This is an adaptation of the original, made a little more powerful, and with rules for more situations. Clairvoyance *2 This is the ability to focus your mind on a distant point, seeing things as if you were there. Its range is affected by Power, but not by any intervening objects. An extended Mind Shield (p. P38) will interfere, unless the telepath designates the clairvoyant as "friendly" (he must have Mind Shield skill 12+ to do so). The Mind Shield only interferes if the focus is within its area; the clairvoyant can focus just outside the Shield with no penalty and look into the shielded area (for as far as his Power allows). Note that an ESPer cannot use a "brute force" attack to reduce the power of a Mind Shield. To use Clairvoyance, take the Concentrate maneuver. At the beginning of your next turn, roll vs. skill. Success means you see something; failure means you see nothing (nothing useful, at least). Once you succeed, you can maintain your focus for as long as you want; a maintenance roll is required each minute. Shifting the focus to a new location requires another turn of concentration and a skill roll. Rotating the point of view or moving the focus forward (e.g., to follow a moving person) requires a skill roll, but no concentration. The focus has a maximum Move of Power. The range of Clairvoyance is equal to your Power squared, expressed in feet. Thus, at Power 1 you could see into a package in your hand, while Power 20 will let you focus on a point up to 400 feet away. The view is directional; a clairvoyant has a 180-degree arc of vision (even if he has the Peripheral Vision advantage). The psi can see anything within Power feet of the point of focus. Everything outside that range would appear hazy and indistinct; rudimentary observations may be made, such as, "A number of people are moving around," but the psi could not tell how many people or what they were doing. Beyond Power x 2 feet, no observation at all is possible. Your skill determines how good your remote sight is. Any time the GM would require you to make a Vision roll, he should have you make a Clair voyance skill roll, with the same modifiers the Vision roll would have. Your Acute Vision, Alertness, Bad Sight, etc., do not modify this roll. The ESPer must decide where his mind is focused; is he paying attention to his focus and keeping the immediate world in the background, or is he paying attention to his surroundings and keeping the remote site in the back of his mind? All rolls to see anything important in the "other" place are at -4. This would apply to Vision rolls for the immediate world or to Clairvoyance skill rolls for the remote site. When focused on the remote site, there is no penalty for noticing noise, smells, etc., from the real world unless the ESPer is using another form of Clairsentience, in which case the -4 penalty applies to noticing that type of stimulus also. Darkness is no barrier to ESP. A clairvoyant can use his ability instead of natural vision when moving through an unlit room or to compensate for blindness by way of a short-ranged form of "sight." The Blind disadvantage is only worth -30 points to a clairvoyant with Power or skill greater than 10. If Power and skill are both greater than 10, he only gets -15 points for it! Clairvoyance has a relatively short range. To duplicate the longer- ranged "remote viewing" feats described in some stories, a psi should use Astral Projection to travel there in astral form, then use Clairvoyance to see inside envelopes, or in darkness. Special Skill Limitation: Your Clairvoyance does not work in darkness. You can see into a lighted room, but you cannot read what is written in a sealed envelope. -50%