Viewing Effect - Protect Sense
Your senses cannot be suppressed

Create a Protect Sense Power

Description

A specific, chosen sense, cannot be suppressed through mundane means. For example, if you take hearing, explosions will not cause you to go deaf, and if you take sight, you will be able to see in the dark.

Eratta

This power does not allow you to sense through physical barriers.

System

Passive. You will always have access to your sense of [[chosen-sense]], unless it is suppressed by a supernatural effect.

This protects against losing a sense through injury, suppression, darkness, or sensory overload. It does not protect against physical barriers such as blindfolds, earmuffs, etc.

Enhancements

Psychic Sense (Your chosen sense cannot be suppressed through any means)

Synthesia (The information your protected sense would give you is also made available through your supporting sense. For example, if your sight is protected by your sense of hearing, you get a visual description of the source of any sound you hear.)
This allows you to sense through barriers if the second sense is usable. For example, if you have sight as your insuppressible sense and you receive it through hearing, you can still "see" when blindfolded OR when your ears are plugged (but not both).

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Active (This Power is no longer passive. Spend an Action and Exert your Mind to activate it for one hour.)
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.

Example Powers

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