Recon (Action Powers Technique)

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Heroic Action Role-Play

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Recon Skill Description

Recon is your ability to unobtrusively gather information and sneak around. It gauges how aware you are of your surroundings and how quick you react to new dangers. Recon defaults to Reflexes and an outcome matching this attribute on a stunt directed against Recon will often result in a Setback.

Use in Action

The most common use of Recon is in and sneaking and spotting sneaking. It also gives some skill in survival and cross-country travel.

Knowledge

Recon gives knowledge of terrain, including urban areas. It allows you to recognize places from photos and film, to know terrain hazards, to know which routes are safe and which are not, how the terrain changes due to time (seasons, time of day) which in turn can determine when an intrusion is best performed.

If you are a military forward observer, spotter, or recon specialist, you know the latest gear, techniques, and operating methods. You can give amazingly quick reports on a target's location and nature in military jargon. If you are a hunter, outdoorsman, or barbarian you know about animals and their habits, what you can find in nature and eat safely, and in what kind of situations and setting you can remain unnoticed. If you are an urban survivor, whether homeless or post-apocalyptic, you know which areas are safe and which holds danger, where to safely find food, places to rest, and the population of gangs, rodents, and other survivors. If you are a bodyguard or security expert you know which situations are especially vulnerable to spies and snipers and you are an expert on surveillance devices. Some characters are not only skilled in Recon but also understand the theory behind how we perceive things, but that is covered more under the Know skill.

Contacts

You know teachers, students, and aficionados of your particular brand of sneakiness. You have met all kinds of observant and unobtrusive people and developed a mutual respect, from photographers to scouts, bird spotters, artillery observers, and snipers. You also know your fair share of criminals and officers of the law. Depending on your background, some of these will respect you while others will think you wasted your talent in pointless or destructive ways.

Perception

You can spot those who sneak. Recon specialists are naturally discreet, but you learn to recognize others by their alert posture even when they are not sneaking. You can spot likely avenues of intrusion and the signs that they have been used. You are familiar with drones and other surveillance devices and can spot them. You have a good memory for faces and can recognize faces in a crowd.

Stunts

Recon stunts cover basic hide-and-seek abilities.

Alertness

Trigger Action (Defense)

You get a +3 bonus to your Recon when it is used as the difficulty of an action. This includes both staying alert and keeping your head down. Outside of action scenes you cannot initiate actions or stunts of your own while staying alert.

Scan

Basic Action

You look around, trying to spot hidden enemies and dangers. Make an opposed Recon check against an enemy trying to Sneak. Scan cannot find someone using Surveillance unless you are actively out scouting for them.

Sneak

Basic Action

Make a Recon roll and compare it against the highest Recon rating among the opposition. If you fail and it is important to know who spotted you, observers can make opposed Recon rolls to see who noticed you first, but generally this is a moot point as long as the enemy is able to communicate. You must be in some plausible place of concealment to sneak, but the GM is encouraged to be lenient on this. Basically you need to give a suitably cinematic description of your stunt.

Your Sneak roll gets a bonus or penalty based on circumstances, as normal - generally being more than their Mind meters away or on the other side of a solid barrier is good for a +3 bonus.

If successful you are under cover and hiding, effectively invisible. You cannot be selected as the target of an attack and gain a +3 bonus to Dodge against area attacks. Any attacks you make in the shot where you exploit your cover gets a +3 attack bonus and your attacks do not allow Trigger Actions.

You need not make additional Recon rolls to stay hidden and can perform other actions as long as you remain still and under cover, but opponents can actively use Scan or schticks to find you. You become visible if you call attention to yourself, move, or take an action that directly affects someone other than yourself. If you start hidden, move (thus revealing yourself), and then successfully sneak again, enemies have only a vague idea you are in the area.

A character that is Sneaking can do stunts that affect only himself without attracting attention, but actions affecting others, even allies, draw attention.

Stay Low

Trigger Action (Defense)

When you are hidden and an opponent tries to Scan and find you, you can stay low and gain a +3 bonus of your Recon for defense.

Surveillance

Hours

You stay hidden at a distance (from 50 meters to several kilometers away, depending on cover), trying to keep a place or person under surveillance while concentrating on staying hidden. You are far away and under cover, enough that foes will only find you if you fumble or if they start an active search, but you have a limited perception of what goes on. If your opponent's security measures are strong, you have to focus more on hiding and will notice less. Range as such is not a factor, but tighter security keeps you at a distance while also making the task harder. Surveillance of a person is harder than of a place. Depending on what surveillance methods you use, it might be pretty easy for the enemy to prevent or disrupt your surveillance, such as by unpredictably changing modes of transportation or using a secret passage. Paranoid enemies might use such methods even if they don't know they are under surveillance.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. If organized security exists, use the Recon value of the chief of security. Depending on the security present your opponent might use other skills to defend, such as Create for an electronic counter-surveillance system.

Track

Basic Action

You can retrace the path of other creatures. If those creatures were aware they might be tracked and are trying to avoid it, this is a roll against their Recon or Ride (depending on how they are traveling), otherwise the difficulty is their Reflexes. The roll is heavily modified depending on the situation.

