Senses
The Senses are what creatures utilize to observe and interact with their environment. Senses allow a creature to identify hazards, locate food and shelter, and otherwise explore the world. Most creatures tend to rely heavily on their visual sense, but some have very adept hearing, scent, and tactile senses. Additionally, some creatures senses are more acute than others. Below is a list of the distinguished levels or types of each sense. These lists deal with the main 4 senses (Taste is considered to be mostly attributed to Scent, and therefore is not considered separately). Some creatures have senses that are beyond the normal five. See Supernatural Senses for more details.
Vision
Usually resulting from having eyes, most creatures have a visual sense. Described below are the different types of the visual sense. All forms of vision allow a creature to establish Line of Perception. Unless otherwise noted, a creature has normal vision.
- Normal Vision 4H-180 - Vision in the normal light spectrum.
- Colorblind - Similar to Normal Vision, except that these creatures can only see in Black & White.
- Superior Vision 5H-180 - A creature that has Superior Vision relies heavily on its sense of sight, using it to navigate the world and identify objects and creatures. This sense is powerful enough to distinguish fine details and see over larger distances. Superior Vision can be used to distinguish between different creatures, and sometimes even between individuals, at a distance. Creatures with Superior Vision gain a +2 Racial bonus to Spot checks and Awareness.
- Inferior Vision 3H-180 - Creatures with Inferior Vision can perceive the world around them visually, but in a diminished capacity. Creatures with minor vision cannot easily perceive fine details, like the differences between individuals of a species. Their vision lacks distinction and appears blurry at a distance; they can only functionally perceive objects within a limited range. Creature's with Inferior Vision suffer a -2 penalty to Spot checks and Awareness.
Special Forms of Vision
- Low-Light Vision - A creature with Low-Light Vision has eyes that are particularly adept at seeing through shadows. Creatures with Low-Light vision can see in dim light as easily as they see in bright light. Several common humanoid races have Low-Light Vision, such as Elves and Gnomes.
- Darkvision - Creatures with Darkvision have sight so acute they can see in perfect darkness out to a distance of 60ft (unless otherwise specified). Darkvision is colorless and only reveals shapes and textures. For example, a dyed emblem on a tunic does not look any different than a plain tunic, nor does a black tunic look any different than a white tunic. Object that are further away appear more dim, with objects at the range limit almost completely black. While utilizing their Darkvision, a creature can recognize another creature using Darkvision by the faint glow emanating from their eyes. Several common humanoid races have Darkvision, such as Dwarves and Half-Orcs.
- Infravision - Creatures with Infravision are able to see into the infrared spectrum. Creatures and objects that produce heat stand out in particular from their environment. Infravision is blurry and makes it hard to determine the exact distance and shape of objects it sees. The intensity of a heat signature determines the color of the object, with blues and violets the coolest signatures and oranges and reds the hottest. Ambient temperature can significantly affect Infravision, with hot environments able to mask a creature's heat signature. Creatures with Infravision can also see normally.
- Ultravision - Creatures with Ultravision are able to see into the ultraviolet spectrum, allowing them to view details about the world that are invisible to creatures with other types of vision. This type of vision is common among creatures of the Everdeep, where the radiation emitted by some objects gives off a glow. In such environments, creatures with Ultravision can see crisply.
Vision controls the Sensory Skill Spot.
Hearing
The auditory sense determines a creature's capacity for perceiving vibrations in air. It's possible for an ear to receive vibrations through other substances, but that media must be placed near to or in direct contact with the ear (ex. through water or solid substances like stone). Described below are the different types of the auditory sense. Unless otherwise noted, a creature has normal hearing.
- Normal Hearing 3M-360 - Like a typical human's hearing, normal hearing ranges between 50 hz and 18000 hz (depending on the individual).
- Superior Hearing 3H-360 - A creature with Superior Hearing is able to perceive fine details in sound and is able to locate the source of sounds in a three-dimensional environment. Creatures with Superior Hearing gain a +2 Racial bonus to Listen checks and Awareness.
