Psychic Merits

Note: these are
largely reserved for characters that are not members of the Conspiracies, as a
game balance measure. In particular, they are most common among members of the
Keepers of the Source.

The
power allows only perception of and communication with ghosts in Twilight —
ghosts tied to the material world and not to any otherworldly spirit world. The
power affords no ability to contact spirits from the Shadow Realm that have
entered the material world and that exist in Twilight.

This
Merit does not permit the psychic to aid ghosts in manifesting in the physical
world (which requires the Ghost-Calling Merit). Most ghosts instinctively
realize when a mortal can perceive them, and psychics who possess this power
are often inundated by requests from desperate beings seeking help to resolve
their earthly affairs.

Cost:
None. This ability is automatic.

dots. In addition, the character heals quickly. Halve all healing times. These effects can last for up to one hour.

### Aura Reading (•••)

Effect:
Your character has the psychic ability to perceive auras; the ephemeral halos
of energy that surround all living things. This allows her to perceive a
subject’s emotional state, and potentially any supernatural nature. The colors
of an aura show a person’s general disposition, and the ebbs, flows, tone, and
other oddities reveal other influences. Note that your character may not know
what she’s looking at when seeing something odd in an aura.

For
example, she may not know that a pale aura means she’s seeing a vampire, unless
she’s confirmed other vampiric auras in the past. To activate Aura Reading,
spend a point of Willpower and roll Wits + Empathy – the subject’s Composure.
Perceiving an aura takes an uninterrupted moment of staring, which could look
suspicious even to the unaware.

For
every success, ask the subject’s player one of the following questions.
Alternatively, take +1 on Social rolls against the character during the same
scene, due to the understanding of their emotional state.

* What’s your character’s most prominent emotion?

* Is your character telling the truth?
* What is your character’s attention most focused on right now?

* Is your character going to attack?
* What emotion is your character trying most to hide?

* Is your character supernatural or otherwise not human?

Drawback:
Because of your character’s sensitivity to the supernatural, she sometimes
appears to know “a little too much.” No more than once per chapter, when first
meeting a supernatural creature the Storyteller can roll Wits + Occult for the
creature, penalized by your character’s Composure. If successful, they get a
strange feeling that your character is aware of their nature. They’re not
forced to behave in any particular way, but it could cause complications.

### Telekinesis (• to •••••)

Effect:
Your character has a psychic ability to manipulate the physical world with her
mind. This means lifting, pushing, and pulling objects. Fine manipulation is
beyond the scope of Telekinesis. By spending a Willpower point, she can
activate Telekinesis for the scene.

Her
dots in this Merit determine her mind’s effective Strength for the purpose of
lifting and otherwise influencing her environment. A telekinetic can use her
abilities to cause harm by lashing out at threats. Each “attack” costs a point
of Willpower. The dice pool to attack is Telekinesis + Occult, penalized by the
opponent’s Stamina.

The
attack causes bashing damage. Alternatively, it can be used to grapple, with
the Merit dots representing the Strength score of the psychic. Any overpowering
maneuvers require additional Willpower points.

Drawback:
Any time your character suffers injury or intense stimuli, the Storyteller may
call for a Resolve + Composure roll to resist activating Telekinesis at an
inopportune time.

If
the Storyteller calls for this roll and it fails, the character activates
Telekinesis in a quick, impressive display of the power. That use of Telekinesis is free.

### Psychometry (•••)

Effect:
Psychometry is the psychic ability to read impressions left on physical
objects. Your character can feel the emotional resonance left on an item or can
perceive important events tied to a location with this ability. The ability
automatically hones in on the most emotionally intense moment tied to the item.

Spend
a Willpower point to activate Psychometry. The successes scored on a Wits +
Occult roll determine the clarity of the visions. For each success, you may ask
a single yes/ no question of the Storyteller, or one of the following questions. For questions pertaining to specific characters, if your character
hasn’t met the persons in question, the Storyteller may simply describe them.

* •  What’s the strongest emotion here?
* •  Who remembers this moment the most?
* •  Am I missing something in this scene?
* •  Where was this object during the event?
* •  What breaking point caused the event?

