Viewing Effect - Heightened Senses
One or more of your senses is supernaturally sharp

Create a Heightened Senses Power

Description

One or more of your senses were already acute, but are now supernaturally sharpened.

System

Passive, always in effect. Can only be taken for senses that are already affected by the Acute Sense Asset.

Enhancements

Hawk Eyes ([sight] You can see things that are up to a mile away as though you were standing twenty feet away, provided your view is unobstructed.)
Requires the Asset Acute Sense for sight.

Bloodhound ([smell] Your nose is as sensitive as a tracking dog's. You can differentiate between many scents and recognize anything you've smelled before. Useful for determining where someone or something has been, for tracking, etc.)
Requires the Asset Acute Sense for smell.

Microscope ([sight] You can see things that are normally invisible to the naked eye, down to the size of bacteria. This assists greatly with finding all manner of tiny objects.)
Requires the Asset Acute Sense for sight.

Self-Sharpening (The Acute Sense requirement for the Enhancements of this Power is waived.)

Expanded Frequencies ([hearing] You may hear sounds of sub- and hyper-sonic frequencies. This allows you to hear tiny things (like mice and insects) better, and pick up on the vibrations of truly massive things (like earthquakes and the atmosphere) long before others.)
Requires the Asset Acute Sense for hearing.

Raccoon Hands ([touch] You can differentiate between textures with extreme ease. You immediately find the object you are looking for when rummaging (digging through a trash can, dirt pile, searching for a needle in a haystack, etc) if it is present.)
Requires the Asset Acute Sense for touch.

Extraordinary Tastebuds ([taste] You can recognize any flavor you have previously tasted and name it, allowing you to determine the composition of anything you taste.)
Requires the Asset Acute Sense for taste.

Swiveling Ears ([hearing] You receive +3 dice on any attempt to detect a creature or locate the source of a sound.)
Requires the Asset Acute Sense for hearing.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Active (This Power is no longer passive. Spend an Action and Exert your Mind to activate it for one hour.)
Sommelier (Your enhanced sense(s) can only be used with intense concentration. They do not help with any passive alertness rolls, only focused investigations.)
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Example Powers