Condition Tracking Modifier
Each creature being tracked +1
Each hour since the tracks were made -1
Hard ground +5
Traffic or interfering tracks +5
Heavy Traffic +10 to impossible

Tracking requires constant Basic Actions to stay on the trail, making tracking rather arduous and impossible to do when moving quickly. An actual roll is only needed every hour and at each obstacle, such as a stream, branch in the road, or other problem.

Schticks

Schticks are mundane specializations.

Recon Schticks

Ambush

Trigger Action (Focus)

When you see hostiles but they cannot see you, you can focus.

Canary

Inherent

You have developed a wide-band toxic resistance, and can use your Recon skill in place of your Body when resisting poisons and in place of any skill roll to detect them.

Chance Meeting

Limit Break

When you are alone and a creature you seek are moving about in the same area, there is a good chance that you will meet. Make an opposed Recon check to make such a meeting occur. This generally occurs in a crowded place where either of you can easily escape.

Elusive

Trigger Action (Defense)

You gain a +5 bonus (instead of the normal +3) when using Stay Low.

Fade

Trigger Action (Combo)

You automatically and unobtrusively position yourself so as not to be noticed. When you end a Basic Action in concealment, you can make use this schtick to make a Sneak stunt. You are also always sneaking in noncombat situations as long as it is in any way credible. You still need normal cover to sneak, this just changes the action required to hide.

Found Ya!

Trigger Action (Combo)

When you successfully Scan and spot someone who is Sneaking, you can use this schtick to immediately take a Basic Action against that creature. If you found several creatures with the same action, you can still only take one action but if that action targets multiple creatures or an area, you can affect all those you just spotted.

Jimmying

Basic Action

You can use Recon for Breaking & Entering stunts.

Make Camp

Limit Break

You can find a safe hiding place and rest spot. A camp can be a campsite, cave, hidden cove, safehouse, untraceable flophouse, abandoned attic, sheltered mausoleum... Whatever suits the story. You must be out of direct harms way and a reasonable distance away from the base of your enemies. Make a Recon check against the median Recon among the opposition; on a success your camp is hidden well enough not to be found except with extensive searching (which allows the opposition a Recon check against your Recon skill.

Observant

Inherent

You get a +5 bonus (instead of the usual +3) on Alertness stunts. When you do a Scan or Surveillance stunt the the roll is Confident.

Ranger

Basic Action

You are a master at observing nature and its ways.

  • You can Track as a part of any movement, even while running.
  • When you Track the penalty is one per day old the trail is rather than one per hour, as long as there has been no significant precipitation or other manner of trail destruction.
  • You automatically identify animals, plants, and minerals on sight or from spoor.
  • You can scrounge medicines and improvise basic gear from nature, using Recon in place of another skill's contact element while in nature.
  • Make Camp are Routine for you.

Scout

Inherent

You can Sneak at normal speed under cover and not have to make repeated rolls to stay hidden. If you move at half speed, even the slightest amount of cover (mud, shadows, tall grass) offers you concealment.

Sensitive

Basic Action

When you use this power, you are aware if there are any active powers within ten meters times the result of your Recon roll. Within one meter per point rolled, you can pinpoint and identify such powers.

To pinpoint things that are hiding, you must make an opposed Recon check.

Target Acquired

Trigger Action (Focus)

When you spot a Sneaking enemy or an enemy fails to Sneak on you, you can focus.

Trap Sense

Inherent

Whenever you are in danger of triggering a trap or alarm, you can make a Recon against the Create of the trapmaker - on a success you spot the trap just as you are about to blunder into it, and can stop doing whatever would trigger the trap.

Recon Powers

These are powers related to the Recon skill. Recon powers serve to hide you and to discover others who are hiding.

Recon Air

Planar Pursuit

Basic Action

You can Track another creature even through other dimensions. You must start with a spoor that is no more than one day old. When Tracking successfully, you are not only able to track the creature, you can follow it through any Teleports it uses, following it single-mindedly. If you take even a short break from the pursuit, you must roll again.

Sense Air

Basic Action

You can sense the presence of gas at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of gas (not normally very useful), but by concentrating on a particular type of gas you can eliminate all others.

Touch of Air

Inherent

You gain an awareness of the air within your Mind meters. This extends your sense of touch to this distance, which means you can "see" without using your eyes. This sense does not extend through a gas-tight barrier, but does extend around corners.

Additionally, you can use this to predict the weather and to sense if a weather pattern is natural or the result of power use.

Recon Animal

Adaptive Senses

Stance

Like most animals, your senses become finely attuned to the surroundings. You ignore all perception penalties based on one environment of your choice, such as low light, fog, sun glare, altitude etc. You still cannot see where there is no light, but senses like smell, hearing and vibration sense lets you perceive anything moving in a range out to your power skill in meters. In general, this allows you perception similar to vision out to your Mind meters without relying on actual sight. It is still possible to sneak on you.

Animal Adaption

Inherent

You can survive extremes of temperature and environment as well as animals adapted to the environment you are in.

Animal Senses

Inherent

You gain the exceptional senses of one species of animal. Animals are adapted to the environment they live in and are able to overcome dangers and find prey in this environment. Typical senses for land animals include keen smell and low-light vision, but animals specialized in other environments can have telescopic vision (raptor birds), electroperception (sharks), heat sense (snakes), magnetoreception (birds and others), and mechanoreception (like cat whiskers and fish lateral lines). In the chosen animal's environment, this allows you perception similar to vision out to your Mind meters without relying on actual sight. It is still possible to sneak on you.

