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Force Sight
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 16, 2012 5:57 am    Post subject: Reply with quote

That's good for blindness, but what about other senses? There would be variable penalties based upon the degree to which a given species depends on a given sense. And in a galaxy filled with alien races, what are the rules for obscuring the senses of beings who don't use sight as their primary sense?
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14359
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Feb 16, 2012 4:31 pm    Post subject: Reply with quote

For scent (nose), have usually gone with -2d and -3d for deafness...
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Bren
Vice Admiral
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Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Thu Feb 16, 2012 8:33 pm    Post subject: Reply with quote

Some races have compensating bonuses built into their special abilities. One of the PCs that I GM for is a Sullustan for which I find:
Quote:
Enhanced Senses: Sullustans have advanced senses of
hearing and vision. Whenever they make Perception or
search checks involving vision in low-light conditions or
hearing, they receive a +2D bonus.

And on the same page of Gry's Aliens compilation I found this:
Quote:
Ultrasound: Adult Sunesis’ cranial melons allow
them to perceive and emit ultrasound frequencies,
giving them +1D to Perception rolls involving hearing.
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