Psychic Knack - Omen Sight, contributed by Pete
Sears
Mesmerist Level 1
"...Oh God...Mavis is in trouble. We have to leave now!"
You occasionally catch prescient flashes. Sometimes of the past, sometimes of
the present and sometimes of the future. True control of this ability eludes
you but you do tend have visions that are accurate.. if sometimes hard to interpret.
When having a vision you are assaulted by a collage of images and sometimes
other stimuli and usually there is a bit of a warning (splitting headaches are
common)
System: This knack is basically an investment in allowing the ST to give
the PC information and move the plot along. The ability to control the visions
is beyond the character and indeed the visions are so fast and compelling that
he might be occasionally inconvenienced by them (Dice pools are quartered while
the vision lasts. Visions never last longer than a turn.) The Visions always
carry some kind of emotional content and it's usually possible to discern which
visions are visions of the past. Visions of the future and the present are difficult
to tell apart. Discerning specific images in the visions requires a Perception+
Awareness roll. Really specific questions might require additional successes.
Anything may trigger a vision, handling a murder weapon, a friend in trouble,
a handshake, or standing in a particular spot. ST's are encouraged to make Visions
fairly rare and only to use them once per session normally.
While control of the Visions is outside the character's control, it is not outside
the Players. A player who wishes to try to trigger the visions for his own reasons
may do with the dramatic editing rules and if he does so he receives a -1 on
the cost for the editing. (although he must always pay at least 1 point.) While
this is somewhat expensive it does prevent the player from relying on visions
for all of his information.