Post by Ebon on Jul 4, 2013 13:17:41 GMT -8
Detection Powers
These powers have to do with seeing and sensing.
*DT1/Abnormal Sensitivity: The hero's senses function in their normal manner but their normal range of sensitivity is altered. The senses detect what they normally cannot and cannot detect what they normally can. This affects either vision or hearing. the former case, the hero sees infrared and ultraviolet light, radio waves, and radiation. In the latter case, the hero hears extremely high and low pitches. This may be considered a handicap human characters while for aliens this could be a fact of life. A hero can turn it into an advantage by devising a mean.of negating the senses of his adversary that doesn't hinder his own altered senses.
*DT2/Circular Vision: This is simple enough to explain. The hero can see 3 degrees around himself. There are two ways to do this. The first is the hero's eyes are placed far enough apart that they can see in all directions. Since this is somewhat grotesque, the hero loses 1CS on his Popularity. The second, more socially acceptable method is the hero possesses a weird lightwarping field that funnels light into his otherwise normal-looking eyes. The first method adds +1CS to the Fighting rank. This method is immune to interference by power-manipulation Powers. Unfortunately it also marks the hero as a geek or mutant. This Power has no rank. The hero either has it or he doesn't.
*DT3/Energy Detection: Range column D. The hero can detect and identify energy and related phenomena. The power can only detect actual energy, not potential energy (it couldn't detect a bomb until it explodes, for example). Likewise, while it can detect the energies consciously emitted by superhumans, it cannot detect the superhumans themselves. Rank determines range.
*DT4/Environmental Awareness: Range column B. The hero has increased sensitivity to conditions in, disturbances in, and influences on the environment. The hero automatically maintains full knowledge of current conditions in his surroundings. This awareness extends to such factors as weather, chemicals, movement, and life. The rank determines the range to which the awareness extends; exceeding it requires a FEAT (+1CS, green; +2CS, yellow; +3CS, red). The hero can gain +1CS by linking his Health to the environment. In this symbiosis, harm to the environment is reflected in the hero's physical welfare.
*DT5/Extradimensional Detection: The hero can sense across the dimensional barrier and see things existing in other dimensions. A list of some of the dimensions in the Marvel Universe is found in Realms of Magic. These include Asgard, the Astral Plane, Avalon, the Dark Dimension, the Demon Dimension, etc. The power rank number equals the number of different dimensions into which the hero can see.
*DT6/Hypersensitive Hearing: The hero can detect extremely faint sounds and unusual frequencies. He can identify objects by the sounds they emit. Because of the sensitivity of the hero's hearing, he is more vulnerable to sonic attacks (which receive a +1CS against him).
*DT7/Hypersensitive Olfactory: The hero can detect the presence of minute traces of substances and accurately identify them. This Power is continually functioning; the hero has learned to ignore unpleasant smells. If he loses his ability to mask out nasty odors, he'll be so distracted (and possibly sickened) by the intruding odors that he loses -1CS on Reason and Endurance.
*DT8/Hypersensitive Touch: The hero possesses an Enhanced sense of touch that permits him to detect extremely fine surface details and to identify materials by their surface "feel."
*DT9/Life Detection: Range column B. The hero can detect the presence of life and identify the nature of that life. The hero can probe a specific target for more detailed physiological data on a red FEAT. Rank determines the maximum range. A red FEAT allows the hero to locate a specific lifeform in the midst of a number of similar beings. This is one of the Powers that can function as "Mutant Detection."
*DT10/Magic Detection: The hero can detect and identify magic and its effects. The Power can detect both magic in actual use and in potential. As such, this is another way to detect mutants, although it cannot differentiate them from normal magic-users. The hero can identify the past use of magic (a green FEAT), a yellow FEAT identifies the magic-user, and a red FEAT identifies the actual spell.
*DT11/Microscopic Vision: The hero I s eyes can focus on extremely minute targets, objects too small for normal vision to perceive. This Power functions in two stages. The first is light magnification; the hero's eyes function as normal microscopes. This allows the hero to see things as small as chromosomes. Beyond this level, light no longer carries images. The second stage of this Power is a variation of Clairvoyance that permits the hero to see miniature, rather than distant, targets. The Power automatically shifts between these stages without the hero's conscious choice. (Rank: FE = microfilm, EX = cells, AM = molecules, UN = atoms, ShY = electrons, CL5000 = surfaces of subatomic worlds.)
*DT12/Penetration Vision: This is commonly called "X-ray vision" but may not actually use X-rays. The hero can see through solids; the effect is as if the obscuring material were transformed to clear glass. The Power rank number equals the depth in feet to which this Power can penetrate. The hero can raise this by +1CS by selecting a material that blocks the vision; this material is usually a common element, often lead. Penetration Vision can be coupled with either Telescopic or Microscopic Vision to extend its range and permit the other Power to function despite intervening barriers. If this Power is interfered with by outside forces, the hero might be unable to use his normal vision. The result is the hero perceives everything as a transparent outline.
