PRECOGNITION | Su
Gene Pool -5 | Disguise DC Modifier +0
As a swift action, you can active precognition. This mutation allows you to see one round in the future. Essentially, you can see the results of your actions and the actions of others against you before they happen. Any time you are required to make a 2d12 roll you can make the roll up to three times keeping the best roll and discarding the others. Precognition works on any ability check, attack roll, saving throw, or skill check until your next turn. It also effects all these types of rolls against you by others, but you still choose which roll your opponent or ally keeps. It’s very likely you will get to use precognition multiple times during a single round of combat if you are using multiple attacks and getting attacked by multiple foes. The mental strain of precognition causes you to become fatigued for 1 round immediately following the completion of its use.
Once you’ve used your precognition psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Edge at any point to recharge it immediately, but only after the fatigued condition has expired.
Evolution I: The duration of your precognition is extended to 2 rounds.
Evolution II: The duration of your precognition is extended to 5 rounds.

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