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Clairsentience Discipline

Clairsentience is the science of feeling energy, in all it's forms and training the mind to interpret these disparate sensations. By doing so, the psionicist opens their mind and can perceive reality in completely different modal patterns. Where a Psionicist skilled in Psychometabolism Discipline , can alter or heighten their biological senses, the Psionicist skill in clairsentience experiences the world on a completely different level. Clairsentience is the least understood of the psionic disciplines and Psionicists that can utilize Clairsentience are among the most rare. Some of the possible applications include:
  • Perceiving the presence of danger, or other concepts (wealth, health)
  • Cast their normal perception both forward and backward in time
  • Extending their normal percpetion to a point of origin at range e.g. what is beyond this wall
  • Sense events of importance associated with an object or locale 

Once a power is learned/created, that spell may be used any number of times as the Psionicist's endurance provides.

A beginning character that is a practitioner of Clairsentience will begin with an assortment of psionic powers as defined by their point expenditure. The number of powers as well as the strength of those powers that a Psionicist may wield will increase as the character spends points on crafting new powers as well as increasing the powers that they already know.

 

Hero System Specifics

  Perk: Clairsentience, 5 character points
  • This Perk represents the years of study it requires to be able to use telepathy psionically
  • If a Psionicist has purchased the Perk: Full Psionicist, the Telepathy Perk is unnecessary
Psionics Skill (ego), 3 character points, +1 to roll for two points
  • This Skill represents a character's ability to translate their abilities into actual physical effect
Clairsentience Multipower. The size of the multipower and slots within it are determined by the player character. This multipower represents the quantity and strength of powers that a Psionicist has learned/created. At a minimum, the multipower must have the following limitations.
  • Effects of Power Pool limited to Clairsentience effects, -1/2
  • All powers within the power pool require a Psionics Skill check, -1/2
Individual powers can have any number of additional advantages and limitations representing the specific effect of the spell.   Users of Clairsentience may enable more than one power within a 1/2 phase. The Psionics skill role incurs a penalty of '-1' for every 10 active points of the combined active points of the powers, and an addition '-1' modifier for every powers after the first.
Type
Metaphysical, Psychic

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