VISION
Make a Vision roll whenever it is important that you see something.
Modifiers:
Any Acute Vision bonus
+3 for Hyperspectral Vision
modifiers for the size and range of the target
-1 to -9 in partial darkness. In total darkness, Vision rolls are impossible without special advantages or technological aids. To spot something in plain sight – e.g., a car coming toward you on the road – roll at +10. This does not apply to attempts to spot hidden objects, read text, identify faces, etc.
When you try to spot something that is deliberately hidden, the GM may treat this roll as a Quick Contest against a concealment skill (Camouflage, Holdout, etc.), and may allow – or require – a skill such as Observation or Search to replace Perception for the roll.
Note that the curvature of a planet blocks vision beyond the horizon. The normal horizon on an Earth-sized planet is about three miles for an observer five to six feet in height. The GM should increase this for taller observers or those in elevated positions. There is no horizon in space!
Useful Advantages:
Night Vision cancels -1 in partial darkness penalties per level, and Dark Vision lets you ignore darkness penalties.
Peripheral Vision gives you a Vision roll to see anything that is not absolutely, positively, directly behind you – and 360° Vision lets you see even that! Telescopic Vision cancels -1 in range penalties per level.
Limiting Disadvantages:
Bad Sight gives -6 to Vision rolls to spot items more than one yard away if you are nearsighted, or items within one yard if you are farsighted.
Restricted Vision prevents you from noticing anything that isn’t in the direction you are looking.
Blindness means you can see nothing!