Clairvoyance

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Typically used with Psyche.

In short: supernatural information. Put in terms of science, it represents a character's ability to observe objects, actions, or events removed in space or time — those phenomena which are just beyond normal cognition. Whenever someone says "I've got a bad feeling about this," they are using the Clairvoyance skill.

A talented clairvoyant could feel if a loved one is in trouble, the presence of magical or supernatural forces, or the sudden violent death of a large number of people somewhere far away.

Difficulty

Since Clairvoyance can be used for multiple purposes, the DL differs depending on the task.


Emotive Transmission

Clairvoyance also refers to the ability to communicate with others over long distances via methods which do not rely on speech. It differs from telepathy in that telepathy involves an active monitoring of a person's private thoughts or communication between minds while clairvoyance specifically conveys or observes feelings.

Example Result
"Something has happened to one of your comrades. You can feel it." 10
"It is Therese. Something terrible has happened to her." 15
"Therese is dead. Griggs could be next." 20
"Therese died thinking about the sun on her face. It might have something to do with the Solarite Temple located in the city. Griggs is in immense pain." 25
"Therese sacrificed herself to save Griggs. He's someone important. She wants you to find him. Then there's something about her dagger she wanted you to know..." 30
Precognitive Dreaming

Clairvoyance can be used when a character is asleep, at the GM's discretion, to provide him with information about possible future events. The roll determines the clarity of detials in the dream, which should be of an advantage to the character later. The higher the result of the Clairvoyance roll, the more details can be gleaned from the dream.

If the character critically fails the roll, he doesn't even remember he had the dream in the first place and the player should be provided with no details of the dream nor any advantage in game regarding the events of the dream. Indeed, the GM should make good use of the blunder to pelt the character with a sense of foreboding, but offer no clarity. "You feel like this man is familiar, but you can't remember from where," or "It feels like this tragedy has happened before. You feel like you should have known how to stop it, however, you didn't." Oooh, harsh.

Example Result
The character remembers the general events and one pertinent detail about the dream: a terrible fire spread throughout the city of the character's birth. It happened on the festival day which falls on the 15th of next month. 10
Two details: the originator of the fire was a bald man with a tattoo on his hand. 15
Three details: the bald, tattooed man started the blaze in the stables of an inn. 20
Four details: the bald, tattooed man started the blaze in the stables, and then retreated to his home at the top of the tower to watch the destruction. 25
Five details: the bald, tattooed man cried tears of joy and spoke aloud "For my father, the Duke of Almery." 30
Supernatural Sensitivity

This use of the skill involves pinpointing the presence of supernatural or magical forces.

Example Result
"Your hair stands on end. A feeling of vertigo passes over you. Something supernatural lurks nearby." 10
"This thing you sense is both magical and supernatural. It might be coming from two sources, actually. It gets stronger the closer you get to the north wall, upon which hangs a sword." 15
"You feel the telltale chill of a ghost nearby. You can feel its eyes on you. It is definitely guarding this sword." 20
"The sword which the ghost guards is immensely powerful. It has been enchanted with ice spells, which are interwoven all over the thing." 25
"You can see the ghost clearly. He looks like a dark-skinned man dressed in armor. He carries a broken sword which is dissimilar to the one on the wall. You can tell that in life, he was the guardian of this enchanted blade. He stares at you with suspicion and malice. He will likely attack you if you try to take the sword." 30

Time

One Clairvoyance check takes no time, however a second attempt, trying to perceive something you did not previously, takes 3 AP.