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(M1) Clairaudience (01-04) The
hero can "hear" distant sounds and voices despite any intervening
distance or barriers. The Power is not hindered by factors that affect normal
sound transmission, such as distance, time lag, muffling, distortion, or the
absence of a transmitting medium. Because of this, Clairaudience has superior
range over Hyper-Hearing. Only Clairaudience enables the hero to hear across a
vacuum, for example. Unfortunately,
Clairaudience can act as a pipeline to direct another's Psionic or Sonic attacks
toward the hero. Because of this side-effect, the hero is -1CS to resist such
attacks. These attacks need not even be aimed at the hero but might still affect
the hero if the other Power is being used in the area the hero is spying upon.
Example: Captain Tympanic is using his Power to eavesdrop on bankrobbers
planning a heist. Unfortunately, Charmer appeared and used her Hypnotic Voice
Power to capture the gang. Capt. Tympanic is caught in her spell as well. The
ranges for Clairaudience are shown on column E of the Range Table. When the
Power operates, it overrides the hero's natural hearing. Distant sounds are
sensed at their original volume level. If the volume is too loud the hero can
reduce it with a green FEAT. Faint sounds can be magnified by a yellow FEAT. The
Power is normally a voluntary Power that musty be summoned. Sometimes it
functions automatically; this can be the result of improper control, tampering
by outside forces, or be triggered by sudden, dramatic events occurring to
someone with whom the hero shares an emotional rapport. ("That was Lewis
crying for help!") When
using the Power to eavesdrop on another Clairaudient, that person may
automatically sense the first Clairaudient's effort. This is determined by the
Judge making a secret red FEAT based on the second hero's Power rank. The
Optional Powers for this are Hyper-hearing, Clairvoyance, and Remote Sensing. |