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Old 02-06-2015, 10:46 AM   #1
Kromm
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Default GURPS Powers: Enhanced Senses

I can see the sounds
Hear all the sights and flavors
With my shining skin
— A sitar-toting superhero
It has been a while since we've seen a GURPS Powers supplement, hasn't it? Well, you'll be happy to hear the wait is over. This week's release is GURPS Powers: Enhanced Senses.

Enhanced Senses is your one-stop shop for superhuman sensory gifts, whether you're a cyborg, a master of the mental arts, or a garden-variety mutant. It offers dozens of prebuilt, playtested abilities you can use "as is," as part of the included power frameworks, or (with minor modification) with your power source of choice. This isn't just a big, boring list, though. Each ability comes with an explanation of how the constituent advantages and modifiers work together in play – and if the capability exists in real life (the animal kingdom is truly amazing!), an effort was made to ensure verisimilitude.

There's more here than a pile of worked examples, too. Notes on sensory feats – from enhancing skills to power stunts – offer practical uses for these and other gifts. New perks and modifiers, and variant advantages and disadvantages, let you customize your character further and invent abilities of your own. And even a campaign with entirely mundane characters will benefit from the clear categorization of senses in game terms, as well as the expanded and optional rules for arc of vision, hearing in tunnels, illumination and loudness levels, reading speed, seeing things "in plain sight," and more.

Whether you're looking for comic-book telescopic and X-ray vision, weirdness like typing blood by tasting it and synthesizing all your sensory input into a unified impression, or just a clearer picture of how ordinary human perceptions work, you'll find what you seek in Enhanced Senses!


Store Link: http://www.warehouse23.com/products/SJG37-0150
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Old 02-06-2015, 11:50 AM   #2
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Default Re: GURPS Powers: Enhanced Senses

And it is mine!
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Old 02-06-2015, 12:05 PM   #3
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Default Re: GURPS Powers: Enhanced Senses

Does it include rules for putting a maximum range on a sense, such as Dark Vision or Detect?
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Old 02-06-2015, 12:14 PM   #4
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Default Re: GURPS Powers: Enhanced Senses

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Originally Posted by ErhnamDJ View Post
Does it include rules for putting a maximum range on a sense, such as Dark Vision or Detect?
As opposed to having range modifiers? Is there any known biological sense that cuts off at a specified distance, rather than being limited by energy intensity, material concentration, and/or angular resolution?
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Old 02-06-2015, 02:09 PM   #5
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Default Re: GURPS Powers: Enhanced Senses

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As opposed to having range modifiers? Is there any known biological sense that cuts off at a specified distance, rather than being limited by energy intensity, material concentration, and/or angular resolution?
I can only think of contrived realistic examples. Is the book not good for supernatural abilities? I can think of lots of those that have discrete cutoffs, which GURPS doesn't handle well at all.
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Old 02-06-2015, 02:41 PM   #6
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Default Re: GURPS Powers: Enhanced Senses

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I can only think of contrived realistic examples. Is the book not good for supernatural abilities? I can think of lots of those that have discrete cutoffs, which GURPS doesn't handle well at all.
Well, actually, I didn't think of this as a book about ESP (covered in Psionic Powers) or about magical senses. It has some unphysical things such as x-ray vision, but mostly taken from comics or space opera.

But that's not the real point here, as I see it. GURPS provides abilities that can be used to define pretty much any magical or paranormal or weird sense you can imagine; between Detect and Scanning Sense (Para-Radar especially) you're pretty well covered. But Detect assumes standard range modifiers, not a sharp cutoff; and Scanning Sense has a specified range, but takes a penalty for use outside that range—it's not a sharp cutoff either. I don't think there's any sensory ability in GURPS that has a maximum range, whether it's detecting water vapor or arcane metaphysics. And that, I think, is because the games that have such cutoffs do so as a matter of game mechanics, because they make things simpler to run, at the expense of realism—"No, I'm sorry, your Detect Undead has a range of 50 yards and the vampire was waiting 60 yards away, so you didn't notice her." That kind of arbitrary sharp cutoff isn't based on any actual theory of how magic ought to work, but purely on keeping things simple for the GM. And GURPS doesn't do that so much, because its style is to privilege realism.
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Old 08-04-2016, 08:30 PM   #7
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Default Re: GURPS Powers: Enhanced Senses

Question on Stop Motion
Does (Aspected, Perception, -20%) kill the go first part of ETS?
The part about no diorect combat benefits implies to me it does.
But that is one of the main features of ETS and it still gives the Recovery from Surprise benefit included in Combat Reflexes so want to be sure.
And what about if you were in a cascade wait situation like a fast draw contest?
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Old 02-06-2015, 02:12 PM   #8
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Default Re: GURPS Powers: Enhanced Senses

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Originally Posted by whswhs View Post
As opposed to having range modifiers? Is there any known biological sense that cuts off at a specified distance, rather than being limited by energy intensity, material concentration, and/or angular resolution?
Touch. Depending on how long you're willing to wait for an echo response, probably sonar.
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Old 02-06-2015, 02:25 PM   #9
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Default Re: GURPS Powers: Enhanced Senses

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Touch. Depending on how long you're willing to wait for an echo response, probably sonar.
Touch is a trivial example; GURPS already has rules for nonranged abilities.
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Old 02-06-2015, 12:29 PM   #10
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Default Re: GURPS Powers: Enhanced Senses

Cool book. Has lots and lots of neat stuff related to its title.
Of particular niceness are:
  • The fact that it listed all/almost all non-Basic sense advantages.
  • Ways to modify existing senses, e.g. enhancing Vision with Time-Spanning or Long-Range for those weird ESPers.
  • The new perks are neat. Okay, I'm actually talking primarily about the scent-related perk directly related to the above bulletpoint. Awesome for wolves, bloodhounds, Short Canadian Foul-Tempered Antihero etc. I wonder if some sharks qualify for two levels?
  • Some extra definition clarifications are neat.
  • Some extra rule clarifications are neat.
Things that I don't quite like:
  • Ultraviolet Sight is possibly an oversight: "Ultraviolet penetrates water to greater depths than visible light, halving Vision penalties underwater – but in total darkness (-10), you’re still blind!" will likely spark protests. In fact, I find it something of a flaw that while IR vision got two new variants of the trait, UV vision didn't get; this was a nice place to put in a more realistic variant of the trait.
  • The original Scanning Sense (Field Sense) didn't make it into the book, which would be okay on its own, but the closest analogue costs the same [10] while being inferior in almost every way.
  • The light/darkness modifiers seem off by one line: should a normal day really be -1?
  • The sound volume table and the lines about Stealth. If read literally, they produce odd results and break down in situation of high-Observation-vs-high-Stealth duels. I suppose it should be read as 'success by +0 provides a noise level this loud/quiet', 'critical success provides at least this level' etc. Otherwise the table not only breaks down at high point totals, but also becomes incompatible with the game mechanics of Stealth everywhere else in the books.
  • I'm not sure if the +5 to some skills attributed to ETS is balanced. In fact, that seems to run counter to what has been said about ETS before. (I suppose a +4 for Powers Boosting Skills is plausible.)
  • ETS or the quick-reading perk makes Speed-Reading essentially useless, it seems.
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