Wild Talents: Power of Sensory [Day 3 of 6]

If you saw the previously posted character, Augur, you’ll have already seen the real power of expanding the Sense stat by adding in a Variable Effect and the Power Capacity of Speed… letting you have a wide range of senses that you can project outwards from your body. That by itself is a game-changing power, capable of ruining plots and such rather easily. As a GM, it’s easy enough to somewhat temper, by ruling that there is a material (like Lead), which blocks certain senses.

But surely there are more ways to expand the Sense stat. Let’s take a looksee.

Personally, there’s 1 Extra I think Sense is practically built for. Augment. With heightened senses, you should be more aware of how best to accomplish near anything, from better hearing the clickity-clack of picking a lock, to sensing where to place your defense, and in particular, aiming. But at +4, it’s no cheap affair to just tap on. So, how to get it down in costs…

I think there are 2 primary ways. The first is by simulating an overload of your senses. This could be done by taking the “Always On” flaw, meaning that you can’t control the fact that you’re receiving non-stop sensory data; as well as by taking “Uncontrollable”. Together, this is a bit like the Sherlock Holmes character who is being driven crazy because he always knows just where you’ve been, what you’ve been doing, etc. It means that, at times, you may need to spend willpower to even use your Senses. You line up to take the shot, but feel that gnat buzzing about 20′ from your left ear, distracting you. (GMs can be a pain like that). Might need to use some willpower to make that shot with your Sense bonus.

Another option is to add a Defends quality with a “Sensory only” if/then. Don’t be affected by strobe-like effects, or sonic booms. Would even help against the Uncontrollable effects a GM might throw at you in the previous scenario…

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