*DT13/Power Detection: Range column B. This is another Power that can function as "Mutant Detection." The hero can detect and identify superhuman Powers. He can also identify specific superhumans by their characteristic Powers (an Unearthly FEAT). The hero can identify the presence of previously invoked power when examining former targets of Power on a Good Intensity FEAT; identify a specific Power on a Remarkable Intensity FEAT; and identify the actual user of the Power on an Amazing Intensity FEAT, provided the hero knows of him.
*DT14/Psionic Detection: Range column C. The hero can detect and identify psionic Power and related phenomena. It can detect both actual psionics and the potential to use them. As such, this is the last way to detect mutants. The hero can identify the past use of psionics on a living subject on an Excellent Intensity FEAT; identify the specific psionic Power on an Amazing Intensity FEAT; and on an Unearthly FEAT, provided the hero knows of the user, he can identify the actual possessor of the psionic power.
*DT15/Radarsense: Range column B. The hero can gain a three-dimensional picture of his surroundings through the use of electromagnetic waves. The hero both emits and senses these waves. He can use the Power to locate and identify targets by their characteristic echoes. Because of the hero's sensitivity to electromagnetic waves, he has an increased vulnerability to electrical and magnetic attacks (-1CS); these temporarily negate the Radarsense.
*DT16/Sonar: Range column B. The hero can gain a three-dimensional picture of his environment through the use of soundwaves. The Power allows the hero to locate and identify targets by the way they reflect sound. There are two ways this Power can operate. Passive Sonar utilizes existing sound. Active Sonar uses special sounds emitted by the hero (this is how bats and dolphins do it). The latter form requires a special adaptation of the hero's voice; otherwise there is no real difference between them. Because of the special sensitivity of the hero's hearing, he is vulnerable to sonic attacks (-1CS to resist).
*DT17Telescopic Vision: Range column E. The hero's eyes can focus on extremely distant targets, objects too small for normal vision to perceive. The eyes function as telescopes, magnifying normal visual images. With this Power, the hero can see anything in his line of sight, even the surfaces of distant worlds. However, the Power is limited by the speed of light. Images of Alpha Centauri, for example, are five years old. If the hero has other vision-based Powers, he can couple them with Telescopic vision to extend their range. When using this Power, the distant objects appear very close. An adversary with a means of altering the hero's control over this Power might make the Telescopic Vision continually override the hero's normal sight. The effect would be disastrous (imagine trying to walk through Manhattan when all you're seeing are the sands of Mars).
*DT18/Thermal Vision: The hero can see infrared light and heat images. This allows the hero to see in the dark, perceive temperature differences (especially those left by a living person's contact with an object), and partially see through solids. In the last case, the hero can only see the heat patterns of objects touching the other side of the barrier. With practice, the hero can judge the temperature of a target by its thermal color. The hero has an increased risk of being blinded by strong heat sources, even those that don't affect normal vision (-1CS). Thermal vision may be a consciously-activated mode or the hero's normal means of vision.
*DT19/Tracking Ability: The hero can detect and follow the tracks left by a specific target. The hero can detect environmental and spatial disturbances with the result that at high ranks the hero can actually track across deep space.
*D20/True Sight: The hero can see the correct image of a target, despite any attempts at concealment or disguise. This Power can penetrate any means of hiding something's true nature, whether physical, psionic, illusionary, or power-based. True Sight can penetrate any disguise at or below its rank. A green FEAT is required at +1CS; a yellow FEAT at +2CS; and a red FEAT at +3CS. Range is limited to one area unless the Power is coupled with a Power that extends his vision (Telescopic Vision, for example). The Power may be automatic or deliberate. If automatic, the hero gains +1CS but loses -2CS from his Psyche rank.
*DT21/Ultraviolet Vision: The hero can see ultraviolet light. Because UV light isn't as readily absorbed by water as normal light, this Power enables the hero to see clearly through fog and at greater distance in the water (+1CS). The hero can also see the dim light given off by radioactive materials. The hero cannot actually "see in the dark" but only if UV light is present. The effect is the same when seen by normal people. The hero has an increased risk of being blinded by strong UV sources, like black lights and radiation (-2CS).
*DT22/Weakness Detection: The hero can detect flaws and stress points in a target. This doesn't guarantee he can exploit this knowledge, though. The rank determines the types of weaknesses he can detect. Good or below: physical weakness only. Excellent to Amazing: mental and physical weaknesses. Monstrous and above: mental physical, and Power-based weaknesses.
