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Clairsentience is a mental, supernatural advantage, described in Basic Set, p. 50. It has the special limitations Clairaudience, Clairosmia, Clairvoyance, ESP, and Visible.

Clairsentience is referenced in GURPS Powers on these pages:

  • P. 17, as a mental power
  • Pp. 44-45, as a super-power, and intruducing the special enhancements Aware, Projection, and Second Nature
  • P. 64, on interaction with the Obscure advantage
  • P. 163, on its use in enhancing skills
  • P. 197, on its potential as a plot-stopper in adventures

Kromm QuotesEdit

Sean Punch has commented on Clairsentience in the following posts to the SJG GURPS Forums:

  • On its range [1]
  • On using it to augment Telekinesis [2]
  • On its interaction with Obscure as a magical ability [3]

2014 http://forums.sjgames.com/showpost.php?p=1758828&postcount=4

The big advantage of Projection, +0% on Clairsentience is that you can roam around invisible and insubstantial, and use your abilities – all of them – on anything else that's insubstantial. In effect, you trade a somewhat vulnerable physical state for Affects Insubstantial on everything you've got. If that isn't a good deal in your campaign world because, aside from yourself, there aren't any insubstantial entities . . . well, get the +140% version. Now you can go around cursing people in the material world from your invisible, insubstantial vantage.

See AlsoEdit