OAGS Multicognition

Multicognition, aka Temprocognition or Precognition is the ability to perceive events out of sync with the flow of time. Formerly referred to solely as precognition, further research in the context of time travel made a change to official categorization necessary. Though predicting the future in some way is the most common manifestation, accurately recalling past events and events past, present or future at synchronous points in parallel universes are also known abilities displayed by precogs. The Multicognition category allows many feats of extra-sensory perception below the grand visions of the future. Highly likely to cause brain damage or psychosis when a new power is manifested.

Core Powers

Clairvoyance 2cp
The psychic finds that he frequently 'just knows' some things. Once per session he can choose to determine a mundane and immediate clue or feature. He must specify what sort of clue he is looking for, and immediately knows where it is. Activating this ability is a free action. When using this ability in combat, he suffers -2 block and dodge, as if he fired a heavy weapon. When the one use is up, he can spend a plot point to perform this effect. Appropriate uses for this ability are things like: Entering a room and determining where the documents you need are, what is that angry Xenoform's weakness, or what button to press to stop the nuclear missile launch.

Prediction 5cp
The psychic's ability to look into the not too distant future can provide answers where searching alone can't. Once per session, the character can to ask the GM a single yes/no question concerning a future or past or current event that occurs within a number of kilometers equal to the psychic's perception score. The GM may answer dishonestly when the future is obscured by other forces, but must in this case give the player 2 plot points back when the truth is revealed. When the one use is up, the psychic can spend a plot point to perform this effect.

Retroactive Continuity 5cp
The psychic's foresight is so strong that he sees courses of potential actions play out in the blink of an eye, frequently saving his life. The player may, once per session, declare the current scene to have been a vision his character was having and restart the scene, with his character able to act on their future knowledge. When the one use is up, the psychic can spend three plot points to perform this effect.

Sensory Powers

No Surprise 2cp
The psychic is deeply sensitive to rushes and surges of adrenaline, rendering him immune to surprise attacks. If a surprise attack takes place, he acts simultaneously to the first attacker.

Nothing but the Truth 2cp
The psychic is sensitive to sudden stress changes in a person's body. The psychic can tell with perfect accuracy when an observed target is lying.

Sixth Sense 2cp
The character can sense a certain presence with perfect accuracy and the general direction relative to himself. There is no overt indicator - he just knows. Choose any reasonably well defined physical group, such as humans, felines, canines, a type of xenoform, vampires, werewolves, any range of magick user, withouts, robots, magick items, a particular kind of magick item and so on and so on. The more common the subject, the more range-limited the sense is. For example, if the chosen sense is for rats or humans, he can sense them within a hundred metres or so and the effect is easily slowed or even blocked by dense materials or magick effect. He will be able to clock vampires and werewolves within a few miles, and if you choose wizards, you can sense their location from anywhere on the planet.

Multisight 5cp
The psychic is able to switch between abilities that allow him to perceive a variety of supernatural spectra, as well as several normal ones. The character can see spirits and invisible targets. He can also see in infra-red, ultra-violet and x-ray signatures. He can isolate and overlay these sights as he pleases and as a free action. A character with multisight always knows when a target is a psychic and the category of their powers (ie telepathy, telekinesis etc). Whenever a psychic is using multisight to see spirits, spirits can see him, too.

Sight Beyond Sight 5cp
The psychic can reach out with his mind to perceive other locations. The advantages of this are twofold:
Firstly, he may use this power to see, hear and smell from different viewpoints within a range of 10m for every point of willpower he has, unimpeded by any physical barrier. He may also use it to view a predetermined place that is very familiar to him, such as his home, his HQ, his favorite place to go and so on. A psychic can have up to three of these at any one time, and changing them isn't usually a voluntary matter.
In both cases, Perception checks made using sight beyond sight are at a -2 penalty. Sight beyond sight takes about a minute of concentration to activate, where the power begins by displaying the murkiest shadows and gradually tunes up to a slightly hazy field of vision.

