Viewing Effect - Protect Sense
Your senses cannot be suppressed

Create a Protect Sense Power


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.


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


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


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

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Synthesia (The information you would receive from your chosen sense is received via another sense. For example, you can hear sights.)
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).


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.)
Painful (Your Penalty is increased by 2. This lasts for either one hour, or the length of the Duration parameter if applicable. Is always on for Passive abilities.)
This Drawback stacks with itself; if you cast multiple abilities with Painful, or one ability multiple times within the duration of the effect, your effective Penalty will go up by 2 for each use of a Painful ability.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. 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