14 min read
CLAIRVOYANCE

A clairvoyant has the ability to cast his/her/their senses away, allowing the clairvoyant to perceive people, places or things at great distances. Though technically Clairvoyance refers specifically to remote sight, (also known as Remote Viewing), some psychics can also cast forth their hearing or other senses as well.

Unlike Astral Projection, the clairsentient does not separate consciousness from their body; the clairvoyant remains aware of what's going on around him/her/them (though this can be very confusing if the psychic tries to concentrate upon two locations at once). Similarly, the clairvoyant does not travel through the intervening space, he/she/they simply perceives whatever happens at the target site as if physically standing there.

Once the clairvoyant "locks on" to a target, he/she/they can then "pan" their view around, allowing the psychic to see just about anything in the immediate area. The limits of their perceptions are the immediate area in question. If the character wishes to see beyond that area, he/she/they must refocus, and the Player must make a new roll. 

For Example: A character looking into a room in another house could see anything in that room. However, to switch perceptions into the hall outside would require a second roll. The clairvoyant cannot perceive anything he could not normally perceive with his own senses. Thus, if the target area is completely darkened, remote sight does no good. 


NOTE FOR ROLEPLAY
To achieve a more "realistic" roleplay when using Clairvoyance, it is recommended that you are able to change your avatar to represent a projected consciousness when using Clairvoyance 2 or higher within an area in which you are projecting yourself. Gender can be neutral since this is an invisible entity and should give away as little as possible. This could take the form of an invisible man, ghost or transparent avatar, or something more abstract. While there are many options to suit your creativity in creating your character, here is one example of how this might appear, CLICK HERE.


NOTE FOR VAMPIRES WITH AUSPEX: 
If the Psychic's point of focus is within 20 feet of a Vampire with the power of Auspex, that Vampire's Player must make a roll to "sense" the Psychic's presence. (However, the use of Aura Perception will fail because the Psychic is not physically there for his Aura to be seen.)

    • Base Roll: 80
    • Mod: Mental Skill
      • If successful, the Character with Auspex may have the feeling that someone is there that they cannot see. They will not know who or where that feeling is emanating from, but this is just cause to use other skills to verify this odd feeling.

NUMINA: CLAIRVOYANCE

◎◎◎◎: Clairvoyance 1 - Dream Vision (Mental Skill)

  • Base Roll: 50
  • Energy Cost: 3
  • Damage: 0
  • Mods: Mental Skill
  • Range: Up to a city block radius
  • Resist: None
  • Duration: 3 Turns
  • Permanent Affects: None
    • +3 Mental Skill
    • +5 Initiative

Description: 
The Psychic can see things, though the images are hazy and dreamlike. He can extend his sense of sight into just the immediate area from where he is focused and no more than a mile from his body. Range is up to a city block, but there is no limit to how high or how low that distance is.

System:
The Player spends 3 points of Energy and makes a successful roll. The Character then finds themselves standing in the center of the area they wish to focus on, but he/she/they cannot move from that spot. The Character can turn on the same spot for a 360 degree view and can see as far as they would normally be able to see. The Character can not hear, smell or use any other sense other than sight.  If the Player wishes to get closer to a subject to better see what is going on, he/she/they will need to refocus on that spot and roll again. If they fail, their perception will shoot back to their own physical location.


◎◎◎: Clairvoyance 2 - Clear Perception (Mental Skill)

  • Base Roll: 70
  • Energy Cost: 8
  • Damage: 0
  • Mods: Mental Skill
  • Range: Up to 2 City Blocks radius
  • Resist: None
  • Duration: 6 Turns
  • Permanent Affects:
    • +5 Mental Defense
    • +5 Initiative

Description: 
The psychic can see clearly through remote sight and can normally hear. The range of perception is now anywhere in the immediate five to 2 City Blocks, but there is no limit to how high or how low that distance is.

System:
The Player spends 8 points of Energy and makes a successful roll. The Character then finds their spiritual self standing in the center of the area they wish to focus on and cannot move. The Character can turn on the same spot for a 360 degree view and can see as far as they would normally be able to see. 

