Acute Senses: Difference between revisions

From gurps
Jump to navigation Jump to search
m Created page with '{{Advantage}}{{Physical}} {{2 points/level}} You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls you ma...'
 
mNo edit summary
Line 1: Line 1:
{{Advantage}}{{Physical}}
{{Advantage}}{{Physical}}{{Mundane}}
{{2 points/level}}
{{2 points/level}}



Revision as of 04:27, 17 May 2010

2 points/level

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.