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(M24) Precognition* (- 75 -) (Judges
detest this Power with a passion.) The hero can see into the future. The Power
gives the hero sufficiently clear insight into upcoming events that he might be
able to use that foreknowledge to his advantage. The problem lies in two areas,
the flexibility of the timestream and the preparedness of the Judge (more on
these later). Precognition
is an awesome Power and thus has more limits than the Hulk can shake a stick at.
("Hulk no need puny stick!") The Power can normally be used only once
per day at full rank. Each additional use decreases the rank -1CS down to a
minimum of 1 turns lead-time. Second, the player must choose a limitation on the
Power. Examples include:
The
third limit is that the Judge, not the player, rolls the dice. The Player cannot
try to influence the dice by expending Karma. The Judge never tells the player
the outcome or if he even threw the dice at all. This keeps the player from
knowing the accuracy of his visions. Player
characters can look into the future a number of hours equal to twice the Power
rank number. For example, a Good rank can see almost a day ahead, an Unearthly
rank can see over a week ahead, and a CL3000 rank can see eight months ahead. The
color FEAT determines the accuracy of the vision. White results can be
completely untainted by truth; the Judge can improvise to his heart's delight.
("Three days from now… Sentinels fighting in space… an armada of aliens
swarming upon them… A man named Jubal leads the aliens.") A green result
requires the Judge to be truthful but to only reveal basic details. A yellow
FEAT requires full disclosure of anything the Judge can imagine being visible at
the time of the vision's occurrence. A red FEAT enables the hero to learn things
that might not be readily apparent at the time the vision comes to pass. One
problem with the Power is that the timestream is extremely malleable. Each
decision made creates an alternate timeline, a parallel Earth almost but not
quite identical to the version of Earth where your campaign occurs. Each vision
is an event that will come to pass in some time stream somewhere. It need not be
the hero's impending timeline. That's where Precognition comes in. Each Precog
vision gives the hero a chance to consciously shape his world's timeline.
Because of this, the envisioned event might never come to pass, at least not
where the hero is concerned. This
leads to the second problem, that of Judge preparedness. To accurately and
realistically portray Precog, the Judge would need to work out a detailed
timeline of the campaign's future events, including variables that account for
probable player actions. This is a major headache for Judges. This is a leading
reason why Galactuses throughout the multiverse devour any world where
Precognition appears. Precogs are therefore warned to use their Power carefully. Short-range
Precog can be useful in combat. The hero can use his Power to discover his
opponent's next move. This form can be used by any Precog, regardless of the
limits otherwise constraining the Power. In game terms, the player tries to make
a yellow FEAT at the start of each turn. Success means the Judge must reveal the
NPCs' next moves. Initiative is rolled. If the Precog gets it, she has a chance
to share her information with her teammates. This use of Precognition must be
developed as a Power Stunt. The
hero gains an advantage of +1CS when she has a Precog flash pertaining to
friends, special enemies, possessions and dwelling places. This increases to
+2CS if the flash involves dire events occurring to the Precog herself. The
Power can be psychologically damaging to the Precog. The Power is often limited
to times within the hero's own lifespan. Most of the time, there is no cause for
alarm until the Power starts consistently failing. Delusions may result from
frequent but inaccurate visions. Frequent, accurate visions of doom and
destruction beyond the hero's capabilities may lead to aberrant behavior, such
as chronic depression or chemical dependency. |