Difference between revisions of "Mind Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
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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.
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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.
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Mind attacks are immaterial mental bolts and blades that can only hurt Intelligent and Sapient creatures.
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== Mind Power Effects ==
  
=== Animal Power Effects ===
 
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" width="100" |   '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Willpower''' ||align="center" with=20% |   '''Trauma'''  
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|align="center" | '''Action'''  
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|align="center" | '''Basic'''   <br> No minimum    <br> 4 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Master'''   <br> Minimum 4 Dice <br> 6 Stress
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|align="center" | '''Apex'''     <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can detect creatures and power use tied to your power.
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|valign="top"| '''Mind Monitor'''   <br> Detect Sapience and use of Mind powers.
|valign="top"| '''Dismiss''' <br> You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.  
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|valign="top"| '''Mindforge'''       <br> Dispel Mind.  
|valign="top"| '''Summon''' <br> You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
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|valign="top"| '''Invoke Ideal'''   <br> Assist a single roll or summon a hero.  
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of your power for a limited time.  
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|valign="top"| '''Parallel Portal''' <br> Portal to an alternate reality.  
  
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''Mental Mandate''' <br> Comprehensible command to Sapients.  
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Telepathy'''       <br> Communicate with sapiengents at range.
|valign="top"| '''Authority''' <br> You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
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|valign="top"| '''Mental Monarchy''' <br> Command Sapient creatures as a superior.  
|valign="top"| '''Enslave ''' <br> You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
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|valign="top"| '''Thought Thrall''' <br> Permanently bind sapient creatures.  
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Mask''' <br> You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''Pretend Persona''' <br> Assume and project a role.  
|valign="top"| '''Shapechange''' <br> You assume the form of another creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
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|valign="top"| '''Assume Aspect'''   <br> Assume the form of a humanoid.  
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Gift of Guise'''   <br> Assume Aspect a willing creature.  
|valign="top"| '''Wild Hunt''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Gift of Gab'''     <br> Increase intelligence.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Ride''' <br> If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.  
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|valign="top"| '''Psychic Saddle'''     <br> Ride any intelligent mount or vehicle.  
|valign="top"| '''Fine Local Control''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
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|valign="top"| '''Neural Needle'''       <br> Fine and potent melee psychic attack.
|valign="top"| '''Manipulate''' <br> You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
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|valign="top"| '''Cloud Consciousness''' <br> Reduce targets to reactive state.  
|valign="top"| '''Surge''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.  
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|valign="top"| '''Astral Assault'''     <br> Ready Astral Body for combat.  
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
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|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Track''' <br> You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
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|valign="top"| '''Trace Thought'''     <br> Focus on and track a specific thought.
|valign="top"| '''Fine Ranged Attack''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Mental Marksman'''   <br> Fine and potent ranged metal attack.
|valign="top"| '''Area attack''' <br> 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.
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|valign="top"| '''Astral Avatar'''     <br> Physically emerge out of astral space.  
|valign="top"| '''Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''Cognitive Cascade''' <br> Fine and potent psychic grenade.  
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Reconnaissance''' <br> You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
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|valign="top"| '''Crowd Camouflage''' <br> Hide in crowds.
|valign="top"| '''Maneuver''' <br> You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.  
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|valign="top"| '''Astral Ascent'''   <br> Detach astral body to scout.  
|valign="top"| '''Travel''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
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|valign="top"| '''Astral Adventure''' <br> Crew Crowd Camouflage and Astral Ascent.
|valign="top"| '''Transport''' <br> You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
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|valign="top"| '''Astral Anywhere''' <br> Send crew's astral bodies anywhere.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Skirmish Attack''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Mindfulness''' <br> Block Harm from Mind.  
|valign="top"| '''Fine Skirmish Attack''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Mind Melee'''   <br> Fine and potent mental melee attack.  
|valign="top"| '''Obstruction''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Mind Mantle''' <br> Negate scale in melee.
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Mind Mastery''' <br> Mind melee against all.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Analyze''' <br> You can identify objects and creatures that manifest your power and see the use of the abilities of your power.  
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|valign="top"| '''Identify Intellect'''     <br> Identify sapience and Mind powers.  
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Analyze Intellect'''       <br> Analyze sapience and Mind powers.
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Mind Meld'''               <br> Crew can enter astral space within a mind.
|valign="top"| '''Omniscience''' <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
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|valign="top"| '''Universal Understanding''' <br> Wide area Analyze Intellect.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''   
 