- Inferior Hearing 3L-360 - A creature with Inferior Hearing can perceive basic sounds and generally cannot perceive the location of that sound in three-dimensional space. Creatures with Inferior Hearing suffer a -2 penalty to Listen checks and Awareness.
Special Forms of Hearing
- Blindsense 4H-360 - Blindsense is a powerful form of hearing that allows a creature to determine the shape of its environment through sound waves (i.e. echolocation). It works in all directions simultaneously, so it can be very difficult to sneak up on a creature with blindsense. Blindsense can be used to establish Line of Perception and grants a +2 Racial bonus to Listen checks and Awareness.
Hearing controls the Sensory Skill Listen.
Scent
The olfactory sense determines a creature’s capacity for recognizing and identifying odors. Described below are the different types of the olfactory sense. Unless otherwise noted, a creature has normal scent.
- Normal Scent 3L-360 - Creatures with Normal Scent are able to generally identify odors and their rough location. They may be able to identify specific strong odors that are familiar to them. Creatures with Normal Scent do not have access to the Scent skill.
- Superior Scent 4M-360 - Creatures with Superior Scent can identify subtle distinctions between odors and locate the source of the scent in a three-dimensional environment. Superior Scent grants a creature access to the Scent skill.
- Inferior Scent 2L-360 - Creatures with Inferior Scent can identify only major distinctions between odors and generally cannot locate the source of an odor in a three-dimensional space. Creatures with Inferior Scent do not have access to the Scent skill.
Special Forms of Scent
- Tracking-scent 4H-360 - A creature with Tracking Scent can identify a minute residual scent and follow it back to its origin. Tracking Scent can be used to establish Line of Perception out to 50ft, allows a creature to utilize the Scent skill, and grants a +2 Racial bonus to Scent and Awareness.
Scent controls the Sensory Skill Scent. Taste is considered a form of scent.
Tactile
The Tactile sense allows a creature to experience the world around it through what it touches. Described below are the different types of the touch sense. Unless otherwise noted, a creature has normal touch. The range of touch is extremely limited as it requires physical contact to work.
- Normal Touch 3L-360 - Creatures with Normal Touch are able to distinguish the relative shape and texture of objects. This may allow them to identify objects that are extremely familiar to them. Creatures with Normal Touch do not have access to the Touch skill.
- Superior Touch 4L-360 - Creatures with Superior Touch are able to distinguish between objects by touching or feeling them, this may even allow them to identify specific objects that are familiar to them. Creatures with Superior Touch gain access to the Touch skill.
- Inferior Touch 2L-360 - Creatures with Inferior Touch are able to determine only large distinctions between objects by texture and temperature and cannot identify specific objects. Creatures with Inferior Touch do not have access to the Touch skill.
Special Forms of the Tactile Sense
- Tremorsense 4H-360 - A creature with Tremorsense is able to detect vibrations through a substance, such as stone, dirt, or water and determine the source of vibrations in three-dimensional space. Tremorsense can be used to establish Line of Perception, allows a creature to utilize the Touch skill, and grants a +2 Racial bonus to Touch and Awareness.
- Watersense 4H-360 - A creature with Watersense is able to detect vibrations and current shifts through a liquid (i.e water), and determine the source of vibrations in three-dimensional space. Watersense can be used to establish Line of Perception, allows a creature to utilize the Touch skill, and grants a +2 Racial bonus to Touch and Awareness.
Touch controls the Sensory Skill Touch.
Losing Senses
Certain Injures and Status Effects may cause you to lose, either permanently or temporarily, access to one of your senses. When this happens, you typically also suffer a penalty to your Awareness Score and often a penalty to Attacks (due to a reduction in your ability to Perceive targets). When you are subject to such an effect, such as Blindness or Deafness, the specific penalties are detailed by each effect.
For creatures that have senses that don't resemble the standard humanoid senses, it can be useful to refer to Sense Ratings to determine their capabilities.