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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. |
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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. |
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With
training, sensing becomes clearer, and increasingly precise,
depending on the Degree of Success attained: |
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Lifesense: |
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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. |
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Additional
ESP abilities are also possible with training in the Discipline: |
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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. |
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Mindsense: |
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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. |
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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. |
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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. |
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Using
Aurasense requires the psychic to make a Fatigue Trial with a difficulty equal to
the difficulty of the Aurasense Trial. |
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Aurasense: |
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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). |
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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: |
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Shade: |
Color:
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Emotion: |
Dingy |
Yellow |
Fear |
Bright |
Red |
Aggression |
Dull |
Red |
Anger |
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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 |
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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. |
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Species: |
Manifestation: |
Human |
Aura is normal. |
Aezjarean |
Aura is normal. |
Dwarf |
Aura is shifted toward earth tones. |
Kriik |
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. |
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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
beings head and then "winking out." |
Sensitivity |
Aura flickers in and out of the
psychics 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. |
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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. |
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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. |
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Signsense: |
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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. |
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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). |
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Using
Mindsearch costs the psychic one Fatigue Level. |
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Mindsearch: |
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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). |
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