Split Decision
Split Decision (minor) by Severus Snape
Which way do I go? Which path do I choose? Let me just think on it for a moment...
With this power the super-being has the ability to "see" the outcome of any number of possible, singular actions to be taken. By using 1 melee action the super-being can create a list of possible actions to take, and then see what the outcome of each of those actions will be. What actually happens is that time stops around the character, the character thinks on any number of potential actions for his or her next action - and only for the next action - and then will see, albeit briefly, what the outcome of that action will be. The character can, at first level, see the outcome of 2 different actions, and then will gain the ability to see the outcome of an additional action every other level (3 at level 3, 4 at level 5, etc.).
It should be noted that using this power does not interfere with the character's current melee action so long as the character has melee actions remaining. That is, on the character's turn, they can spend 1 action to use this power, and then immediately act upon the knowledge they have received without having to wait until their next turn in that melee round.
It should also be noted that the character does not have to act in any of the ways that he or she saw using this power. For example, if the character wanted to see the outcomes of 2 different attack styles (say, 1 using a gun and another using a knife), and the character did not like the outcome of either of those, they are not required to use those attack styles but may perform another action that they did not get an outcome for.
The range is limited to the character only (unless powers are borrowed, granted, or stolen), and can be used at any time that the character is awake and able to think on his or her own. The only limits to this power are that the character must spend 1 melee action to use the power, and they cannot see more outcomes than the power allows (2 at 1st level, then 1 additional every other level).
The power grants the following bonuses:
- +1 to IQ, MA and ME
- +1 to Strike, Dodge, Parry, Pull, and Roll
- +1d6 to ISP (for characters with Psionics)
The power grants the following penalties:
- The character always appears to be lost in thought and is unable to do anything without thinking on it first. This translates into a -5% penalty on any skill checks that involve deep concentration.
- The character tends to over-think all situations, especially those involving combat. This translates into a -1 penalty to Initiative.