnivision: +2 to Astronomy (for observa- tion), Engineer (Electronics), or Physics. t riAngulAtion Para-Radar Imaging: +2 to Observation; +4 to Search. With ranged senses that reveal the direction of a substance or pro- Passive Electroreception: +2 to Survival in cess – and particularly with signal detection – it’s possible to deter- water environments. mine distance indirectly by triangulation. This requires two Sense Radar Imaging or Radar Implants: +2 to rolls from some distance apart. After the second successful roll, the Observation in any situation where the sense GM makes a roll vs. IQ-4, Electronics Operation (Comm, EW, or Sen- would work and be able to spot the objective. sors)-2, Mathematics (Surveying)-2, or Navigation-2. The result of Radiation Scanner or Radiation Sense: +2 to this third roll can reveal where the lines from those places converge. Hazardous Materials (Radioactive). Accuracy increases with a longer baseline. On a success, you know Seismic Sense: +2 to Geology to detect earth- the target’s position to within (10 yards/length of baseline in yards); quakes; +2 to Survival to locate large animals. on a critical success, to within (2 yards/length of baseline in yards). T-Ray Imaging or T-Ray Implants: +2 to On a failure, you can’t locate it accurately. On a critical failure, you’re Observation in any situation where the sense certain you know where it is – but you’re wrong. would work and be able to spot the objective; Triangulation can be improved as an Average technique, lim- +4 to Search if the concealing material is trans- ited to IQ, Electronics Operation+2, Mathematics (Surveying)+2, or parent to T-rays. Navigation+2. Tactile Imaging: +4 to touch-based Forensics or Search. Thought Tracking: +2 to Brainwashing, Inter- Diagnostic Scan: +2 to Diagnosis or First Aid. rogation, or Psychology (Applied); +2 to Teaching if working Gene Sequencer: +2 to Forensics to extract clues from bio- with a single student; +4 to Detect Lies or Fortune-Telling. logical residues. Genescan gives +4! Ultrascan: +4 to Chemistry, Electronics Repair, Engineer Gravimetry: +2 to Cartography, Engineer (Mining), Geog- (Clockwork, Electrical, Electronics, or Materials), Hazardous raphy (Physical), Geology, Mathematics (Surveying), Naviga- Materials (Chemical), Mechanic, and Physics. tion (Land), and Prospecting. Ultrasonography or Ultrasound Scanner: +2 to Diagnosis for Hunting Sonar, Imaging Sonar, or Sonar Implants: +2 to internal injuries or pathologies. Navigation (Underground) in underwater caves. Ultraviolet Sight: +2 to Naturalist or Prospecting; +2 to Immune Spectrum Detection: +2 to Biology (Genetics) or Vision-based Forensics, Observation, or Search rolls; +4 to Diagnosis. Vision or Observation in Quick Contests against Camouflage Infrared Sight: +2 to Naturalist or Prospecting; +2 to Artist or Disguise. (Pottery or Sculpting) or Metallurgy, for tasks that benefit from Visual Profiling: +2 to Connoisseur (Visual Arts). knowing the temperature in a foundry or kiln; +2 to Vision- Voice Profiling: +2 to Connoisseur (Music) for singing; +2 based Forensics, Observation, or Search rolls; +4 to Vision or to Linguistics. Observation in Quick Contests against Camouflage or Disguise. Warpsense: +4 to Navigation (Hyperspace) to plot a course Infrasonic Hearing: +2 to Geology to detect earthquakes; +2 in pursuit of another hyperspatial craft; +4 to IQ to pursue a to Meteorology; +2 to Survival to locate large animals. teleporter (see GURPS Powers, p. 89). Inner Awareness: +2 to Diagnosis or Esoteric Medicine X-Ray Vision: +2 to Diagnosis for internal injuries or (Traditional Chinese); +2 to Alchemy or Herb Lore; +2 to pathologies; +4 to Search if the concealing material is trans- Expert Skill (Hydrology), Meteorology, Naturalist, Navigation parent to X-rays. (Land or Sea), and Prospecting. Zoom: +2 to Forensics. s P 10 ensory owers