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}}
 
Mind delves into sentience 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 sentient creatures and even intelligent objects like control devices all the way up to sentient AI.  
 
Mind delves into sentience 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 sentient creatures and even intelligent objects like control devices all the way up to sentient AI.  
  
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Mind attacks are mental bolts and blades that can only hurt sentient creatures.
 
Mind attacks are mental bolts and blades that can only hurt sentient creatures.
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== Mind Power Effects ==
  
 
{| class="wikitable"  
 
{| class="wikitable"  
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|-
 
|-
 
|align="left" valign="top" | '''Command'''   
 
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Mental Mandate''' <br> You can command intelligent creatures even if normally couldn't, but you cannot understand them.  
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|valign="top"| '''Mental Mandate''' <br> You can command intelligent creatures even if normally couldn't, but you cannot understand them.  
|valign="top"| '''Psyche Parley'''   <br> You and allies can communicate with intelligent creatures.
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|valign="top"| '''Telepathy'''       <br> ''You can communicate with intelligent creatures at range..
|valign="top"| '''Mental Monarchy'''   <br> You can give commands to intelligent creatures 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> You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
|valign="top"| '''Thought Thrall'''   <br> You can permanently bind intelligent 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> You can permanently bind intelligent 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.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
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|valign="top"| '''Trace Thought'''              <br>  You can focus on a particular thought and vaguely sense and track creatures that share this thought.
 
|valign="top"| '''Trace Thought'''              <br>  You can focus on a particular thought and vaguely sense and track creatures that share this thought.
 
|valign="top"| '''Mental Marksman''' <br>  You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
 
|valign="top"| '''Mental Marksman''' <br>  You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
|valign="top"| '''Cognitive Cascade'''        <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"| '''Cloud Consciousness'''            <br> Targets lose their sense of location and purpose, as if just waking up. 
|valign="top"| '''Cognitive Cataclysm'''            <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and intelligent creature in a wide area. 
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|valign="top"| '''Cognitive Cascade'''        <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.  
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''   
 
|align="left" valign="top" | '''Prowl'''   
|valign="top"| '''Psychic Pursuit'''  <br> You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible.
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|valign="top"| '''Crowd Camouflage'''  <br> You can hide in crowds.
|valign="top"| '''Astral Ascent'''  <br> You can detach your astral body, which is immaterial, transparent, and can hover. 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 takes no actions.  
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|valign="top"| '''Astral Ascent'''  <br> You can detach your astral body to scout.  
|valign="top"| '''Astral Adventure''' <br> You send your and allies' astral bodies to any location you know of or into the presence of any creature you know.
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|valign="top"| '''Astral Adventure''' <br> You and allies can use Crowd Camouflage and Astral Ascent.
 
|valign="top"| '''Astral Gateway'''  <br> You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
 
|valign="top"| '''Astral Gateway'''  <br> You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
 
|-
 
|-
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|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
 
|valign="top"| '''Identify Intellect'''      <br> You can identify intelligent objects and creatures.  
 
|valign="top"| '''Identify Intellect'''      <br> You can identify intelligent objects and creatures.  
|valign="top"| '''Analyze Intellect'''      <br> You learn the powers and abilities of something you analyze.
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|valign="top"| '''Analyze Intellect'''      <br> You learn the powers and abilities of a mind or Mind powers.
|valign="top"| '''Past Perception'''         <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> You enter the mind of a creature to read its thoughts and memories.
|valign="top"| '''Universal Understanding''' <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> Analyze every Mind in a wide area. You can then use Past Perception on some of these targets.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''   
 
|align="left" valign="top" | '''Survey'''   
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|valign="top"| '''Terminate Tech'''  <br> Similar to Sabotage System, but over a large area. This can negate control devices over a large area, forcing everyone to rely on manual handling of objects.   
 
|valign="top"| '''Terminate Tech'''  <br> Similar to Sabotage System, but over a large area. This can negate control devices over a large area, forcing everyone to rely on manual handling of objects.   
 