|align="left" valign="top" | '''Survey'''   
|valign="top"| '''Detect''' <br> You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''Thought Trace'''   <br> Sense manifestations of the mind power.
|valign="top"| '''Sensor''' <br> Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
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|valign="top"| '''Astral Assembly''' <br> Send astral body to an ally.  
|valign="top"| '''Scry''' <br> Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
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|valign="top"| '''Astral Audience''' <br> Send astral body to a creature or location.
|valign="top"| '''Omnipresence''' <br> You perceive from all objects manifesting your power at once over a wide area.  As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''Psychic Panorama''' <br> Perceive from many sapients at once.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Communicate''' <br> You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.  
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|valign="top"| '''Intellectual Intuition''' <br> Understand sapient creatures.  
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Intelligent Interpreter''' <br> Crew can communicate with sapience.
|valign="top"| '''Mesmerize''' <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
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|valign="top"| '''Eloquent Enchantment'''   <br> Suggestions to sapients.
|valign="top"| '''Inculcate'''   <br> You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. 
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|valign="top"| '''Cognitive Conversion'''   <br> Permanently change sapient minds.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''   
 
|align="left" valign="top" | '''Tinker'''   
|valign="top"| '''Handle''' <br>  You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
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|valign="top"| '''Automation'''       <br> Create simple automaton.  
|valign="top"| '''Shape''' <br> You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand or smoke.  
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|valign="top"| '''Create Cognition''' <br> Imbue intelligence in an object.  
|valign="top"| '''Create''' <br> You can create objects manifesting your power out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
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|valign="top"| '''Install Intellect''' <br> Imbue sapience in an object.
|valign="top"| '''Fabricate'''   <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''Mass Mind'''         <br> Mass Create Cognition.  
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''   
 
|align="left" valign="top" | '''Wreck'''   
|valign="top"| '''Jimmy''' <br> You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Disrupt Device''' <br> Mess with intelligence in items.  
|valign="top"| '''Smash''' <br> Similar to jimmy.  When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Sabotage System''' <br> Disable networked things.
|valign="top"| '''Disintegrate''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Silent Sabotage''' <br> Silent System Sabotage.
|valign="top"| '''Obliterate''' <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.   
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|valign="top"| '''Terminate Tech''' <br> Area Sabotage System.   
 