Animal Spy

Basic Action or Limit Break

You can scry what an animal senses, including all senses. Range is not a factor, but there must be an animal on the scene for you to scry. Scryig at one specific location or trough the eyes of a known individual animal is a Basic Action; looking around to find something takes a Limit Break.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Odor

Finisher

Target suffers a distinctive and lingering body odor. Any Recon roll against the target is Routine.

Scent Bind

Finisher

You alter the target's scent. You can decide if this new scent is detectable only to you, to a specific type of creatures, to all creatures sensitive to scent, or to everyone. To creatures that can sense the scent, it is painfully obvious when the target is nearby, and it becomes trivial to track the target or sense where he has been in the last few days; add +10 to all Track stunts. The scent can also contain a simple message or warning, telling those who smell it something about the target, such as "dangerous", "slut", "deceitful" or other trait. Removing this scent is a Curse, and unless the target can sense the scent it is not obvious that it is there.

Scent of Sight

Inherent

Your sense of smell develops to fantastic proportions. You can track, identify creatures and substances, and tell a creature's mood by scent alone. You automatically succeed at any scent-related task possible to a normal human. Use your powers skill only for stunts a normal human simply could not do. If blinded, you can still perceive creatures in a range out to your Mind in meters. It is still possible to sneak on you.

Scent the Unnatural

Limit Break

You use this power by running around, sniffing out an area. Make a Recon check. Compare the result to the Impress of any supernatural creatures or events in the vicinity (within Recon meters). This includes most creatures except Animals and Folk and all Traditions except yours. On a success, you sense the unnatural presence and its approximate nature and location. This includes creature type and a general description. On a failure, you still realize something is there, but also that it is too powerful for you to analyze or meddle with.

A common way to use this is on a wide-ranging patrol, covering a number of acres equal to your Recon times your Move, in which case it is usually sufficient to make one roll for each potential unnatural presence that can be found.

Sense Animal

Basic Action

You can sense the presence of animals at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of animal, but by concentrating on a particular species, individual or descriptive trait you can eliminate all others.

Silent Paws

Basic Action

You can Sneak and make a full move without becoming visible, as well as climb, swim, jump, and perform similar stunts. You still need cover.

Recon Chi

Inner Eye

Inherent

You have learned to see trough the illusion of the world and perceive the true reality beyond. Your perception focuses on the chi of living creatures. You can "see" within Mind meters even in total darkness, blindfolded or when obscured by smoke, mist and similar hindrances. You can also sense the presence - but not precise location - of other power users in this area, and you can tell the difference between named and unnamed characters. It is still possible to Sneak on you - a sneaking character actively tries to conceal his aura, even if he does not realize it.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Internal Power

Inherent

All of your own powers that affects you cannot be detected at range. Powers that specifically look for other powers will fail unless the searcher is actually touching you. You can choose not to hide certain powers.

Suppress Aura

Inherent

You cannot be perceived by Scry powers unless your enemy beats your Maneuver with his Spot roll. You still cannot sneak in conditions you ordinarily couldn't, such as in plain sight, unless you have other powers or make appropriate stunts.

Recon Dark

Cloak of Night

Stance

You cloak yourself in darkness. In this form you can sneak as if you had concealment in dark areas, and both move and take actions while sneaking, tough you still become visible if you attract attention or act against another. You also hide yourself from scrying and any power used to detect or analyze you; in order to learn anything about you, the user of such a power must win an opposed skill check against your Recon.

Dark Step

Trigger Action (Defense, Combo)

You step into shadow and teleport a short distance - no more than your Mind in meters, ether as an active defense or after any basic action of your own. If done in response to an attack, this adds a +3 bonus to your Dodge for the shot, but you only teleport at the end of the shot; all attacks in the current shot can still target you in the spot you started out at. After a Dark Step you can try to Sneak.

This power does not work in bright areas without shadows - there must be shades or darkness for you to step into.

Touch of the Dark

Inherent

You can smell, taste and hear the darkness within Mind meters. In this area you can sense things even around corners or behind cover, as if touching them with umbral tendrils. It is still possible to sneak on you, but the darkness does not help in any form or fashion. You feel safe in the dark, and you are not affected by the supposed terrors of the night. You are never impaired in any way because of darkness, but you still cannot see - colors, script, screen images, and other purely visual things are imperceptible to this power.

Vacuum Adaptation

Inherent

You can survive in a vacuum, the power substituting oxygen and mitigating the effects of low pressure and hard radiation.

Recon Death

Ghost Walk

Basic Action

You can walk trough material objects, such as walls, using them to hide. You cannot walk trough any living substance, bedrock, or moving water. This allows you to Sneak inside any material object large enough to hold you, as well as by moving through walls to hide on the other side. You can peek out from inside an object, and even jump out to attack, just as you could from ordinary cover. You cannot perform actions other than observing, hiding, and moving while inside an object.

Sense Death

Basic Action

You can sense the presence of Undead at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of Undead, but by concentrating on a particular type, individual, or descriptive trait you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking.