Suggested
Modifiers:

* Character has read impressions from this item before (–2),

* important event happened more than one day ago (–1),

* more than one week ago (–2),

* more than one month ago (–3),

* more than one year ago (–5),

* item was used in a violent crime (+2),

* item is only vaguely tied to the event (–2),

* spirits pertaining to the event are nearby (+3)

Drawback:
Once per chapter, the Storyteller can force a Psychometry vision any time an
important place is visited or an important item is touched. This doesn’t
require a roll or Willpower point to activate. The Storyteller can give any
information pertaining to the event in question. The Storyteller can also
impose one Condition relevant to the event.

### Psychokinesis (••• or •••••)

Effect:
Your character has a psychic ability to manipulate the forces of the universe.
Every type of Psychokinetic is different. For example, your character might
have Pyrokinesis, Cryokinesis, or Electrokinesis, the control of fire, cold, or
electricity respectively. This is not an exhaustive list.

She
can intensify, shape, and douse her particular area of ability. With the
three-dot version, some of the given force must be present for her to
manipulate. With the five-dot version, she can manifest it from nothingness.

Spend
a point of Willpower to activate Psychokinesis and roll Resolve + Occult. Each
success allows a degree of manipulation: choose one of the following options
below. If you intend to cause harm with the roll, subtract the victim’s Resolve
from the Resolve + Occult roll.

If
characters should be harmed without a direct attack — if they run through a
patch of flame for example — the three-dot version of the Merit causes one
lethal damage and the five-dot version causes two. The Storyteller may rule
that larger manifestations cause more, if the situation calls for it

* Increase or decrease the Size of the manifestation by one.

* Move the manifestation a number of yards equal to your character’s Willpower dots times 2.

* Shape the force into a specific form. This may require an Intelligence + Crafts roll to form into a detailed or intricate

shape.

* Attack a victim with the force. Allocate any number of the rolled successes to cause harm. With the three-dot Merit,

Psychokinesis is a weapon causing 1L damage. Psychokinesis is considered a 2L
weapon with the five dot version.

* Use the force creatively. This is up to the situation and the force in question. For example, an Electrokinetic may use her

ability to power an electronic device briefly or jumpstart a stalled
automobile.

* Manifest her force. This only works with the five-dot version. It manifests a Size 1 patch of the force. It may spread or be

enlarged with further successes.
Drawback:
Whenever your character depletes her last Willpower point, the Storyteller can
call on her abilities to manifest spontaneously. Resist this with a Resolve +
Composure roll, with a –2 penalty if her chosen force is prominently featured
nearby. For example, the penalty applies if a Pyrokinetic is locked in a
factory with a hot forge. This tends to happen during wildly inconvenient
moments and in ways that tend to cause more trouble than they solve. With these
wild manifestations, use of Psychokinesis does not cost Willpower.

### Telepathy (••• or •••••)

Effect:
Your character can hear surface thoughts and read minds. With the five-dot
version of this Merit, she can broadcast simple messages to others’ minds. She
hears these thoughts as if they were spoken, which means they can sometimes be
distracting.

She
could only hear thoughts at the range she could hear normal conversation,
regardless of any ambient noise (so a telepath could hear the thoughts of
someone next to her at a loud concert, even though she couldn’t actually hear
the subject talk, but could not hear the thoughts of someone a football field
away under quiet conditions).

Spend
a point of Willpower to activate Telepathy and roll Wits + Empathy, minus the
subject’s Resolve + Supernatural Advantage if the subject is unwilling. If
successful, the subject’s player must tell you the foremost thought on the
character’s mind. Additional successes allow you to ask the subject’s player
additional questions from the following list.

The
questions can be asked any time within the same scene.

With
the five-dot version, every success offers a single phrase the subject hears as
if your character said it. As before, these phrases can be communicated at any
time during the same scene.

* What does your character want right now?
* What does your character fear most right now?
* What is your character actively hiding [relating to topic at hand]?

* What does your character want mine to do?
* What does your character know about [relevant topic at hand]?

* What turns your character on right now?
* What’s something shameful or embarrassing about your character [relating to topic at hand]?

Drawback:
Sometimes, your character hears things she probably shouldn’t. Once per
chapter, the Storyteller can give your character a message of terrible things
to come. Perhaps she overhears the mad internal ramblings of a cultist in a
crowd. Maybe she hears a plot to hijack a plane.

Maybe,
just maybe, she hears the incoherent thoughts of the God-Machine. These heard
thoughts never just occur. They always happen when your character has something
else, something important, something pressing going on. When this happens, the
Storyteller gives you a Condition such as Spooked or Shaken.

