On the TV, a breaking report cuts in: Channel 3 news is on the scene – a hostage situation on an Amtrak train. A gunman in Army fatigues holds a young woman hostage, his black .45 pistol pressed to her head. The news cameras capture the police confronting the disturbed man, and in answer he mindlessly decorates the train’s cabin with the girl’s brains before being killed in turn by the police. In the next instant, Scoobie-Doo is chasing a ghost on channel 40.
In the vision, the sun had already set. Yet now, a slice of sunlight patterns across the stained carpet of the flop-room – only mere minutes remain to get to the station and save the woman seen in the reverie.
Revised Psychic Power: Flash Forward (Based on Cassandra’s Tears) [-0]
Description: You are afflicted by the condition known as “Flash Forward,” giving you a limited ability to see the future and predict the shape of things to come. However the visions you see are ofttimes ill portents that you can do nothing to change on your own, and that will simply not be believed by other people most of the time. Only once in a blue moon can you ever gain an augury that others fully believe.
Musts: You must take “Flash Forward” or a similar variant as an aspect. This aspect has the potential to be compelled quite often, and indeed, this power is nothing more than a set of codified guidelines for invoking and compelling the aspect for effect.
Prognostications Passing Through Time and Space. You are able to make precognitive predictions or receive them from the GM. Any information you receive from this power is a prophecy concerning events in the future which can be bypassed or averted if the right courses of action are taken. If the prediction spells doom for you or an ally if it is not acted upon, see Visions of Doom below; otherwise, see Visions of Insight.
Visions of Doom. You sometimes receive predictions and prophecies concerning ill events that are to befall you or an ally. This is treated as a compel against the subject of the prediction, because from a metagame standpoint, you having this power is what attracts such poor fates to begin with.
If the subject refuses the compel, no such prophecy comes to you, and the instance of ill fate never happens.
If the subject accepts the compel and you or the subject spends no fate points afterwards, the subject gains an appropriate sticky aspect, such as “Doomed to Offend the White Council.” This aspect can be tagged against the subject. You cannot convince anyone of the prediction, and you will have a difficult time attempting to avert its ill effects.
If the subject accepts the compel and you or the subject immediately spends 1 fate point, the prophecy still stands, but no such aspect is created, and consequently, the prediction has no way to mechanically reinforce itself. You can automatically get anyone to slightly believe your prediction, and, with marginal effort, you can work to prevent its ill effects. With a net fate point gain of 0 points, you effectively break even by gaining the vision and then exerting token effort to cancel it out.
If the subject accepts the compel and you or the subject immediately spends 2 fate points afterwards, the prediction still stands, but the subject gains an appropriate sticky aspect related to turning it around and using it to their benefit, such as “How to Not Offend the White Council.” You can automatically get anyone to fully believe your prophecy and, with marginal effort, you can both prevent its ill effects and gain a significant benefit from the prediction.
Visions of Insight. You sometimes receive predictions and prophecies concerning events that are to occur in the future. Unlike the auguries from Visions of Doom, the predictions from this effect are always helpful and always believed by others. While your character has no control over these prophecies, you, the player, do, and consequently decide upon the information gained. This functions roughly as invoking an aspect for effect; you do not generate any aspect from this prediction, since the prediction you gain is its own reward.
If you spend 1 fate point to invoke for effect, the prophecy you gain is moderately helpful. For example, you might predict that the killer will strike again tonight.
If you spend 2 fate points to invoke for effect, the prophecy you gain is substantially and significantly helpful. For example, you might predict that the killer will strike again at 11:45 P.M. tonight.
Visionary Reverie. You can be compelled to receive your predictions and prophecies in such a way that they send you into a brief reverie wherein you can take no actions, but can still defend yourself. During a conflict, a single compel can cause a reverie that lasts for only one exchange.