Ghost Spy

Limit Break

You send a discorporate spirit to spy for you, instructing it to look for specific pieces of information. It will report back to you when if finds the information you seek. It cannot enter an area warded against death or the undead. Ghost Spy has a range of your Mind kilometers but no range modifiers. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Zone of Silence

Stance

You create a zone around you in which sounds are dampened to the point of extinction. This is a diameter equal to your Mind, with you in the center. Subtract your Mind from the skill roll of any sound-based attack or stunt in the area. In order to make any kind of sound in the area, such as shouting an alarm, a creature in the area must roll the relevant skill against your Recon. Even then, the sound is dampened and will not carry nearly as far as normal.

Recon Earth

Earthy Guise

Stance

You can be as still as a rock and meld into the terrain. You can take on the coloring and texture of earth, either local or a specific type of stone you are thinking of. You can also mimic a statue or large rock and use these forms as camouflage. When you are in contact with earth or stone, you can Sneak as if you had concealment and move without breaking hide.

Sense Earth

Basic Action

You can sense the presence of solid objects at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of solid object (not normally very useful), but by concentrating on a particular shape or composition you can eliminate all others. This lets you locate either objects of a basic shape (such as pistols or wheels) or specific substances (such as gunpowder or rubber). You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

Passwall

Basic Action and Stance

You can create an opening through sand, earth or stone. Use 5 plus the armor value as the difficulty, the Outcome must exceed the thickness of the barrier (in meters), or nothing happens. If you succeed, it becomes possible to move through a part of the material, this is a teleporation effect. The portal remains open for the remainder of the round; you can keep it open longer as a stance. Passwall does not affect structural integrity.

Tremorsense

Inherent

You can sense and target objects and creatures within Mind meters, as long as you have a connection trough solid objects between yourself and what you are perceiving. This prevents Sneaking by moving creatures.

Recon Electricity

Sense Electricity

Basic Action

You can sense the presence of electric phenomena at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of electric phenomena (not normally very useful), but by concentrating on a particular type of electric phenomena you can eliminate all others. This lets you detect and analyze the basic function of electric machines and electronic devices, but not detailed or intricate functions. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

Touch of Electricity

Inherent

You gain an awareness of even minute currents within your Mind meters. This extends like a sense of touch to this distance, which means you can "see" without using your eyes. This allows you to sense machinery, nervous systems, and walls. The sense extends trough nonconducting materials, but not through metal walls.

Recon Fey

Fairy Dust

Basic Action

You can spray motes of glowing fairy dust on a creature or object. This does not change the appearance of the target, but makes it impossible for the target to use darkness or shadows to sneak and negates powers that allow sneaking in plain sight. The target can still hide behind regular cover and concealment.

You can also use it to mark different targets in different ways, you can vary the color and other details of the glow. This can be used to paint targets, which can be very useful tactically. Thus you can use this to mark certain people that enter a city gate, and make the glow visible to city guards, allowing these people to be arrested at a later time.

An opposed Recon roll is required to put the glow on someone, and the effect lasts for an hour or so. You can use this against someone you only suspect is there by targeting a likely hiding place - this does not suffer any penalty against an opponent that is successfully sneaking.

Fairy Sight

Basic Action

Your affinity to the supernatural lets you see things others only imagine. You see spirits and fey wherever you go - most of these are just how you perceive natural phenomena and can be useful for noticing otherwise mundane phenomena, but have no supernatural significance other than to make noticing the dangerous ones trickier.

Make a Scan stunt. You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking and relying on a power to conceal it. If it could sneak under the normal rules, without the help of a power, Fairy Sight can still spot them normally, but gives no additional help.

When using Fairy Sight , you can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. In a scene where you have Scanned an obscured area with fairy sight, you are not considered blind there and can act normally. Creatures can still use such obscurement to sneak against you.

You can penetrate a disguise if your Scan beats the other creatures Charm. If you recognize that a creature has altered or concealed its true appearance, you know what it ordinarily looks like.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power. Fairy Sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Invisibility to Adults

Stance

You become invisible to mundane, responsible Folk. Children, fools, and creatures other than Folk can see you normally. Folk can perceive you with senses other than sight, if you want to remain totally unnoticed you must Sneak.

Using this power makes you vulnerable to the presence of adults. When an adult is within his Mind meters of you and would normally see you clearly, or when an adult is directly affected by you, you are Stymied.

Selective Visibility

Finisher & Stance

You can use this as a Stance to become Invisible to all creatures except the target of this Finisher. If several targets are under this curse, all of them can see you. It must be possible for the target to perceive you for this power to work, but this perception can require a difficult roll. You can interact fully with the target, even attacking him, without breaking the invisibility, but if the target becomes unable to perceive you, the Stance ends. This is a Curse.

Sense Fey

Basic Action

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Recon Fire

Heat Sight

Inherent

You discern the temperature of objects and creatures within your Mind meters. This sense extends like a sense of touch to this distance, which means you can "see" in complete darkness, as long as everything is not of a uniform temperature, something that is very rare except in undisturbed cellars, caves and other places with an isolated climate. You are blind if surrounded by heat insulating or very cold materials, such as underwater or in a snow storm.

You can sense the presence of fire at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of fire, but by concentrating on a particular type (by such factors as fuel, temperature, origin etc) you can eliminate all others.

