Sixth Sense:

     You have the extra-ordinary ability, and innate perception, of the supernatural in that you can percieve and, often times, see the unseen, hear the unheard, feel the unfelt happenings, of not only those who have passed on, but of the commonly missed occurrances within the bounds of all Utaemia.

     These happening are not only anchored to spirits passing backand forth from their destinations and the living world, and their whisperings, as the narrow-minded simpletons focus upon, but upon the entire spectrum that exists within all the dimensions and planes of Utaemia.

     There are various levels of the Sixth Sense. The Sixth Sense ranges in power and the expanse based upon certain levels of your awareness, your physical level, as well as your mental stability. Roll on the following chart, based upon added Characteristics to know the feeling and influence of your Sixth Sense:

     Roll on Chart #1 to know your character's Sixth Sense Level:

 

%Roll: Sixth Sense level:

01-17:   Diviner

18-34:   Flow of Vicarian

35-51:   Medium

52-68:   Sense Unseen Physical Presense

69-84:   Sense Unseen Spiritual Presence

85-00:   Third Eye

 

 

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Diviner Return to top

See into the present, past and future.

Author's Notes: None at this thime.

Area of Effect:

See: "Explanation".

Avoidance-Roll:

Yes: Avoidance-roll vs. "Mental-Attack" to succeed.

Duration:

12 turns (1 minute).

Effect Time:

3 turns (15 seconds).

Explanation:

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You can see the past, or into the future, of the one you focus upon (you must choose which).

 

Note:

Seeing this is such a broad-ranged and tricky ruling, rulings on this will be strictly up to the G.M.

Hand Movement:

One hand. You must hold up one hand, as if you are delicately running your fingers over a thin, fragile, window.

Immunities:

"The Gray" (Wander Thief ability), and such other more intense and powerful stealth abilities, will cut the % chance to Sense Unseen Physical Presence by 75% (rounded down).

Notes:

Note #1:

This includes an unseen person or creature that is hiding. Sixth Sense - Type 1 can also detect the presence of a person or creature using a stealth ability, a power, or spell to conceal him or herself.

 

Note #2:

At times, the rising of the hairs on the arms and neck may give a player a clue, or a warning, to focus on this ability, not ignore it.

Range:

The space you are standing upon (+ 1 space (5') out in all directions per 7 points of Awareness above 5).

 

Example:

If you have an awarness of 28, you would minus 5 from 28 = 23.

 

7 goes into 23, 3 times (thus, 3 spaces (15').

 

Your Range would be the space you are standing upon and outward 3 spaces (15') in all directions.

 

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Special:

A successful "Awareness Check"will foil a suprise attack against you.

Value:

Offering your services: Negotiable.

Scroll: 65,000 white-gold.

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Flow of Vicarian Return to top

Sense timelines . . . even precede the future.

Author's Notes: None at this thime.

Area of Effect:

See: "Explanation".

Avoidance-Roll:

Yes, but the Avoidance-roll depends on what you are attempting to do

 

Sense Timeline or Era of item or creature:

 

Past: Avoidance-roll vs. "Faith".

 

Present: Mental-Strength Check

               (Mental-Strength = the % chance.

 

Future: Mental-Strech Check

 

Duration:

Past: 2 turns (10 seconds) x your current level.

 

Present: 3 turns (15 seconds) x your current level.

 

Future: 1 turn (5 seconds) x your current level.

 

Effect Time:

12 turns (60 seconds) Minus 1 turn per 5 levels advanced.

Explanation:

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You may choose the past, present or future of one item or creature.

 

Once you have chosen, you must make the appropriate avoidance-roll (see: "Avoidance-Roll" above) to know.

 

Concerning the knowing of the future:

What a creature has in store for it is strictly up to the discretion of the G.M.

Hand Movement:

None.

Immunities:

None.

Notes:

None.

Range:

Touch.

 

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Special:

None.

Value:

Offering your services: Negotiable.

Scroll: 135,000 white-gold.

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Medium Return to top

Allow others to speak through you who are passed on into the confines of the next world.

Author's Notes: None at this thime.

