Difference between revisions of "Mind Powers (FiD)"
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Detect Sapience and the use of Mind powers. | Detect Sapience and the use of Mind powers. | ||
− | This can detect intelligence and sapience where you don't expect it, but is also useful to detect | + | This can detect intelligence and sapience where you don't expect it, but is also useful to detect Mind powers. |
− | Limited | + | Limited Outcome suffices against a creature you can clearly see. You need greater Outcome against against a creature that is hidden (standard Outcome) or behind a wall (great Outcome). |
'''Mindforge''' | '''Mindforge''' | ||
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You can end the operation of a Mind ability. | You can end the operation of a Mind ability. | ||
− | Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success | + | Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success creates an opening that makes the supported action potent. Full success improves the position of the supported action. Critical success improves both position and Outcome. |
− | When used directly, the effect is usually standard, which causes an ongoing | + | When used directly, the starting effect is usually standard, which causes an ongoing ability to crash. |
Against an opponent that uses power to fly or even breathe you can have a better effect. | Against an opponent that uses power to fly or even breathe you can have a better effect. | ||
− | Poor targeting increases the needed | + | Poor targeting increases the needed Outcome. |
− | You can force any spirit to materialize at limited range; limited | + | You can force any spirit to materialize at limited range; limited Outcome suffices in a melee, but if the creature can get away from you it can disappear again. Limited Outcome only works on spirits within reach. Standard Outcome can reach out up to a hundred meters. Great Outcome reaches out kilometers. |
'''Invoke Ideal''' | '''Invoke Ideal''' | ||
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=== Consort === | === Consort === | ||
− | Adopt new roles | + | Adopt new roles, or bestow them upon others. |
'''Pretend Persona''' | '''Pretend Persona''' | ||
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You take the form of a [[#Expanded Mind Powers|Sapient]] creature. | You take the form of a [[#Expanded Mind Powers|Sapient]] creature. | ||
− | This includes humans and whatever else is [[#Expanded Mind Powers|Sapient]] in your world, such as elves, dwarves, civilized aliens, and uplifted animals depending on the setting. This is an actual physical transformation. | + | This includes humans and whatever else is [[#Expanded Mind Powers|Sapient]] in your world, such as elves, dwarves, civilized aliens, and uplifted animals depending on the setting. |
+ | This is an actual physical transformation. | ||
− | * Limited outcome allows transformation into yourself like you would have been, had you grown up as the creature whose | + | * Limited outcome allows transformation into yourself like you would have been, had you grown up as the creature whose mind you assume. Those familiar with you will still recognize you. |
* Standard outcome can make you a generic creature, very hard to recognize as yourself. | * Standard outcome can make you a generic creature, very hard to recognize as yourself. | ||
− | * Great outcome allows you to assume the | + | * Great outcome allows you to assume the mind and personality of a specific creature you have studied. |
'''Gift of Guise''' | '''Gift of Guise''' | ||
Assume Aspect a willing creature. | Assume Aspect a willing creature. | ||
− | You can | + | You can use Assume Aspect on a willing or helpless creature. |
The duration depends of the outcome. | The duration depends of the outcome. | ||
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This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break. | This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break. | ||
+ | It can even be a kind of resurrection, transforming the mind of the target into that of a loved one, tough this will never be perfect, intimate details of personality and memory will always be missing. | ||
'''Gift of Gab''' | '''Gift of Gab''' | ||
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Creating permanent intelligence is a long term project, but even short term intelligence can allow you to discuss and learn from the temporarily awakened, who will retain simple memories from before their awakening. | Creating permanent intelligence is a long term project, but even short term intelligence can allow you to discuss and learn from the temporarily awakened, who will retain simple memories from before their awakening. | ||
+ | It is a 8 tick long term project to make each stage of this transformation permanent. | ||
− | * Limited | + | * Limited Outcome can turn an intelligent creature [[#Expanded Mind Powers|Sapient]]. |
− | * Standard | + | * Standard Outcome can make a reactive creature intelligent. |
− | * Great | + | * Great Outcome can make a reactive creature or mindless object [[#Expanded Mind Powers|Sapient]]. |
=== Finesse === | === Finesse === | ||
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Fine and potent melee psychic attack. | Fine and potent melee psychic attack. | ||
− | You focus your mental power into a fine and potent close-range attack, similar | + | You focus your mental power into a fine and potent close-range attack, similar to a fine potent psychic dueling sword or pistol. |
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less. | In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less. | ||
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You focus on a particular thought and vaguely sense and track creatures that share this thought. | You focus on a particular thought and vaguely sense and track creatures that share this thought. | ||
