Difference between revisions of "Recon Light (Action Powers)"
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This power is not relevant to all traditions, particularly those of the technology origin. | This power is not relevant to all traditions, particularly those of the technology origin. | ||
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+ | === Eyes of the Sun === | ||
+ | ''Ride | ||
+ | Inherent | ||
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+ | 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 === | === True Sight === |
Revision as of 21:58, 4 April 2018
Templates for Action |
- Main article: Powers (Action)
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
Ride Inherent
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 transformed creatures. The difficulty is whatever skill the target is using.