Difference between revisions of "Detect Mind (Action Powers)"
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> | <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> | ||
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+ | === Analyze Thoughts === | ||
+ | Basic Action | ||
+ | |||
+ | You can sense active minds are present in an area. Make a skill roll and multiply the result by 10; this is the range in meters. You can focus on only a certain area or search only for a certain kind of mind (by [[Creatures_(Action)|creature type]] or [[Folk_(Action)#Fantasy_Races|species]]). | ||
+ | |||
+ | You can read the surface thoughts of a creature you can see eavesdrop on telepathic communication. {{ : Scry (Action)}} | ||
===Astral Quest=== | ===Astral Quest=== | ||
Limit Break | Limit Break | ||
− | You leave your body behind and enter astral space, the land of dreams and spirits. While on an astral quest, your body is in suspended animation; you do not need sustenance but | + | You leave your body behind and enter astral space, the land of dreams and spirits. Your spirit can instantaneously move to any area that is not warded against spirits. Range and speed are not a factor. {{ : Scry (Action) }} You can communicate with those you meet. |
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+ | While on an astral quest, your body is in suspended animation; you do not need sustenance but are helpless. Your spirit and body takes damage together, and you can end the astral quest as a Basic Action - unless you are in a particularly tricky situation of the GMs devising. | ||
− | Astral Quests usually done to seek information, but sometimes it is possible to affect physical reality by performing a quest on the astral plane. Such astral quests are filled with visions, inspirations and subconscious symbolism, but are not linear adventures in the normal fashion. The main use is to resolve | + | Astral Quests are usually done to seek information, but sometimes it is possible to affect physical reality by performing a quest on the astral plane. Such astral quests are filled with visions, inspirations and subconscious symbolism, but are not linear adventures in the normal fashion. The main use is to resolve some moral issue, personality issue, or to gain insight. In certain cases an astral quest can break a [[Curse (Action)|Curse]]. Sometimes, an astral quest can directly affect another person or even an object or place by changing the astral resonance, but such use is strictly a plot device for the gamemaster. A number of other people equal to your [[Mind (Action)|Mind]] can be taken along on this sort of quest. |
===Clairvoyance=== | ===Clairvoyance=== | ||
Basic Action | Basic Action | ||
− | You can tell what happens in well-known places, to friends or to people you hold a former body part of or an object dear to. You will get a brief vision, often very subjective. The power scans for strong psychic impressions; humdrum everyday events are harder to detect. Sometimes these visions randomly focus on an emotionally intense moment in the past or future. | + | You can tell what happens in well-known places, to friends or to people you hold a former body part of or an object dear to. You will get a brief vision, often very subjective. The power scans for strong psychic impressions; humdrum everyday events are harder to detect. Sometimes these visions randomly focus on an emotionally intense moment in the past or future. Range is not a factor. |
+ | {{ : Scry (Action)}} | ||
=== Dream Touch === | === Dream Touch === |
Latest revision as of 14:04, 9 October 2013
Templates for Action |
- Main article: Powers (Action)
Analyze Thoughts
Basic Action
You can sense active minds are present in an area. Make a skill roll and multiply the result by 10; this is the range in meters. You can focus on only a certain area or search only for a certain kind of mind (by creature type or species).
You can read the surface thoughts of a creature you can see eavesdrop on telepathic communication. 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.
Astral Quest
Limit Break
You leave your body behind and enter astral space, the land of dreams and spirits. Your spirit can instantaneously move to any area that is not warded against spirits. Range and speed are 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. You can communicate with those you meet.
While on an astral quest, your body is in suspended animation; you do not need sustenance but are helpless. Your spirit and body takes damage together, and you can end the astral quest as a Basic Action - unless you are in a particularly tricky situation of the GMs devising.
Astral Quests are usually done to seek information, but sometimes it is possible to affect physical reality by performing a quest on the astral plane. Such astral quests are filled with visions, inspirations and subconscious symbolism, but are not linear adventures in the normal fashion. The main use is to resolve some moral issue, personality issue, or to gain insight. In certain cases an astral quest can break a Curse. Sometimes, an astral quest can directly affect another person or even an object or place by changing the astral resonance, but such use is strictly a plot device for the gamemaster. A number of other people equal to your Mind can be taken along on this sort of quest.
Clairvoyance
Basic Action
You can tell what happens in well-known places, to friends or to people you hold a former body part of or an object dear to. You will get a brief vision, often very subjective. The power scans for strong psychic impressions; humdrum everyday events are harder to detect. Sometimes these visions randomly focus on an emotionally intense moment in the past or future. 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.
Dream Touch
Limit Break
You can contact the mind of a dreamer, entering their dreams to communicate or even cause harm. If the target is not asleep at the time, the power fails. When it works, this allows you to use one other Mind Form powers against the target at any range. You must have a clear mental image of whoever you are trying to contact. The target will remember you when they awake, and will automatically awake after you harm them.
Mind Touch
Limit Break
You reach out to touch the mind of another creature. This allows you to use one other Mind Form powers against the target at any range. You must have a clear mental image of whoever you are trying to contact. The target feels a tentative mental contact and can sense who you are. It can refuse to acknowledge your mind touch, which makes the power fail.