Difference between revisions of "Clairvoyance"

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Typically used with '''Psyche'''.
 
Typically used with '''Psyche'''.
  
In short: you can see and feel things normal people can't.
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In short: extrasensory perception. 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," it's the Clairvoyance skill at work. A talented clairvoyant could feel if a loved one is in trouble, the presence of supernatural forces, or the sudden violent death of a large number of people somewhere far away.
  
Put in terms of science, it represents a character's ability to observe objects, actions, or events removed in space or time.  Whenever someone says "I've got a bad feeling about this," they are using the Clairvoyance skill.
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One Clairvoyance check takes no time, however a second attempt, trying to perceive something you did not previously, takes 3 [[AP]].
  
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.  
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{{section|Sensing Remotely|}}
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By turning the knobs on your mental radio, you can tune into the emotional broadcasts from other beings at a distance. The signal strength is ''much'' stronger when the transmission originates from people you know, or when a great number of people are transmitting the same thing at once. From a vast distance you can see, hear, or feel when a sibling dies, an archenemy gains power, or an orphanage burns to cinders.
  
{{section|Difficulty|Since Clairvoyance can be used for multiple purposes, the DL differs depending on the task.}}
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Roll a Clairvoyance check. The higher the result, the more accurate your interpretation. A roll of 5 means you're not close ''at all''. A roll of 15 means you're pretty close. A roll of 30 means you've got it ''exactly'', down to their location, outfit, and HP. Although, if the signal is weak (due to extreme distance) or you don't have much of a personal connection to the minds involved, the GM should offer up fewer details.
  
=====Emotive Transmission=====
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{{section|Divining Knowledge|}}
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.  
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You can use Clairvoyance to glean information about the past or future. This manifests as a good or bad feeling about a course of action: whether it has already gone badly or will go badly. Retrocognition points your emotions toward the past and allows you to ascertain whether your friends across the country succeeded in their mission. Precognition directs your feelings to the future and reveals whether your plan of attack will fail horribly. The higher the result of your Clairvoyance check, the more detailed and specific your feelings on the matter. Anything under a roll of 15 is basically "reply hazy."
  
{| width="100%"
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Divining the outcome of events can be done in your waking hours or through your dreams. The visions that invade your dreams are warnings of the future or important revelations about the past. The GM will ask you for a Clairvoyance check while your character sleeps. If you roll poorly, you won't even remember the dream. You'll be pelted with a sense of foreboding, but 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
 
|-
 
| "Something has happened to one of your comrades.  You can feel it."
 
|align="center"| 10
 
|-
 
| "It is Therese.  Something terrible has happened to her."
 
|align="center"| 15
 
|-
 
| "Therese is dead.  Griggs could be next."
 
|align="center"| 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."
 
|align="center"| 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..."
 
|align="center"| 30
 
|}
 
  
=====Precognitive Dreaming=====
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{{section|Sensing the Supernatural|}}
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.
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You can identify the presence of supernatural phenomenon just as easily as you can feel the warmth of a summer day. Clairvoyance is used to enact your mediumship and decipher the comings and goings of the spirit world. Use it to pinpoint haunted houses, reveal spirits' desires, and identify that a coma patient's astral body is elsewhere. The higher your result, the more accurate your interpretations.
  
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.  
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A result of 15 confirms the presence (or absence) of spiritual activity. A result of 20 gets you some details (e.g. "what do they want?!"). A result of 25 gets you specifics (e.g. names and powers). A result of 30 is equivalent to sitting down to coffee with the spirits involved and hearing the whole story.
  
{| width="100%"
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[[Category:Skills]]
! 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.
 
|align="center"| 10
 
|-
 
| Two details: the originator of the fire was a bald man with a tattoo on his hand.
 
|align="center"| 15
 
|-
 
| Three details: the bald, tattooed man started the blaze in the stables of an inn.
 
|align="center"| 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.
 
|align="center"| 25
 
|-
 
| Five details: the bald, tattooed man cried tears of joy and spoke aloud "For my father, the Duke of Almery."
 
|align="center"| 30
 
|}
 
 
 
=====Supernatural Sensitivity=====
 
This use of the skill involves pinpointing the presence of supernatural or magical forces.
 
 
 
{| width="100%"
 
! Example !! Result
 
|-
 
| "Your hair stands on end.  A feeling of vertigo passes over you.  Something supernatural lurks nearby."
 
|align="center"| 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."
 
|align="center"| 15
 
|-
 
| "You feel the telltale chill of a ghost nearby.  You can feel its eyes on you.  It is definitely guarding this sword." 
 
|align="center"| 20
 
|-
 
| "The sword which the ghost guards is immensely powerful.  It has been enchanted with ice spells, which are interwoven all over the thing."
 
|align="center"| 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."
 
|align="center"| 30
 
|}
 

Latest revision as of 20:43, 21 July 2019

Typically used with Psyche.

In short: extrasensory perception. 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," it's the Clairvoyance skill at work. A talented clairvoyant could feel if a loved one is in trouble, the presence of supernatural forces, or the sudden violent death of a large number of people somewhere far away.

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

Sensing Remotely

By turning the knobs on your mental radio, you can tune into the emotional broadcasts from other beings at a distance. The signal strength is much stronger when the transmission originates from people you know, or when a great number of people are transmitting the same thing at once. From a vast distance you can see, hear, or feel when a sibling dies, an archenemy gains power, or an orphanage burns to cinders.

Roll a Clairvoyance check. The higher the result, the more accurate your interpretation. A roll of 5 means you're not close at all. A roll of 15 means you're pretty close. A roll of 30 means you've got it exactly, down to their location, outfit, and HP. Although, if the signal is weak (due to extreme distance) or you don't have much of a personal connection to the minds involved, the GM should offer up fewer details.

Divining Knowledge

You can use Clairvoyance to glean information about the past or future. This manifests as a good or bad feeling about a course of action: whether it has already gone badly or will go badly. Retrocognition points your emotions toward the past and allows you to ascertain whether your friends across the country succeeded in their mission. Precognition directs your feelings to the future and reveals whether your plan of attack will fail horribly. The higher the result of your Clairvoyance check, the more detailed and specific your feelings on the matter. Anything under a roll of 15 is basically "reply hazy."

Divining the outcome of events can be done in your waking hours or through your dreams. The visions that invade your dreams are warnings of the future or important revelations about the past. The GM will ask you for a Clairvoyance check while your character sleeps. If you roll poorly, you won't even remember the dream. You'll be pelted with a sense of foreboding, but 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.

Sensing the Supernatural

You can identify the presence of supernatural phenomenon just as easily as you can feel the warmth of a summer day. Clairvoyance is used to enact your mediumship and decipher the comings and goings of the spirit world. Use it to pinpoint haunted houses, reveal spirits' desires, and identify that a coma patient's astral body is elsewhere. The higher your result, the more accurate your interpretations.

A result of 15 confirms the presence (or absence) of spiritual activity. A result of 20 gets you some details (e.g. "what do they want?!"). A result of 25 gets you specifics (e.g. names and powers). A result of 30 is equivalent to sitting down to coffee with the spirits involved and hearing the whole story.