Area of Effect:

The One with the Sixth Sense in voking "Medium".

Avoidance-Roll:

Yes: Avoidance-roll vs. "Faith" and a Mental-Strenth roll of 100+.

 

Note:

A Mental-Strength roll is done by rolling your % dince and adding your Mental-Strength to the roll.

Duration:

Level:          Duration:

0-5th:            1 turn (5 seconds) per level

                         (automatically 1 turn for

                         level 0).

 

6th-10th:       2 turns (5 seconds) per level.

11th-15th:     3 turns (5 seconds) per level.

16th-20th:     4 turns (5 seconds) per level.

21st-25th:     5 turns (5 seconds) per level.

26th-30th:     6 turns (5 seconds) per level.

31st-35th:     7 turns (5 seconds) per level.

36th-40th:     8 turns (5 seconds) per level.

41st-45th:     9 turns (5 seconds) per level.

46th-50th:     10 turns (5 seconds) per level.

51th-55th:     11 turns (5 seconds) per level.

56th-60th:     12 turns (5 seconds) per level.

61st-65th:     13 turns (5 seconds) per level.

66th-70th:     14 turns (5 seconds) per level.

71st-75th:     15 turns (5 seconds) per level.

76th-80th:     16 turns (5 seconds) per level.

81st-90th:     17 turns (5 seconds) per level.

91st-95th:     18 turns (5 seconds) per level.

96th-100th:   19 turns (5 seconds) per level.

101st +:         Permanent as long as

                       concentration is not broken,

                       or the other does not break                                 contact.

Effect Time:

1-D12 turns (5 to 60 seconds).

Explanation:

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When you are successful with your avoidance-rolls, you will tap into one of the other realms where you may speak to and be spoken through a creature or being who has passed on.

 

G.M.:

You must depect the outcome the Medium contacting another being. You must also discover what, or who, this other being is by roll up a random creature using the "Region, Random Determination of:" in the Basic Rules Book.

Hand Movement:

None.

Immunities:

None.

 

Note:

If a being does not wish to communicate with your, that is its' choice.

Notes:

None.

Range:

There is no range for this Other Significant Feature (it reaches into all the boundaaries of Utaemia, unless a warding spell has been set in place to thwart such abilities).

 

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Special:

A warning is given about use this ability: If a certain creature has the power to seize upon the Medium, it may. Worse things can happen.

Value:

Offering your services: Negotiable.

Scroll: 125,000 white-gold.

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Sense Unseen Physical Presence Return to top

Have the impression you are not physically alone.

Author's Notes: None at this thime.

Area of Effect:

See: "Explanation".

Avoidance-Roll:

Yes: Avoidance-roll vs. "Faith" to succeed.

 

The player must state he or she wishes to attempt this avoidance-roll, or Sense Unseen Physical Presence may not work (of course, the G.M. may play this however he or she wishes).

 

Note:

If the unseen physical presence moves, you may, on your next turn, attempt to pinpoint its general location by making another successful avoidance-roll vs. "Faith".

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Where the physically unseen is generally located can be determined by simply makinga second avoidance-roll vs. "Faith". If successful, you will know there is an Unseen Physical Presence within 1-D4 spaces of your current location.

 

A third successful avoidance-roll vs. "Faith" will narrow down the physical location of the unseen by 1 space (5').

 

Each successful avoidance-roll vs. "Faith" will continue to narrow down the location of the unseen physical presence until you pin the exact space upon which it is standing (that is, if it remains stationary).

 

Note:

Only ONE avoidance-roll vs. "Faith" can be attempted per turn.

Hand Movement:

One hand. You must hold up one hand, as if you are delicately running your fingers over a thin, fragile, window.

Immunities:

"The Gray" (Wander Thief ability), and such other more intense and powerful stealth abilities, will cut the % chance to Sense Unseen Physical Presence by 75% (rounded down).

Notes:

Note #1:

This includes an unseen person or creature that is hiding. Sixth Sense - Type 1 can also detect the presence of a person or creature using a stealth ability, a power, or spell to conceal him or herself.

