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#1 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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![]() 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.I can see the sounds 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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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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And it is mine!
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#3 |
Join Date: Aug 2009
Location: OK
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Does it include rules for putting a maximum range on a sense, such as Dark Vision or Detect?
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#4 |
Join Date: Jun 2005
Location: Lawrence, KS
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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?
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Bill Stoddard I don't think we're in Oz any more. |
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#5 |
Join Date: Aug 2009
Location: OK
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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.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#6 | |
Join Date: Jun 2005
Location: Lawrence, KS
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![]() Quote:
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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Bill Stoddard I don't think we're in Oz any more. |
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#7 |
Join Date: Nov 2008
Location: Yukon, OK
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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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My GURPS publications Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#8 |
Join Date: Feb 2005
Location: Berkeley, CA
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Touch. Depending on how long you're willing to wait for an echo response, probably sonar.
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#9 |
Join Date: Jun 2005
Location: Lawrence, KS
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Touch is a trivial example; GURPS already has rules for nonranged abilities.
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Bill Stoddard I don't think we're in Oz any more. |
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#10 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Cool book. Has lots and lots of neat stuff related to its title.
Of particular niceness are:
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