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Cost: 15 points

See Invisible is an exotic physical advantage that grants the ability to see a specific form of invisibility.[1]

Special Modifiers[]

Special Enhancements[]

  • True Sight (+50%): "vision can penetrate all deceptions related to the type of invisibility you can foil, including camouflage, disguises, and illusions."[2]

Special Limitations[]

Forms[]

  • See Invisible (unparenthesized) is suggested on P127 for Electrokinesis and ESP, P129 for Illusion, P130 for Light
    • presumably when no source/category/type is specified this defaults to mean Electromagnetic Vision, or it could mean that any variety could be purchased reasonably under the power
  • See Invisible (Ghosts) is suggested under Astral Projection power on P123, and P134 for Spirit Control
    • this is a descriptive category, per Horror
  • See Invisible (Magical) is suggested under Anti-Magic [3]
  • See Invisible (Psionic) is suggested under Anti-Psi[4]
  • See Invisible (Spirit)
    • this is a power source, per Horror
  • See Invisible (Super) is suggested under Anti-Super[4]

P72 expanded with a new option: "must choose either one of the descriptive categories under Invisibility (p. 56) or a particular power source" " H18 mentions the need to specify either:

  • type of perception (ie Sonar)
  • power source (ie Spirit)
  • descriptive category (ie Ghosts)

"If he selects a source, then all that matters is the power modifier on Invisibility"

H39 the Mystic Practitioner includes "See Invisible (any)"

H75 the Minion includes "See Invisible [15]"

H82 the Witch includes "See Invisible (Spirit) [15]"

Ghost problems[]

Since spirits are often insubstantial in addition to being invisible, they can easily jump through (or into) walls/floors to use as cover to obstruct sight.

To adapt to that would require other countermeasures, such as:

Alternatives[]

See Also[]

References[]