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

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(Cleromancy)
(Zone of Revelation)
 
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Limit Break
 
Limit Break
  
You get a spiritual revelation about a topic decided upon before using this power; the reply comes in the form of a short sentence, poem, or possibly a dream or prophetic vision.  
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You get a spiritual revelation about a topic decided upon before using this power; the reply comes in the form of a short sentence, poem, or possibly a dream or prophetic vision. Range is irrelevant, but topics of spiritual import are generally easier to divine.  
 
{{ : Scry (Action)}}
 
{{ : Scry (Action)}}
  
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Limit Break
 
Limit Break
  
To use this power, you need a set of lots or tokens, each associated with a spiritual entity or creature. You also need one blank lot. To use the power, you randomly select one of them. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful Cleromancy will yield the blank lot.
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To use this power, you need a set of lots or tokens, each associated with a spiritual entity, creature, or ideal. You also need one blank lot. To use the power, you randomly select one of them. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful Cleromancy will yield the blank lot.
  
The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under shat divinity or spirits influence the answer lies.
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The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity or spirits influence the answer lies.
  
''Anwulf the norse rune-priests casts the runes to determine the fate of his lost father. He reads the links between the rune selected by lot and finds the relevant god is Heimdall; his father is involved in an intrigue. ''
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''Anwulf the norse rune-priests casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The [[GM]] knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdal. Had Loki been in the lot, this token would have been the most meaningful.''
  
The difficulty of the check is either 5 + the number of lots drawn from, or the [[Spot (Action)|Spot]] of whoever the divination is directed against.
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The difficulty of the check is either 5 + the number of lots drawn from, or the [[Spot (Action)|Spot]] of whoever the divination is directed against. whichever is higher. By adding more potential answers to the lot, you can gain more information but the divination becomes correspondingly harder.
  
 
=== Lore ===
 
=== Lore ===
 
Basic Action
 
Basic Action
  
Touching an object tells you how it was made and if there are any legends or stories it has been involved in you learn those. You can tell if it is imbued with power and what it is supposed to do in general terms. If it is tied to the [[Spiritual Origin (Action)| spiritual origin]], you can tell its exact abilities and history.
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Touching an object tells you how it was made and if there are any legends or stories it has been involved in you learn those. You can tell its exact abilities.
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{{: Meta Power (Action)}}
  
 
===Understand Miracle===
 
===Understand Miracle===
 
Basic Action
 
Basic Action
  
You can sense the presence of powers of the [[Spiritual Origin (Action)|Spiritual 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.
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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.
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{{: Meta Power (Action)}}
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=== Zone of Revelation ===
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Basic Action
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You create an area where the natural and the supernatural overlap, making living and/or supernatural presences that are normally hard to perceive obvious. The area is either a sphere with a radius equal to your [[Spot (Action)|Spot]] centered on you, or a sphere with a diameter equal to your [[Mind (Action)|Mind]] that you can create at a distance.
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Within this area, living creatures and power effects stand out clearly, and can be seen through smoke, fog or darkness (even supernatural darkness), but not through solid objects. Empathic traces of strongly emotional events can be discerned through study.
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This makes 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, Zone of Revelation gives no additional help.  
  
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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{{: Meta Power (Action)}}

Latest revision as of 21:44, 30 August 2013

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Main article: Powers (Action)

Commune

Limit Break

You get a spiritual revelation about a topic decided upon before using this power; the reply comes in the form of a short sentence, poem, or possibly a dream or prophetic vision. Range is irrelevant, but topics of spiritual import are generally easier to divine.

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.

Cleromancy

Limit Break

To use this power, you need a set of lots or tokens, each associated with a spiritual entity, creature, or ideal. You also need one blank lot. To use the power, you randomly select one of them. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful Cleromancy will yield the blank lot.

The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity or spirits influence the answer lies.

Anwulf the norse rune-priests casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdal. Had Loki been in the lot, this token would have been the most meaningful.

The difficulty of the check is either 5 + the number of lots drawn from, or the Spot of whoever the divination is directed against. whichever is higher. By adding more potential answers to the lot, you can gain more information but the divination becomes correspondingly harder.

Lore

Basic Action

Touching an object tells you how it was made and if there are any legends or stories it has been involved in you learn those. You can tell its exact abilities.

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.

Understand Miracle

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.

Zone of Revelation

Basic Action

You create an area where the natural and the supernatural overlap, making living and/or supernatural presences that are normally hard to perceive obvious. The area is either a sphere with a radius equal to your Spot centered on you, or a sphere with a diameter equal to your Mind that you can create at a distance.

Within this area, living creatures and power effects stand out clearly, and can be seen through smoke, fog or darkness (even supernatural darkness), but not through solid objects. Empathic traces of strongly emotional events can be discerned through study.

This makes 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, Zone of Revelation gives no additional help.

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.