|}
 
|}
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== Expanded Mind Powers ==
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An important distinction for Mind powers is the difference between between Reactive, Intelligent, and Sapient creatures.
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'''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_Powers_(FiD)|Animal]] or an appropriate elemental form.
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'''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.
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'''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 sapients can also affect intelligent creatures.
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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.
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=== Attune ===
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Connect with the mental realm and harness psychic energies for powerful manifestations.
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The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violet, your position worsens.
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Unlike most forms, Mind does not have a class of supernatural creatures at its beck and call.
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Instead of spirits and elementals, Mind is linked to Folk.
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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.
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'''Mind Monitor'''
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Detect Sapience and the use of Mind powers.
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This can detect intelligence and sapience where you don't expect it, but is also useful to detect the use and effects of Mind powers.
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Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
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'''Mindforge'''
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Dispel Mind. Summon a spirit instructor.
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You can end the operation of a Mind ability.
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Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success effect creates an opening that makes the supported action potent. Full effect improves the position of the supported action. Critical success improves both position and effect.
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When used directly, the effect is usually standard, which causes an ongoing effect to crash.
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Against an opponent that uses power to fly or even breathe you can have a better effect.
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Poor targeting increases the needed effect.
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You can force any spirit to materialize at limited range; limited effect suffices in a melee, but if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers.
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'''Invoke Ideal'''
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Assist a single roll or summon a hero.
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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.
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These echoes don't themselves act, they inspire others to act more intelligently, which provides  assistance on a single roll. 
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You can summon a person from an alternate reality. This is often used to summon a hero in times of crisis.
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Unlike many other summon powers, this is usually cast blindly, hoping your mental image of who you need is sufficient.
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You have no control over the person summoned, but they will usually share your ethos.
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''Highly disruptive to the game, such a summon would compete for the limelight.
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''It does well as the backstory of a character that otherwise wouldn't fit the setting.
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'''Parallel Portal'''
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Portal to an alternate reality.
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You can create a portal that allows travel to and from another reality for a limited time.
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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.
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Mind has no plane of origin.
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There is the astral plane (see Prowl Mind), but that is not a full plane, it is only a mental projection of our world.
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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.
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=== Command ===
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Impose your will upon the minds of Sapient creatures.
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'''Mental Mandate'''
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Comprehensible command to Sapients.
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This is useful for intimidating and commanding foreign or alien sapient creatures. Combined with Sway: Communicate, it allows two-way communication.
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'''Telepathy'''
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Communicate with sapients at range.
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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, suitable for the Command skill.
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Either party can end the communication at any time.
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'''Mental Monarchy'''
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Command Sapient creatures as a superior.
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Sapients will see you as an officer, professional superior, alpha, or other leader type outranking them. This is essentially a fine attempt at communication, increasing your outcome compared to a normal attempt at Command. 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.
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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.
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'''Thought Thrall'''
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Permanently bind sapient creatures.
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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.
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=== Consort ===
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Adopt new roles and forms, or bestow them upon others.
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'''Pretend Persona'''
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Assume and project a role.
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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.
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You are acting the role so naturally that people will assume you are who you pretend to be.
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You can allow your crew to do this as an Advanced ability, but they use their own Consort action rating.
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'''Assume Aspect'''
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Assume the form of a humanoid.
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You take the form of a sapient creature.
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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.
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* Limited outcome allows transformation into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
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* Standard outcome can make you a generic creature, very hard to recognize as yourself.
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* Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
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'''Gift of Guise'''
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Assume Aspect a willing creature.
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You can shapechange a willing or helpless creature as Assume Aspect.
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The duration depends of the outcome.
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* Limited outcome is very temporary.
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* Standard outcome lasts for the duration of a score.
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* Great outcome lasts a long time and potentially become permanent, depending on the the story.
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If you also want to make the target unrecognizable, that requires additional outcome, see Assume Aspect.
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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.
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'''Gift of Gab'''
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Increase intelligence.
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This creates intelligence and the ability to communicate in a creature that lack it.
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This usually lasts for a score but can be made permanent as a long-term action.
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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.
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* Limited Effect can turn an intelligent creature sapient. 4 tick long term project to make it permanent.
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* Standard effect can make a reactive creature intelligent.  6 tick long term project to make it permanent.
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* Great effect can make a reactive creature sapient. 8 tick long term project to make it permanent.
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=== Finesse ===
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Utilize refined psychic control and mobility in both the physical and astral planes.
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'''Psychic Saddle'''
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Ride any intelligent mount or vehicle.
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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.
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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.
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'''Neural Needle'''
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Fine and potent melee psychic attack.
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You focus your mental power into a fine and potent close-range attack, similar in effect to a fine potent psychic dueling sword or pistol.
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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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Inflicts psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
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'''Cloud Consciousness
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Reduce targets to reactive state.
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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.
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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.
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* Limited Outcome: A few seconds.
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* Standard Outcome: About a minute.
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* Great Outcome: Remainder of score.
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'''Astral Assault'''
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Ready Astral Body for combat.
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When you project your astral body using Prowl: Astral Ascent or similar power, you can use Astral Assault to toughen your astral body.
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If your crew is astrally projected, they can also be fortified.
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When confronting another astral creature your body can fight just as it normally would.
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If fighting a spirit or a physical creature, effect is limited and the situation controlled.
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To attack a physical creature you need to become visible, but a physical creature needs a potent weapon to affect you at all.
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You cannot use ordinary weapons, but you can use potent weapons and powers, making them a part of your astral body.
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This includes mundane ranged weapons to use silver ammunition with.
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=== Hunt ===
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Track and attack targets using focused mental energy.
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'''Trace Thought'''
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Focus on and track a specific thought.
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You focus on a particular thought and vaguely sense and track creatures that share this thought.
 +
This works best (needs limited effect) 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 effect.
 +
The age of the tracks and the number of other minds that left similar traces acts as a higher tier, reducing your effect.
 +
 +
'''Mental Marksman'''
 +
Fine and potent ranged mental attack.
 +
 +
You can use your power to attack, similar in effect 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 materials. 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 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.
 +
 +
=== 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 even if you look or act different by mentally matching 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.
 +
An astral body 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 it and sends your consciousness back to your 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 the basic and advanced Prowl Mind powers.
 +
Each ally uses their own actions, including Prowl.
 +
 +
'''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.
 +
 +
=== Skirmish ===
 +
Engage in psychic combat, protecting and attacking with mental force.
 +
 +
'''Mindfulness'''
 +
Block harm from Mind.
 +
 +
Roll Skirmish when subject to Harm from Mind powers and similar mental attacks.
 +
This is your inherent resistance, it does not require any activity on your part.
 +
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
 +
 +
'''Mind Melee'''
 +
Fine and potent mental melee attack.
 +
 +
You can use the power as a close-range mental attack, similar in effect 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 effects usually suffices against something you touch which does not resist you.
 +
* Standard effect works against someone you could reach, but which resists you.
 +
* Great effect 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 effect required depends on the targets concealment.
 +
* Limited effect suffices for targets in clear line of sight.
 +
* Standard effect can penetrate concealment, sense those hiding behind corners, or far to points you can only barely see.
 +
* Great effect can look around behind walls and into hard cover.
 +
 +
'''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 Mindpowers 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.
 +
 +
Choose a location or creature. You send your astral body to that 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 effect works if it follows the target's existing impulses.
 +
* Standard effect can convince a target with no particular stake in the matter.
 +
* Great effect 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. Used together with Command: Mental Mandate, this allows full communication.
 +
 +
'''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 effect.
 +
* 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 a sapient. This power is permanent, but 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 more on plot and role-playing than 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 effect 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.
 +
Another way to make sapient items is to have a sapient spirit possess an intelligent item.
 +
 +
'''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 effect 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 effect, while a still and polished setting reduces effect.
 +
 +
* 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, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
 +
This destroys control functions, leaving the item whole but malfunctioning. Guns are duds, triggers make the shot miss, traps misfire or refuse to activate, alarms ring randomly. Devices can be repaired, but are usually out for the score.
 +
 +
Can also be used as a fine and potent mental damage to Intelligent and 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 central device 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 function properly until a moment of stress.
 +
A constant 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.

