Game Mechanics
Vision
Creatures and humanoids may have different forms of vision. In addition, some technological devices may grant the ability to see in these ways.
Infrared Vision
Infrared vision is the capability to see in the infrared spectrum of light. Creatures have varying ranges for this ability. Most creatures have the ability to 60’, and this means their eyes are collecting light much as any eyes do. These creatures can only distinguish differences in heat levels, and it is not in fine detail. However, warm footprints may be detected within 4 rounds of a creature’s passage. Further ranges indicate that the eyes actually emit infrared light (and glow red) indicating the eyes are seeing infrared light as it bounces back. This form of vision allows the viewer much greater resolution. Note that if a heat-emitting light source is present, infrared vision cannot function. The sudden presence of a heat source or sunlight causes 1 round of blindness.
Low-light Vision
Creatures with this form of vision have eyes that are so sensitive to low levels of light that they can effectively see in the dark. There must be some small amount of ambient light, such as starlight, moonlight, etc., even if this light is virtually undetectable by other creatures. As a consequence, this form of vision is useless in environments that are totally devoid of light, such as underground.
Ultraviolet Vision
Creatures with this ability can see the UV spectrum and will be able to see objects that emit this type of energy. This spectrum includes high intensity radiation. At night, this vision allows a character or creature to see to a distance of 300’. Since this vision relies on heavy background radiation, it is not useful underground unless there is a source of radiation for illumination. If a creature has ordinary vision and ultraviolet vision, the ultraviolet vision is only usable in darkness, and it takes 1 round to transition between each form. Note that radioactive devices or other objects that shed similar energy interferes with ultraviolet vision, much like a heat source interferes with infrared vision.
Invisibility
The following guidelines can be used for ruling in situations where invisibility is a factor. Some beings may have the ability to be invisible, or devices may grant that ability. As a general rule, an invisible character or creature may be struck with a -4 penalty to combat skill. In addition, invisible creatures receive a +4 to save checks in regard to effects in which knowing the victim’s location is a factor.
It must be noted that invisible creatures are not rendered silent, unless that is achieved by other means. In addition, an invisible creature may betray his presence through other senses, such as smell. To account for various means of perception and alertness, the following chart can be used to check the probability that a creature or higher level character detects that an invisible creature is present. Note that this only gives knowledge of the creature’s presence, and all normal penalties to hit apply. The roll should be made every round. If successful, the creature is aware of the invisible being from that point on. In the case of creatures, level refers to the number of 1d8 hits (also generally the save level). Cross reference the creature’s level or hits with INT for the probability of detecting any invisible opponents.
This message was last edited by the GM at 15:18, Fri 01 Sept 2017.