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 (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.)
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 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