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[RCFG] Psionics
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<blockquote data-quote="Raven Crowking" data-source="post: 5103124" data-attributes="member: 18280"><p><strong><span style="font-size: 12px">Precognition</span></strong></p><p></p><p>Linked to: Charisma</p><p></p><p>Granted Ability: Déjà Vu: Once per day per psionic class level, the character may reroll a die roll that represents the outcome of an action taken by the character (generally, attack rolls, skill checks, saving throws, and damage rolls, but not rolls such as a roll for new Hit Points when a class level is gained). This represents the character foreseeing the outcome of a particular attempt, and choosing to attempt another way. This ability can only be used once on any particular die roll, and costs one Reaction.</p><p></p><p>Description: Precognition is the ability to see the future. </p><p></p><p>Disciplines: </p><p></p><p>• Precognitive Strike: By knowing where his opponent will be, the character gains a greater chance of hitting it, and improves his damage. Using this discipline is an Action, which then allows the precognitive strike as a Reaction. The bonus to attack roll and damage are determined by the number of ranks used.</p><p></p><p style="margin-left: 20px">o Rank 1: +1 to hit, +1d4 damage</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 2: +2 to hit, +1d6 damage</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 3: +3 to hit, +2d4 damage</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 4: +4 to hit, +2d6 damage</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 5: +5 to hit, +3d6 damage</p><p></p><p>• Precognitive Defence: By knowing where an opponent will strike, the character gains an improved ability to avoid its attacks. Using this discipline is an Action, and each usage lasts 1 round per psionic class level. The character gains a bonus to Armour Class, applied to one or more opponents, depending upon the ranks used. Each rank does not stack with itself, but a character can stack different ranks of precognitive defence. When doing so, each rank applies to the same selected opponent.</p><p></p><p style="margin-left: 20px">o Rank 1: +1 bonus to AC against selected opponent (the character may change the selected opponent as a Reaction).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 2: As above, except the bonus to AC is +2.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 3: As above, except the bonus to AC against the selected opponent is +3, and the character gains a +1 AC bonus against all other opponents.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 4: As above, except the bonus to AC against the selected opponent is +4, and the bonus against other opponents is +2.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 5: As above, except the bonus to AC against the selected opponent is +5, and the bonus against other opponents is +3.</p><p></p><p>• True Precognition: This discipline allows a character to glimpse the future. The character must enter a light trance in order to use this ability, lasting 1 minute per rank used. The character is aware of his surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of true precognition are lost, although the usage must still be paid for.</p><p></p><p>Most uses of precognition require that the character frame a question about the future; the vision he sees is an answer to that question. A character can also simply perform an “open” precognition, where he allows the Game Master to determine what future events are seen. This may lead to vague and unsatisfactory results, as most future events across the breadth of the campaign world have little, if anything, to do with the player characters. This is a way in which the player may ask the Game Master for adventure hooks, however, and the wise GM will use it as such whenever possible. It may not always be clear whether a vision gained from “open” precognition is a potential hook or not.</p><p></p><p>What sort of information is gained depends upon the ranks used.</p><p></p><p>It should be noted that, within most RCFG milieus, the future is constantly changing, based upon the events of the present, so any glimpse of the future should be treated as the probable future, or the future that will be if things do not change. However, once a character has gained a glimpse of a probable future, that future becomes more likely to occur, and the Game Master will attempt to manipulate events so that it does. Knowledge of the future can be a double-edged sword!</p><p></p><p style="margin-left: 20px">o Rank 1: The character gains a vague, possibly symbolic or cryptic, vision of the future. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 2: The character gains an accurate vision of the future, as though he were present at those events. If the events involve the player characters, they may wish to play those events out, and simply substitute the vision for the events when the time comes (if possible; if things have changed, play the events out anew). </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">For example, if the character wished a vision of an upcoming venture to the Dungeon of Tears, the Game Master could have them play out an encounter with a troll he knows is there. If they succeed in the encounter, the GM may simply tell them that they have reached the chamber of the troll, and defeated it as in the vision. If they are in worse condition when they reach that encounter, though, or if they failed (and wish to use the vision of failure to change their tactics, and thus the future), they may play the encounter anew. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This usage only allows characters to see up to 48 hours into the future.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 3: As Rank 2, above, except the character can see up to 1 week into the future.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 4: As Rank 2, above, except the character can see up to 1 year into the future.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 5: As Rank 2, above, except that there is no limitation to how far into the future the character can see. The players and Game Master may use this ability to play entire “one shot” adventures when their characters are older, better equipped, and higher level, or even other characters of any level in the distant future....so long as everyone is aware that the envisioned future might not come to pass!