Thing is, Namikaze, Voice Control states it can't emit things outside human possibility, giving as
specific examples both ultrasonic and infrasonic emitting, as I quoted above.
Xenon, since Improved Sense (High-Frequency Hearing) is already an adept ability, when you get down to it you need to be able to do two things:
- Be able to emit a unique ultrasonic pattern, for the echoes of which you are specifically listening via IS (High-Freq Hear).
- Be able to translate that echo-pattern - which is going to come in at different times - into an accurate three-dimensional image of your surroundings.
For all its many faults, IMO the Ben Affleck
Daredevil movie did the imagery for Daredevil's super-hearing
really well, and it's what I think of when I imagine ultrasonic senses. In SR, you would specifically need additional abilities/powers to do the two above abilities. Since Vocal Control specifically states it can't do ultrasonic, you need 'Advance Vocal Control', 'Vocal Mastery', or whatever. If you want to price that at 0.5 PP, that'd be cool, but the Kinesics / Kinesics Mastery pattern suggests you need to spend a bit more on the 'Mastery' version. Berserk and Berserker's Rage have equal costs, with the former a prereq for the latter; Elemental Body (1 PP) needs Elemental Strike (0.5 PP), which in turn needs Killing Hands (0.5 PP).
What is missing, of course, is item #2 above - being able to
interpret those echoes. I don't think of that as a gimmie ... but 0.25 points might do it, or simply having Motion Sense might. In fact, having a straight enhancement to Motion Sense - Extended Motion Sense - might simply do the trick, with Motion Sense a prerequisite. Extended might turn the range from (Magic) meters to (Magic x 10) meters, and itself cost 1 PP, turning the set into a total of 1.5 PP.
... hm. No. No, this is what I'd use:
Zone Sense
Cost: 1.0 PP
Prerequisites: Blind Fighting, Motion Sense, Improved Sense (Any Two Hearing) OR Combat Sense OR Enhanced Perception
Improving upon its prerequisites, Zone Sense enables an adept to perceive and interact (such as in combat) with all objects and creatures within (Magic) x 10 meters. This ability builds upon the combination of natural and magical senses used by Motion Sense as well as the sensory improvements found in the Improved Senses, Combat Sense, and/or Enhanced Perception abilities to extend and perfect the adept's ability to perceive their surroundings. Similar in function to ultrasound sensors, this ability negates all light/glare and visibility penalties, as well as any accrued for being visually blinded (e.g. -6 for Blind Fire, or -8 for Blinded). This latter, note, does not apply if the target is unable to be seen due to being behind an object. Like ultrasound, it is stopped by physical barriers between the adept and objects, including but not limited to walls, windows, and the like; one cannot see through walls with this power.
The non-ocular focus used by this ability causes the adept to close their eyes, as they are making senses besides sight their primary; the eyes, therefore, can be a distraction, so why not close them? An adept who wishes to keep their eyes open and remain aware of their surroundings may do so with a -8 penalty to all visual-based Perception tests; this may be overcome with a Willpower + Intuition [Mental] test, reducing the penalty by 2 per hit. (More than 4 hits do not give a bonus.)
Zone Sense improves upon, and its advantages therefore functionally replace, those granted by the adept power Blind Fighting as well as the martial technique Strike the Darkness.
With Blind Fighting (0.5 PP), Motion Sense (0.5 PP), and 0.5 PP worth of other non-exclusively-visual sense enhancements required, the total cost for this is 2.5 PP - and in order to
not take a pretty big hit to your visual perception, you need to make a pretty tough Mental test.