Viewing Effect - Sense Objects
Detect nearby items of a certain type

Create a Sense Objects Power

Description

You are able to tell when a specific type of object is nearby, for a short period of time. You get a sense of what direction the objects are in, but not their precise locations or the total number of them

System

Spend an Action and Exert your Mind to detect all [[type-of-items-detected]] within [[range]]. Tells whether there is anything in range and gives rough sense of direction, but not location or total number of items. Sense of direction lasts for 1 minute.

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.)

Mental Mapping (You can remember the precise location of your targets even after your sense of them has dwindled.)
Does not track items if they are moved/moving, however.

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.)

Truffle Hunter (If the object is hidden or disguised, you become aware of it. Furthermore, if it is secured via mundane means (e.g. in a safe), you learn the way to access it (e.g. a combination, the shape of the key, etc).)

Take Inventory (Provides you a specific list of which items are being detected. When combined with the GPS enhancement, attaches a location to each specific item.)

Jack of all Items (You may now sense another type of item. Must fit with your original Power flavor-wise, otherwise you will need to make a new, separate Power.)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power 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 power is costless any time you can cast it.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. 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.

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power 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 Cell 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.

Piece of Cake (You may activate this Power as a Free Action, meaning you may activate it and take an Action in the same Round of Combat.)
A Free Action is one that can be taken at any time without spending the Round's Action. Activation costs (Exertion, etc) are unaffected.

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.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Tunnel Vision (While this power is active, you are at -2 dice to all Actions.)
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.)
Traumatic (Make a Trauma roll when you use this power)
Scarring (You receive a Battle Scar when you activate this Power. If this Power is benign (e.g. healing), the target receives the scar.)
Long Cast (This Power takes one minute to activate.)
One-Track Mind (Can only get a sense of the closest target within range, regardless of the total number of targets within range.)
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
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.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
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.

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