Difference between revisions of "Detect Gifts (Action Powers)"

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Inherent
 
Inherent
  
Pick one power of the [[Gifts Origin (Action)|Gifts Origin]]. You can use this power and any stunts related to it with the [[Spot (Action)|Spot]] skill instead of whatever power it is usually based on. You can take this power several times, each time applying it to a separate power.
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Pick one power. You can use this power and any stunts related to it with the [[Spot (Action)|Spot]] skill instead of whatever power it is usually based on. You can take this power several times, each time applying it to a separate power.
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{{:Meta Power (Action)}}
  
 
===Second Sight===
 
===Second Sight===

Revision as of 11:42, 3 October 2012

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Main article: Powers (Action)

Analyze Gifts

Basic Action

You can sense the presence of powers of the Gifts Origin 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 can analyze the properties of any power of this origin 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.

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).

Insight of Power

Inherent

You have discovered that your other power source is really a Gift, an aptitude for another power source. What you thought were magical, technological, or spiritual powers really had their basis in your unique gift.

You must have an Origin other than the Gifts to take this power. You now have both your old origin and the Gifts origin; your powers count as both origins when determining what other powers can affect them.

The GM might change or add to your Methods when you take this power.

Power Gaze

Inherent

Pick one power. You can use this power and any stunts related to it with the Spot skill instead of whatever power 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.

Second Sight

Inherent

Your affinity to the supernatural lets yous see things others only imagine. You see sprites and spirits 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. Objects with a strong empathic resonance stand out clearly, empathic traces of strongly emotional events are visible to you as colored auras. You find it easy to spot creatures using powers to hide and automatically notice a creature that is sneaking and relying on a power to conceal it or alter it's appearance. If you recognize that a creature has altered or concealed its true appearance, you know what it ordinarily looks like, but if the creature is small and inconspicuous you may still mistake it for one of the manifestations discussed above. If the creature is using a concealment power, but could sneak under the normal rules, Second Sight gives no additional help.