Post by Phsycodelic on May 19, 2017 22:24:47 GMT
Precognition
Psychic Sorcerers
Psychic Sorcerers
Roll: Perception + Awareness.
Cost: None.
Modifiers: None.
Duration: Once pr story.
Price Of Failure: Unknown.
[ 1 ] Intuition ( XXX - Page X )
The psychic has yet to develop a clear view of future events. However, his perception of what is yet co come begins to take shape. Generally speaking, the power gives him a bit more luck than the average person, making him a good guesser. Predictions for random events (lotto numbers, roulette numbers) can be quite accurate. Additionally, guesses in other situations can be equally accurate. He could choose the shortest route to a place or know that one person is “right” for another. Roll Perception+ Awareness (difficulty 7). The more successes, the better his guesses will be. Predictions will rarely be 100 percent accurate, even with five or more successes on the roll.
[ 2 ] Insight ( XXX - Page X )
The psychic possesses the ability to induce precognitive dreamlike visions. These visions are never literal interpretations of the future but metaphoric impressions of what is to come. An enemy might be revealed as a black knight or an evil gunslinger. A new friend might appear as a guide dog. The form of the dream generally depends on the mindset of the psychic. A New Age crystal reader's visions would differ from those of a Wall Street financier. The detail of the vision depends on the number of successes the player rolls on a Perception + Awareness (difficulty 7) roll. The more successes rolled, the more accurate the vision is, though it remains a metaphor.
[ 3 ] Danger Sense ( XXX - Page X )
The psychic's perceptions of the future give her a psychic early warning system. This manifests as raised hackles, tingling sensations, flashes of violence or some other system, but it's usually consistent for a given psychic-one might have flashes while another has cramps, but they both always have the same sign.
This ability remains up all the time, though Anti-Psychic (or certain Time and Mind magics) can suppress or subvert the talent. If the character is about to be in danger (perhaps someone is laying in ambush or a weak link holding an overhead chandelier is about to snap), the Storyteller rolls Perception+ Alertness (difficulty 6) and consults the table below.
Successes | Effect |
Botch | The character remains unaware of the danger and is distracted by a hunch or feeling that places the character in an inconvenient situation - perhaps hesitating right in the perfect line of fire for an ambusher or the like. |
Failure | The character's danger sense simply fails. No special intuition warns the character this time. |
1 | The character knows she is in danger, but none of the details of the specific danger. |
2 | The character knows she is in danger and what she should do to avoid it. (Duck, dive for cover, etc.) This allows the character a dodge even against an ambush. |
3 | The character knows she is in danger, how to avoid it and the exact source of the danger. This allows a dodge with a one-point bonus on the difficulty and gives the psychic a “feeling” of the direction of the trap or attacker for a moment. |
4 | The character knows the details of the danger and has an extra tum of warning. In effect, the danger actually happens one tum Later. This gives the psychic a turn to act, prepare, fall back, whatever. |
5+ | The character also gets a psychic impression of the person responsible for the danger, if any. She would recognize the person should she see him. |
[ 4 ] Show Me The Cards ( XXX - Page X )
Though accurate predictions of the far future remain out of the character's grasp, she does have an almost perfect view of the immediate future. Roll the usual Precognitive ability (difficulty 8), every success allows her to see one tum into the future. All other players and the Storyteller must announce their general future plans and goals for as many turns as the precog rolled. If, by knowing the future, the precog changes her plans, then the future is changed, and thus, the character would have to try again to see what new plans would be made. For instance, in the middle of a firefight, the precog ducks behind cover, no longer making herself a target to a sniper. The sniper had announced his intent to shoot at the psychic, but since she is no longer a target, the sniper does not have to keep shooting at an impossible target-the future diverges to a different possibility due to the psychic's interference.
[ 5 ] Clear Vision ( XXX - Page X )
Few precognitives progress this far in their ability to see the future. With Clear Vision, the psychic can accurately predict the most probable one. The player rolls Perception + Awareness (difficulty 8). The future as seen is Likely to happen but can be changed by the actions of the precog. The character can elect to see her own future, the future of the immediate surroundings or the future of a person or object touched. The distance into the future perceived is on the following table.
Successes | Time Span |
1 | Twelve hours. |
2 | One day. |
3 | One week. |
4 | One month. |
5 | One year. |
6+ | One additional year per success. |
Obviously, giving concrete information about the future can be difficult for the Storyteller. Instead of giving vague information about the story, it may work better if the precog's player instead gains some additional chances to reroll tasks - one reroll for the story for each success scored on the Precognition roll. This represents the psychic foreseeing the future and preparing appropriately. Naturally, this power is usable only once per story.