ESP, or Extra-Sensory Perception, is the discipline of sensing lives and minds. ESP usually manifests as a distortion in one of the physical senses, such as a vague translucent yellowish blob on the vision, or a barely audible sound, or a strange itching or tingling on the skin in the direction of the life form sensed.
Lifesense Mindsense
Aurasense Signsense
Mindsearch
bullet.gif (892 bytes) At its most basic Latent levels, ESP can give a vague sense of nearby presences ("someone is behind that curtain") or the location of a familiar person ("my husband is north of here, I just know it"). This is known as Lifesense.
With training, sensing becomes clearer, and increasingly precise, depending on the Degree of Success attained:
Lifesense:
Default Difficulty Routine (3).
Marginal Success Vague sensing of sentient beings within the Primary Zone (i.e. "there are three sentient life forms nearby).
Complete Success Improved sensing of sentient beings within the Primary Zone, including general locations and vague notion of activity (i.e. still or moving, etc.)
Superior Success Precise sensing of sentient beings within Primary Zone, including fairly precise locations and a general idea of activity (i.e. resting, sitting, standing, eating, drinking, etc.) Vague sensing of sentient beings within the Secondary Zone, and vague sensing of non-sentient life forms within the Primary Zone.
Extraordinary Success Very precise sensing of sentient beings, including precise locations and activities, as well as general sensing of sentient beings in the Secondary Zone and general sensing of non-sentient life forms in the Primary Zone.
Mythic Success Precise sensing of sentient beings within the Secondary Zone, precise sensing of non-sentient life forms in the Primary Zone, and vague sensing of sentient beings within the Tertiary Zone.
Additional ESP abilities are also possible with training in the Discipline:


bullet.gif (892 bytes) Mindsense is the ability to "feel" the minds of others. This ability is a necessary requisite to training in the Telepathy Discipline. Information and preciseness are similar to Lifesense. The essential difference is that Mindsense is a trained refinement of Lifesense, allowing a preliminary kind of mental contact. A "general" sensing of a mind is the minimum contact necessary to establish such a preliminary mental contact.
Mindsense:
Default Difficulty Routine (7)
Marginal Success Vague sensing of minds within the Primary Zone.
Complete Success General sensing of minds within the Primary Zone, and a vague sensing of minds within the Secondary Zone.
Superior Success Precise sensing of minds within Primary Zone. General sensing of minds within the Secondary Zone.
Extraordinary Success Precise sensing of minds within the Secondary Zone and vague sensing of minds within the Tertiary Zone.
Mythic Success Precise sensing of minds within the Secondary Zone. General sensing of minds within the Tertiary Zone.


bullet.gif (892 bytes) Aurasense is the ability to sense the emotional state of a sentient being, and possibly gain some information about the physical state (health, fatigue), mental state (confusion, possession), species (Human, Hssuga), or Esoteric state (high Faith, Magical Talent). Aurasense is normally usable anywhere in the Secondary Zone, although Marginal Success might restrict sensing to the Primary Zone, while Mythic Success might extend sensing into the Tertiary Zone.
Aurasense is described as a combination of visual elements, but it is possible that a Psychic might manifest this ability as aural, olfactory, or other sensory elements.
Aura Colors and Shades Physical State Manifestations
Species Manifestations Esoteric Aspect Manifestations
Using Aurasense requires the psychic to make a Fatigue Trial with a difficulty equal to the difficulty of the Aurasense Trial.
Aurasense:
Default Difficulty Moderate (9)
Marginal Success Psychic can sense the general emotional state of the being. Manifestation is as a simple color, with no shading or other detail.
Complete Success Psychic can sense the emotional state of the being, including shadings to indicate multiple emotions. In addition, the psychic can sense the most significant physical aspect of the being (state of fatigue or health, or presence of disease, for example).
Superior Success Psychic can sense the emotional and physical state of the being, including shadings or motion to indicate finer distinctions. In addition, the psychic can sense the aspects of the Aura which indicate the species of the being, if known to the psychic. Newly encountered species will be sensed, but the symbolism may be vague or misinterpreted until sufficient experience with the new species is gained.
Extraordinary Success Psychic can sense the emotional and physical state, and the species, as with a Superior Success. In addition, the psychic can sense the most significant mental aspect of the being (confusion, possession, or sleep, for example).
Mythic Success Psychic can sense the emotional, physical, and mental states of the being, and its species. In addition, the psychic can sense the most significant Esoteric aspect of the being (high Faith, Magical or Psychic Talent, or Sensitivity to spirit, for example).
Aurasense generally manifests as a colored halo around the being sensed. The colors each indicate something about the being sensed. The manifestation will be different for some psychics, especially non-human ones. The general symbolism manifesting among human psychics is as follows:
 Shade: Color: Emotion:
Dingy Yellow Fear
Bright Red Aggression
Dull Red Anger
Brown Bitterness
Light Blue Calm
Pale Pink Compassion
Dark Gray Depression
Dark Red Lust/Greed
Dark Blue Suspicion
Bright Purple Rage
Bright Green Envy
Bright Silver Excitement
Bright Gold Happiness
Dark Green Hatred
Bright Blue-white Love
Pale Gray Sadness
Physical State: Manifestation:
Healthy, Uninjured Aura is normal
Injured Aura is reddish-black around injury. The more serious the injury, the more black in the Aura at that location.
Mortally Injured Entire Aura is pulsing with black. Injured area is entirely black.
Shock Aura is tinged with bluish-gray around the head
Unconscious Aura is tinged with a deep bluish-purple around the head.
Dead Aura quickly fades away into nothing.
Fatigued Aura is tinged with orange. The deeper the shade of orange, the worse the state of fatigue is.
Exhausted Entire Aura is bordered with a dark reddish-orange.
Diseased Area of infection is filled with moving black motes.
Poisoned Area where toxin was introduced to the body is reddish-black, with pulsing black tendrils spreading out from that location to indicate the spread of the toxin.
Species: Manifestation:
Human Aura is normal.
Aezjarean Aura is normal.
Dwarf Aura is shifted toward earth tones.
Kri’ik Aura is more translucent
Hssuga Aura swirls slowly around the center.
Drushae Aura is "foggy"
Goblin Aura is weaker, harder to distinguish shadings of color.
Fae Aura is filled with sparkling white motes.
Lycanthrope Aura is pulsing with dark amber.
Esoteric Aspect: Manifestation:
High Faith (4+) Aura is filled with bright gold motes.
High Aura (4+) Aura is filled with bright silver motes.
Magical Talent Aura is filled with coruscating motes of various bright colors. Motes form patterns as the Adept works magic. Mana patterns are swirling, sweeping flows of motes, while Sorcery patterns are geometric forms and linear shadings. Spiritism patterns are similar to Mana patterns, but are usually harder to discern due to the flickering (see Sensitivity below).
Psychic Talent Aura is filled with scintillating motes of silver. The motes frequently move according to the psychic activity of the being. Mental contact, for example, often manifests as streams of silver motes moving toward the being’s head and then "winking out."
Sensitivity Aura flickers in and out of the psychic’s vision, possibly flashing bright silver as the aura fades and reappears.
Unlife Aura is skewed and twisted, and tinged with a deep blue-black.
Primal Being Aura is diffused and difficult to grasp, if visible at all. Add 3 to the difficulty of sensing the Aura.