Smoke Form

Stance

You assume the form of a cloud of smoke. In this form, you can fly at your normal Move, and you can move through holes and small openings, though this last stunt takes time and is uncomfortable. You become Insubstantial, Incorporeal, and vulnerable to gusts of wind. You can Sneak as if you were in cover if there is any natural smoke or vapors about, as there often is at night or around where people live. You smell strongly of smoke, which makes you stand out in mist.

Recon Flux

Chance Meeting

Limit Break

When you and a creature you seek are moving about in the same area, there is a good chance that you will meet. Make an opposed Recon check to make such a meeting occur. This generally occurs in a crowded place where either of you can easily escape, but if you have an outcome matching the target's Reflexes you surprise them.

Concealing Coincidences

Basic Action

You can move and Sneak at the same time as the circumstances around you keep changing. This can be as simple as moving from place to place, but if you want to stay put, you have to be in a spot where some fortunate occurrence can save you; a falling curtain, a distracting explosion, a scream of warning, or something similar to act as a distraction for you. The GM has to accept that a distraction is possible and integrate it into the action. This can in itself be a Setback, so be careful where you do this, and trying to maintain it over the long run can be extremely disruptive.

Substitution Trick

Basic Action

Use this when you are caught in an uncomfortable position, but not completely helpless. Examples include being bound, paralyzed, turned to stone, in a precarious position, burning or otherwise taking ongoing damage. The condition or position must have happened since your last shot came up, you cannot do this to cure aliments from previous rounds.

Make an opposed Maneuver check against the best Recon among your enemies, on a success you escape the position and if you can get under cover with a normal Move, you also successfully Sneaking. You leave behind a piece of clothing (such as a hat or jacket) tied around a physical object as a distraction when you do this, substituting the object for yourself.

Recon Force

Remote Eye

Basic Action

You create invisible eyes that float about under your command - each command is a basic action. You must spend at least one basic action each round on an eye to maintain it. You can maintain several eyes at once by doing this several times each round.

Remote eyes have one Hit, Dodge, Recon, Move, and Recon skills equal to your Recon and have Blur.

The eyes are material but lack [Body (Action)|Body]] and cannot pass barriers that would stop a wind-driven toy balloon.

A common use for this is to send the eyes out to survey an area or spy on a person. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. You can make one scry roll for every fifteen minutes of surveillance, and the eyes must move into the area before surveillance can begin.

Sense Force

Basic Action

You can sense the presence of each active Force powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

Recon Gifts

All-Around Vision

Trigger Action (Defense)

When you make a Scan stunt you get a +5 bonus on your defensive Recon instead of the normal +3. In addition, you are immune to being outflanked and you can still take trigger actions when attacked by Sneaking opponents - this last effect is inherent and does not in itself require any actions.

Flexible Gifts

Limit Break

Use any one Power of a Form you know that is a Basic Action, Stance, or Trigger Action (finisher). You need not know the power. If the power is a stance, you can continue to keep it up for one scene (or as long as it makes sense).

Mark Territory

Basic Action

You mark a physical location, making it a part of your territory. Other Gifts users instinctively know the location is claimed when they get within your Recon x10 meters of the spot. You claim lasts a number of days equal to your Create skill. Analyzing your mark can give others a rough idea of what you are.

Powers used in the claimed area subtly alter the mark. By inspecting your mark and making an opposed Recon check, you know which power was used, which origin the user has, and a basic idea of who they are. Using this power in the claimed area, or dispelling Mark Territory, is automatically noticeable as soon as you are in the area, without taking an action.

Power Gaze

Inherent

Pick one power. You can use this power and any stunts related to it with the Recon skill instead of whatever skill it is usually based on. You can take this power several times, each time applying it to a separate power.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Resist Power

Stance

When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make an opposed Mind check (this does not cost any shots), on a failure the power did not affect you. Resist Power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the GM. When in use, this prevents all power use except your own. You can negate the stance when you want to be affected by a power that is not your own, but you then have to spend shots if you want to activate it again. If you take this as a Mutation and then decide to lower the resistance, you must spend shots to reactivate it again.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Second sight

Basic Action

Your affinity to the supernatural lets you see things others only imagine. You see spirits or ghosts wherever you go - most of these are just how you perceive natural phenomena and can be useful for noticing otherwise mundane phenomena, but have no significance.

Make a Scan stunt. You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking by relying a power to conceal it. If it could sneak under the normal rules, without the help of a power, Second sight can still spot them normally, but gives no help.

When using Second Sight, you can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. In a scene where have scanned such an obscured area with second sight, you are not considered blind there and can act normally. Creatures can still use such obscurement to Sneak against you, but you can use Second Sight again to automatically spot them.

If you recognize that a creature has altered or concealed its true appearance, Second Sight allows you know what it ordinarily looks like.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power. Second sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Sense Gifts

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Recon Ice

Snow Sight

Inherent

You can see through ice and snow. This allows you to find buried objects, traps and hidden doors with ease. You are also immune to snow glare or snow blindness. Your sight is not hindered by snow in the air.

Sence Ice

Basic Action

You can sense the presence of ice at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of ice or snow (usually not very useful), but by concentrating on a particular shape or composition you can eliminate all others. You can also detect holes in solid layers of ice and/or snow, this is highly useful for finding buried objects and creatures. This lets you locate objects of a basic shape (such as pistols, wheels, and humans).