− | This works best (needs limited | + | This works best (needs limited Outcome) of creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry. |
− | A target that is whimsical, drunk, or asleep requires great | + | A target that is whimsical, drunk, or asleep requires great Outcome. |
− | The age of the tracks and the number of other minds that left similar traces | + | The age of the tracks and the number of other minds that left similar traces reduces your Outcome. |
'''Mental Marksman''' | '''Mental Marksman''' | ||
Fine and potent ranged mental attack. | Fine and potent ranged mental attack. | ||
− | You can use your power to attack, similar | + | You can use your power to attack, similar to a fine and potent rifle doing mental damage. |
Using an attack power is much the same as shooting a weapon, no more, no less. | Using an attack power is much the same as shooting a weapon, no more, no less. | ||
Mental Marksman inflicts potent psychic damage, which is fine against [[#Expanded Mind Powers|Sapient]] creatures but weak against reactive creatures and useless against things that lack any kind of mind. | Mental Marksman inflicts potent psychic damage, which is fine against [[#Expanded Mind Powers|Sapient]] creatures but weak against reactive creatures and useless against things that lack any kind of mind. | ||
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Physically emerge out of astral space. | Physically emerge out of astral space. | ||
− | You and your crew can physically manifest your astral bodies. You must first manifest your astral body (using Prowl: Astral Ascent or Astral Adventure) and then travel to the desired location. You then step back into the physical world and create a temporary body to use, made out of ethereal | + | You and your crew can physically manifest your astral bodies. You must first manifest your astral body (using Prowl: Astral Ascent or Astral Adventure) and then travel to the desired location. You then step back into the physical world and create a temporary body to use, made out of ethereal matter. This body functions like your normal body and carries clothes and a light load. It is visually distinctive by being monochrome and a little lighter than your physical body. Any harm this body takes also applies to your physical body. If you project another astral body, this temporal body and all its gear fades away. |
'''Cognitive Cascade''' | '''Cognitive Cascade''' | ||
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Mental Marksman with scale. | Mental Marksman with scale. | ||
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage. | You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage. | ||
+ | Damage is psychic, see Mental Marksman. | ||
=== Prowl === | === Prowl === | ||
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Hide in crowds. | Hide in crowds. | ||
− | You can hide in a crowd of sentients even if you look | + | You can hide in a crowd of sentients of approximately your own shape even if you look different by matching the mentality of the people around you. |
'''Astral Ascent''' | '''Astral Ascent''' | ||
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You can see and hear through your astral projection. | You can see and hear through your astral projection. | ||
Your astral body is immaterial, transparent, and can hover at walking speed. | Your astral body is immaterial, transparent, and can hover at walking speed. | ||
− | + | It is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light. | |
You can make yourself visible in order to make sound and speak. | You can make yourself visible in order to make sound and speak. | ||
Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the destination. | Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the destination. | ||
− | Any attack scatters | + | |
+ | Any attack scatters your astral body and sends your consciousness back to your physical body. | ||
+ | While you project your astral body, your physical body is like an automaton; it can be led but initiates no actions. | ||
'''Astral Adventure''' | '''Astral Adventure''' | ||
Crew Crowd Camouflage and Astral Ascent. | Crew Crowd Camouflage and Astral Ascent. | ||
− | You can include allies when using | + | You can include allies when using Crowd Camouflage and Astral Ascent. |
− | + | If allies need to roll Prowl, they use their own Prowl dice. | |
'''Astral Anywhere''' | '''Astral Anywhere''' | ||
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Dreams, realms of logic, of pure forms and ideals. | Dreams, realms of logic, of pure forms and ideals. | ||
An expedition into such an astral realm is a score in its own right, done for esoteric reasons. | An expedition into such an astral realm is a score in its own right, done for esoteric reasons. | ||
+ | Once you enter such a place, you are caught up in its illusion and appear corporeal. | ||
=== Skirmish === | === Skirmish === | ||
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Fine and potent mental melee attack. | Fine and potent mental melee attack. | ||
− | You can use the power as a close-range mental attack, similar | + | You can use the power as a close-range mental attack, similar to a fine and potent melee weapon or pistol. |
All Mind attacks do psychic damage, which is fine against [[#Expanded Mind Powers|Sapient]] creatures but weak against reactive creatures and useless against things that lack any kind of mind. | All Mind attacks do psychic damage, which is fine against [[#Expanded Mind Powers|Sapient]] creatures but weak against reactive creatures and useless against things that lack any kind of mind. | ||
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Study digs into the details of intelligence, sapience, and Mind powers. | Study digs into the details of intelligence, sapience, and Mind powers. | ||
