Viewing Effect - Sense Beings
Detect nearby beings of a certain type

Create a Sense Beings Power

Description

You are able to tell when a specific type of being is nearby, for a short period of time. You get a sense of what direction the entities are in, but not their precise locations or the exact number of them. This sense lasts for a minute.

System

Spend an Action and Exert your Mind to activate this Power for one minute. While this Power is active, all [[detected-beings]] within [[range]] are detected, including those who enter its range after activation and those behind walls. You get a rough sense of how many, but not exact number.

Enhancements

GPS (Provides you with both distance and direction toward the detected beings. This information is accurate enough to use for aiming at a +1 Difficulty.)

Divination (Points you in the direction of the closest target and gives you a rough sense of its distance from you, even if it is outside your range.)

Increased Racial Sensitivity (You may now sense another type of being.)
Must fit with your original Power flavor-wise, otherwise you will need to make a new, separate Power.

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Got Eyes On Em (Any beings detected by the initial activation of this Effect are "marked." Until the Effect ends, you get live info about them even if they leave your range. After the Effect ends, you receive live info about them until they leave your range.)

Catch a Whiff (Even if this Effect is not active, if any of the specified type of target enters range, you may roll Perception + Alertness, Difficulty 7. If you succeed, you become aware that one is somewhere nearby.)

Suspect List (Any being you detect is also identified, be it through a common name, a glimpse of their face, an aura, etc. The identifier cannot reveal hidden info and should just be enough to identify them.)
Only gives very basic information which you could obtain from looking them over. Is not a substitute for Investigate Individual. When combined with the GPS enhancement, attaches a location to each specific being.

Conditionally Costless (This Effect does not require Exertion in certain circumstances. The condition should be balanced such that it has an activation cost the majority of the time you are able to use it.)
If you take this Enhancement, you must be able to use the Effect at full cost and other times at no cost. This cannot be the same condition as the Drawback "Conditional" as that would imply that the Effect is costless any time you can cast it.

Triggered (You cannot manually activate this Effect. Instead, choose a triggering event, always outside your control, that activates this Effect without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by World Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

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.)
Once per Day (You may only use this Effect once per day.)
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.
Scarring (When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar.)
Long Cast (This Effect takes one minute to activate.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Resistable (The target may contest this Power as a free Action by rolling either Mind or Body, Difficulty 7)
Double-Edged Sword (You are affected by this Power to the same extent as your target.)
Cannot be taken on Powers that provide buffs of any kind.
One-Track Mind (You only detect the closest target within range.)
Sacrifice (Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Draining (After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an 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.

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 4

  1. 50 feet
  2. 300 feet
  3. one mile
  4. ten miles
  5. one hundred miles
  6. one thousand miles

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 4

  1. 50 feet
  2. 300 feet
  3. one mile
  4. ten miles
  5. one hundred miles
  6. one thousand miles

Example Powers

The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when a battle begins, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.


This Effect activates whenever combat begins. It does not require an Action or Exertion.

You automatically detect all people wielding weapons within 50 feet of you for the next minute. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, and you have a clear sense of both the distance and direction towards any detected beings. This information is accurate enough to use for aiming at them, at +1 Difficulty.