Difference between revisions of "Detect Magic (Action Powers)"
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− | You can sense the presence of powers | + | You can sense the presence and effects 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 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 uses leaving stronger impressions. | 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 uses leaving stronger impressions. | ||
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+ | {{:Origin Divide (Action)}} | ||
=== Arcane Calculations === | === Arcane Calculations === |
Revision as of 11:04, 3 October 2012
Templates for Action |
- Main article: Powers (Action)
Analyze Magic
Basic Action
You can sense the presence and effects 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 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 uses leaving stronger impressions.
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.
Arcane Calculations
Limit Break
You gain information about a person, place, or object through arcane means. This involves such methods as astrology, numerology, reading tea leaves, the I-ching and similar arcane methods of divination. This gives you answers to specific questions; the answer must be a few words or numbers. 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.
Calculate Location
Limit Break
You learn the 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. This can be a name, number, birthdate, creation date, origin, or a physical description. 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.
Astral Sight
Stance
You shift your senses from the physical world to the astral, the world of spirit. You seem distracted and distant when looking into astral space.
Using astral senses, living creatures and magic stand out clearly, while inanimate objects, especially industrially manufactured ones, are hard to discern. You can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. Objects with a strong empathic resonance are easier to see, while those who lack any psychic impressions appear faint and ephemeral, with no discernible detail. You can find empathic traces of strongly emotional events simply by studying astral resonance.
Living creatures, magic, and other supernatural effects stand out clearly. When using Astral Sight, you find 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, Astral Sight gives no additional help.