− | * Limited | + | * Limited Outcome usually suffices against something you touch which does not resist you. |
− | * Standard | + | * Standard Outcome works against someone you could reach, but which resists you. |
− | * Great | + | * Great Outcome can reach out a long way, as long as you have some way to zero in on your target. This is usually vision, but can be other things depending on your playbook and the theme of the game. |
Alien minds new to you are harder to analyze. | Alien minds new to you are harder to analyze. | ||
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Sense Intelligent or [[#Expanded Mind Powers|Sapient]] creatures and manifestations of Mind powers at a distance. | Sense Intelligent or [[#Expanded Mind Powers|Sapient]] creatures and manifestations of Mind powers at a distance. | ||
You can recognize creatures you are familiar with and sense if something is familiar or alien. | You can recognize creatures you are familiar with and sense if something is familiar or alien. | ||
− | You can opt to ignore known minds and | + | You can opt to ignore known minds and Mind powers to find those you do not know. |
'''Astral Assembly''' | '''Astral Assembly''' | ||
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Send astral body to a creature or location. | Send astral body to a creature or location. | ||
− | + | Send your astral body to a known location. | |
This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there. | This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there. | ||
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Sway powers use soft, persuasive arguments rather than the dictates of the command action. | Sway powers use soft, persuasive arguments rather than the dictates of the command action. | ||
− | * Limited | + | * Limited Outcome works if it follows the target's existing impulses. |
− | * Standard | + | * Standard Outcome can convince a target with no particular stake in the matter. |
− | * Great | + | * Great Outcome will convince a reluctant target, but not a passionate one. |
* Effect in excess of what's needed allows you to affect targets matching the scale of your tier (p 221), as long as they are in a group. | * Effect in excess of what's needed allows you to affect targets matching the scale of your tier (p 221), as long as they are in a group. | ||
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You can understand [[#Expanded Mind Powers|Sapient]] creatures even if normally couldn't, and gauge their motivations. | You can understand [[#Expanded Mind Powers|Sapient]] creatures even if normally couldn't, and gauge their motivations. | ||
− | This does not allow you to be understood by those whose intentions you read. | + | This does not allow you to be understood by those whose intentions you read. |
'''Intelligent Interpreter''' | '''Intelligent Interpreter''' | ||
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The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify. | The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify. | ||
Common suggestions include stealing something, attacking someone, or ignoring an event. | Common suggestions include stealing something, attacking someone, or ignoring an event. | ||
− | Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your | + | Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome. |
* Limited outcome A minute or so. | * Limited outcome A minute or so. | ||
* Normal outcome lasts for the duration of the score. | * Normal outcome lasts for the duration of the score. | ||
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Permanently change sapient minds. | Permanently change sapient minds. | ||
− | You change the personality and motivations a [[#Expanded Mind Powers|Sapient]]. This | + | You change the personality and motivations of a [[#Expanded Mind Powers|Sapient]]. |
+ | This is permanent and blatant. | ||
+ | The target remembers their past but regards it as unimportant compared to their new motivations. | ||
This changes the target on a deep level, changing their loyalties and priorities. | This changes the target on a deep level, changing their loyalties and priorities. | ||
− | Exceptional creatures and exceptional circumstances can break this change, depending | + | Exceptional creatures and exceptional circumstances can break this change, depending on plot and role-play more than on die rolls. |
=== Tinker === | === Tinker === | ||
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Mind tinkering is about automation and intelligence in objects. | Mind tinkering is about automation and intelligence in objects. | ||
This benefits greatly when combined with other powers to make devices for this intelligence to control. | This benefits greatly when combined with other powers to make devices for this intelligence to control. | ||
− | The | + | The Outcome determines how long it will last. |
* Limited Outcome will only be good for a single scene. | * Limited Outcome will only be good for a single scene. | ||
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Combined with Consort: Gift of Gab you can make [[#Expanded Mind Powers|Sapient]] items. | Combined with Consort: Gift of Gab you can make [[#Expanded Mind Powers|Sapient]] items. | ||
Begin with Install Intellect to create an intelligent item and then use Gift of Gab to make it [[#Expanded Mind Powers|Sapient]]. This counts as uplifitng a reactive mind because of the problems of understanding intelligent items. | Begin with Install Intellect to create an intelligent item and then use Gift of Gab to make it [[#Expanded Mind Powers|Sapient]]. This counts as uplifitng a reactive mind because of the problems of understanding intelligent items. | ||
− | |||
'''Mass Mind''' | '''Mass Mind''' | ||
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Wreck Mind works differently from most other wrecking powers. | Wreck Mind works differently from most other wrecking powers. | ||
