Acute Senses
#advantage #character_option #rules_analogue
Physical; 2 points per level
Requires specialization.
You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls (p. B358) you make – or the GM makes for you – using that one sense.
- Acute Hearing gives you a bonus to hear something, or to notice a sound (for instance, someone taking the safety off a gun in the dark). 2 points/level. The maximum realistic level for humans is Acute Hearing 4 (as per Tactical Shooting, p.36)
- Acute Taste and Smell gives you a bonus to notice a taste or smell (for instance, poison in your drink). 2 points/level.
- Acute Touch gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). 2 points/level.
- Acute Vision gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). 2 points/level. The maximum realistic level for humans is Acute Vision 2 (as per Tactical Shooting, p.36)
With the GM’s permission, you may also buy Acute Sense advantages for specialized senses such as Scanning Sense and Vibration Sense.
You cannot usually buy Acute Senses in play – raise your Perception instead. However, if you lose a sense, the GM may allow you to spend earned points on other Acute Senses to compensate. For instance, if you are blinded, you might acquire Acute Hearing.