Esp

ESP is one of the six common psionic powers of the setting, and thus permissible by default for all psionic characters. House Sabine use ESP.

Acceptable Powers: All but Spirit Communication (this is better handled with Communion or other powers, such as Necrokinesis)
Acceptable Perks: All.
Additional Perks: 20/20 Hindsight (Pyramid #3/69 page 6), I Feel Them Watching Me (Pyramid #3/69 page 7), Weird Dreams (Dungeon Fantasy 16, page 14

Updated Abilities

The Nature of the Future: Prognostication and Visions

Espers can see the future. In Psi-Wars, the future is uncertain and unclear. Future events seen by a precognitive character will likely happen; astute characters may find ways to avoid unpleasant fates while stubborn characters might miss out on a desirable fate. Similarly, events are as clear and specific as needed by the GM.
The GM is free to make visions of the future as clear as desired: If the GM is particularly uncertain about the future (for example, the future covers events as-of-yet unplanned in his notes) the GM might make the future largely metaphorical or symbolic: “The Red Bishop approaches the Golden Queen. If they meet, the Honored Fool dies” and then detail what that symbolism means later when the events begin to unfold, though ideally in a way that still makes the information useful to the players. If the GM knows precisely what will happen, he can make events hazy if he wants to maintain some mystery (“The Baron dies at midnight, stabbed through the heart by a force sword. The assassin wears a templar’s tabbard… but you can’t make out their face!”).

Precognitive abilities have a relationship with Destiny. If a character has a Destiny, characters with Prognostication or Visions will detect it and its nature on a successful roll. Furthermore, the GM can treat a successful use of Prognostication or Visions as “creating” a Destiny. The precognitive character, or someone else associated with them, gain a temporary Destiny trait that will be resolved before the end of the adventure. The GM assigns a value to the Destiny and a description (“You alone shall kill the Tyrant and you gain 3 these three impulse buy points to do that”). This allows the character to spend Impulse Buy points to make that specific future come true. The GM can also create disadvantageous destinies. This can make an interesting option for failed rolls: the character sees the future, but sees that it will hamper the group, and that this dark destiny is (nigh) unavoidable, and the GM spends his impulse buy points to make this disadvantageous destiny come true over the course of the Adventure.
Precognition also acts as a Miraculous Complementary roll (+4 bonus) to Gambling, Strategy, Tactics and any skill rolled for Planning.

If the GM uses Foresight (“Fortunately, I saw this Coming” Pyramid #3/53), Prognostication and Visions might have given the character sufficient warning that they can make a single use of Foresight. For this to work, the character must have, or would reasonably have, had used their powers to prepare for this moment. They may roll against their appropriate skill, and only a Critical Success, they get one free use of Foresight. If the character must pay a fatigue cost to use his ability (ie lower levels of Prognostication) they must do so now. The GM may choose to limit how often a character can benefit from this (a suggested value is no more than once per session).

If two sides in a conflict have access to precognition in any form, only one character can gain the full benefits listed above, as both precognitive characters will take actions to influence the future and only one will succeed in forcing the future to fit their vision. The character who succeeds at their skill roll by the highest margin can benefit from the Miraculous Complementary roll and an advantageous Destiny. The other character may gain a disadvantageous form of Destiny and can still detect other Destinies in play as normal. Characters who use Communion Miracle to see the future automatically take precedence over characters who use psychic precognition. For more on Dueling Precogs, see GURPS Supers page 108.

Precognitive Chessmaster
Average
Default: Prognostication or Visions; may not exceed Prognistication+5 or Visions+5.
You’re adept at seeing the influences of others in the future and taking steps to lock down your preferred vision of the future. Add Precognitive Chessmaster to your skill roll for the purposes of determining whether or not you win in a “Dueling precog” scenario. This perk does not cost 2 fatigue!

Tactical Foresight
Average
Default: Prognostication or Visions; may not exceed Prognistication+5 or Visions+5.
You’re skilled at piecing together the moment-by-moment events of the future. When rolling to see if you can gain a use of Foresight, add your level of Tactical Foresight.

New Abilities

Oracle

29 points
Skill: Oracle (IQ/Hard)
You’ve learned to psychically tune yourself to the secret signs of the world. Oracle can be used in one of two ways. Either the character seeks general omens (“Answers to unknown questions”), which he can do once a day. This requires a Per-based Oracle roll to find an omen. Alternately, the Oracle can seek an answer to a specific, “known” question (“Should we go to war?”); the oracle may seek to answer these questions as often as they like, but only once per question and it takes one hour and requires a successful Fortune Telling roll.

If either roll succeeds, the character notices an omen. They must correctly interpret this. This requires an IQ-Based Oracle roll. Success provides a vague or symbolic answer, typically enough to suggest a broad course of action, to reveal some vague information on a topic or to point to an answer a broad yes/no question. On a critical success, the answer may be more precise, including reasons and some context.

The information given by Oracle is always imprecise; a successful interpretation roll tells the characters what they need to know, but the GM should leave enough clues and ambigious imagery in the omen that the players themselves can attempt to read more information from the omen than was given. Characters who seek concrete details (“What will happen if we go to war?”) are better off using Prognostication or Visions, while those seeking specific yes/no answers are better off using Psychic Hunches. Oracle lets the character answer questions they didn’t know they had, or answering broad questions not easily handled by Psychic Hunches.

Traits: Oracle (ESP -10%, Inspired +100%).

New Perks

Foresightful Diviner: When rolling for Tactical Foresight, once per session, success by a margin of 10 or more, rather than a critical success, is sufficient to gain a use of Foresight.

Visions of Destiny: Upon encountering a character with the Destiny trait, you may roll your IQ or Visions skill to detect that they have Destiny and what sort of destiny it is. This perk is unnecessary of characters with full visions, and is best for characters who either don't have the power, or for getting around the limitations of more limited forms of visions when it comes to detecting Destiny.

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