− | The | + | The Outcome needed depends on the complexity of the device to be wrecked, with more complex devices being easier to break. |
− | A very busy and dangerous setting adds to your | + | A very busy and dangerous setting adds to your initialeffect, while a still and polished setting reduces it. |
* Limited Outcome: A cutting-edge device. | * Limited Outcome: A cutting-edge device. | ||
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Mess with intelligence in items. | Mess with intelligence in items. | ||
− | You mess with intelligence in items, | + | You mess with intelligence in items in your immediate presence, reducing their ability to react to the environment. |
− | This destroys control functions, leaving the item whole but malfunctioning. Guns are duds, triggers | + | This destroys control functions, leaving the item physically whole but obviously malfunctioning. |
+ | Guns are duds, triggers activate randomly, traps misfire, and alarms continually turn on and off. | ||
+ | Devices can be repaired, but are usually out for the score. | ||
− | Can also be used as a | + | Can also be used as a Fine and potent mental weapon against [[#Expanded Mind Powers|Intelligent or Sapient]] creatures. |
'''Sabotage System''' | '''Sabotage System''' | ||
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Similar to Disrupt Device but on a larger scale. | Similar to Disrupt Device but on a larger scale. | ||
− | You can reach through a network to sabotage a | + | You can reach through a network to sabotage a nearby control hub such as a guard station or computer server. |
Introduce new and interesting flaws in even larger systems, like ships and buildings. | Introduce new and interesting flaws in even larger systems, like ships and buildings. | ||
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They seem to continue to work when they in fact do not and respond maliciously to repairs. | They seem to continue to work when they in fact do not and respond maliciously to repairs. | ||
Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected. | Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected. | ||
− | Such a system can function properly until a moment of stress. | + | Such a system can be made function properly until a moment of stress. |
− | + | This can create a battle between Tinker and Wreck. | |
'''Terminate Tech''' | '''Terminate Tech''' |
Latest revision as of 17:58, 17 July 2025
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Mind delves into Sapience and intelligence. It is the power most associated with normal folk such as humans and alternate humans such as elves, orcs, social aliens, and other Sapient creatures and even intelligent objects like control devices all the way up to Sapient AI.
Anthropomorphic man is the epitome of mind, a civilized being, part of a society, Sapient and cultured if not necessarily human. It represents the end product of evolution and, by extension, ultimate intellect. Mind can also exist independently of life, in spirits, elementals, machines, and undead.
Mind attacks are immaterial mental bolts and blades that can only hurt Intelligent and Sapient creatures.
Mind Power Effects
Action | Basic | Advanced | Master | Apex |
Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
Attune | Mind Monitor Detect Sapience and use of Mind powers. |
Mindforge Dispel Mind. |
Invoke Ideal Assist a single roll or summon a hero. |
Parallel Portal Portal to an alternate reality. |
Command | Mental Mandate Comprehensible command to Sapients. |
Telepathy Communicate with sapiengents at range. |
Mental Monarchy Command Sapient creatures as a superior. |
Thought Thrall Permanently bind sapient creatures. |
Consort | Pretend Persona Assume and project a role. |
Assume Aspect Assume the form of a humanoid. |
Gift of Guise Assume Aspect a willing creature. |
Gift of Gab Increase intelligence. |
Finesse | Psychic Saddle Ride any intelligent mount or vehicle. |
Neural Needle Fine and potent melee psychic attack. |
Cloud Consciousness Reduce targets to reactive state. |
Astral Assault Ready Astral Body for combat. |
Hunt | Trace Thought Focus on and track a specific thought. |
Mental Marksman Fine and potent ranged metal attack. |
Astral Avatar Physically emerge out of astral space. |
Cognitive Cascade Fine and potent psychic grenade. |
Prowl | Crowd Camouflage Hide in crowds. |
Astral Ascent Detach astral body to scout. |
Astral Adventure Crew Crowd Camouflage and Astral Ascent. |
Astral Anywhere Send crew's astral bodies anywhere. |
Skirmish | Mindfulness Block Harm from Mind. |
Mind Melee Fine and potent mental melee attack. |
Mind Mantle Negate scale in melee. |
Mind Mastery Mind melee against all. |
Study | Identify Intellect Identify sapience and Mind powers. |
Analyze Intellect Analyze sapience and Mind powers. |
Mind Meld Crew can enter astral space within a mind. |
Universal Understanding Wide area Analyze Intellect. |
Survey | Thought Trace Sense manifestations of the mind power. |
Astral Assembly Send astral body to an ally. |
Astral Audience Send astral body to a creature or location. |
Psychic Panorama Perceive from many sapients at once. |
Sway | Intellectual Intuition Understand sapient creatures. |
Intelligent Interpreter Crew can communicate with sapience. |
Eloquent Enchantment Suggestions to sapients. |
Cognitive Conversion Permanently change sapient minds. |
Tinker | Automation Create simple automaton. |
Create Cognition Imbue intelligence in an object. |
Install Intellect Imbue sapience in an object. |
Mass Mind Mass Create Cognition. |
Wreck | Disrupt Device Mess with intelligence in items. |
Sabotage System Disable networked things. |
Silent Sabotage Silent System Sabotage. |
Terminate Tech Area Sabotage System. |
Expanded Mind Powers
An important distinction for Mind powers is the difference between between Reactive, Intelligent, and Sapient creatures.
