
PRECOGNITION
Cost: 2
Action: Full
Range: Personal
Duration: Instant
Optional: Fatigue
You can get glimpses into the future, as if you were actually present at a particular future event. The visions you
receive are by no means assured: the future can be changed by the actions of those in the present. You can use this
power in two ways.
First, you can voluntarily attempt to see the future of a particular person, place, or object that you are in contact with
(including yourself). You must be able to see or touch the subject of your power. This requires a full-round action and a
Precognition check.
Second, your power may spontaneously activate at the GM@s discretion when you are in contact with a subject with
particularly strong TvibesU or there is a momentous event approaching in the future. This also requires a Precognition
check.
The Gamemaster should make Precognition checks secretly so the player doesn't necessarily know if a particular
vision was accurate or not. Consult the table below for the results of a precognitive vision, based on the power check.
DC Result
5 a vague vision of the future that may or may not be accurate.
10 an accurate glimpse at the future.
15 awareness of how long before a particular event occurs.
.0 awareness of the people involved in a particular future event.
.5 awareness of the time, subjects, and location of a future event.
30 Near-complete knowledge of a particular future event and everything involving it.
Flaws
* LimitedLObjects Only: You can only perceive the future of objects or places you are touching, not people (including
yourself).
* Uncontrolled: You cannot use the first version of this power. Instead, the GM decides when your power
spontaneously activates and informs you of the results.
HANDLING POSTCOGNITION AND PRECOGNITION
Precognition and Postcognition require some careful handling on the part of the Gamemaster, since their
unrestrained use can often ruin the fun of an adventure by allowing characteres to immediately know everything they need to
about a particular mystery or event. Need to know who the murderer is? Just use Postcognition. Need to know where the
villain will strike next? Just look into the future. This is one of the reasons why the GM is encouraged to make checks for
these powers secretly. That way the GM can control what information gets handed out to the players. Still, characters
with a lot of ranks in either power are generally going to get high results on their checks. GMs may want to limit these
powers (perhaps requiring the Uncontrolled flaw) or even disallowing them in their own campaigns.
