RPG/Clairvoyant

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Clairvoyant
STR -1 AGI +1 INT +1
DEF -2 ACC -1 PER +2

Racial Advantages: Elemental Affinity (Mind)

Racial Disadvantages: Weak Point (Third Eye*)(500)

  • A clairvoyant's eye is visible and glows when he uses either of his clairvoyant racial powers. It remains on their forehead even if not visible, and for a 500-XP disadvantage, the eye can be always visible.
Level HP MP Skill Points Facet Level Stat Points Special Abilities
1 7 8 4 1 1 Prognosticate x1
2 14 16 8 1 1 Preflexes 3/1
3 21 24 12 2 1 Prognosticate x2
4 28 32 16 2 2 Preflexes 6/2
5 35 40 20 3 2 Prognosticate x3
6 42 48 24 3 2 Preflexes 9/3
7 49 56 28 4 3 Prognosticate x4
8 56 64 32 4 3 Preflexes 12/4
9 63 72 36 5 3 Prognosticate x5
10 70 80 40 5 4 Preflexes 15/5

Prognosticate xX:X times per day, a Clairvoyant may attempt to glean insight into the likely outcome of a situation. They must spend all of their actions for two turns and make an accuracy roll with a difficulty determined by the GM and modified by how far in the future the event is and how many possibilities are likely. Even then, future events the Clairvoyant sees are only possible outcomes that may be changed. The GM may, at any moment, declare that the Clairvoyant will notice a good opportunity to use this ability.

Preflexes X/Y: Every encounter, a Clairvoyant gains X bonus points to distribute as they wish among active defense, spot defense, agility oppose, and initiative rolls, but only up to Y points may be spent on a single roll. They may choose to apply these bonuses after roll results have been determined but before their effects have been resolved, allowing the Clairvoyant to subtly react to their immediate future.

MSF High RPG
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