Reactive creatures operate primarily on basic survival instincts, such as insects, most herbivores, and primitive predators. They respond automatically to environmental stimuli but do not demonstrate learning, complex problem-solving, or higher reasoning. Simple elementals, automatons and mechanical constructs, including basic robots, also fall into this category. These beings lack the complexity of intellect to be affected by Mind powers and are instead affected by Animal or an appropriate elemental form.
Intelligent creatures can solve problems, analyze stimuli, and learn from experience, but lack the ability to participate complex societies. While some may communicate, this is usually limited to their own kind. They can follow instructions but need guidance in complex social environments. Wolves, for instance, thrive in packs but struggle in mixed societies. Most monsters and wild animals are intelligent but not Sapient . Even a highly intelligent dragon may be confused by the variety of cultures and ideas among sapient beings.
Sapience is the defining trait of civilized beings like humans. Sapient beings possess the ability to engage with creatures of different species and cultures, applying abstract thought, empathy, and social reasoning. These beings are capable of self-awareness and reflection, often making them more resistant to Mind powers, as their advanced sense of self gives them a greater ability to protect their thoughts and emotions. Any power that can affect Sapient can also affect intelligent creatures.
A smart Intelligent creature can be smarter than a stupid Sapient creature, this is less about IQ than about the ability to communicate and work together.
Attune
Connect with the mental realm and harness psychic energies for powerful manifestations. The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violet, your position worsens.
Unlike most forms, Mind does not have a class of supernatural creatures at its beck and call. Instead of spirits and elementals, Mind is linked to Folk. It is possible to summon Sapient creatures, but they are not native to other planes, rather they must be summoned from parallel realities, which is quite difficult and comes with little control.
Mind Monitor Detect Sapience and the use of Mind powers.
This can detect intelligence and sapience where you don't expect it, but is also useful to detect Mind powers.
Limited Outcome suffices against a creature you can clearly see. You need greater Outcome against against a creature that is hidden (standard Outcome) or behind a wall (great Outcome).
Mindforge Dispel Mind. Summon a spirit instructor.
You can end the operation of a Mind ability. Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success creates an opening that makes the supported action potent. Full success improves the position of the supported action. Critical success improves both position and Outcome. When used directly, the starting effect is usually standard, which causes an ongoing ability to crash. Against an opponent that uses power to fly or even breathe you can have a better effect. Poor targeting increases the needed Outcome.
You can force any spirit to materialize at limited range; limited Outcome suffices in a melee, but if the creature can get away from you it can disappear again. Limited Outcome only works on spirits within reach. Standard Outcome can reach out up to a hundred meters. Great Outcome reaches out kilometers.
Invoke Ideal Assist a single roll or summon a hero.
You can summon a ephemeral echo to boost a particular action. These are not spirits or even creatures, instead their advice acts as assistance on a single action and that is all they ever do. These echoes don't themselves act, they inspire others to act more intelligently, which provides assistance on a single roll.
You can summon a person from an alternate reality. This is often used to summon a hero in times of crisis. Unlike many other summon powers, this is usually cast blindly, hoping your mental image of who you need is sufficient. You have no control over the person summoned, but they will usually share your ethos. Highly disruptive to the game, such a summon would compete for the limelight. It does well as the backstory of a character that otherwise wouldn't fit the setting.
Parallel Portal Portal to an alternate reality.
You can create a portal that allows travel to and from another reality for a limited time. The first time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
Mind has no plane of origin. There is the astral plane (see Prowl Mind), but that is not a full plane, it is only a mental projection of our world. Instead Mind links to alternate realities, which are similar to our world and a mix of all types of matter and power and which hold Sapient creatures.
Command
Impose your will upon the minds of Sapient creatures.
Mental Mandate Comprehensible command to Sapients.
You can induce leverage telepathically, overcoming language and cultural barriers, useful for intimidating and commanding foreign or alien Sapient creatures. This provides the leverage needed to use Command to intimidate without actual threat of violence.
Telepathy Communicate with sapients at range.
Telepathically communicate with Sapient you know over any range, and at line-of-sight even to strangers. You can communicate with the most powerful Sapient in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, as fits the Command skill. Either party can end the communication at any time.
Mental Monarchy Command Sapient creatures as a superior.
Sapient will see you as an officer, professional superior, alpha, or other leader type outranking them. This is essentially a Fine attempt at Command, increasing your outcome compared to a normal attempt. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their job is to protect the city.
Position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
Thought Thrall Permanently bind Sapient creatures.
This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
Consort
Adopt new roles, or bestow them upon others.
Pretend Persona Assume and project a role.
You can assume an identity such as a healer, noble, merchant, etc. This changes your actions, the way you move, and the way you speak, altering the impression you give without changing your form or appearance. You are acting the role so naturally that people will assume you are who you pretend to be. You can allow your crew to do this as an Advanced ability, but they use their own Consort action rating.
