Zazen
Jul 18 2004, 06:01 PM
QUOTE (Raife) |
This discussion should be more veered towards why we each choose to allow, or not allow, ultrasound sight for physical adepts in our game. As clear cases could be made for both opinions, but neither side will ever be "right" as each Gamemasters game is different. |
A-men. The rules say I can get eye guns and datajacks and tongue darts for a quarter-point each. It's stupid to argue over the official One True Way.
Let's instead ask:
Is it unbalanced?
Is it fun?
Is it detrimental to the flavor of adepts or the game in general?
BitBasher
Jul 18 2004, 06:26 PM
QUOTE (Zazen) |
QUOTE (Raife @ Jul 18 2004, 12:15 PM) | This discussion should be more veered towards why we each choose to allow, or not allow, ultrasound sight for physical adepts in our game. As clear cases could be made for both opinions, but neither side will ever be "right" as each Gamemasters game is different. |
A-men. The rules say I can get eye guns and datajacks and tongue darts for a quarter-point each. It's stupid to argue over the official One True Way.
Let's instead ask:
Is it unbalanced? Is it fun? Is it detrimental to the flavor of adepts or the game in general?
|
Hehe, and at the end of the day I agree.
I do think it is fun, I do not think it is unbalanced, and I will allow it in my game, although it would not be an improved sense it would be a stand alone adept power and be called echolocation and cost .5. In fact, it's been in my game that way for the last 4 or so years after my players asked me to implement it.
tjn
Jul 18 2004, 09:13 PM
First off Raife, let me apologize. Doc's combative nature got the best of me and I responded harsher then I intended. I am sorry for the reactionary quip. Don't judge me too harshly, at least until you meet me in person.
QUOTE (Raife) |
Note, if you want to skip all this crap I wrote, but still have some idea of what I said (I'm honored if you do) then skip down to the section marked "Summation of Long Winded Post" in big bold letters. |
While I do realize the current trend of the internet is moving away from large, thoughtful posts and into "OMG FIRST POST"... I still more then ever enjoy reading a post from someone that obviously put a lot of thought and effort.
QUOTE |
I would like to draw your attention to page74 of Man & Machine... the bioware in question is called "Reflex Recorder" and of .25 essence you can indeed get a +1 to a combat skill (or any physical skill)... for specializations the cost drops to .1 essence. The only difference between what you just talked about with "Advanced Neuromuscular Controllers" and "Rexflex Recorders" is the limit of how many dice you can have. |
And I would draw attention to it's limits. It's not truly a copy of the power; in addition to all bioware's normal drawbacks, it's forever limited to one rating per skill. Secondly, it's Cultured, which means it's recommend to not be allowed to starting characters, and getting cultured bioware in game is a somewhat lengthy process.
IMO, had those two restrictions not been placed on it, then yes, there would be a problem. As it currently stands it amounts to not much more then an oddity due to the inability to add more then one, and usually only in game. An oddity I can fairly well ignore in my games.
QUOTE |
Personally I see "ultrasound hearing" for an adept less like echolocation, and more like daredevils power. The characters field of vision simply drops from "straigh line where he is looking" to "3 meeters in all directions". |
Err I'm gonna assume ya meant ultrasound vision in that statement... otherwise clarification would be nice

I've never been a big fan of Daredevil (was more of a Supes/Batman fan- depending on mood)... so I googled it trying to find out how Daredevil's power worked exactly. It wasn't to specific, all that I've been able to glean from the numerous fan sites is that Daredevil possesses a "radar-like" sense.
If I could ask for a little more definition if you understand it a bit better?
QUOTE |
As for themes, I would have to respectfully disagree with how the themes for characters are setup. I do not see the rules as a way to enforce themes and world texture. I would like to use a made up example from movies. |
I come from the school that themes are developed at every step of the way, your examples are just one way to go about that, but when reinforced with the rules that represent the theme as well, it gains a more fuller subtext.