Latest revision as of 21:42, 27 November 2024

Fox in the DarkFox in the Dark logo
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Powers (FiD)Fox in the Dark logo

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
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
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 sapients 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 the use and effects of Mind powers.

Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).

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 effect creates an opening that makes the supported action potent. Full effect improves the position of the supported action. Critical success improves both position and effect. When used directly, the effect is usually standard, which causes an ongoing effect to crash. Against an opponent that uses power to fly or even breathe you can have a better effect. Poor targeting increases the needed effect.

You can force any spirit to materialize at limited range; limited effect suffices in a melee, but if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect 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.

This is useful for intimidating and commanding foreign or alien sapient creatures. Combined with Sway: Communicate, it allows two-way communication.

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, suitable for the Command skill. Either party can end the communication at any time.

Mental Monarchy Command Sapient creatures as a superior.

Sapients will see you as an officer, professional superior, alpha, or other leader type outranking them. This is essentially a fine attempt at communication, increasing your outcome compared to a normal attempt at Command. 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 and forms, 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 form you assume. Those familiar with you will recognize you.
  • Standard outcome can make you a generic creature, very hard to recognize as yourself.
  • Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.

Gift of Guise Assume Aspect a willing creature.

You can shapechange a willing or helpless creature as Assume Aspect. 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.

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.

  • Limited Effect can turn an intelligent creature sapient. 4 tick long term project to make it permanent.
  • Standard effect can make a reactive creature intelligent. 6 tick long term project to make it permanent.
  • Great effect can make a reactive creature sapient. 8 tick long term project to make it permanent.

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 in effect 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 effect) 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 effect. The age of the tracks and the number of other minds that left similar traces acts as a higher tier, reducing your effect.

Mental Marksman Fine and potent ranged mental attack.

You can use your power to attack, similar in effect 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 materials. 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 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.

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 even if you look or act different by mentally matching 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. An astral body 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 it and sends your consciousness back to your 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 the basic and advanced Prowl Mind powers. Each ally uses their own actions, including Prowl.

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.

Skirmish

Engage in psychic combat, protecting and attacking with mental force.

Mindfulness Block harm from Mind.

Roll Skirmish when subject to Harm from Mind powers and similar mental attacks. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Mind Melee Fine and potent mental melee attack.

You can use the power as a close-range mental attack, similar in effect 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 effects usually suffices against something you touch which does not resist you.
  • Standard effect works against someone you could reach, but which resists you.
  • Great effect 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 effect required depends on the targets concealment.

  • Limited effect suffices for targets in clear line of sight.
  • Standard effect can penetrate concealment, sense those hiding behind corners, or far to points you can only barely see.
  • Great effect can look around behind walls and into hard cover.

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 Mindpowers 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.

Choose a location or creature. You send your astral body to that 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 effect works if it follows the target's existing impulses.
  • Standard effect can convince a target with no particular stake in the matter.
  • Great effect 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. Used together with Command: Mental Mandate, this allows full communication.

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 effect.

  • 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 a sapient. This power is permanent, but 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 more on plot and role-playing than 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 effect 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. Another way to make sapient items is to have a sapient spirit possess an intelligent item.

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 effect 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 effect, while a still and polished setting reduces effect.

  • 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, that is their ability to react to the environment. Noisy and leaves the damaged object in place. This destroys control functions, leaving the item whole but malfunctioning. Guns are duds, triggers make the shot miss, traps misfire or refuse to activate, alarms ring randomly. Devices can be repaired, but are usually out for the score.

Can also be used as a fine and potent mental damage to Intelligent and 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 central device 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 function properly until a moment of stress. A constant 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.