Assume Aspect Assume the form of a humanoid.
You take the form of a Sapient creature. This includes humans and whatever else is Sapient in your world, such as elves, dwarves, civilized aliens, and uplifted animals depending on the setting. This is an actual physical transformation.
- Limited outcome allows transformation into yourself like you would have been, had you grown up as the creature whose mind you assume. Those familiar with you will still recognize you.
- Standard outcome can make you a generic creature, very hard to recognize as yourself.
- Great outcome allows you to assume the mind and personality of a specific creature you have studied.
Gift of Guise Assume Aspect a willing creature.
You can use Assume Aspect on a willing or helpless creature. The duration depends of the outcome.
- Limited outcome is very temporary.
- Standard outcome lasts for the duration of a score.
- Great outcome lasts a long time and potentially become permanent, depending on the the story.
If you also want to make the target unrecognizable, that requires additional outcome, see Assume Aspect.
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break. It can even be a kind of resurrection, transforming the mind of the target into that of a loved one, tough this will never be perfect, intimate details of personality and memory will always be missing.
Gift of Gab Increase intelligence.
This creates intelligence and the ability to communicate in a creature that lack it. This usually lasts for a score but can be made permanent as a long-term action.
Creating permanent intelligence is a long term project, but even short term intelligence can allow you to discuss and learn from the temporarily awakened, who will retain simple memories from before their awakening. It is a 8 tick long term project to make each stage of this transformation permanent.
- Limited Outcome can turn an intelligent creature Sapient.
- Standard Outcome can make a reactive creature intelligent.
- Great Outcome can make a reactive creature or mindless object Sapient.
Finesse
Utilize refined psychic control and mobility in both the physical and astral planes.
Psychic Saddle Ride any intelligent mount or vehicle.
If there is a friendly reactive or intelligent (but not Sapient) mount or vehicle, you can ride it as if it was domesticated and you had the keys. This works on a creature of animal intelligence and gives it the training required to act as a mount. It works on smart vehicles as log as they are not Sapient.
Neural Needle Fine and potent melee psychic attack.
You focus your mental power into a fine and potent close-range attack, similar to a fine potent psychic dueling sword or pistol.
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less. Inflicts psychic damage, which is fine against Sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
Cloud Consciousness Reduce targets to reactive state.
Targets appropriate to scale at your tier (p 221) are disoriented and find it hard to make decisions, their minds reduced to a reactive state. If an appropriate action is obvious, such as if they are being attacked, targets will recover quickly, but otherwise will blunder about for a time before returning to normal.
- Limited Outcome: A few seconds.
- Standard Outcome: About a minute.
- Great Outcome: Remainder of score.
Astral Assault Ready Astral Body for combat.
When you project your astral body using Prowl: Astral Ascent or similar power, you can use Astral Assault to toughen your astral body. If your crew is astrally projected, they can also be fortified. When confronting another astral creature your body can fight just as it normally would. If fighting a spirit or a physical creature, effect is limited and the situation controlled. To attack a physical creature you need to become visible, but a physical creature needs a potent weapon to affect you at all. You cannot use ordinary weapons, but you can use potent weapons and powers, making them a part of your astral body. This includes mundane ranged weapons to use silver ammunition with.
Hunt
Track and attack targets using focused mental energy.
Trace Thought Focus on and track a specific thought.
You focus on a particular thought and vaguely sense and track creatures that share this thought. This works best (needs limited Outcome) of creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry. A target that is whimsical, drunk, or asleep requires great Outcome. The age of the tracks and the number of other minds that left similar traces reduces your Outcome.
Mental Marksman Fine and potent ranged mental attack.
You can use your power to attack, similar to a fine and potent rifle doing mental damage. Using an attack power is much the same as shooting a weapon, no more, no less. Mental Marksman inflicts potent psychic damage, which is fine against Sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
Astral Avatar Physically emerge out of astral space.
You and your crew can physically manifest your astral bodies. You must first manifest your astral body (using Prowl: Astral Ascent or Astral Adventure) and then travel to the desired location. You then step back into the physical world and create a temporary body to use, made out of ethereal matter. This body functions like your normal body and carries clothes and a light load. It is visually distinctive by being monochrome and a little lighter than your physical body. Any harm this body takes also applies to your physical body. If you project another astral body, this temporal body and all its gear fades away.
Cognitive Cascade Fine and potent psychic grenade.
Mental Marksman with scale. You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage. Damage is psychic, see Mental Marksman.
Prowl
Use your psychic abilities to hide, scout, and transport yourself and others.
Crowd Camouflage Hide in crowds.
You can hide in a crowd of sentients of approximately your own shape even if you look different by matching the mentality of the people around you.
Astral Ascent Detach astral body to scout.