The Character can both hear and see what is going on in the area as if they were there. Their senses of sight and hearing are normal. If they wish to get closer to a subject to hear or see better, they will need to refocus on that spot and roll again. If they fail, their perception will shoot back to their own physical location.


◎◎: Clairvoyance 3 - Partial Projection (Mental Skill)

  • Base Roll: 80
  • Energy Cost: 10
  • Damage: 0
  • Mods: Mental Skill
  • Range: 1/4 SIM Radius
  • Resist: None
  • Duration: Scene
  • Permanent Affects:
    • +3 Mental Skill

Description: 
The Psychic can see and hear clearly up to 15 miles away. He can also "touch" things at the remote site, though his sense of touch is vague, as if he were wearing heavy gloves. This mutes his sense somewhat, but the Psychic can detect texture, hot/cold, and a vague sense of the material (such as is an object metal, plastic, glass, etc.).

System:
The Player spends 10 points of Energy and makes a successful roll. The Character then finds their spiritual self instantly standing in the center of the area they wish to focus on and cannot move. The Character can turn on the same spot for a 360 degree view and can see as far as they would normally be able to see. The Character can both hear and see what is going on in the area as if they were there. Their senses of sight and hearing are normal. If they wish to get closer to a subject to hear or see better, they will need to refocus on that spot and roll again. If they fail, their perception will shoot back to their own physical location.


◎: Clairvoyance 4 - Full Projection (Mental Skill)

  • Base Roll: 95
  • Energy Cost: 13
  • Damage: 0
  • Mods: Mental Skill, Occult
  • Resist: None
  • Range: Half SIM
  • Duration: Scene
  • Permanent Affects:
    • +5 Mental Defense
    • +5 Initiative

Description: 
The Psychic can clearly see, hear, touch and smell strong odors when focusing on an area up to a half SIM radius away. Additionally, the Psychic can detect strong odors and has limited movement. Light or faint scents are harder to detect.

System:
The Player spends 13 points of Energy and makes a successful roll. The Character then finds themselves standing in the center of the area they wish to focus on and can move in any direction up to 10 feet away, including hovering above the ground up to 10 feet. The Psychic's senses are normal in every way. If he/she/they wish to get closer to a subject to hear or see better, the Psychic may move at a normal pace up to 10 feet away from their center of focus. 

While scents are detectable, light scents (such as flowers or other such delicate scents) may require another roll to catch. Storyteller's discretion.


: Clairvoyance 5 - Psychic Manifestation (Mental Skill)

  • Base Roll: 100
  • Energy Cost: 15
  • Damage: 0
  • Mods: Mental Skill, Occult
  • Range: Full SIM or another SIM
  • Resist: None
  • Duration: Scene
  • Permanent Affects:
    • +3 Mental Skill

Description: 
The character can use all five senses clearly, has limited ability to effect physical objects, and can perceive things up to 1000 miles from his physical location with a greater range of motion.

System:
The Player spends 15 points of Energy and makes a successful roll. The Character then finds themselves standing in the center of the area they wish to focus on and can move freely within 20 meters of their center of focus, including hovering above the ground up to 20 meters. In addition, the Psychic can move through walls as if they were a ghost. 

The Psychic has the ability to physically touch and slightly move an object (such as turn off a light switch or electrical breaker, push open a door (using a knob is another action), move a glass across a table, etc.) but this requires great focus. Each attempt must include a roll for success and takes one turn to complete:

TO MOVE OBJECTS

    • Base Roll: 70
    • Mod: Mental Skill
    • BOTCH! (Rolling a natural 1-10): The Psychic loses control of their physical manifestation and shoots uncontrollably in a random direction up to a mile away (up to the edge of whatever sim they are on) at the discretion of the Storyteller. The Player may choose to discontinue the use of the ability and refocus to try again.

The Psychic's senses are normal in every way. If he/she/they wish to get closer to a subject to hear or see better, the Psychic may move at a normal pace up to 20 meters radius from their center of focus.