Sonar
The mutant can sense surrounding objects via sound waves.
Type: Major positive.
Effect: A character with this power emits small, high-pitched sounds on a regular basis, and usually has greatly oversized ears. This, like breathing, is something the mutant does without thinking about it, but which he can stop by an act of will. A DC 10 Concentration check silences the pings for up to 5 minutes. The character does not emit sounds while asleep. While he is silent, this ability cannot be used.
When active, this ability gives the character a three-dimensional view of his surroundings unhindered by darkness or fog. It even allows a limited view inside structures if they are relatively permeable to sound. “Seeing” inside a canvas tent, for example, is trivial; seeing through thin wooden walls, less so; this power cannot penetrate concrete. No information about colour or fine detail is given. The sonar sense can resolve details as small as 1 square inch, and cannot be used to read. Fog, darkness, and smoke do not provoke a concealment miss chance for a mutant with active sonar.
Very loud noise (volleys of gunfire, very heavy rain, an electronically amplified musical performance) nullifies this ability.
Biotech: Implant.