These powers have to do with seeing and sensing.
*DT1/Abnormal Sensitivity: The hero's senses function in their normal manner but their normal range of sensitivity is altered. The senses detect what they normally cannot and cannot detect what they normally can. This affects either vision or hearing. the former case, the hero sees infrared and ultraviolet light, radio waves, and radiation. In the latter case, the hero hears extremely high and low pitches. This may be considered a handicap human characters while for aliens this could be a fact of life. A hero can turn it into an advantage by devising a mean.of negating the senses of his adversary that doesn't hinder his own altered senses.
*DT2/Circular Vision: This is simple enough to explain. The hero can see 3 degrees around himself. There are two ways to do this. The first is the hero's eyes are placed far enough apart that they can see in all directions. Since this is somewhat grotesque, the hero loses 1CS on his Popularity. The second, more socially acceptable method is the hero possesses a weird lightwarping field that funnels light into his otherwise normal-looking eyes. The first method adds +1CS to the Fighting rank. This method is immune to interference by power-manipulation Powers. Unfortunately it also marks the hero as a geek or mutant. This Power has no rank. The hero either has it or he doesn't.
*DT3/Energy Detection: Range column D. The hero can detect and identify energy and related phenomena. The power can only detect actual energy, not potential energy (it couldn't detect a bomb until it explodes, for example). Likewise, while it can detect the energies consciously emitted by superhumans, it cannot detect the superhumans themselves. Rank determines range.
*DT4/Environmental Awareness: Range column B. The hero has increased sensitivity to conditions in, disturbances in, and influences on the environment. The hero automatically maintains full knowledge of current conditions in his surroundings. This awareness extends to such factors as weather, chemicals, movement, and life. The rank determines the range to which the awareness extends; exceeding it requires a FEAT (+1CS, green; +2CS, yellow; +3CS, red). The hero can gain +1CS by linking his Health to the environment. In this symbiosis, harm to the environment is reflected in the hero's physical welfare.
*DT5/Extradimensional Detection: The hero can sense across the dimensional barrier and see things existing in other dimensions. A list of some of the dimensions in the Marvel Universe is found in Realms of Magic. These include Asgard, the Astral Plane, Avalon, the Dark Dimension, the Demon Dimension, etc. The power rank number equals the number of different dimensions into which the hero can see.
*DT6/Hypersensitive Hearing: The hero can detect extremely faint sounds and unusual frequencies. He can identify objects by the sounds they emit. Because of the sensitivity of the hero's hearing, he is more vulnerable to sonic attacks (which receive a +1CS against him).
*DT7/Hypersensitive Olfactory: The hero can detect the presence of minute traces of substances and accurately identify them. This Power is continually functioning; the hero has learned to ignore unpleasant smells. If he loses his ability to mask out nasty odors, he'll be so distracted (and possibly sickened) by the intruding odors that he loses -1CS on Reason and Endurance.
*DT8/Hypersensitive Touch: The hero possesses an Enhanced sense of touch that permits him to detect extremely fine surface details and to identify materials by their surface "feel."
*DT9/Life Detection: Range column B. The hero can detect the presence of life and identify the nature of that life. The hero can probe a specific target for more detailed physiological data on a red FEAT. Rank determines the maximum range. A red FEAT allows the hero to locate a specific lifeform in the midst of a number of similar beings. This is one of the Powers that can function as "Mutant Detection."
*DT10/Magic Detection: The hero can detect and identify magic and its effects. The Power can detect both magic in actual use and in potential. As such, this is another way to detect mutants, although it cannot differentiate them from normal magic-users. The hero can identify the past use of magic (a green FEAT), a yellow FEAT identifies the magic-user, and a red FEAT identifies the actual spell.
*DT11/Microscopic Vision: The hero I s eyes can focus on extremely minute targets, objects too small for normal vision to perceive. This Power functions in two stages. The first is light magnification; the hero's eyes function as normal microscopes. This allows the hero to see things as small as chromosomes. Beyond this level, light no longer carries images. The second stage of this Power is a variation of Clairvoyance that permits the hero to see miniature, rather than distant, targets. The Power automatically shifts between these stages without the hero's conscious choice. (Rank: FE = microfilm, EX = cells, AM = molecules, UN = atoms, ShY = electrons, CL5000 = surfaces of subatomic worlds.)
*DT12/Penetration Vision: This is commonly called "X-ray vision" but may not actually use X-rays. The hero can see through solids; the effect is as if the obscuring material were transformed to clear glass. The Power rank number equals the depth in feet to which this Power can penetrate. The hero can raise this by +1CS by selecting a material that blocks the vision; this material is usually a common element, often lead. Penetration Vision can be coupled with either Telescopic or Microscopic Vision to extend its range and permit the other Power to function despite intervening barriers. If this Power is interfered with by outside forces, the hero might be unable to use his normal vision. The result is the hero perceives everything as a transparent outline.
