Normal Topic Heightened Senses Examples (Read 1251 times)
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Heightened Senses Examples
Sep 23rd, 2009 at 8:11pm
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Many V&V characters have Heightened Senses that increase their detection rolls or offer night/infrared vision, without much additional detail.

Here are more specific examples of that power from the published  sources.

In Great Iridium Con, Nightshade uses this Heightened Senses Device: Miniaturized Density Scanner: enables 'x-ray vision' and sight in any conditions of light or darkness. Range = 85 inches, now Power cost.

Malastra from Great Iridium Con
Heightened Senses Device (Mask): Range is line of sight. When the mask is worn, Malastra can:
A. Detect any magical/psionic item by its aura (electric blue).
B. See the auras of individuals: evil beings will have dark red auras, good will have yellow, neutral will be green. Invisible characters and astral bodies will show auras. Enchanted individuals --under magic/psionic Mind Control or Emotional  Control, for example, will have grey auras. visual illusions will not appear at all. Characters with the weakness of Prejudice have a 50% chance of showing either color aura.
C. See intelligent beings and magical items or substances by their auras, even in complete darkness (as Darkness Control).
When wearing the mask, Malastra suffers a penalty of -1 on accuracy. There is also a chance he may be temporarily blinded by the unusually bright auras of an extremely charismatic hero: save vs. (Hero's Charisma - 19) x 2.


In Pre-Emptive Strike, Tympanus has Heightened Senses: sonar, 360 degree scanning, no bonuses to hit from rear or side, Detect Invisible (but not Non-Corporeal).

In that same module, Oberon's standard Weakness Detection power is extended with Heightened Senses: Telescopic vision, extends weakness detection range to 26".
  
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Re: Heightened Senses Examples
Reply #1 - Oct 24th, 2009 at 12:58am
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Few modules discuss how heightened senses might play out during an adventure. For that reason alone, I appreciate the care taken in the examples below.

In one scenario from Organized Crimes, the heroes reach an apparently abandoned building. In fact, every window on the apparently abandoned building is board up. All doors are locked but those characters with X-ray vision or Heightened Hearing, etc., would perceive the movement inside the building.


The Great Iridium Con gives the GM this note about the weakness detection strategy of one of the science-fiction convention guests: Kahless Khan will spend much of the convention sizing up the guests and, if he suspects a threat, detecting weakness (there is a 65% chance that he will have done this to any superhero at the con).
« Last Edit: Oct 24th, 2009 at 1:49pm by polarboy »  
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Re: Heightened Senses Examples
Reply #2 - Nov 3rd, 2009 at 12:54pm
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Two modules give characters with the ability to influence nature some enhanced senses under certain situations.

The Secret of the Swamp says that characters with magnetic powers will be able to detect the location of land mines while navigating through a densely populated mine field. PR = 1 per game-inch scanned for mines.

Death Duel with the Destroyers says that characters with weather control will sense that the four-day storms at the opening of the module have a supernatural origin. (Characters with many of the powers listed on the magic/psionics table share that ability here as well.)
« Last Edit: Nov 4th, 2009 at 12:50am by polarboy »  
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Re: Heightened Senses Examples
Reply #3 - Nov 26th, 2009 at 3:59am
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Here are some different ways to look at tracking abilities.

In Tackle the TOTEM, the hero  Tomahawk has Heightened Senses: Tracking Ability: Must save vs. Intelligence on 1d20, -1 per hour old the trail. If the trail is lost, he can make on Detect Hidden roll to pick it up again.

This Empress Earth features the hero Seeker, whose abilities include Heightened Senses. Tracking ability, follow a trail a 75% chance +2% per level. Poor conditions may lower chance by as much as 30%.

In Crisis at Crusader Citadel, the villain Mace has Heightened Senses (smell): Tracks by scent 12 inches upwind, 18 inches normally, or 60 inches downwind.

The extraterrestrials in Battle Above the Earth have equipment that reminds me of Star Trek triquarters. Sensor/Tracker: Can detect all life within a three hundred inch area as well as identify/analyze whatever type of matter/energy it is set for. If a player has been scanned by the Logrellians, they may be able to determine that character's weakness at the GM's option.

The Zareon extraterrestrials in Devil's Domain have Universal Translator: Requires four turns of continuous speech for the device to work and break the linguistic code.

The hero Telecomm from Devil's Domain is the only character I've seen with a direct combat bonus from Heightened Senses. She has her Telescopic/microscopic Vision: +5 to hit, +4 damage. Can see the surface detail as small as one square foot on the moon or subatomic level.
« Last Edit: Nov 26th, 2009 at 11:25am by polarboy »  
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Saving vs. Intelligence
Reply #4 - Nov 28th, 2009 at 3:01am
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As an endnote to this topic, here are times when PCs must save vs. Intelligence rather than make a detection roll.

Devil's Domain
Characters must save vs. Intelligence d100 to recognize certain hieroglyphics as Babylonian, and make another Intelligence save d100 to use a key to decode the inscription.

From the Deeps of Space
Characters must save vs. Intelligence 1d100 to understand the purpose of various rooms aboard the Capellan spacecraft and to operate some of the controls.

Here are examples when intelligence or detection rolls are allowed only when characters have specific knowledge areas.

Battle Above the Earth
When using the space station's main computer: Anyone with a background in computer or electrical engineering has a chance equal to INT on 1d100 of programming the computer to do one thing they want it to do within its parameters, such as opening security areas, triggering the self-destruct mechanism, etc.

Assassin
There are trees is recorded as being planted around the time Syn Tech began operating, though the trees appear older than a few years. (This is due to a Syn Tech process that they have yet to finish. Basically, it increases tree growth at the expense of wood strength. A character with a Botany area of knowledge would have to make a Detect Hidden roll to notice and a Biology area of knowledge is required to determine the cause.)

Terra Tyrannia from This Empress Earth is training in Scientific Theory. This is the only example I've seen of an NPC training in knowledge.
« Last Edit: Nov 28th, 2009 at 12:05pm by polarboy »  
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