6th Sense
also known as danger sense
This
power warns its user of present or potential danger. The user can sense evil,
danger, bad intentions, circumstances gone awry. The unerring psychic warning system gauges the immediacy of the threat,
becoming intense in urgent situations or simply ringing a mental bell for
future reference. This power is largely
a self-centered ability. All of its readings reference danger to the user
primarily. The power’s range is the user’s ‘world’—people, places and things that
the user finds himself in proximity to. The nearer the proximity and the
greater the familiarity, the more acute the power’s readings will be.
Base Cost: 60 points plus Double SAVE. Min Link: Champion. Suggested Link: IQ, PERC, WILL Ability Type: Innate,
situation-activated. Ability Class:
High End Psychic Ability, Defensive Ability.
Functions
Omega Dodge against
all physical attacks.
Factored into the Omega Dodge is a bonus movement. If the user has the capacity
to move out of the range of an attack, he will do so at the time of the attack,
regardless of whether or not they have moved in a given action. It is a
spontaneous boost in movement using either the character’s base MPS or a power.
Life Flashes Before
Eyes: If the
user is unable to get away from an attack or event, 6th Sense will
disclose, in vivid detail, the nature and scope of whatever circumstances are
about to befall him. Not that this might help much, but it may come into play
later.
Boost Active Level
or ACC to Omega:
At the sacrifice of a single action of activity, boosts the active levels for
one of the user’s attacks to Omega level. Requires that the user not move,
attack or use a power during the previous action. Does not boost the output of
the attack, only the stunt roll to affect the target.
Points the Way Out: Automatically detects potential
escape routes. Finds good hiding places. Detects enemy blind spots.
Bad Vibes Meter: Accurate assessment as to the
potential danger of people, places and things. That said, a target endowed with
an applicable defense to this ability may screw up the meter. The user can’t be
snowed—he can’t be convinced something is safe when it’s dangerous or a person
is good when they are evil—but they can be fuzzed. The meter can be deadened.
Mr. Bad Guy still moves the meter, just not as much as he should.
Psychic Booster: Access to the Extra Functions listed
below at a cost of one full action of inactivity. Activates on a successful Weighted
Contested Roll using the power’s linked level as the active level and the
benchmark level listed for the function as the defending level. May be used up
to the ACT in times per day. Failed attempts count as a use.
Extra Function at Mutant
Level or Higher:
Advanced Bad Vibes
Meter: the user
will be able to sense if the danger is present or merely possible.
Extra Functions at Extreme
Level or Higher:
Danger Scale: Will let the user know how
dangerous a situation is likely to become.
Mini Oracle: Informs the user of the
hypothetical consequences of a proposed action. Immediate options and simple
choices only. Inerrant.
Demonic Level or
Higher
Danger Dowling Rod
and Timer: 6th
Sense will tell the user the place the danger comes from and what time it is
going to strike.
Wins Initiative: Persons with a 6th Sense at
this level or higher are never surprised and always move first on any action.
Note: PRECOGNITION is a less intense version of this ability. It can be found
in the PYSCHIC POWERS listing.
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