You cannot see at all. In unfamiliar territory,  you  must  travel  slowly  and carefully,  or  have  a  companion  or guide  animal  lead  you.  Many  actions are impossible for you; the GM should use common sense.


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You cannot see at all. In unfamiliar territory,  you  must  travel  slowly  and carefully,  or  have  a  companion  or guide  animal  lead  you.  Many  actions are impossible for you; the GM should use common sense.

You  are  at  -6  to  all  combat  skills. You can use  hand  weapons,  but  you cannot target a particular hit location. If  using  a  ranged  weapon,  you  can only  attack  randomly,  or  engage  tar-gets  so  close  that  you  can  hear  them. All  this  assumes  you  are  accustomed to blindness. If you suddenly lose your eyesight, you fight at -10, just as if you were in total darkness. In either case, you suffer no extra penalties for operating in the dark.

If  you  have  Blindness,  you  cannot purchase superhuman vision abilities. If you see in a spectrum other than the visible  one,  you  have  the  0-point  version of Infravision (p. 60) or Ultravision (p. 94) – not Blindness and the  10-point  version  of  one  of  those advantages. Note that Scanning Sense (p. 81) and Vibration Sense (p. 96) are not vision;  you  may  take  either  of these   traits   in   conjunction   with Blindness, at the usual point costs.