*DT13/Power Detection: Range column B. This is another Power that can function as "Mutant Detection." The hero can detect and identify superhuman Powers. He can also identify specific superhumans by their characteristic Powers (an Unearthly FEAT). The hero can identify the presence of previously invoked power when examining former targets of Power on a Good Intensity FEAT; identify a specific Power on a Remarkable Intensity FEAT; and identify the actual user of the Power on an Amazing Intensity FEAT, provided the hero knows of him.
*DT14/Psionic Detection: Range column C. The hero can detect and identify psionic Power and related phenomena. It can detect both actual psionics and the potential to use them. As such, this is the last way to detect mutants. The hero can identify the past use of psionics on a living subject on an Excellent Intensity FEAT; identify the specific psionic Power on an Amazing Intensity FEAT; and on an Unearthly FEAT, provided the hero knows of the user, he can identify the actual possessor of the psionic power.
*DT15/Radarsense: Range column B. The hero can gain a three-dimensional picture of his surroundings through the use of electromagnetic waves. The hero both emits and senses these waves. He can use the Power to locate and identify targets by their characteristic echoes. Because of the hero's sensitivity to electromagnetic waves, he has an increased vulnerability to electrical and magnetic attacks (-1CS); these temporarily negate the Radarsense.
*DT16/Sonar: Range column B. The hero can gain a three-dimensional picture of his environment through the use of soundwaves. The Power allows the hero to locate and identify targets by the way they reflect sound. There are two ways this Power can operate. Passive Sonar utilizes existing sound. Active Sonar uses special sounds emitted by the hero (this is how bats and dolphins do it). The latter form requires a special adaptation of the hero's voice; otherwise there is no real difference between them. Because of the special sensitivity of the hero's hearing, he is vulnerable to sonic attacks (-1CS to resist).
*DT17Telescopic Vision: Range column E. The hero's eyes can focus on extremely distant targets, objects too small for normal vision to perceive. The eyes function as telescopes, magnifying normal visual images. With this Power, the hero can see anything in his line of sight, even the surfaces of distant worlds. However, the Power is limited by the speed of light. Images of Alpha Centauri, for example, are five years old. If the hero has other vision-based Powers, he can couple them with Telescopic vision to extend their range. When using this Power, the distant objects appear very close. An adversary with a means of altering the hero's control over this Power might make the Telescopic Vision continually override the hero's normal sight. The effect would be disastrous (imagine trying to walk through Manhattan when all you're seeing are the sands of Mars).
*DT18/Thermal Vision: The hero can see infrared light and heat images. This allows the hero to see in the dark, perceive temperature differences (especially those left by a living person's contact with an object), and partially see through solids. In the last case, the hero can only see the heat patterns of objects touching the other side of the barrier. With practice, the hero can judge the temperature of a target by its thermal color. The hero has an increased risk of being blinded by strong heat sources, even those that don't affect normal vision (-1CS). Thermal vision may be a consciously-activated mode or the hero's normal means of vision.
*DT19/Tracking Ability: The hero can detect and follow the tracks left by a specific target. The hero can detect environmental and spatial disturbances with the result that at high ranks the hero can actually track across deep space.
*D20/True Sight: The hero can see the correct image of a target, despite any attempts at concealment or disguise. This Power can penetrate any means of hiding something's true nature, whether physical, psionic, illusionary, or power-based. True Sight can penetrate any disguise at or below its rank. A green FEAT is required at +1CS; a yellow FEAT at +2CS; and a red FEAT at +3CS. Range is limited to one area unless the Power is coupled with a Power that extends his vision (Telescopic Vision, for example). The Power may be automatic or deliberate. If automatic, the hero gains +1CS but loses -2CS from his Psyche rank.
*DT21/Ultraviolet Vision: The hero can see ultraviolet light. Because UV light isn't as readily absorbed by water as normal light, this Power enables the hero to see clearly through fog and at greater distance in the water (+1CS). The hero can also see the dim light given off by radioactive materials. The hero cannot actually "see in the dark" but only if UV light is present. The effect is the same when seen by normal people. The hero has an increased risk of being blinded by strong UV sources, like black lights and radiation (-2CS).
*DT22/Weakness Detection: The hero can detect flaws and stress points in a target. This doesn't guarantee he can exploit this knowledge, though. The rank determines the types of weaknesses he can detect. Good or below: physical weakness only. Excellent to Amazing: mental and physical weaknesses. Monstrous and above: mental physical, and Power-based weaknesses.