Rules are just yet another tool in which to craft the story. My school of thought is one that everything within the story is, or at least should be, placed there on purpose and for a reason. There's only so much room to work with and each point that could be utilized to transfer the themes, styles, and tone should.
As most of a RPG's story is based upon improv play, a GM is hurting for those elements of control in which a writer normally has total control over. The rules of a system gives the GM a tool a writer does not have, and thus is a prime target for the communication of those elements of the story. However, these changes must be tempered with one eye for balance and the other with the enjoyment of the players.
QUOTE |
*snippage of the movie examples of Jet Li and Robocop by tjn*
When you build themes in a movie or book, the actions the characters take are descibed differently, they are not given different actions. In Camu's "The Stranger" for example, the main character does not "shoot" the arab, instead "the trigger gives way, and the gun fires". This premotes the sense of detachment that the character feels (like a street samurai who has given up to much of his soul for cyber). |
Very true, however the very action done by two different characters of disparate themes might just be different itself. However as the GM only truly has control over the actions of the NPCs, description of the resolution of action might be all a GM has to work with.
QUOTE |
To retain the integrity of theme and texture of story components one does not alter the meta-canvas. |
I retain the position that altering the meta-canvas is a viable tool to express the story.
QUOTE |
To show the difference between Jet Li and Robocop you alter the shots used, the music and the special effects type, movie makers do not need to drastically alter how movies are percieved to accomplish this. |
No, they do not need to. But it's meaningless if they do not even consider it, and especially within the time constraints of a movie, meaning needs to be packed in every bit of space they can scavenge.
Example? Floor shots in Citizen Kane (okay one can pull up just about any technical advancement out of Citizen Kane, but I'll go with floor shots). It didn't do much in the way of jarring the viewer (or perhaps that's my 21st century perspective), but it was innovative for the time (outside of Stagecoach IIRC), and was used to full effect to communicate the influential stature of Wells' character.
QUOTE |
Altering the perception of how movies are made is a tool to make someone appreciate the art form. |
I find that line of reasoning reactive against the "art-tists," and unfair to such movies as Memento and Run Lola Run, who's use of formatting of the movie is an integral part of understanding the essence of that film.
As long as the change is made for a reason, and therefore effectively giving meaning to the alteration of perception, it's a perfectly viable area in which to explore.
QUOTE |
Themes are tools, and a product of the genre, not a goal in and of themselves. The theme of "Man's Inhumanity to Man" is a product of Vonegut's "Slaughterhouse 5", but that theme is a tool to ask questions about the nature of freedom, and our own will against that of the universe at large. |
But without intentional themes those questions do not get raised. And to craft meaningful themes, one must grab every opportunity in an RPG available, due to the limitation of control over traditional avenues of thematic development.
Perhaps it's just me, but if I have a concept of how a run is supposed to go, it's going to get shot up six ways to sunday before we're done for the night.
QUOTE |
Every game is a different story, and thusly should have different themes. |
True enough, as long as I'm reading this right that a game is not the equivilent to a session in this instance. However, my group tends to move on to an entirely different rpg with each different story. I suppose that does give me the ability to tinker with the rules moreso then a GM that has a permenant SR game where the need for a consistant call or view of a rule plays more in effect.
QUOTE |
The game I am running now uses a strong "lost history" theme, that means I disuade players from taking ancient history skills at player creation, but reseach skills would be highly recommended. |
Sounds like a wonderful idea, one I find isn't explored often. sounds intriguing. If something more comes of it, I would be interested in hearing how it pans out.
QUOTE |
Now time for the "attack" as one person called my flipant comment about delusions and munchkins. I did not intend it to be an attack, but as I failed to correctly use my "canvas" of online forum, to get across my theme of "jocular dismissal" I need to in the future be more careful. |
As I said at the start, I apologize for the combative tone. I was perhaps too reactionary after dealing with Doc. But it does remain that at the time I did feel attacked for wanting to preserve what I feel is one of the more technological aspects of cyber.