Finally, you can use this to predict cold weather and to sense if it is natural or the result of power use.

Whiteout

Stance

You are invincible in an environment of snow or ice. In this form you can sneak as if you had concealment, and both move and take actions while sneaking, tough you still become visible if you attract attention or act against another. You also hide yourself from Scry powers; in order to learn anything about you, the user of such a power must win a roll against your Recon.

Recon Illusion

Blur

Stance

You can become invisible by bending light and muting sound. In this form you can sneak as if you had concealment anywhere, even in plain sight, and move as a part of the sneak action without becoming visible.

Glow

Basic Action

You can create a glowing aura about a creature or object. This does not change the appearance of the target, but makes it impossible for the target to use darkness or shadows to sneak and negates powers that allow sneaking in plain sight. The target can still hide behind regular cover and concealment. You can also use it to mark different targets in different ways. At your option, the outline is only visible to certain people, and you can vary the color and other details of the glow. If the target can't see the glow, he can't tell that you used this effect on him.

An opposed Recon roll is required to put the glow on someone, and the effect lasts for an hour or so. You can use this against someone you only suspect is there by targeting a likely hiding place - this does not suffer any penalty against an opponent that is successfully sneaking.

Invisibility

Basic Action

You can use to move about unnoticed. It is normally automatic, but you can be noticed with a successful Scan. If you use this to disappear within plain sight or do other things that draw attention to yourself (blocking a doorway, moving visible objects, moving very close to someone), you must succeed on an opposed Recon roll, or the power is broken. If used each time your shot comes up, you are continuously invisible.

There is FX when Invisibility ends that draws attention to you from direct observers - unlike sneaking, you do not get any surprise or advantage on a later action when you drop Invisibility.

Scrying

Limit Break

You can cause the image of what appears far away to appear before you, usually in a mirror, reflecting pool, or crystal ball. The image is never entirely clear; basic details can be easily discerned, but details like faces and text can be blurry and hard to read. To target the scrying you need some kind of link to the person or place; his full name, an object or creature with ties to the target, or information on his current whereabouts. Range is not a factor.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Sense Illusion

Basic Action

You can sense the presence of illusions and Spectres at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of illusion, but by concentrating on a particular type or description you can eliminate all others. You must make an opposed skill check to sense a creature that is Sneaking, an object in such a creature's possession, or an illusory creature or thing.

Recon Life

Detect Life

Basic Action

You can sense the presence of living creatures within ten meters per point of Recon and pinpoint them within Mind meters. Against a creature that is Sneaking this requires an opposed roll, but you do not need line-of-sight in order to spot it. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

Life Watch

Basic Action

Use this to monitor the health of another creature. Against an unwilling target, this takes an opposed Melee. The effect lasts for a story. You can maintain no more than Mind life watches at a time; if you would exceed this number your oldest ongoing life watch is cancelled. At any time, you can take a Basic Action to check on the health and condition of those you Lifewatch – you learn details about the target's physical health, and get general indications on changes in his general well-being in other ways, such as if he is cursed, mind-controlled, or otherwise impaired. If a creature under your Lifewatch dies, is reduced to zero hits, or otherwise incapacitated, you are immediately informed of this fact, with no need to spend an action.

Sense Life

Basic Action

Allows you to see the flow of life energy in an area. Life energy exists not only in living creatures; it is what animates plants and even flows trough natural environments and ecosystems. The stronger a creature's Mind or place's power, the easier it is to sense. You can also sense and pinpoint places of power and any powers currently in use in the same area, but you cannot identify which power. By using the power again and focusing on a particular creature, you learn it's attribute ratings.

Recon Light

Detect Evil

Basic Action

Many magic traditions have defined evil, an opposing philosophy or set of ideals that are anathema to everything you powers stand for. With this effect, you can sense such evil. Make a skill roll and multiply the result by 10; this is the range in meters. If you can see the evil creature or object you can pinpoint it; otherwise you merely know evil is present.

This power is not relevant to all traditions, particularly those of the technology origin.

Eyes of the Sun

Stance

Your vision is improved. You can see perfectly over long distances as if you were using a binocular with x100 enlargement (things appear as if they were only 1/100 as far away), yet there is no reduction in your field of vision. You are never blinded by glare or bright light, and are immune to flashes used as distractions.

True Sight

Basic Action

On a successful power skill check, you can identify illusions and conjured objects as false or divine the true forms of disguised and transformed creatures. The difficulty is whatever skill the target is using.

Recon Magic

Astral Fade

Inherent

The signature left by your powers fades rapidly. An hour after you used a power, it will no longer register as magical to detection powers unless the searcher is actually touching the power's target (or is otherwise directly interacting with it).

Astral Sight

Basic Action

You shift your senses from the physical world to the astral, the world of spirit. Using astral senses, living creatures and power effects stand out clearly, while inanimate objects, especially industrially manufactured ones, are hard to discern. Objects with a strong empathic resonance are easy to see, while mass-produced objects who lack any psychic impressions appear fuzzy and ephemeral, with no discernible detail. You can find empathic traces of strongly emotional events by studying astral resonance.

