|A character with Clairsentience can use one or more of his Senses (usually the Sight Group) at Range, thus allowing him to perceive distant objects more clearly, perceive around corners or into locked rooms, and so forth. Examples of Clairsentience include mystic scrying spells, borescopes used to see through walls and around corners, and closed-circuit television systems. Clairsentience for the Sight Group is usually known as Clairvoyance; Clairsentience for the Hearing Group is somtimes called Clairaudience.|
Clairsentience with one Sense group costs 20 Character Points; each additional Sense Group is +10 Character Points (or +5 Character Points for only one Sense). You can double the range of Clairsentience for +5 Character Points (do not include these points in the Active Point calculation when determining the Power's Range). Clairsentience costs END to use, but neither the use of Clairsentience nor its perception point are perceivable by three Sense Groups.
Purchasing Clairsentience for a Sense Group does not automatically grant a character all the Senses in that Sense Group. It only allows him to perceive at a distance using any Senses he already possesses that belong to that Sense Group. If a character wants to have a Sense that only works with his Clairsentience, he can buy it with a -1/2 Limitation.
Clairsentience is a member of the Unusual Senses Group (see Senses In The HERO System, pages 348-55). Characters may purchase appropriate Sense Modifiers, such as Dimensional or Increased Arc of Perception, for their Clairsentience (see Enhanced Senses, pages 160-66). Clairsentience is not inherently a Targeting Sense regardless of what Senses it lets a character use at Range, but a character can make it into a Targeting Sense with the appropriate Sense Modifier. Clairsentience, even if a Targeting Sense, cannot establish Line Of Sight (unless the GM allows this).
CLAIRSENTIENCE SUMMARY TABLE
|Base PER Roll with one Sense Group (Targeting or Nontargeting) at Range|
|Extra Sense Group (Targeting or Nontargeting)|
|Extra Sense (Targeting or Nontargeting)|
|Mobile Perception Point (Adder)|
|Multiple Perception Points (x2 perception points for every +5 points)|
|Appropriate Sense Modifiers (such as Dimensional) (see page 164-44)|
|...and so forth|
Whenever a character uses Clairsentience, it's as if he were standing some distance away from his curent position, trying to perceive something. He designates a perception point from which his Clairsentience works. He can change this perception point from use to use, and can put it anywhere within the range of his Clairsentience (but he cannot move it once it's established unless he buys the Mobile Perception Point Adder; see below). This lets him see (or hear, smell, and so on) in any direction from the perception point just as if he were standing there himself.
Calculate the Range Modifier for PER Rolls made via Clarisentience from the perception point, not from where the character actually is. Objects in the way won't block Clairsentience, but they may make it more difficult for a character to get his perception point in the desired spot. The GM may require a character to make an Attack Roll against DCV 3 (or higher, depending on the difficulty) to place his perception point properly.
PERCEIVING THE PAST AND FUTURE
Some forms of Clairsentience can perceive into the past or the future. If the GM permits these options, they can have a powerful impact on the campaign - but if properly managed, they make interesting plot elements. In most cases Precognition and Retrocognition shouldn't be completely reliable; you can simulate unreliability with Limitations like Activation Roll, No Conscious Control, or Vague And Unclear.
A character with Precognition can perceive the future (usually this involves the Sight Group and he receives "visions" of events to come). The GM must decide whether what the character perceives is permanent and immutable (that is, what he sees will occur, and the GM has to contrive the adventure so the scene happens) or won't necessarily occur (which makes the visions considerably less dramatic, but gives the characters control over their own fate).
If the GM chooses the first route, he should describe visions the character can easily misinterpret because they're imprecise or "fuzzy." For example, a character sees his best friend floating still and lifeless in a river. In "reality," his friend could be dead - or simply unconscious or playing around. Perhaps the person seen was actually dead but wearing a disguise so he only looked like the character's friend. In any case, the vision really occurs - but doesn't necessarily spell doom for the friend.
A character with Retrocognition can perceive events that have already happened. A classic use of this is to "watch" the ancient Egyptians hide the tomb or to "watch" a crime take place to identify the culprit. Once again, the GM must use Retrocognition to help the game, not hurt it. Showing a detective the exact events of the murder doesn't make for a good mystery.
Sense-Affecting Powers: For a discussion of how Sense-Affecting Powers interact with Clarisentience, see pages 352 and 355.
ADVANTAGES AND ADDERS
Mobile Perception Point: When a character establishes a Clarisentience perception point, it's "fixed" at that point. To move it to another location, he has to deactivate that use and activate the Clarisentience again at the new perception point. To move the perception point while the power remains active requires a +5 Character Point Adder, Mobile Perception Point.
A mobile perception point can move up to 6" per Phase, and travels in three dimensions (i.e., it can "fly"), but cannot move beyond the maximum range of the Clairsentience. It can pass through solid objects, though that may blind the character, disorient him, cause him to move the point "off course," or the like, based on the situation, special effects, common sense, and dramatic sense. (If the point cannot move through solid objects, the Clairsentience takes a -0 Limitation.) A character can double a mobile perception point's rate of speed for every +5 Character Points. Moving a mobile perception point any number of inches up to its maximum movement requires a Half Phase Action, but a character can only move it once per Phase.
