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

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Basic Action
 
Basic Action
  
You can sense the presence of powers of the [[Gifts Origin (Action)|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.
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You can sense the presence 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 used leaving stronger impressions.
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You can analyze the properties of any power 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.
  
=== Insight of Power ===
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{{:Meta Power (Action)}}
Inherent
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=== Flexible Gifts ===
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Limit Break
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Use any one [[Powers_(Action)|Power]] of a [[Forms and Techniques (Action Powers)|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).
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=== Mark Territory ===
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Basic Action
  
''You have discovered that your other power source is really a [[Gifts_Origin_(Action)|Gift]], an aptitude for another power source. What you thought were magical, technological, or spiritual powers really had their basis in your unique gift.''
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You mark a physical location, making it a part of your territory. Other power users instinctively know the location is claimed when they get within your Create x10 meters of the spot. You claim lasts a number of days equal to your Create skill. Analyzing your mark can give others a rough idea of what you are.
  
You must have an [[Power Rules (Action)#Origin |Origin]] other than the [[Gifts Origin (Action)|Gifts]] to take this power. You now have both your old origin and the [[Gifts Origin (Action)|Gifts]] origin; your powers count as both origins when determining what other powers can affect them.
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Powers used in the claimed area subtly alter the mark. By inspecting your mark and making an opposed [[Spot (Action)|Spot]] check, you know which power was used, which origin the user has, and a basic idea of who they are. Using this power in the claimed area, or dispelling Mark Territory, is immediately noticeable.
  
The GM might change or add to your [[Methods (Action)|Methods]] when you take this power.
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{{:Meta Power (Action)}}
  
 
=== Power Gaze ===
 
=== Power Gaze ===
 
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 skill 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)}}
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=== Resist Power ===
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Stance
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When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make an opposed [[Mind (Action)|Mind]] check (this does not cost any shots), on a failure the power did not affect you. Resist power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the [[GM]]. When in use, this prevents all power use except your own, when you wish to be affected by a power, you must take a trigger action to temporarily lower your power resistance.
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{{:Meta Power (Action)}}
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===Second sight===
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Basic Action
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Your affinity to the supernatural lets you see things others only imagine. You see spirits or ghosts 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 other than to make noticing the dangerous ones trickier.
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Make a [[Detect_(Action_Powers_Technique)#Scan|Scan]] stunt. You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is [[Maneuver (Action)#Sneak|sneaking]] and relying on concealment you can see through or using a power to conceal it. If it could [[Maneuver (Action)#Sneak|sneak]] under the normal rules, without the help of a power, Second sight can still spot them normally, but gives no additional help.
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When using Second sight, you can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. In a scene where have scanned such an obscured area with second sight, you are not considered blind there and can act normally. Creatures can still use such obscurement to [[Maneuver (Action)#Sneak|sneak]] against you, but you can use second sight again to automatically spot them.
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You can penetrate a [[Emote_(Action_Powers_Technique)#Acting_.26_Disguise|disguise]] if your [[Detect_(Action_Powers_Technique)#Scan|Scan]] beats the other creatures [[Charm (Action)|Charm]]. If you recognize that a creature has altered or concealed its true appearance, you know what it ordinarily looks like.
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{{:Meta Power (Action)}} Second sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Latest revision as of 13:05, 5 April 2017

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Main article: Powers (Action)

Analyze Gifts

Basic Action

You can sense the presence 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 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.

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.

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).

Mark Territory

Basic Action

You mark a physical location, making it a part of your territory. Other power users instinctively know the location is claimed when they get within your Create x10 meters of the spot. You claim lasts a number of days equal to your Create skill. Analyzing your mark can give others a rough idea of what you are.

Powers used in the claimed area subtly alter the mark. By inspecting your mark and making an opposed Spot check, you know which power was used, which origin the user has, and a basic idea of who they are. Using this power in the claimed area, or dispelling Mark Territory, is immediately noticeable.

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.

Power Gaze

Inherent

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

Resist Power

Stance

When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make an opposed Mind check (this does not cost any shots), on a failure the power did not affect you. Resist power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the GM. When in use, this prevents all power use except your own, when you wish to be affected by a power, you must take a trigger action to temporarily lower your power resistance.

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

Basic Action

Your affinity to the supernatural lets you see things others only imagine. You see spirits or ghosts 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 other than to make noticing the dangerous ones trickier.

Make a Scan stunt. You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking and relying on concealment you can see through or using a power to conceal it. If it could sneak under the normal rules, without the help of a power, Second sight can still spot them normally, but gives no additional help.

When using Second sight, you can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. In a scene where have scanned such an obscured area with second sight, you are not considered blind there and can act normally. Creatures can still use such obscurement to sneak against you, but you can use second sight again to automatically spot them.

You can penetrate a disguise if your Scan beats the other creatures Charm. If you recognize that a creature has altered or concealed its true appearance, you know what it ordinarily looks like.

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 won't automatically perceive powers or see through stealth powers against which it has an origin divide.