You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking and relying on concealment you can see through or using a power to conceal it. If a creature could sneak under the normal rules, without the help of a power, Astral Sight can still spot them, but gives no additional help. This works as a Scan stunt, except that it is bad at noticing very mundane things, as described above.

When using Astral Sight, you can see through smoke, fog, or darkness (even supernatural darkness), but not through solid objects. In a scene where have used astral sight, you are not considered blind in such conditions and can act normally. Creatures can still use such obscurement to sneak against you, but you can use astral sight again to spot them again.

Astral sight can find subtle clues left from powers or highly emotional events, as if using Search. This only tells you a power has been used, not what power or how it was used.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power. Astral sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Recon Metal

Sense Metal

Basic Action

You can sense the presence of metal and metal ore at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of metal, but by concentrating on a particular shape or composition you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

Recon Mind

Clairvoyance

Basic Action

You can tell what happens in well-known places, to friends or to people you hold a former body part of or an object dear to. You will get a brief vision, often very subjective. The power scans for strong psychic impressions; humdrum everyday events are harder to detect. Sometimes these visions randomly focus on an emotionally intense moment in the past or future. Range is not a factor.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Inconspicuousness

Stance

You make others not notice you unless they are looking for you specifically. You can Sneak in plain sight and not be noticed. Special senses will not help against this, but creatures who know of you and look for you specifically, as well as creatures with a Mind greater than your Maneuver or who have special resistances or immunity to mental powers, are not affected.

Presence

Basic Action

You can sense active minds are present in an area. Make a skill roll and multiply the result by 10; this is the range in meters. You can focus on only a certain area or search only for a certain kind of mind (by creature type or species). To detect the mind of someone who is deliberately hiding requires an opposed Recon roll.

Recon Order

Locked Gaze

Finisher

The target is compelled to look at you, or to look for you when you are not visible. Charm and Impress checks you make against the target are Routine, and any Recon checks the target makes to see anyone except you are Stymied. You cannot Sneak on the target, he intuitively knows when you are possible to see.

Sense Order

Basic Action

You can sense the presence of order and structure at a distance. Concentrate on a particular type of structure or ordered system, make a skill roll and multiply the result by 10; this is the range in meters. If the system detected is in range of your physical senses, you also gain a basic understanding of it and how it works. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

Recon Plant

Camouflage

Stance

You can alter your coloration and sneak as if you had concealment as long as you are not next to an enemy. You can move this way and not make new sneak rolls.

False Tracks

Stance

You leave tracks as if you were some other type of creature. Select a creature when you adopt this stance; as long as you remain in the stance, you leave tracks as a natural creature of this type would. The creature has to have a Body that differs from yours by no more than your Mind. This does not give you any powers or abilities of the imitated creature.

Eye of Nature

Inherent

You can read the signs of nature and flora, sensing their relationships and the presence of anything which disturbs them out to a distance of your Mind in meters. This allows you to "see" through foliage. It is not possible for others to use plant cover to Sneak on you in this area, but if they take this into account they may still be able to sneak there using more solid cover. Beyond this range, your line of sight extends trough foliage and lets you see obvious things as if out in the open, but it is possible for others to Sneak normally there.

Sense Plant

Basic Action

You can sense the presence of plants at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of plant, but by concentrating on a particular species, individual or descriptive trait you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

Recon Psi

Presence

Inherent

You can sense the presence of minds within Mind meters. It is still possible to Sneak on you; people trying to be elusive are hard to detect.

Sense Psi

Inherent

You have developed an awareness for the use of powers. Your area of awareness extends to a range of your Mind times your Recon in meters. You sense any use of powers in the area and if you know the user you can identify who used it. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Recon Space

Discern Location

Limit Break

You learn the exact physical location of an object or creature. You must have enough information about the target to describe it uniquely; if you have a general description you will find the nearest target that fits the description. Space is the Form of shape, so the description must be based on shape, not substance or ephemeral qualities like color. The result is revealed in whatever system of reference you understand and which is most relevant and practical. You can use this to discern your own location if you are lost. It can also be used to analyze a teleport performed in the area in the last hour, which tells you what teleported where.

Magic Mapping

Limit Break

You create a map of the area. The result can be a hand-drawn map or be represented trough technological or supernatural means depending on your tradition. Make a Recon roll against the highest Recon of a non-friendly creature in the area, gaining a better map the better you roll. The power centers on a point you choose as the target and range penalties apply. You do not need to see the target point. Powers or abilities that stop detect powers prevents magic mapping.

The GM builds the map based on map points - you start out with a number of map points equal to your Mind and add the outcome (positive or negative) on the Recon roll to that. Each of the following features costs a point to map. In general, features at the beginning of the list are mapped first, but the map has more detail in nearby areas.

  • A room, square, street, or other open area
  • A door, gateway, or similar barrier
  • Interesting but obvious features such as furniture, statues, and other furnishings
  • A stairway, lift, or other marked change in level
  • A concealed, hidden, or otherwise not obvious feature (this is in addition to the normal cost above)

Note that the point system is a rough guideline only. Depending on the scenario, the game-masters degree of preparation, and the dynamic of the group you are in, this power will often work or fail on a GM fiat. If another player in your group plays a scout and enjoys discovering the map, this map can fail simply to allow that style of play. In other circumstances the GM might have a printed map or tactical overlay to show you that far exceeds what this power would normally allow.