Case History 5cp
The psychic can focus his powers around an object to learn about it. Focusing and channeling through the item for 10 minutes, he can learn information from the item. Roll Willpower and consult the chart. Each result also supplies the data of lower scores. A case history can only be divined once and once only! If you roll to find an item's history and get a low roll, then tough luck - you can only do it once.

Case History
3 or less All people who have held the item in the last hour. Vague idea of all uses in the last hour.
4, 5 Complete nature of item - How it functions, what it's made of, its properties and so on. All people who have held the item in the last 24 hours. A good idea of all uses in the last 24 hours.
6, 7 Birth of item - How it was made, who made it, its first user. All people who have held the item in the last 28 days. A good idea of all uses in the last 28 days.
8, 9 History of item - Defining events the item was involved in. All people who have held the item in the last 6 months. A precise knowledge of all uses in the last 6 months.
10 or more Item's life - Anything and everything to do with the item. Can tell every last detail of the item's past, and everything that ever happened within a number of meters equal to the psychic's perception. The psychic can see and hear these events as clear as day.

At the GM's digression, the character may also learn about hand-picked features of the items future. There may also be items that are dangerous to investigate, such as extremely old items (ie atlantean relics), relics of important abrahamic prophets (ie the Holy Grail, Hajr-al-Aswad etc), and things originating in time mires or lost futures. Punishment for this is likely a temporary psychosis. Free agents, especially experienced ones, are much less likely to suffer these afflictions but may still earn the ire of angry angels. Free agents may also attempt to divine the relative future of the item, but not at the same time as its past.

Legend 5cp
The psychic can focus his powers around an area to learn about it. The effective radius is 1m for every point of perception the psychic has. Focusing and channeling through the area for 10 minutes, he can learn information from the item. Roll Willpower and consult the chart. Each result also supplies the data of lower scores. A case history can only be divined once and once only! If you roll to find an item's history and get a low roll, then tough luck - you can only do it once.

Legend
3 or less Visual of all people who and things have passed by in the last hour.
4, 5 Partial nature of area - Its supposed use or importance. Visual of all people and things who have passed by in the last 24 hours.
6, 7 Visual of all people and things who have passed by in the last 28 days. Literal audio possible but fuzzy.
8, 9 History of area - All defining events the area was involved in. Visual and literal audio of all people and things who have passed by in the last 6 months.
10 or more Area's life - Anything and everything to do with the area. Can tell every last detail of its past, and everything that ever happened.The psychic can see and hear these events as clear as day and all language spoken makes sense.

At the GM's digression, the character may also learn about hand-picked features of the area's future. There may also be places that are dangerous to investigate, such as relics of important abrahamic prophets (ie Mt. Sinai, Olive Mount, The Kaaba etc) and places frequently visited or changed by time travelers. Punishment for this is likely a temporary psychosis. Free agents, especially experienced ones, are much less likely to suffer these afflictions but may still earn the ire of angry angels. Free agents may also attempt to divine the relative future of the area, but not at the same time as its past.

Impulse Powers

Risk Assessment 2cp
You can become aware of any and all offensive weapons in 5m for every point of willpower you have. You are aware of their vague shape and by derivation, their type. Doing so is a single action and gives you information derived at that particular point in time. For each weapon you can take a perception test (difficulty determined by GM) to determine their direction. Doing so is a further action.

Impulse Prediction 5cp
In combat, you can peer into the future to sense how your opponent will move and when. This affords two benefits: Firstly, once per session you can automatically choose to add your willpower to attack or defense roll before you roll it as you discern the enemy's combat movements with absolute accuracy. Second, you can spend a plot point to add +2 to any roll after you roll dice for an attack or defense roll.

Advanced Multicognition

Linked to… 2cp
The psychic's powers are linked to a parallel universe of their choice. Examples include Leroux, An and Naziworld but there are many, many more worlds, both discovered and undiscovered. The psychic can peer into this alternate universe with a round's concentration. If he does, he can see as if he were standing in the corresponding point of the other universe. When doing this, he suffers -2 to block and dodge, as if he were firing a heavy weapon. While peering into the dimension, he can also use his other multicognition powers as if he were there.