You dethatch your astral and physical bodies and send your astral body to scout. You can see and hear through your astral projection. Your astral body is immaterial, transparent, and can hover at walking speed. It is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light. You can make yourself visible in order to make sound and speak. Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the destination.
Any attack scatters your astral body and sends your consciousness back to your physical body. While you project your astral body, your physical body is like an automaton; it can be led but initiates no actions.
Astral Adventure Crew Crowd Camouflage and Astral Ascent.
You can include allies when using Crowd Camouflage and Astral Ascent. If allies need to roll Prowl, they use their own Prowl dice.
Astral Anywhere Send crew's astral bodies anywhere.
You send your and allies' astral bodies to other planes and other mystic locations not of this world. Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter. Dreams, realms of logic, of pure forms and ideals. An expedition into such an astral realm is a score in its own right, done for esoteric reasons. Once you enter such a place, you are caught up in its illusion and appear corporeal.
Skirmish
Engage in psychic combat, protecting and attacking with mental force.
Mindfulness Block Harm from Mind and metal attacks. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. This does not stack with regular armor. Targets roll their own Skirmish dice.
Mind Melee Fine and potent mental melee attack.
You can use the power as a close-range mental attack, similar to a fine and potent melee weapon or pistol. All Mind attacks do psychic damage, which is fine against Sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
Mind Mantle Negate scale in melee.
Your power creates distractions that prevents am Intelligent or Sapient enemy from benefiting from numbers and otherwise works as a fine potent weapon. This overcomes scale but attacks only a single opponent.
Mind Mastery Mind melee against all.
Your power strikes out in all directions, attacking all enemies in a wide area. This overcomes and attacks multiple opponents.
Study
Delve into the nature of intelligence and Mind powers to uncover deeper knowledge.
Study digs into the details of intelligence, sapience, and Mind powers.
- Limited Outcome usually suffices against something you touch which does not resist you.
- Standard Outcome works against someone you could reach, but which resists you.
- Great Outcome can reach out a long way, as long as you have some way to zero in on your target. This is usually vision, but can be other things depending on your playbook and the theme of the game.
Alien minds new to you are harder to analyze.
Identify Intellect Identify sapience and Mind powers.
This basic ability lets you see if something has intelligence or sapience. If you are familiar with its type, such as "human", you can identify it as such.
Analyze Intellect Analyze sapience and Mind powers.
A more thorough analysis of what Mind powers and similar abilities are in use, including the relevant rules. You also learn basic motivations of an Intelligent or Sapient creature are and what these motivations are directed at.
Mind Meld Crew can enter astral space within a mind.
You enter the mind of a creature to read its thoughts and memories. This works much like Prowl Mind: Astral Ascent, but you enter directly into a creatures mind. This allows you to read thoughts, memories, and motivations, giving a picture of the target's personality. You read memories based on association, which makes the information you find somewhat random. You can probe to learn the target's relations and objectives towards something specific. Finding more obscure memories and attitudes is random and time consuming.
Digging around in a creature's mind can awaken painful and dangerous memories that manifest as situations, creatures, and even traps. Dream logic applies, so you can suddenly find yourself shunted into a dangerous encounter. Depending on the importance and mental strength of the target, a Mind Meld might be a simple die roll or an entire score.
Universal Understanding Wide area Analyze Intellect.
Analyze Intellect on every mind in a wide area.
Survey
Explore the astral and mental realms, perceiving distant thoughts and manifestations. The outcome you need depends on the target's concealment.
- Limited outcome finds those hiding behind cover and in far places you can only barely see.
- Standard outcome can look behind walls and into hard cover.
- Great outcome can look into far-away places and spots you had no idea existed.
Thought Trace Sense manifestations of Mind powers.
Sense Intelligent or Sapient creatures and manifestations of Mind powers at a distance. You can recognize creatures you are familiar with and sense if something is familiar or alien. You can opt to ignore known minds and Mind powers to find those you do not know.
Astral Assembly Send astral body to an ally.
Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent. As long as you remain still, you are invisible, tough particularly perceptive targets might still sense a presence.
Astral Audience Send astral body to a creature or location.
Send your astral body to a known location. This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.
Psychic Panorama Perceive from many sapients at once.
You perceive from all Sapients at once over a wide area. Enhances your senses impossibly, the sum of what each individual across the scene perceives. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.
Sway
Influence intelligent creatures with your psychic suggestions and manipulations.
Sway Mind is subtle and useful for persuading people and other intelligences. Sway powers use soft, persuasive arguments rather than the dictates of the command action.
- Limited Outcome works if it follows the target's existing impulses.
- Standard Outcome can convince a target with no particular stake in the matter.
- Great Outcome will convince a reluctant target, but not a passionate one.
- Effect in excess of what's needed allows you to affect targets matching the scale of your tier (p 221), as long as they are in a group.