 

Note #2:

At times, the rising of the hairs on the arms and neck may give a player a clue, or a warning, to focus on this ability, not ignore it.

Range:

The space you are standing upon (+ 1 space (5') out in all directions per 7 points of Awareness above 5).

 

Example:

If you have an awarness of 28, you would minus 5 from 28 = 23.

 

7 goes into 23, 3 times (thus, 3 spaces (15').

 

Your Range would be the space you are standing upon and outward 3 spaces (15') in all directions.

 

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Special:

A successful "Awareness Check"will foil a suprise attack against you.

Value:

Offering your services: Negotiable.

Scroll: 65,000 white-gold.

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Sense Unseen Spiritual Presence Return to top

Sense spirits in the area.

Author's Notes: None at this thime.

Area of Effect:

See: "Explanation".

Avoidance-Roll:

Yes: Avoidance-roll vs. "Faith" to succeed.

 

The player must state he or she wishes to attempt this avoidance-roll, or Sense Spiritual Presence may not work (of course, the G.M. may play this however he or she wishes).

 

Note:

If a spiritual presence moves, you may, on your next turn, attempt to pinpoint its general location by making another successful avoidance-roll vs. "Faith".

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Where a spiritual presence is generally located can be determined by simply makinga second avoidance-roll vs. "Faith". If successful, you will know there is a spiritual presence within 1-D4 spaces of your current location.

 

A third successful avoidance-roll vs. "Faith" will narrow down the physical location of the spirit by 1 space (5').

 

Each successful avoidance-roll vs. "Faith" will continue to narrow down the location of the spiritual presence until you pin the exact space upon which it is standing (that is, if it remains stationary).

 

Note:

Only ONE avoidance-roll vs. "Faith" can be attempted per turn.

Hand Movement:

One hand. You must hold out your right hand, palm upward, as if offering it to another.

Immunities:

Spirits of a more powerful nature are more difficult to locate. The level of a spirit will dictate the difficulty as follows:

 

Levels:

1st-31st:   Normal.

32nd-61st: 50% Immunity to being located

                  (unless you are equal or higher

                  level as well).

 

62nd+:       75% Immunity to being located

                  (unless you are equal or higher

                  level as well).

Notes:

Note #1:

This includes a spirit that is attempting to veil its presense. Sixth Sense - Type 2 can also detect the presence of a spirit using a stealth ability, a power, or spell to conceal itself.

 

Note #2:

A an unnatural heaviness in the air, a feeling of being watched, or a rising fear may give a player a clue, or a warning, to focus on this ability, not ignore it.

Range:

The space you are standing upon (+ 1 space (5') out in all directions per 7 points of Awareness above 5).

 

Example:

If you have an awarness of 28, you would minus 5 from 28 = 23.

 

7 goes into 23, 3 times (thus, 3 spaces (15').

 

Your Range would be the space you are standing upon and outward 3 spaces (15') in all directions.

 

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Special:

A successful "Awareness Check"will foil a suprise attack against you.

Value:

Offering your services: Negotiable.

Scroll: 85,000 white-gold.

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Third Eye Return to top

See the unnatural, the supernatural, the unexplaneable.

Author's Notes: None at this thime.

Area of Effect:

1 space (5') + 1 space per 2 levels.

Avoidance-Roll:

Yes: Avoidance-roll vs. "Faith" to bring forth the Third Eye.

Duration:

1 turn (5 seconds) + 1 turn per level.

Effect Time:

3 turns (15 seconds).

Explanation:

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When The Third Eye settles upon your forehead, you will percieve and behold the unnatural, the supernatural, and the unexplainable sights in the "Area of Effect".

 

Note:

What the unnatural, the supernatural, and the unexplainable sights will play out before you, will be strictly up to the discretion of the G.M.

Hand Movement:

None.

Immunities:

None.

Notes:

None.

Range:

The space you are standing upon. See: "Area of Effect".

 

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Special:

When the unnatural, the supernatural, and the unexplainable are in view before you, they can also behold you. This can present dire problems if what you see is hostile.

 

Discretion of the G.M.

Value:

Offering your services: Negotiable.

Scroll: 70,000 white-gold.

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