QUOTE |
If telling a shadowrun story means crafting the theme and motif of your game purely from rules then your game will begin to feel more "stifled" very quickly. |
Again, not purely from the rules. The rules are representative of the setting's "Laws of Physics." And if I can subscribe meaning to it, I will. If I can subscribe a valid meaning from the toliet paper that trails my shoe, I'll do it too. Just rules are a bit easier to work with

QUOTE |
If you are going for a claustraphobic "big brother" game where magic is limited by metagame rules, then that is what you will succeeed in. If this is your goal (and these games can be wonderfully fun) there are some other steps you are probably taking to accomplish it, and ultrasound hearing would not be appropriate to the theme of your game. |
I don't quite see how not allowing sound to be visually interpreted without technology a "big brother" thematic element. IMO magic and technology have a large distinction. One in which I try to enforce the difference to whenever possible. This is in order to make those times in which magic and technology fuse(such as cyberzombies or cybered paranormal animals) special, meaningful, and extraordinary.
And IMO, this is one of the more powerful, and yet relitively unique, themes that Shadowrun has going for it.
QUOTE |
If you want magic to feel natural, and "part of the world" then I would be hard pressed to explain to a player why a character cannot learn to magically hear the location and rough density of objects. |
True. However where I'm hard pressed to allow a magical character the ability to reinterpret sound as a visual sense. As far as natural, I've often been fond of making magic "unnatural" and vaguely cthonic. Natural magic is rooted in the New Age Mystics that could not explain the Magical Theory of Contagion if it came up and bit them in the ass. Literally.
QUOTE |
Summation to Long Winded Post Shadowrun is a game where each game is different. Discussions over whether or not something is "possible" in the Shadowrun universe is subject only to the universe of one persons game. While the authors of Shadowrun give us a large set of tools to tell our stories, in the end, it is our job (and there wish) for us to tell those stories as we see fit. If they did not want us exploring these situations in our own games, they would have written novels.
This discussion should be more veered towards why we each choose to allow, or not allow, ultrasound sight for physical adepts in our game. As clear cases could be made for both opinions, but neither side will ever be "right" as each Gamemasters game is different. |
Summation of the Long Winded Reply to the Original Long Winded PostSounds a-okay to me

Edit: Formatting
tjn
Jul 18 2004, 09:35 PM
QUOTE (Zazen) |
A-men. The rules say I can get eye guns and datajacks and tongue darts for a quarter-point each. It's stupid to argue over the official One True Way. |
Oh c'mon Zazen, the rules specifically state on page 45, subsection c, third paragraph on the right hand column that the One True Way shall ever and always be respected. You know this. Don't make me call the Gaming Police. It'll be for your own good....
QUOTE |
Let's instead ask:
Is it unbalanced? Is it fun? Is it detrimental to the flavor of adepts or the game in general? |
Unbalanced? I'd say a qualified yes. In view of the power Blind Fighting it is, they're mechanically simular enough for me to use that as the template rather then Ultrasound Vision. Viewed in isolation, I don't so much have of a problem with the effects, but rather with the how. And if explained via the the "it's found in nature" guideline, it sets a precedence that could be abused.
That and I have a strong dislike towards what I perceive as the "Nickel and Dime" munchkin. Every little rule they exploit add up to one colossal mess. That 0.25 they save here leads to the uber power around the corner.
Fun? Depends on the flavor, but if they click they're out. If it's a more zen like blind master, I have no problem.
Detrimental? Short answer? Yes. Longer answer can be found in my posts throughout the last two pages.
Necrotic Monkey
Jul 18 2004, 09:44 PM
QUOTE (tjn) |
Unbalanced? I'd say a qualified yes. In view of the power Blind Fighting it is, they're mechanically simular enough for me to use that as the template rather then Ultrasound Vision. Viewed in isolation, I don't so much have of a problem with the effects, but rather with the how. And if explained via the the "it's found in nature" guideline, it sets a precedence that could be abused.
That and I have a strong dislike towards what I perceive as the "Nickel and Dime" munchkin. Every little rule they exploit add up to one colossal mess. That 0.25 they save here leads to the uber power around the corner.