Mind Map

Inherent

You have great powers of visualization, and can picture any three-dimensional shape with perfect accuracy in your mind. By continuously using these abilities, you create a mental mind-map that allows you to retrace your steps and create a mental image of how you have moved and what you have seen where. You can perfectly judge the spatial relation between any two points you have visited and you can ignore cover when teleporting (using some other power) to any spot you have ever been while conscious.

Spatial Sense

Inherent

You can sense the basic shape of things within Mind meters. In this area you can sense things even around corners or behind walls, incorporating them in your mental world-image. Because mobile objects are somewhat fuzzy, it is still possible to sneak on you. You still cannot see - colors, script, screen images, and other stimuli based on color rather than form are imperceptible to this power.

This also allows you to sense Gates and teleports out to ten times the normal range.

Recon Spiritual

Sanctuary

Inherent

If you are sneaking, you can use powers that affect only you and your allies without breaking hide.

Sense Miracle

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, tradition, origin, or general description) you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Zone of Revelation

Basic Action

You create an area where the natural and the supernatural overlap, making living and/or supernatural presences that are normally hard to perceive obvious. The area is either a sphere with a radius equal to your Recon centered on you, or a sphere with a diameter equal to your Mind that you can create at a distance.

Within this area, creatures and power effects stand out clearly, and can be seen through smoke, fog or darkness (even supernatural darkness), but not through solid objects. Empathic traces of strongly emotional events can be discerned through study.

This makes it easier to spot creatures using powers to hide. You automatically notice a creature that is sneaking and relying on a power to conceal it. If it is using a power, but could sneak under the normal rules, Zone of Revelation gives no additional help.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Recon Tech

Detect Technology

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.

Light Amplification

Inherent

You can amplify trace amounts of light. This lets you see normally in anything but complete darkness. It is still possible to sneak on you; there are still shadows and darker areas, but you are not impaired by lack of ambient light.

Tactical Overlay

Stance

This power helps you to keep track of the relative position of friends and enemies in combat. As long as you occasionally let your vision sweep across the area, or get information from external sensors or other characters equipped with a tactical overlay, you have an innate spatial awareness of the location of everything and everyone in the vicinity, even when out of your line of sight. You also know your map position.

Two or more friendly characters with Tactical Overlay can link their tactical data for maximum benefit.

  • You need never be afraid of hitting one another, this is particularly useful with area attacks.
  • All of you can attack a target anyone of you can see regardless of visual obstructions, as long as any physical barriers can be penetrated.
  • If anyone connected to your Tactical Overlay is aware of something that is about to surprise you, you are not surprised.

The risk with Tactical Overlay is that an opponent that can read your transmissions and feed them to his own Tactical Overlay; this gives him a +3 bonus on Dodge and Shoot against you.

Recon Time

Prediction

Basic Action

You can try to predict the future, either the future of a person present or future events of the location you are in. Prediction is very uncertain, so predictions are never very accurate. The GM will give you his best estimate of what will happen, but he might well be wrong. The difficulty is not static; the GM will simply expend more effort trying to think up a better prediction if you roll is better. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. The Recon of an object or place is it's most frequent user's skill for the purpose of this power.

You are planning to attack a warehouse, and want a clue about how it will go. The GM knows this is the hideout of a sorcerer. A result less than the sorcerer's Recon will give a general impression of a hard-fought victory, as the GM is expecting a tough but not impossible fight. A roll about equal to his Recon might yield images of the hostile sorcerer's flame blasts. A higher result might show how some goons as they come out of their hiding places (making it impossible for them to surprise you during the fight) while an Outcome matching the sorcerer's Mind clearly shows the enemy sorcerer enchanting the goons' weapons to cause poisoned wounds.

Postcognition

Basic Action

You can look into the past to see what really happened. This is not reading psychic impressions, this is actually seeing exactly what was in the past. You can read the past of a location, person, or object you touch. Higher rolls give better impressions. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

You can see the past of a place, creature, or object. The past of a place includes everyone there. The past of an object or person only includes the thing observed and occasional minor glimpses of what is very near. The Recon of an object or place is it's most frequent user's skill for the purpose of this power.

If you do not know when the event you want to see occurred, you have scant the past, shifting trough events. It can also considerable time to scan large spans of time, so it is always best if you know what date you are looking for.

Recon Water

Detect Water

Basic Action

You can sense the presence of liquid at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of liquid (not normally very useful), but by concentrating on a particular type you can eliminate all others.

You can use this ability to gain perfect understanding of currents and other aquatic phenomena.

Touch of Water

Inherent

You gain an awareness of water within your Mind meters. This extends your sense of touch to this distance, which means you can "see" without using your eyes. On land this lets you see living creatures even when otherwise blind, but you cannot see objects and still move about as if blind. Underwater, this gives you complete situation awareness. Creatures can still sneak on you, but water provides them with no concealment.

Water Guise

Stance

You are transparent in water. In this form you can sneak as if you had concealment in water, and both move and take actions while sneaking, tough you still become visible if you attract attention or act against another. You also hide yourself from Scry powers; in order to learn anything about you, the user of such a power must win a roll against your Recon.