### Telepathic Rapport (•••)

Prerequisite:
Telepathy (•••••)

The
telepath can establish a permanent telepathic connection with the mind of
another person, allowing the character to form a psychic link with the subject
from anywhere in the world. This Merit can be taken multiple times to reflect
having more than one rapport- each bond after the first may be formed with the
expenditure of a Willpower dot.

The
other party may never sever the rapport once it’s formed, but the telepath may
voluntarily end it, still losing the Willpower dot spent. Only the character
who possesses this Merit can freely initiate telepathic communication, and the
other party must develop this Merit himself in order to initiate a link on his
own, assuming he is even someone capable of doing so.

A
telepathic rapport cannot be forged with an unwilling target, or with someone
the psychic doesn’t know closely. Once the link is achieved, the telepath can
activate the rapport without a roll.

Also,
if anyone with whom a telepath has a rapport experiences intense emotion, such
as being in great danger, the telepath may be able to sense the emotion at any
distance with a reflexive Wits + Empathy roll. This roll should be made by the
Storyteller.

Cost:
1 Willpower point per scene to activate communication with a single subject
Dice Pool: Wits + Empathy (rolled by the Storyteller) to know when the other
party is in danger or undergoes intense emotion

Action:
Reflexive

Roll Results

Dramatic
Failure: The telepath grossly misinterprets the emotions experienced by the
other party.

Failure:
The telepath fails to sense the other party’s emotional state.

Success:
The telepath intuitively knows that the other party is experiencing pain, fear
or some other intense emotion.

Exceptional
Success: The telepath gains limited insight into exactly what situation the
other party faces, even if the subject is unable to communicate such
information directly. For example, instead of simply knowing that the other
experiences fear, the telepath knows he is afraid of a pack of guard dogs that
pursues him. If the subject experiences pain, the telepath realizes he has just
been stabbed. Also, the telepath has an intuitive idea of where the other party
is.

### Psychic Invisibility (•••••)

Prerequisites:
Telepathy (•••••)

As
the name suggests, Psychic Invisibility represents a psychic’s ability to
“cloud men’s minds” so that onlookers cannot perceive him. The character is not
truly invisible; cameras are not affected by this power and anyone sufficiently
perceptive can see through the deception.

The
psychic cannot disappear from view if he has already been seen, but any
witnesses he encounters after the power is activated are typically unable to
see him unless he does something to call attention to himself.

If
the psychic affects any physical object while a potential observer is looking,
or he makes any particularly loud sound, the invisibility ends automatically
for observers. Also, the character must maintain concentration for the duration
of the power’s use.

He
loses his Defense and can take no actions other than moving up to Speed in a
turn.

Cost:
1 Willpower

Dice
Pool: Intelligence + Stealth versus an observer’s Resolve + Supernatural
Advantage (resistance is reflexive). If a mob is affected, make one roll for
the group using the highest dice pool of its members.

Action:
Contested, and requires concentration

Roll
Results

Dramatic
Failure: The psychic is convinced that she is invisible and acts accordingly,
even though any onlookers are able to see her.

Failure:
The psychic fails to hide her appearance.

Success:
The psychic activates her psychic invisibility power. If anyone in a group
points the character out, all onlookers can see her.

Exceptional
Success: The psychic no longer needs to concentrate to maintain invisibility
and can take other actions (although any interaction with her environment may
end the effect). If she performs no actions, the effect lasts for the remainder
of the scene.

### Psychic Illusions (•••••)

Prerequisites:
Telepathy (•••••)

Effect:
The telepath causes the subject to see something that isn’t there, or to
misapprehend some element of his surroundings. The telepath must be able to see
the person to be affected, although clairvoyance can substitute for direct
observation. Cameras and videotapes are never affected by a psychic illusion.

The
illusions created can affect any sense; by default only one sense is affected,
and each additional sense affected imposes a –1 penalty to the roll. The
player’s Manipulation + Persuasion roll is resisted by the Composure +
Supernatural Advantage of any observers (roll the highest pool for a mob of
onlookers) in a contested action.

Theoretically,
the illusionist can fool any number of people with a particular illusion, but
the maximum number of people who can easily be affected at the same time equals
the psychic’s Intelligence + Manipulation. Each additional person imposes a –1
penalty to the activation roll.