Fun? Depends on the flavor, but if they click they're out. If it's a more zen like blind master, I have no problem.
Detrimental? Short answer? Yes. Longer answer can be found in my posts throughout the last two pages. |
JaronK
Jul 18 2004, 10:29 PM
Daredevil's power, for those wondering, is that his 4 senses (he's blind) are extreamly powerful. His hearing is such that he can tell the location and shape of an object from the way sound waves bounce off it. He doesn't make the sounds himself, he can just hear the way the sounds from other things (cars, machinery, etc) bounce. Daredevil is in many ways a perfect example of an adept... a normal human with extraordinary powers of perception, as well as some amazing athletic and combat ability.
JaronK
BitBasher
Jul 18 2004, 10:37 PM
Right until present day (and some earlier) butchered the original concept and took a character which was supposed to have no superhuman abilities except for his senses and have him soaking damage and falling from heights that only a mutant could survive. That comic suffered horrible writer one upmanship until his performance is sometimes WELL into the mutant/superhuman range of performance when supposedly he is totally natural in those regards. I freaking hate comic book writers sometimes.
Zazen
Jul 18 2004, 10:54 PM
QUOTE (tjn) |
Unbalanced? I'd say a qualified yes. In view of the power Blind Fighting it is, they're mechanically simular enough for me to use that as the template rather then Ultrasound Vision. |
That's my opinion as well. It equals blind fighting except in the rare cases of sound-dampening spells, white noise generators, or ultrasound emitter/detectors. The rest of the time it actually lets you see through darkness and invisibility and ruthenium and visual illusions and smoke and so on. IMO those bonuses outweigh the penalties so I make them cost the same. I think it's still quite a bargain.
Necrotic Monkey
Jul 19 2004, 01:09 AM
Blind Fighting
always gives you a +4 bonus for purposes of blind fire or full darkness. There is no defense against it, and there's no way to detect it short of assensing the target. It works just as well against Invisibility and Ruthenium as anything else does because it's not a visual sense. It also defeats Stealth and Silence spells since it has no reliance whatsoever on sound, either. In fact, no Indirect Illusions short of a multisense one will affect an adept with Blind Fighting since it provides a completely new "sixth sense."
Ultrasound Vision, on the other hand, has numerous defenses against its use and can be detected in numerous ways. The best benefit it provides is equal to Blind Fighting. Stealth and Silence spells will "blind" the sense as surely as an Invisibility spell will, and White Noise Generators can actually worsen their visual penalties beyond a mere +8 until the adept takes the Simple Action to deactivate the power... at which point he's not only wasted an action but is also stuck in the same visual position as his comrades. It pales so very much in comparison to Blind Fighting... there's no way it should be worth the same. Especially since it does
nothing to help with the Blind Fire penalty.
Well, unless you want to increase the cost of other Improved Senses, too. Take a look at what natural Thermographic Vision can do sometime. It equal or (more often) trumps Ultrasound Vision AND Blind Fighting against darkness penalties as well as giving you NO penalties whatsoever against Mist, Smoke, Rain, Fog, and White Noise. A White Noise Generator doesn't do jack to them, nor do Silence or Stealth Spells, but Invisibility works just fine and the benefits of Ruthenium Polymers are cut in half. Surely that means it should cost 0.5 points, too, right?
How about Select Sound Filter 5? That's only 0.25 Power Points, but it provides +5 dice on all Hearing Perception Tests. The Enhanced Perception power only grants a single +1 bonus with all five senses, but it costs 0.50 Power Points. Does that mean Improved Sense: Select Sound Filter should have its cost increased to 0.5 Power Points, too, to avoid turning adepts into these imaginary munchkins of tjn's?
Improved Sense: Vision Magnification provides up to a -3 target number bonus on all ranged attacks. That seems awful cheap for 0.25 Power Points too, huh? Guess it needs to be hiked up as well to avoid these horrible munchkins and their powergaming players.
Don't even get me started on Improved Sense: Spatial Recognizer. That's sheer munchkinism if ever I heard of it right there. Especially if some munchkin powergaming player combines it with Select Sound Filter and High Frequency Hearing.