bullet.gif (892 bytes) Signsense is the ability to detect the individual mental signature of another psychic. The difficulty of doing so depends on the familiarity of the signature: sensing the signature of someone only sensed once before might be Difficult (20), while sensing the signature of a sibling with whom the psychic trained would be Routine (5) or even Automatic (2). A psychic "signature" is left behind whenever a psychic alters the environment in a significant way. Thus, one psychic communicating telepathically with another would not leave a signature, but using Telekinesis to move a boulder, or starting a fire with Pyrokinesis, or even summoning a spirit with Pneumosis would leave a signature. The Degree of Success indicates how subtle or old a signature can be sensed.
This ability, although listed under the ESP discipline, requires ability with at least one other discipline to be used. Psychometry or Pneumosis is necessary to sense alterations affecting the material or spiritual worlds, respectively. Signsense is normally usable only within the Primary Zone of the psychic.
Using Signsense requires the psychic to make a Fatigue Trial with a difficulty equal to the difficulty of the Signsense Trial.
Signsense:
Default Difficulty Routine (7)
Requisites Psychometry 5 or
Pneumosis 5
Marginal Success Very recent (within a few minutes) signatures that have been left as a result of significant alterations can be sensed.
Complete Success Recent (a few hours) signatures that have been left as a result of significant alterations can be sensed.
Superior Success Signatures that are no more than a few days old can be sensed.
Extraordinary Success Signatures up to a week old can be sensed, including subtle signatures left by minor alterations of the environment.
Mythic Success Any signature up to a month old can be sensed.


bullet.gif (892 bytes) Mindsearch is the ability to find a familiar mind in order to establish contact. Mindsearch is the only ESP ability that can be used outside of the Tertiary Zone of the psychic. If a mind is sufficiently familiar, it can be sensed anywhere on the same plane of existence. Difficulty is based on the relative familiarity of the mind being searched for. A close relative or lover is Routine (4). Sensing the mind of a friend would be Routine (6) or possibly Moderate (8), while an acquaintance whom the psychic has only just met would be Difficult (20).
Using Mindsearch costs the psychic one Fatigue Level.
Mindsearch:
Default Difficulty Varies with familiarity
Marginal Success Minds within the Tertiary Zone of the psychic can be located after some time (an hour or so).
Complete Success Minds within the Tertiary Zone of the psychic can be located fairly quickly (half an hour).
Superior Success Minds outside the Tertiary Zone can be located after some time (an hour or so). Minds within the Tertiary Zone can be located quickly (a few minutes).
Extraordinary Success Minds outside the Tertiary Zone can be located fairly quickly (half an hour). Minds within the Tertiary Zone can be located nearly instantly (one Action Interval at most).
Mythic Success Minds outside the Tertiary Zone can be located quickly (a few minutes). Minds within the Tertiary Zone can be located instantly (no time required).