Intellectual Intuition Understand sapient creatures.
You can understand Sapient creatures even if normally couldn't, and gauge their motivations. This does not allow you to be understood by those whose intentions you read.
Intelligent Interpreter Crew can communicate with sapience.
You and allies can communicate with Sapient creatures. This allows the full range of the Sway action, overcoming barriers of culture and language.
Eloquent Enchantment Suggestions to sapients.
You implant suggestions in the minds of Sapient creatures, which will be triggered under conditions you set. This power is subtle until it triggers.
Essentially this is an attempt to Sway with two advantages. The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify. Common suggestions include stealing something, attacking someone, or ignoring an event. Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome.
- Limited outcome A minute or so.
- Normal outcome lasts for the duration of the score.
- Great outcome can last past the end of the score, as makes sense in the story.
Cognitive Conversion Permanently change sapient minds.
You change the personality and motivations of a Sapient. This is permanent and blatant. The target remembers their past but regards it as unimportant compared to their new motivations. This changes the target on a deep level, changing their loyalties and priorities. Exceptional creatures and exceptional circumstances can break this change, depending on plot and role-play more than on die rolls.
Tinker
Infuse intelligence into objects, creating autonomous machines and constructs.
Mind tinkering is about automation and intelligence in objects. This benefits greatly when combined with other powers to make devices for this intelligence to control. The Outcome determines how long it will last.
- Limited Outcome will only be good for a single scene.
- Standard Outcome lasts until the end of the score.
- Controlling many or devices requires an additional degree of outcome.
The position depends on how quiet your workplace is and how much time you have to work with. Permanent effects require long-term projects.
Automation Create a reactive mind.
You imbue a simple mind into an object. This allows machines to do a sequence of actions with the push of a single button or single trigger. This is often used for traps, but also for simple things like lifts, vending machines, and penny arcades. It can also set up controls to run a complex vehicle or machine. This allows complex clockwork devices without the crafting time that mundane clockwork requires.
Create Cognition Imbue intelligence in an object.
You can imbue intelligence into an object, allowing it to sense and react a situation nearby. You can do much more complex traps and machines that interpret and react to events. This is about the same intelligence that a desktop computer with some sensors attached. In addition to controlling whatever mechanism it is attached to, it can send a mental alarm to person(s) attuned to the machine.
Install Intellect Imbue sapience in an object.
You can imbue intelligence able to hold conversations and solve problems intelligently. This has the intelligence of an intelligent animal and can hold simple conversations and run complex devices such as a gun or vehicle. Is able to improvise and figure out new things after a time, but complex social interactions are beyond its ability. It can follow security protocols, but is otherwise trusting and fairly naive.
Combined with Consort: Gift of Gab you can make Sapient items. Begin with Install Intellect to create an intelligent item and then use Gift of Gab to make it Sapient. This counts as uplifitng a reactive mind because of the problems of understanding intelligent items.
Mass Mind Mass Create Cognition.
This is similar to Create Cognition, but you can mass produce intelligent objects, even a set of different objects. This allows the simultaneous creation of a small army of intelligent machines. You can also install a mind to run a large installation like a factory or ship.
Wreck
Sabotage and disrupt intelligent systems and technology with mental force.
Wreck Mind works differently from most other wrecking powers. The Outcome needed depends on the complexity of the device to be wrecked, with more complex devices being easier to break. A very busy and dangerous setting adds to your initialeffect, while a still and polished setting reduces it.
- Limited Outcome: A cutting-edge device.
- Standard Outcome: A complex device normal for the setting.
- Great Outcome: A simple device like a gun, bow, or door.
- Impossible: A device with no moving parts, like a sword or hammer, cannot be jinxed.
- Security can increase the required outcome by one step.
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate
Disrupt Device Mess with intelligence in items.
You mess with intelligence in items in your immediate presence, reducing their ability to react to the environment. This destroys control functions, leaving the item physically whole but obviously malfunctioning. Guns are duds, triggers activate randomly, traps misfire, and alarms continually turn on and off. Devices can be repaired, but are usually out for the score.
Can also be used as a Fine and potent mental weapon against Intelligent or Sapient creatures.
Sabotage System Disable networked systems.
Similar to Disrupt Device but on a larger scale. You can reach through a network to sabotage a nearby control hub such as a guard station or computer server. Introduce new and interesting flaws in even larger systems, like ships and buildings.
Silent Sabotage Silent System Sabotage.
Similar to Sabotage System, but targets are destroyed are disabled silently. They seem to continue to work when they in fact do not and respond maliciously to repairs. Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected. Such a system can be made function properly until a moment of stress. This can create a battle between Tinker and Wreck.
Terminate Tech Area Sabotage System.
Similar to Sabotage System, but over a large area. This can negate control devices over a city block or entire port or fort, forcing everyone to rely on manual handling of objects.