Microscopic Vision is probably even worse! It gives adepts a -2 target number when using Electronics and Computers B/R -- those are clearly skills outside their domain according to tjn, so that's PURE munchkinism right there! I dare say 0.5 Power Points isn't even worthy enough for this munchkin piece of crap -- it should be banned, period!
Balance Augmentation is way overpowered, too. Not only does it provide a -2 target modifier on any balance-related test, but it grants adepts a -2 target modifer against Knockdown.

Even the purely internal power of Rooting <cough> doesn't do that! It just gives an extra die
per leve to avoid Knockdown... and everyone knows a target modifier is more powerful than extra dice. Munchkin bait if ever I heard it.
etc.
Person 404
Jul 19 2004, 01:22 AM
Does it ever occur to you that the best way to get people to accept points is not to cover them in pure shit?
BitBasher
Jul 19 2004, 01:28 AM
QUOTE (Person 404 @ Jul 19 2004, 01:22 AM) |
Does it ever occur to you that the best way to get people to accept points is not to cover them in pure shit? |
The same is true of cheeseburgers.
Cheesy Answer
Jul 19 2004, 01:30 AM
Something that *cough* some fastfood restaurants still have not yet learned.
Raife
Jul 19 2004, 01:31 AM
All other points aside (cus im about to actually RUN some Shadowrun) I would like to direct you to the Daredevil movie. It's a perfect example of both a Physical Adept, and how I invision ultrasound vision.
Part of the problem we may be having is a discrepency in how we view how an adept version, and a sam version would work.
I figure an adepts version of the power works like daredevil in the movie, while a samurai version looks more like Vector Graphics (like the old Star Wars gang).
Zazen
Jul 19 2004, 01:55 AM
QUOTE (Necrotic Monkey) |
(ubersnip) |
Except a few mistakes, (blind fighting is not a sense that you can actually detect anything with, white noise can't take you above +8 because you always use the lowest visibility modifier) I don't think you really said anything that I didn't say.
You just feel that the benefits of US over Blind Fighting (namely, the ability to actually see things with it and use it for something other than attacking someone that you have to first detect some other way) outweigh the penalties (susceptibility to the stuff we both mentioned). Maybe sound spells and white noise generators are more common in your games. That's really cool, I have no problem with that. I just have a different opinion. Lets smoke a joint and be happy.

Unless you call Blind Fighting an ability usable for anything other than taking blind shots, which is a whole new issue and probably grounds for a new thread.
Necrotic Monkey
Jul 19 2004, 03:55 AM
Blind Fighting specifically states that its a new "sixth sense," which by definition does mean it's a sense, but the only mechanical benefit listed for it is a +4 modifier for Blind Fire (which no other sense, including Ultrasound Vision, grants which is why it's a 0.5 point power) and Full Darkness penalties. It's no fault of mine that they decided not to expand on it. Shadowrun has a nasty habit of just waving a hand past adepts so that they can spend as few pages on them as possible.
Invisibility only affects vision. A blind character with Blind Fighting has no vision to affect, so the spell has no effect on them. They'll sense them as easily as they sense anyone else. They're not actually detecting them, they're just not vulnerable to it. Same goes for ruthenium, though the weird rules for ruthenium still grant a penalty equal to half the number of scanners. Don't ask me why.
If players in your games aren't using Stealth or Silence spells, and security doesn't bother with dirt-cheap ultrasound detectors, that's no fault of mine. It doesn't negate the fact that Blind Fighting has no penalties or requirements whereas Ultrasound Vision has numerous. One is valued at 0.5 Power Points and the other -- despite your preference otherwise -- is valued at 0.25 Power Points. Works just fine for me.
But how anyone, such as tjn, could consider Ultrasound Vision munchkiny is beyond me. Especially considering the benefits of numerous other augmented senses.
