Note: I think I'm going to give all Psionic Powers a Range of Near unless otherwise mentioned, with an Advanced Move to pump them up to Far.
Clairsentience: When you manifest Clairsentience Hold 3. Spend your Hold to:
- Enhance one of your senses
- Share another person’s senses
- Get another chance.
When you enhance a sense, its distance, clarity, and power are increased by a factor of 10, giving you the eyes of a hawk, the ears of an owl, the nose of a bloodhound, the tongue of a snake, or the touch of a… mole? Mole’s are good at touching, right? Sure, we’ll go with that. This sensory burst lasts for only a few moments.
When you share another person’s senses, you can sense what a person in range can sense. Your target can feel you watching from inside his mind, but can only sense what you do if you allow them to. Unlike many manifested powers, you may share senses over a period of time. Take -1 Ongoing on all rolls as long as while your senses are linked.
When you get another chance, peer into the future and make a different choice than the one you were going to make. You may reroll one roll that resulted in a 6-. You must take the second roll, you only get one other chance. Take -1 Forward, as your mind grapples with what is and what could have been.
Astral Projection:
When you manifest Clairsentience, add the following to your list of options.
- Leave your body behind.
When you leave your body behind, your consciousness abandons its physical prison and walks free, like a ghost. While you’ve left your body behind, you are intangible and transparent but not invisible. You cannot be heard by anyone who is not tuned to ethereal frequencies. Your body remains behind, connected to your astral form by an ethereal silver cord, an empty meat sack, still alive, waiting for your return. All rolls are at a -1 Ongoing while you maintain the concentration needed to remain a spirit.
As an astral projection, you can perform purely mental actions, like Spout Lore, but you cannot exert any physical force on the real world. You may not use psychic powers or moves relying on Focus while you’ve left your body behind. You can move through walls and other obstructions. You can interact physically with any magic or material which can interact with ghosts or other immaterial beings. Your astral body must remain within range of your body at all times. If your body is threatened or injured, you may Defy Danger using Wis, to attempt to notice the danger and return, instantly, to your body. If your body dies, so do you.
Astral Adept Requires Astral Projection
You may manifest psionic powers and non-physical Focus-based moves while astral projecting.
Astral Traveller: Requires Astral Adept
When astral projecting, you may travel further afield. You may travel anywhere within a radius of 1 mile per level.
Additionally, you can spend 1 Hold at any time while astral projecting to leave the mundane world behind and travel into the Astral Plane, the realm of pure mind. The Astral Plane is a strange place, full of wild thoughts and connections to the psychic realms that penetrate and intertwine with all thinking beings. It is also a dangerous place: astral bodies act as if completely physical on the astral plane, your ghostly intangibility will not protect you from the strange and terrible hunters of the Silver Sea. Once you’ve left the physical world, you are no longer bound by rules of distance – you may travel as far a field as you wish while travelling through the land of thought. But this is a mixed blessing, you can no longer Defy Danger to instantly return to your body or Detect Danger to it; you must trek back along, following your silver cord back to yourself.
Astral Guide: Requires Astral Traveller
When you leave your body behind, you may spend 1 Hold to bring up to your level in other willing people along. All members of your astral expedition must be touching in order to abandon the corporeal. While other characters can use Moves and powers while astral projecting, the effects of those powers are ethereal. An ethereal magic missile can only affect intangible foes; an ethereal domination spell cannot find purchase on beings still tied to the world. If you choose to travel into the Astral Plane, you may bring none, some, or all of your expedition with you. Without your assistance, people without Astral Traveller cannot enter the Astral Plane.