Vibration Sense
#advantage #character_option #rules_analogue
Physical, Exotic; 10 points
Requires specialization (Air or Water).
You can detect the location and size of objects by sensing vibrations with your skin, whiskers, or antennae. You must specify whether this ability works in the air or in the water.
Vibration Sense is not a substitute for vision. You can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still, dark chamber, you would have only a vague notion of the size of the area, but you would be able to sense a barrier before you ran into it, and could find openings by sensing the flow of air or water.
To use Vibration Sense, make a Sense roll. Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind (in air) or swift currents (in water) will generate “noise” that interferes with your sense. Find the speed of the wind or current on the table and assess the relevant speed penalty.
A successful roll reveals the rough size, location, speed, and direction of movement of the target. It does not provide any information about the object’s shape, color, etc. Once you have detected something, you may target it with an attack. The modifiers that applied to your Sense roll also apply to your attack roll, but can never give you a bonus to hit.
Note that if you are outside the element (air or water) where your ability functions, or if you are wearing a sealed suit, this ability does not work at all!
Special Enhancements
Universal: Your Vibration Sense works both in the air and in the water. +50%.
Hearing-Based (+0% enhancement): You can define your vibration sense as based on Hearing. In this case, levels of Acute Hearing add to your roll to detect foes and other moving, noise-making objects; but not to locate passages or keep from bumping into a wall. It also allows you to precisely locate anything you can hear well enough to attack it. However, you cannot detect anyone who beats you with an opposed roll of his Stealth vs. your Hearing. Also, passive, immobile, completely silent objects are at -4 to detect (based on analysis of ambient sound and reflected echoes - in completely silent environments where you are not making any sound yourself the GM may rule that you cannot detect these objects at all). This is appropriate for animals such as cats, foxes, or owls that can hunt by hearing alone. Ground-Based (Limitation): You can also take Vibration Sense that operates through the ground instead of through air or water. You get your sense roll to feel the tremors of anything walking or moving over or in the ground, but cannot detect anyone above the ground. The Cannot Detect Immobile Objects (-30%) limitation is usual, but not required.
This can also be found on B96.