Zazen
Jul 19 2004, 05:59 AM
I guess you're using Blind Fighting in a much nicer way than I do. In my games it only helps you make attacks against opponents that you can't see. If you expand it to become Darkvision or something similar, then you're certainly right to price them differently.
Necrotic Monkey
Jul 19 2004, 06:53 AM
I'm not expanding it in anyway. Invisibility only affects vision. If a blind adept with the Blind Fighting power encounters a subject under an Invisibility spell, he'll detect him as easily as he would without the spell because the spell has no effect on him. And because he's detecting him just as easily as he does anyone else, he's only at a +4 target modifier to attack him because of the power.
Zazen
Jul 19 2004, 07:09 AM
QUOTE (Necrotic Monkey) |
I'm not expanding it in anyway. |
So you use it the same way I do, only as a bonus to making attacks versus opponents that you can't see? I want to be super-clear that this is true before I continue along this line.
QUOTE |
Invisibility only affects vision. If a blind adept with the Blind Fighting power encounters a subject under an Invisibility spell, he'll detect him as easily as he would without the spell because the spell has no effect on him. And because he's detecting him just as easily as he does anyone else, he's only at a +4 target modifier to attack him because of the power. |
Why have you repeated this so many times, as if I'd said "invisibility affects senses other than vision and works against blind people"? If there's some subtle point to this, I'm afraid I've missed it.
toturi
Jul 19 2004, 12:39 PM
QUOTE (Necrotic Monkey) |
I'm not expanding it in anyway. Invisibility only affects vision. If a blind adept with the Blind Fighting power encounters a subject under an Invisibility spell, he'll detect him as easily as he would without the spell because the spell has no effect on him. And because he's detecting him just as easily as he does anyone else, he's only at a +4 target modifier to attack him because of the power. |
Excuse me, but unless you are applying a Blind Fire or Full Darkness modifer to your Perception Test against an Invisible person, your adept cannot "detect" the Invisible man more easily(if at all).
The "sixth sense" that Blind Fire confers does nothing mechanically other than reduce the Blind Fire or Full Darkness mods. Just as the Sixth Sense power cannot allow you to detect an Invisible man, but it does allow you to detect the surprise attack by such an Invisible person.
Umbrage
May 21 2005, 04:30 AM
It might be overanalyzing things but in the M&M description for ultrasound vision, the last sentence reads: "Cybernetic ultrasound sight is affected by mana-based indirect illusions spells (in addition to physical spells), because it has been purchased with Essence."
The way that reads, I understand that there is an other type of ultrasound vision (e.g., natural), elsewise it would not have been qualified with term "Cybernetic". The author would have simply stated "Ultrasound sight is affected..."
Thoughts?
Critias
May 21 2005, 05:27 AM
Necromancy much?
Eyeless Blond
May 21 2005, 02:00 PM
QUOTE (Umbrage) |
The way that reads, I understand that there is an other type of ultrasound vision (e.g., natural), elsewise it would not have been qualified with term "Cybernetic". The author would have simply stated "Ultrasound sight is affected..." |
Sure, bats and dolphins have it, to a somewhat limited extent. Unfortunately the ultrasonic emmission part of ultrasound "vision" is still no more a sense than shouting at the top of your lungs is a sense. The ability to emit ultrasonic waves from your body would have to be purchased as another power, which I and some others think is fair at .25PP, for a grand total of .5PP for the "sense" (Emission + Detection).
If you want to complain about it, keep in mind that the above throws in the ability to process and overlay the "sight" over your normal vision for free, and that's a very non-trivial task.
Kagetenshi
May 21 2005, 03:36 PM
Whereas others disagree that emission is a valid power.
~J
Eyeless Blond
May 21 2005, 03:55 PM
Well if they absolutely *have* to have it, then I argue that it's balanced at .5PP for the sense. I'm not going to get into whether or not they should be able to get it at all; we'll leave that up to the individual's call.
weblife
May 21 2005, 09:15 PM
I'm definately supporting the notion that an Adept could recieve a sense similar to Ultravision. - However, its inaccurate to call it vision, its based on sound and even the cybernetic version is not a vision, the reciever unit is listening for High Frequency sounds, which is why the ear implant can replace the vision implant for reduced essence cost.