Thus,
the more people who are present, the greater the likelihood that some or all
are able to see through the deception. Normally, an illusion is static and
cannot interact with beings.

If
the illusionist wishes his visions to interact with someone who is deceived by
them (such as having a “phantom police officer” direct observers away from a
crime scene), the player must roll Wits + Persuasion as an instant action.

If
this roll fails, onlookers see through the illusion, even if they had been
previously fooled. Such follow-up rolls are only required when the illusion
must be made to interact with an observer in a fairly direct manner.

So,
if the interactive police officer fools an observer, a reroll is required only
if the observer actively tries to engage the police office somehow (whether
through communication or an attack), or if the psychic wishes to have the
police officer interact in some new and different way, such as writing a
ticket.

Regardless
of how convincing an illusion is, it is never solid, although it “feels” solid
to a deceived observer if the illusionist incorporates tactile sensations into
the creation.

Dice Pool: Manipulation + Persuasion versus
the target’s Composure + Supernatural Advantage to create illusions (resistance
is reflexive). Wits + Persuasion to manipulate existing illusions.

Cost:
1 Willpower. Also, the character must maintain concentration for the duration
of the illusion, meaning that he can take no action other than moving Speed per
turn, and he loses his Defense.

Action:
Contested to activate; instant to manipulate

Roll
Results

Dramatic
Failure: The character triggers psychic feedback, making every potential
observer in the vicinity instinctively withdraw or distrust her. Also, the
illusionist is unable to use this power again for the remainder of the scene.

Failure:
The psychic fails to create any illusion at all.

Success:
Any affected targets perceive whatever sensory effect the psychic desires.

Exceptional
Success: The illusions created are highly realistic. The psychic no longer
needs to maintain concentration, although a Wits + Persuasion roll must still
be made to cause the illusion to move or react in any way.

### Animal Empathy (•• or ••••)

Effect:
Although Animal Empathy is sometimes considered a rare gift, some parapsychologists
speculate that it is more common than it appears, since the average observer
cannot readily distinguish between a psychic with the innate ability to
communicate with non-sentient creatures and an ordinary “horse whisperer” who
is simply “good with animals.”

The
two-dot version allows a psychic to affect a single species of animal such as
dogs, cats or rats.

The
four-dot version permits a psychic to affect any type of animal.

Either
version can allow a psychic to affect multiple animals at once, although the
power usually inflicts a dice penalty on a roll. Also, a psychic attempting to
control large numbers of animals at one time must give the same instructions to
all of them, and cannot send different animals off on individual missions
without a separate roll for each of them.

There
is also a separate Merit called Animal Rapport that creates a permanent psychic
link with a single animal. No version of this power can affect truly sentient
animals or other beings that have transformed into animals.

Cost:
None if the psychic has time to interact with the animal and achieve some kind
of rapport. If the psychic has never seen the animal before or it is currently
hostile, one Willpower point must be spent to instantly seize control of the
animal. One point of Willpower must be spent to control multiple animals
simultaneously.

Action:
Instant or contested

Dice
Pool: Wits + Animal Ken to communicate. Manipulation + Animal Ken (versus
animal’s Resolve rolled reflexively) to control.

Roll
Results

Dramatic
Failure: The character triggers psychic feedback in the animal, making it
immediately hostile. Further attempts to use Animal Empathy against the animal
fail automatically for the remainder of the scene.

Failure:
The character fails to influence the animal in any way. Success: The psychic
can intuitively understand the animal’s mood and thought processes. Although
true communication is not yet possible, the psychic can intuit crude impressions
such as “I’m hungry,” “I want to play” or “That man beats me.” With
Manipulation, the psychic can command the animal to follow simple instructions
such as “Heel,” “Fetch” or “Tear him apart!” Animals that were previously
hostile become docile, and trained guard dogs let an intruder walk right by.

Exceptional
Success: The psychic can freely communicate with the animal, almost to the
point of sharing its senses. The psychic can also give relatively complex
instructions and expect them to be obeyed, such as “Go fetch Timmy! He’s in
town at the movie theater, in the third row!”

### Animal Possession (••••)

Prerequisites: Animal Empathy •• or ••••.

If
the psychic has only the two-dot version of Animal Empathy, he is limited to
possessing the type of animal with which he is attuned. The four-dot version
allows possession of any type of animal.

