Acute Senses: Difference between revisions
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{{Advantage}}{{Physical}} | {{Sensory Advantage}}{{Advantage}}{{Physical}}{{Mundane}} | ||
{{2 points/level}} | {{2 points/level}} | ||
You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all [[Sense Rolls|Sense rolls]] you make – or the GM makes for you – using that one sense. | You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all [[Sense Rolls|Sense rolls]] you make – or the GM makes for you – using that one sense. | ||
''Acute Hearing'' gives you a bonus to hear something, or to notice a sound (for instance, someone taking the safety off a gun in the dark). ''2 points/level.'' | :''Acute Hearing'' gives you a bonus to hear something, or to notice a sound (for instance, someone taking the safety off a gun in the dark). ''2 points/level.'' | ||
:''Acute Taste and Smell'' gives you a bonus to notice a taste or smell (for instance, poison in your drink). ''2 points/level.'' | |||
''Acute Taste and Smell'' gives you a bonus to notice a taste or smell (for instance, poison in your drink). ''2 points/level.'' | :''Acute Touch'' gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). ''2 points/level.'' | ||
:''Acute Vision'' gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). ''2 points/level.'' | |||
''Acute Touch'' gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). ''2 points/level.'' | |||
''Acute Vision'' gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). ''2 points/level.'' | |||
With the GM's permission, you may also buy Acute Sense advantages for specialized senses such as [[Scanning Sense]] and [[Vibration Sense]]. | With the GM's permission, you may also buy Acute Sense advantages for specialized senses such as [[Scanning Sense]] and [[Vibration Sense]]. | ||
You cannot usually buy Acute Senses in play – raise your [[Perception]] instead. However, if you lose a sense, the GM may allow you to spend earned points on other Acute Senses to compensate. For instance, if you are blinded, you might acquire Acute Hearing. | You cannot usually buy Acute Senses in play – raise your [[Perception]] instead. However, if you lose a sense, the GM may allow you to spend earned points on other Acute Senses to compensate. For instance, if you are blinded, you might acquire Acute Hearing. |
Latest revision as of 16:13, 22 January 2014
You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls you make – or the GM makes for you – using that one sense.
- Acute Hearing gives you a bonus to hear something, or to notice a sound (for instance, someone taking the safety off a gun in the dark). 2 points/level.
- Acute Taste and Smell gives you a bonus to notice a taste or smell (for instance, poison in your drink). 2 points/level.
- Acute Touch gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). 2 points/level.
- Acute Vision gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). 2 points/level.
With the GM's permission, you may also buy Acute Sense advantages for specialized senses such as Scanning Sense and Vibration Sense.
You cannot usually buy Acute Senses in play – raise your Perception instead. However, if you lose a sense, the GM may allow you to spend earned points on other Acute Senses to compensate. For instance, if you are blinded, you might acquire Acute Hearing.