The metahuman body has a natural ability to analyze sound waves reflected from nearby objects to build a composite “image” of their surroundings in a way similar to how a bat works, if significantly weaker. In most people, this ability is underdeveloped because they rely primarily on their eyes. This bioware enhances the nerve strands required for echolocation; recipients typically train to use their advanced senses in a 2-week-long speed-learning course.
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Notes: The echolocation augmentation provides the user with a simple form of acoustic sensing that, contingent on the volume of the noise the character uses for detection and background noise volume, allows the character to make out general shapes, sizes, and distances to objects - building a “low-resolution” image of his surroundings.
Echolocation can pick up things otherwise invisible to the naked eye, such as glass walls or opponents cloaked with Invisibility spells.
Ultrasound is not necessary for the use of this implant - simple clicking noises with the tongue or the sound of hard heels on the floor is sufficient.
If combined with the Vocal Range Enhancer and Hearing Enhancement bioware (or their cyberware equivalents), with a little training this augmentation functions like a bat or dolphin.
With a Minor Action, the character can perceive up to 50 meters in the air, 200 meters in freshwater, and 300 meters in saltwater.
If the action is sustained, they can track a variety of activities in their presence with the use of a Minor Action each combat round.
When in use, the power negates the Blindness status at all levels concerning navigation and combat. At the GM’s discretion, if the area is crowded or creating excessive noise, they cannot use Edge. Additionally, the individual may be Deafened when exposed to high-frequency sounds, and they cannot use Edge to resist any effects of those sounds.