Effect:
Animal Possession builds on the power of Animal Empathy to actually allow a
psychic to possess a particular animal, totally controlling its body and perceiving
through all of its senses.

The
psychic’s own body is completely inert and helpless while this power is in
effect, and she cannot perceive anything about her body’s surroundings unless
the possessed animal is nearby.

If
the character’s body is damaged, though, she knows it and can reflexively end
the possession after taking any damage, although she may be subject to a
killing blow in the duration of the possession. If the animal is killed during
the possession, the psychic’s mind is immediately sent back to her body.

Possession
lasts for one scene, but can be extended at the cost of one Willpower point per
scene. This power cannot be used against sentient creatures, including mages,
vampires or werewolves who have simply assumed the forms of animals.

Cost:
1 Willpower

Dice
Pool: Presence + Animal Ken versus animal’s Resolve; resistance is reflexive

Action:
Contested

Roll
Results

Dramatic
Failure: The character triggers psychic feedback in the animal, making it
immediately hostile. Further attempts to use Animal Possession against the
animal fail automatically for the remainder of the scene.

Failure:
The character fails to possess the animal.

Success:
The psychic projects his own consciousness into the animal, totally controlling
its body and replacing its Mental (but not Social) Attributes with his own. The
psychic cannot use any other psychic powers while possessing the animal,
although he can end the possession at any time. The animal’s Physical Traits
prevail.

Exceptional
Success: The psychic can maintain the possession for up to the lesser of his
Stamina or Resolve in hours without paying any additional Willpower.

### Clairvoyance (•••)

Effect: Your character can project her senses
to another location. She sees, hears, smells, and otherwise experiences the
other place as if she were there. This ability requires a point of Willpower to
activate, successful meditation, and a Wits + Occult roll.

Suggested
Modifiers:

* Has an object important to the place (+1),

* never been there (–3),

* scrying for a person and not a place (–3),

* scrying for non-specific location (–4),

* spent significant time there (+2),

* touching someone with a strong connection to the place (+1)

Drawback:
When choosing this ability, determine how your character is able to scry. It
may be through a crystal ball, through a drug-induced trance, with esoteric
computer models, or any other method. She cannot scry without that tool or
methodology.

### Astral Projection (•••)

Prerequisites:
Clairvoyance.

Effect:
Astral Projection allows a clairvoyant to completely free his consciousness
from his physical form and travel mentally to distant locations while leaving
his body behind. The psychic must first enter a trance state. Then, the player
makes a reflexive Stamina + Composure roll to determine how long the character
can remain away from his body.

Once
separated, the psychic can instantly travel to any location he is capable of
perceiving with a normal Clairvoyance roll. Once at a desired location, a
psychic can move around freely but is generally intangible and invisible.

Other
astral projectors or other beings existing in Twilight — an ephemeral state in
the material world, such as a ghost’s — can perceive him normally. The
clairvoyant can return to his body reflexively.

If
the psychic’s physical body is tampered with while he is “gone,” the he may
sense the intrusion with a successful Intelligence + Composure roll. The
psychic always feels actual pain inflicted on his physical body and may react
accordingly. However, an astral projector’s physical body may be subjected to a
killing blow if the body is left unprotected.

While
astrally projecting, a psychic is free to use any other ESP or telepathic Merit
he possesses.

Cost:
1 Willpower to project. None to navigate.

Dice
Pool: Stamina + Composure (to determine the duration of the projection). Wits +
Composure (to navigate astrally to the desired location)

Action:
Extended to enter the trance state. Instant to release the astral form and
navigate to the desired location.

Roll
Results

Dramatic
Failure: The psychic is rendered unable to use his Astral Projection power
until he has rested for at least eight hours. A dramatic failure on a
navigation roll means he is lost and has traveled to some unintended and
possibly dangerous location. Failure: The psychic fails to project, but can try
again. A failure on the navigation roll means that the ESPer has missed his
destination, but is close enough to try again.

Success:
The psychic can maintain his astral form for up to 10 minutes per success. A
success on the navigation roll means that he finds the location he was seeking.

Exceptional
Success: The psychic maintains his astral form for the duration of his trance.
An exceptional success on a navigation roll gives the psychic a +2 bonus on all
Perception rolls while at the desired location, as well as a +1 bonus on any
other psychic powers used astrally.

### Postcognition (•••)

Prerequisites:
Clairvoyance (•••)

Effect:
Your psychic has the ability to see into the past. If the roll to activate this
power is successful, you are allowed to ask a variable number of questions
about a past event based on your successes.