The only thing Visual in the cybernetic sense is the processed image that is returned on the retinas on the user.
I'll try to make a diagram to show what I mean:
OUTPUT: Ultrasonic Pings.
INPUT: Echoes.
OUTPUT (to user): Echoes translated according to relative loaction and overlaid normal vision. (Think Terminator scanning people for fitting clothes)
Now the Adept can already get High Frequency Hearing. But its not "innate" that hes also very good at discerning the echoes.
The Adept can also get spatial recognition, allowing him to isolate each item making a noise in his surrounding. Ok, now he could probably describe the echo, making for "poor" ultrasonic vison.
Now, if the adept invests in a New power, that we call Echolocation, then we give him the ability to emit ultrasonic "pings" with his mouth. (Which I actually think most people already CAN, we just can't hear it and most do not practice.) And allow the Adept to make detailed audio inspired maps of his surrounding, moving targets will be "hazed" by the vector they move in, each "ping" emitted will refresh the location of items, making the adept click faster when he's trying to nail exact precision.
Getting a mechanical ultrasound emitter, which is readily available for a few k, the Adept doesn't even need to click for himself. The emitter does so at high frequency.
The Adept Ultrasonic Vision is split up into 2-3 sensory powers, depending on the GM, and the emitting part is natural to normal humans.
The difference between Echolocation and true Ultrasonic Vision would be that Echolocation is applicable to a much broader spectrum of sound, where the Ultrasound sense is ultrasonic. - Using "normal" sound vs. ultrasound will also be more inaccurate due to the rebound delay as normal sound is slower.
Finally, the Adept cannot transmit his "mindmap" of his area to his allies, and he cannot "save" the images as a map for later use. The power is thus weaker than any mundane can get with a pair of nice shades..
The Adept Power Blindfighting sets a maximum visibility modifier of +4 and is completely impervious to whitenoise or other interference, its pure magical detection.
Utravision is more applicable to other vision, as it halves visibility modifiers. - But looking at the visibility table on page 112 of SR3, you'll see that the "best" vision in all situations except, except in a hot area, is therm vision. Adding Ultrasound to that, you get a visibility mod. of max +1, +2 in thermal smoke.
Blindfighting costs 0.5 PP's. Most people in this thread argue that Ultrasound vision should demand prerequisite powers (myself included), but some end up at 0.5, or two powers, where I would lean more along 3 powers needed, since ultrasonic vision is "better" than simple blindfighting. - Note though that ultrasonic vision has a range due to the speed of sound and can be modified by ambient noise (althoug with spatial recognizion you should be able to compensate)
What it boild down to, in my opinion, is that YES Utrasonic Vision is applicable as an Adept power. And there is no doubt for me that its a multiple sense power and its hearing based, not visual.
The final price in PP would depend on the local GM, which powers he demands is purchased. I suggest, humbly, the following:
High Frequency Hearing. - To pick up the signal at all.
Spatial Recognizion. - To discern echoes from ambient noise.
Echolocation. - (NEW POWER) To interpret the echoes well enough to "see" the world with sound.
Technically I do not see a problem with echolocation also allowing you to pick up sound from lower frequencies, imagine the sound translated to colors, high frequency is white on black, slower sounds scale to red or green and a "blur" will travel after a fast moving target, signalling the vector and speed of said target.
Overlaid with normal vision it would work nicely to reinforce visual with your hearing to better locate stuff in darkness, smoke etc. explaining the halved visual penalty.
And none of this is outside the scope of Canon. Its just not IN the Canon specifically, however the two describing sentences in the book are fulfilled in my model.
nick012000
May 22 2005, 12:36 AM
I would allow it, because there are two criteria for the Imp. Sense adept power:
1. provided by cyberware
2. doesn't deal with thing like radio waves.
As ultrasonic vision meets both of those criteria, I would allow it.
Besides, what does it let you do? Halve visibility modifiers. That isn't game-brakingly broken.