Psychometry
(Int) Advanced
Psychometry is an Advanced Skill. It is the innate ability possessed by small numbers of Humans, called scryers. It is a difficult skill to master, and many Scryers suffer great anguish due to their gifts. Using the Skill, a Character can receive visions and sensations relating to a recent event or another person’s unspoken thoughts. The Skill is based on Intelligence, and to use it a scryer must either be in a place associated with an event, touching an item associated with an event, or touching someone whose thoughts they seek to read.
Consult the table on page 48 whenever making a Psychometry Skill Test. The first column gives general advice. The second relates to a specific example of making the Test whilst in the presence of a person accused of committing a burglary. The person is a witness to the crime but is frightened to talk for fear of suffering retribution from local racketeers.
For the purpose of the Test, a piece of information would include such things as: time, number of people involved, a sensation experienced by one of the participants during the event, an important preoccupation of one of the participants, an item used in the event, the appearance of a participant, a strong smell or taste associated with the event, and whether or not a person is speaking honestly.
Scrying requires a great deal of mental and physical effort. Every time a Character makes a Psychometry Test, regardless of the result, they must make an Average (+20) Endurance Test or gain a Fatigued Condition.
Consult the table on page 48 whenever making a Psychometry Skill Test. The first column gives general advice. The second relates to a specific example of making the Test whilst in the presence of a person accused of committing a burglary. The person is a witness to the crime but is frightened to talk for fear of suffering retribution from local racketeers.
For the purpose of the Test, a piece of information would include such things as: time, number of people involved, a sensation experienced by one of the participants during the event, an important preoccupation of one of the participants, an item used in the event, the appearance of a participant, a strong smell or taste associated with the event, and whether or not a person is speaking honestly.
Scrying requires a great deal of mental and physical effort. Every time a Character makes a Psychometry Test, regardless of the result, they must make an Average (+20) Endurance Test or gain a Fatigued Condition.
Beware the Witch!
Given the potential for Psychometry to cut short investigations, GMs should consider the Skill’s impacts on mystery-heavy stories. The Skill should take a lot of practice to develop, even in those with the ability to use it. To represent this difficulty, a Character can take the Psychometry Skill at character creation if they give up a random Species Talent. Furthermore, the Character would have to begin as or enter one of the following Careers before they can spend Experience Points on advancing the Skill: These limitations do not apply to Characters who generate a Scryer as their starting Career. Only Human characters may take the Psychometry Skill.SL | Result | General | Burglary Example |
---|---|---|---|
+6 or more | Astounding Success | At least three pieces of information are received; one is of significant pertinence. | The Scryer feels a pronounced sense of fear. They see a group of loutish folk break a window. A voice speaks ‘You ain’t seen nothing, got it?’. |
+4 to +5 | Impressive Success | Two pieces of information are received. | The Scryer sees one of the racketeers approach a window with a rock in their hand and feels unable to speak. |
+2 to +3 | Success | A piece of information is received. | The Scryer hears glass breaking. |
+0 to +1 | Marginal Success | Vague impression of the event. A piece of information is revealed metaphorically. | The Scryer sees a fish swimming in water. The gang of racketeers belong to an organisation known as ‘the Fish’. |
–0 to –1 | Marginal Failure | No information is received. | The Scryer fails to read anything useful. |
–2 to –3 | Failure | A vaguely misleading piece of information is received. | The Scryer understands that the victim was afraid of someone entirely unconnected with the crime. |
–4 to –5 | Impressive Failure | The Scryer receives disturbing and misleading impressions. | Emotions and images flood the Scryer’s mind, but nothing stands out as relevant. |
–6 or Less | Astounding Failure | Overwhelmed by nightmarish impressions. Gain a point of Corruption. | The Scryer is overwhelmed by feelings of fear, impotence, and shame and gains a point of Corruption. |
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