The
effort suffers a dice penalty based on temporal proximity, and the Storyteller
should always roll for the player who uses Postcognition, since the player may
be able to deduce when something might have occurred by noting the penalty
applied, even if the roll is unsuccessful. Each success on the roll allows the
player to ask one question about the past event viewed.

* Dice Modifier Proximity

* 0            Within a day

* –1 Within a week

* –2           Within a month

* –3           Within a year

* –4           Within 5 years

* –5 Within 10 years

* \*
Each 10-year increment intensifies the dice penalty by –1.

The
effort faces additional penalties if the character lacks any sort of
sympathetic connection to the scene he wishes to view. If the psychic is
present at the location where the past event took place, he suffers no penalty.

If
he is in the presence of a person who was present at the past event, the player
suffers a –2 penalty.

If
the psychic is in possession of an object that was present at the scene of the
past event, he suffers a –4 penalty. At the Storyteller’s discretion, these
penalties might be reduced, depending on the situation.

For
example, if a psychic attempts to view a violent murder by handling the murder
weapon, he might suffer only a –2 penalty, while touching the actual murderer
could eliminate any penalty.

Cost:
1 Willpower

Dice
Pool: Wits + Occult

Action:
Instant

Roll
Results

Dramatic
Failure: The seer has a wildly false or misleading vision. Since the
Storyteller makes the roll on the player’s behalf, allow the player to ask an
arbitrary number of questions, say one to three, and invent erroneous or
misleading information about the scene observed.

Failure:
Failure indicates that the seer fails to produce a vision.

Success:
The character has a postcognitive vision. The player may ask one question about
the vision per success. No more than one successful vision about a specific
scene may be had every 24 hours.

Exceptional
Success: Additional successes are their own reward. The Storyteller may point
out significant details about which the player does not think to ask.

### Precognition (••••)

Prerequisites:
Clairvoyance (•••)

Effect:
Precognition represents the power to predict the future. This power is perhaps
the most difficult to incorporate into games, and the Storyteller should
proceed cautiously. Precognition is also difficult for characters to use
properly.

While
precognitive visions might give a psychic a clear vision of a future event, the
future changes constantly based on people’s actions. Thus, when a psychic
receives a completely “accurate” vision of the future, time remains in flux,
and a seer can never be entirely sure whether his actions in response to the
vision will prevent the it from coming to pass or ensure that it will do so.
Even with an exceptional success, a character’s vision can still be distorted,
blurry or possibly even wrapped in symbolism, particularly in the case of dream
precognition or precognition though a focus.

Characters
must generally use the Occult Skill to interpret what they perceive. A precog
can never predict the immediate future (i.e., what will happen next within the
current scene). A roll to see the future suffers a penalty based on temporal
proximity, and the Storyteller should always roll for a character who uses
Precognition, since the player may be able to deduce when something might occur
from noting the penalty applied, even if the roll is unsuccessful. Each success
on the roll allows the player to ask one question about the future event.

* Dice Modifier Proximity

* 0            Within a day

* –1 Within a week

* –2           Within a month

* –3           Within a year

* –4           Within 5 years

* –5 Within 10 years

* \*
Each 10-year increment intensifies the dice penalty by –1.

Example:
Madame Zora tells the fortune of a young girl who wants to know when she’ll be
married, and to whom. The Storyteller knows the girl will most likely get
married in about three years, so a –4 penalty is applied to Zora’s dice pool,
which is rolled by the Storyteller. Zora gets two successes, and Zora’s player
can ask up to two questions about the girl’s wedding. Triggering the vision
costs Zora one Willpower point.

Cost:
1 Willpower

Dice
Pool: Wits + Occult

Action:
Instant

Roll
Results

Dramatic
Failure: The seer has a wildly false or misleading vision. Since the
Storyteller makes the roll on the player’s behalf, allow him to ask an
arbitrary number of questions, say one to three, and invent erroneous or
misleading information about the scene observed. Failure:

Failure
indicates that the precog fails to produce a vision.

Success:
The character has a precognitive vision. The player may ask one question about
the vision per success. No more than one successful vision about a specific
scene may be had every 24 hours.

Exceptional
Success: Additional successes are their own reward. The Storyteller may point
out significant details about which the player does not think to ask.