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It should be noted that a “distant future” adventure can be used by the Game Master to allow the players to have information relevant to their present circumstances. For example, if one of the PCs has a magical, but thus far unidentified, staff, a “distant future” adventure could follow the exploits of one of that character’s descendents carrying that staff with full (or partial) knowledge of what it does. The DM could even let the PCs play a group of their nominal foes, giving them inside information about their potential future capabilities. They might even have some of the current PCs’ equipment, implying a serious future threat for the characters. That future must be changed!</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5103124, member: 18280"] [B][SIZE="3"]Precognition[/SIZE][/B] Linked to: Charisma Granted Ability: Déjà Vu: Once per day per psionic class level, the character may reroll a die roll that represents the outcome of an action taken by the character (generally, attack rolls, skill checks, saving throws, and damage rolls, but not rolls such as a roll for new Hit Points when a class level is gained). This represents the character foreseeing the outcome of a particular attempt, and choosing to attempt another way. This ability can only be used once on any particular die roll, and costs one Reaction. Description: Precognition is the ability to see the future. Disciplines: • Precognitive Strike: By knowing where his opponent will be, the character gains a greater chance of hitting it, and improves his damage. Using this discipline is an Action, which then allows the precognitive strike as a Reaction. The bonus to attack roll and damage are determined by the number of ranks used. [indent]o Rank 1: +1 to hit, +1d4 damage o Rank 2: +2 to hit, +1d6 damage o Rank 3: +3 to hit, +2d4 damage o Rank 4: +4 to hit, +2d6 damage o Rank 5: +5 to hit, +3d6 damage[/indent] • Precognitive Defence: By knowing where an opponent will strike, the character gains an improved ability to avoid its attacks. Using this discipline is an Action, and each usage lasts 1 round per psionic class level. The character gains a bonus to Armour Class, applied to one or more opponents, depending upon the ranks used. Each rank does not stack with itself, but a character can stack different ranks of precognitive defence. When doing so, each rank applies to the same selected opponent. [indent]o Rank 1: +1 bonus to AC against selected opponent (the character may change the selected opponent as a Reaction). o Rank 2: As above, except the bonus to AC is +2. o Rank 3: As above, except the bonus to AC against the selected opponent is +3, and the character gains a +1 AC bonus against all other opponents. o Rank 4: As above, except the bonus to AC against the selected opponent is +4, and the bonus against other opponents is +2. o Rank 5: As above, except the bonus to AC against the selected opponent is +5, and the bonus against other opponents is +3.[/indent] • True Precognition: This discipline allows a character to glimpse the future. The character must enter a light trance in order to use this ability, lasting 1 minute per rank used. The character is aware of his surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of true precognition are lost, although the usage must still be paid for. Most uses of precognition require that the character frame a question about the future; the vision he sees is an answer to that question. A character can also simply perform an “open” precognition, where he allows the Game Master to determine what future events are seen. This may lead to vague and unsatisfactory results, as most future events across the breadth of the campaign world have little, if anything, to do with the player characters. This is a way in which the player may ask the Game Master for adventure hooks, however, and the wise GM will use it as such whenever possible. It may not always be clear whether a vision gained from “open” precognition is a potential hook or not. What sort of information is gained depends upon the ranks used. It should be noted that, within most RCFG milieus, the future is constantly changing, based upon the events of the present, so any glimpse of the future should be treated as the probable future, or the future that will be if things do not change. However, once a character has gained a glimpse of a probable future, that future becomes more likely to occur, and the Game Master will attempt to manipulate events so that it does. Knowledge of the future can be a double-edged sword! [indent]o Rank 1: The character gains a vague, possibly symbolic or cryptic, vision of the future. o Rank 2: The character gains an accurate vision of the future, as though he were present at those events. If the events involve the player characters, they may wish to play those events out, and simply substitute the vision for the events when the time comes (if possible; if things have changed, play the events out anew). For example, if the character wished a vision of an upcoming venture to the Dungeon of Tears, the Game Master could have them play out an encounter with a troll he knows is there. If they succeed in the encounter, the GM may simply tell them that they have reached the chamber of the troll, and defeated it as in the vision. If they are in worse condition when they reach that encounter, though, or if they failed (and wish to use the vision of failure to change their tactics, and thus the future), they may play the encounter anew. This usage only allows characters to see up to 48 hours into the future. o Rank 3: As Rank 2, above, except the character can see up to 1 week into the future. o Rank 4: As Rank 2, above, except the character can see up to 1 year into the future. o Rank 5: As Rank 2, above, except that there is no limitation to how far into the future the character can see. The players and Game Master may use this ability to play entire “one shot” adventures when their characters are older, better equipped, and higher level, or even other characters of any level in the distant future....so long as everyone is aware that the envisioned future might not come to pass! It should be noted that a “distant future” adventure can be used by the Game Master to allow the players to have information relevant to their present circumstances. For example, if one of the PCs has a magical, but thus far unidentified, staff, a “distant future” adventure could follow the exploits of one of that character’s descendents carrying that staff with full (or partial) knowledge of what it does. The DM could even let the PCs play a group of their nominal foes, giving them inside information about their potential future capabilities. They might even have some of the current PCs’ equipment, implying a serious future threat for the characters. That future must be changed![/indent] [/QUOTE]
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