Difference between revisions of "Emote Psi (Action Powers)"
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''Rather than pit your will directly against the inertia of the universe, you subtly alter the perception of the universe, making your effect a natural thing.'' | ''Rather than pit your will directly against the inertia of the universe, you subtly alter the perception of the universe, making your effect a natural thing.'' | ||
− | Choose one power | + | Choose one power when you use Alter Reality. For the rest of the scene, you can use this power with [[Charm (Action)|Charm]] instead of whatever skill it is normally based on. |
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+ | {{:Origin Divide (Action)}} | ||
=== Communal Power === | === Communal Power === |
Revision as of 11:11, 3 October 2012
Templates for Action |
- Main article: Powers (Action)
Adaptive Psionics
Limit Break
When you use this power pick one Power of a Form you know; you can use this power until the end of the scene.
Alter Reality
Limit Break
Rather than pit your will directly against the inertia of the universe, you subtly alter the perception of the universe, making your effect a natural thing.
Choose one power when you use Alter Reality. For the rest of the scene, you can use this power with Charm instead of whatever skill it is normally based on.
In some campaign worlds there is a strong divide among certain origins. Check with your GM for what applies in your campaign. This is especially common when different world-views collide. This is specific to each campaign world and has to do with how powers work. Divided powers are completely different and incompatible; philosophy, mechanics, physics; everything works differently to opposed powers.
Note that not all worlds have a power divide. In many campaigns all powers are one on an essential level, and all power origins are in compatible. Nor do all origins need to be available in every world; most worlds actually only have one to three different origins.
Example of Origin Divides
Here are some examples how a power divide can be set up in different worlds.
- All origins can be divided against each other, creating a very labile situation. It is every origin for itself and no collaboration between different power groups is likely. It might even be a general war between origins.
- An origin can be divided against itself. For example, two Religions of incompatible origins might exist in the same world and be divided against each other. This is not the same as dualism, when religions are hostile to each other but have the same basic idea about how divinity works, this is two entirely incompatible explanations of the world.
- Technology can stand apart from all the other origins, science and physics against mystical powers.
- Magic and Religion might be opposed. In this situation magic is seen as a heresy, and magicians and priests often war openly. The same can be true of religion versus the other origins. Again, be careful to separate schisms (that hate each other but are not power divided) from real power divides that require entirely separate world-views.
- Psi and everything else. Sometimes psi is seen as a hive-mind, a communal organism that infects sentient creatures, at odds with all individual achievement and liberty.
- Gifts is often tied to one or more of the other origins. In some worlds Gifts is tied to Magic and then has the same opposed origins as Magic. In effect, the two origins are the same, and many creatures might have been created by magic.
- The power divide between other origins might run trough the middle of the Gift origin. In this case, some creatures are tied to one origin, others to another, and the two kinds are completely different and their powers are incompatible.
Effects of Power Divide
Origins that are opposed like this cannot affect each other; they cannot dispel or otherwise modify each other with Meta Powers. It is as if powers of an opposing origin was a schtick and completely mundane.
In some cases it is still possible to affect powers of a divided origin that uses the same form. Analyze powers tied to forms, for example, tend to permit such cross-divide analysis. In this case, it is understanding of the form and of objects of the form that gives insights into the effects such an object are under. The other form is still incomprehensible to you.
Characters and Divided Origins
Characters generally cannot learn multiple divided origins. Using powers of one origin precludes the use of powers of a divided origin. It might be allowed with special GM dispension, but works quite poorly. Each origin needs a completely separate Tradition, with its own Methods. All Powers and Forms need to be learnt separately for each origin. In sort, mixing divided powers in one character is not recommended.
Communal Power
Limit Break
Select one or more powers that are currently active in an area with a diameter up to your Charm in meters. These powers become a natural part of the world, undetectable by powers that detect other powers unless the detection power is used within the original area.
If you are touching people while using this power, these become a power community. As long as one of the power community visits the area at least once per day, the powers continue to work. Powers that require active control will be dormant until activated by one of the power community.
It is possible to use this power again to include new people in a power community, as long as at least one member of the old power community is there and cooperating.
Friend Bonding
Basic Action
You can include a close friend, blood relative, or loved one in an already existing Psychic Network. There is no range limit.
Power Bank
Basic Action
Select one power known by a willing friend you are touching who will lend a power and one other person you are touching who will borrow the power. Either of these can be you. The borrower can use that power until the end of the scene - the lender loses the power for the same time. Either can negate the Power Bank with a Basic Action.
Psychic Insinuation
Basic Action
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
You can use this on any creature you touch.
Psychic Network
Basic Action
You maintain a psychic connection with others. To establish a psychic network, you must touch each person to be involved or use other powers that specifically establish such a network at range. Once established, the network exists until ended; normally you are assumed to leave networks at the end of a story, but in psionic societies they might well be permanent. All creatures in a psychic network are connected to each other.
All members of a psychic network can communicate with each other as if by speech as well as send empathic and sensory impressions. Those who know this power gain additional benefits.
- Considered to be touching for the purpose of using psychic powers, allowing the use of many powers over range that normally only work on touch.
- Can avoid friendly fire when targeting each other with area effects.
An individual can leave a psychic network as a Basic Action. It is also possible to refuse an invitation to a psychic network; this is not an action.