Multiple Perception Points: Clairsentience normally allows a character to perceive only one perception point at a time - if he wants to look at some other location, he has to either move his perception point (if possible) or deactivate the power and reactivate it at the new location. At the GM's option, a character can buy an Adder call Multiple Perception Points to have the ability to perceive multiple perception points at once. For each +5 Character Points, the character can have up to double the number of perception points active at one time (two perception points for +5 Character Points, up to four perception points for +10 Character Points, and so forth).
Indirect: Characters don't have to purchase this Advantage for Clairsentience; it is inherently "Indirect" in its ability to see around corners, through walls, and so forth.
Invisible Power Effects: Characters don't have to purchase this Advantage for Clairsentience; as noted above, it's inherently not perceivable by three Sense Groups.
Transdimensional: Characters don't have to purchase this Advantage for Clairsentience; use the Dimensional Sense Modifier (page 164) instead.
Attack Roll Required (-1/4): Clarisentience with this Limitation requires an Attack Roll against DCV 3 every time the character tries to place his perception point. It represents a form of Clairsentience that's somehow inherently "inaccurate" or difficult to use precisely.
Blackout (-1/2): This Limitation signifies that the character cannot use any of his normal Senses while using his Clarisentience - in effect he's deaf and blind through his personal Senses and can only perceive things through his Clairsentience until he turns the Power off.
Only Through The Senses Of Others (-1/2 or more): This form of Clairsentience uses the Senses of others as a "focal point" - in effect, the character must have another creature to use as his perception point. If there are no creatures with the required Sense within range of the character, he cannot use his power.
This form of Clairsentience does not inherently have a mobile perception point. Unless the character buys that (see above), when the being whose Senses he's using moves away from the vicinity of his perception point, the power instantly turns off. If the character buys Mobile Perception Point, the perception point can keep moving with the subject even if the subject's velocity exceeds the perception point's velocity. The GM may rule that the power stops functioning in some circumstances (such as if the subject Teleports or uses a MegaScaled Movement Power).
At the GM's option, this form of Clairsentience might be hampered or blocked if the subject has a sufficient amount of Mental Defense (say, -1 to the character's PER Rolls for every point of Mental Defense). If the character can only perceive through the eyes of a single specific creature, or a very limited group of creatures, the Limitation is worth -3/4 or -1.
Fixed Perception Point (-1): Clairsentinece with this Limitation has a fixed perception point (defined when the character purchases the Power). The character cannot change the perception point thereafter. This Limitation is often used to build closed-circuit television systems and similar devices.
One Sense Only (-1/4): Clairsentinece with this Limitation does not work with a Sense Group at its base level, but only a single Sense. Characters should normally only take this Limitation for Clairsentience powers bought with a Single Sense Group.
Precognition (or Retrocognition) Only (-1): Ordinarily, a character who buys Precognitive Clarisentience can use both normal Clairsentience (perceiving at a distance) and Precognigtion (perceiving the future). With this Limitation, the character can only sense the future (or past); he cannot use the perceive-at-a-distance aspect of Clairsentience.
Only Through Dreams (-1): Precognition or Retrocognition with this Limitation only provides visions to the character through dreams.
Time Modifiers (-1/2): Precognition or Retrocognition with this Limitation is harder to use over greater spans of time. The Precognition or Retrocognition must have a Required Skill Roll or Attack Roll. For every step on the Time Chart away from the present which a particular event will occur, there's a -2 "Range Modifier" to the Required Skill/Attack Roll. For example, an event 1 Turn in the future from when the character activates the power is at -2, one 1 Minute later is -4, and so forth. (The GM may alter the penalty, or the rate at which it accrues, if desired; this may also entail reducing the value of the Limitation.) This makes it much harder to view "distant" events.
Vague And Unclear (-1/2): This Limitation for Precognitive or Retrocognitive Clarisentience simulates an ability to foretell the future (or uncover the past) which is, at best, unreliable. The information gained is not definite; it could be misleading, false, easily misinterpreted, or any number of things - or it could, in fact, be a correct vision of what is to come (or what occured). The character must decide for himself just how much he trusts the information he gains by using the power.
SOURCE: COTE House Rules
Clairsentience is stopped by barriers bought with the advantage Hardened. A perception point cannot be established through such a barrier nor can a mobile perception point penetrate such a barrier.
Clairsentience may be further restricted by its special effects. For example, Clairsentience bought in a Teleportation framework would also be stopped by a barrier with the advantage Cannot Be Escaped With Teleportation, while Clairsentience in a mental framework would be inhibited by mental barriers.
Check with the GM to see if you can use Clairsentience to memorize a Fixed Floating Location for the purpose of Teleportation.