Using Senses
Senses are Embodiment properties. A sensory method defines what information the body can provide, under which conditions, and at what range. It is not a Mentalic stat.
An embodiment with different visual or auditory ranges or conditions has a specialized sense and records that method separately. A properties/senses entry links to the applicable section here instead of copying the common ranges.
Specialized Senses
Darkvision, thermal vision, echolocation, tremorsense, scent, enhanced hearing, and other methods must each state:
- range;
- environmental requirements;
- what blocks or degrades the method;
- whether it supplements or replaces Common Sight or Common Hearing;
- any percentage modifier it applies to related checks.
Creature Ranges and Conditions
Record the source creature's range in feet on its card. A special sense has no universal default range. Preserve source-specific restrictions, including any inability to perceive beyond a stated radius. Outside a special sense's range, use another available sense.
Echolocation describes how some creatures obtain Blindsight; keep any source rule that deafness disables that Blindsight on the creature card. Keen hearing, smell, or sight describes a source-specific sensory benefit; it does not automatically grant Blindsight or Darkvision.
Ninefold Adaptation
Assistant-authored draft: These are integration choices for the imported senses.
- A sense grants access to information, not a numerical bonus to Perception, attacks, or defense. Record any separate check modifier explicitly. Do not invent a percentage conversion for D&D advantage.
- Within a Darkvision radius, use its stated illumination treatment across the full radius. Do not cap that radius at Common Sight's 50 ft. dim-light range. Ordinary vision still works where it reaches farther.
- A sense that counts as sight can satisfy a requirement to see the target within its limits. Tremorsense and ordinary hearing supply information without satisfying that requirement. Locating a target does not remove physical cover or create a clear attack path.
- A source rule that automatically defeats a visual illusion becomes automatic resistance to that visual deception; it does not grant general immunity to mental effects. Truesight's Ethereal perception applies where that plane or a corresponding layer exists in the setting; it does not itself allow travel or attacks across layers.
- Passive senses add no action, Mana, or Stamina cost. A granting item, effect, or active scanning action retains its own stated activation costs and duration.
References
Source and preserved rules · Embodiment Properties · Senses