Fate Influencing

This psychic power, which can be used by Psychics of MyndMagick™, Vampires, and Vegans, is perhaps the most envied and feared. This allows the psychic to see events and outcomes a distance into the future and to make a number of choices that will lead to the desired outcome. This is perhaps the most important ability in the war against the Technological Singularity since the machines have no defense or free will to change outcomes.

MyndMagick™ officers in the United Nations defense forces are highly sought after. These officers can even make choices that influence android warbots on a quantum level. This can change physics itself, for which the Singularity cannot compensate. This highly valued ability gives the MyndMagick™ organization great political leverage.

Its very nature, however, is also a source of great fear and anxiety. In a world that feels so out of control, the fact that there are subspecies that can control your fate invokes enough hatred and suspicion as it does gratitude by those saved by Psychics from Androids.

This is a rare and very difficult ability for even Psychics to obtain. Only 0.1% of Psychics have this ability. Psionic researchers speculate that Vampires and Vegans likewise have similar ratios.

Effect

The psychic with this ability is able to see as much as 1000 minutes into the future, and explore a theoretically infinite number of choices that may lead to a desired outcome. Seeing the outcome does not guarantee that it will happen. The psychic will have to make the choices necessary to arrive at that conclusion. But the future is always dynamic and other choices made by any free willed creature that weren't part of the original outcome may enter into the new path. Therefore, the psychic may have to use this ability several times to provide course corrections to arrive at that desired outcome.

Side/Secondary Effects

Those with this ability may feel slight and subtle "tremors" when another with the ability uses it. But it is very subtle, especially when used by lower level psychics. It becomes more noticable when used by higher level psychics.


Gameplay Mechanics

The amount of time that a Psychics, Vampires, or Vegan can see into the future depends on their Power Level.

Precognition Time: T = 2(Level + 1) minutes

Range of effectivity is not as straightforward given the interconnectivity of complex cause-and-effect that can influence events down to a quantum level. However, it can be a guide to help determine an effectivity between two Psychics using the same ability.

Range: (Level)3 km -- for Levels 1 to 9
Range: 1/(|Level| + 1) km -- for Levels -3 to 0
 

Examples

  • A Level +9 can experience events at T = 2(9 + 1) = 1024 minutes = 17 hours, 4 minues
  •   Range = (9)3 = 729 km = 453 miles
  • A Level +5 can see T = 2(5 + 1) = 64 minutes = 1 hour, 4 minues
  •   Range = (5)3 = 125 km = 77.7 miles
  • A Level +0 can see T = 2(0 + 1) = 2 minutes
  •   Range = 03 or 1/(|0|+1) = 1 km = 0.62 miles
  • A Level -3 can see T = 2(-3 + 1) = 0.25 minutes = 15 seconds
  •   Range = 1/(|-3|+1) = 0.25 km = 820 ft
    Gestures & Ritual

    The more the psychic can concentrate, the faster and more accurately they can arrive to a desired outcome. Most MyndMagick™ employees with this ability train extensively in practices like deep meditation and cognitive sensory control for the purpose of using this power in distracting public venues.

    Effect Casting Time

    Precognitive distance = 2 (Level + 1) minutes

    Range

    (Level)3 km with influence disappating according to Planck's Law of black-body radiation

    Applied Restriction

    If there are two psychics in the area that utilize this ability, the one with the higher level at the closest epicenter of events will have precedence. But regardless, the choices and outcomes will interfere with one another like two stones thrown into the same pond. Their ripples will sometimes amplify or negate one another.


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