|}
 
|}
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== Expanded Mind Powers ==
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Mind can detect, influence, communicate with, and even create intelligence.
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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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=== Attune ===
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'''Mind Monitor'''
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''You can detect sentient creatures and use of mind powers.
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This can detect thinking creatures that you cannot see and disguised or bestial intelligent creatures, 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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''You can end the operation of a mind ability. You can summon a spirit skilled in a particular action. These are not creatures, their advice gives +1d on their chosen action.
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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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The spirits summoned here don't themselves act, they inspire others to act more intelligently, which provides an extra die for one roll, in addition to normal assistance. You cannot both use this and assistance on the same roll.
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'''Summon Hero'''
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''You can summon folk from other planes, which is usually alternate realities. This is used to summon heroes in times of crisis. Learning who to summon may require study or be a score in itself.
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A common trope in the tradition of the Narnia books, this summons people form another world to help you.
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Highly unpredictable, and rarely useful to player characters as 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 Plane'''
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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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=== Command ===
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'''Mental Mandate'''
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''You can command intelligent creatures even if normally couldn't, but you cannot understand them.
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This allows you to issue telepathic commands to intelligent creatures, allowing use of the action across language and cultural barriers.
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'''Telepathy'''
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''You can communicate with intelligent creatures at range.
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Telepathy allows communication over vast distances as long as you know the target, and a line-of-sight even if you do not.
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You can communicate with the commander of a vehicle or installation as long as you can see the exterior.
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The communication is simple and direct, suitable for the Command skill.
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'''Mental Monarchy'''
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''You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
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Much like Telepathy, and your projected thoughts carry extra weight, as if issued by an authority targets respect
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'''Thought Thrall'''
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''You can permanently bind intelligent 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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They will stay in one location and act according to your instructions, like very loyal and literal-minded goons, unless affected by other powers.
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This won’t work unless you are already in a position of power. The effect is similar to Mental Monarchy but potentially permanent. A creature under your enemies' care may break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.
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=== Consort ===
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'''Pretend Persona'''
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''You can assume an identity and reflect it in your actions, such as a healer, noble, merchant, etc. This changes the impression you give, without changing your appearance.
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This makes Consort actions potent and can explain away a lack of a disguise—you are acting the role so naturally that people will just assume you are on leave rather than an imposter.
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'''Assume Aspect'''
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''You assume the form of a normal humanoid, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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You take the form of an intelligent social creature, such as a human and whatever else can be emancipated in your world.
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This is an actual physical transformation, but it can also change your thought patters, giving you abilities you do not normally have, which explains how your action values change.
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With limited effect you can transform into yourself like you would have been, had you grown up as an the people whose form you assume. Those familiar with you will recognize you.
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Standard effect can make you a generic creature, very hard to recognize as yourself.
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Great effect 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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''You can shapechange a willing or helpless creature into any humanoid. This can be a curse; it can be broken, but it is not easy. You can easily break the effect.
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This is Assume Aspect used on another. The effect needed depends on their similarity to the new form.
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'''Gift of Gab'''
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''You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
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This creates intelligence and the ability to communicate in a creature or object that lacks it.
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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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=== Finesse ===
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'''Psychic Saddle'''
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''If there is an intelligent (but not sentient) 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.
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It might work on smart vehicles depending on how the setting regards machine intelligence.
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'''Neural Needle'''
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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 intelligent creatures but weak against animals and automatons.
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'''Neural Nudge'''
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''You can do fine manipulation of the power, allowing you to send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.
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You send a very short and precise order, often only affecting a small part of the target's body.
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Can make an intelligent target push a button or trigger, open or close a door, lose Ballance of themselves or a vehicle they drive and similar small and immediate actions. Great effect can make the target change what it is doing, limited effect makes them do small and inconsequential things.
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'''Psyche Surge'''
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''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
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This is Neural Needle, but with scale.
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=== Hunt ===
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'''Trace Thought'''
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''You can focus on a particular thought and vaguely sense and track creatures that share this thought.
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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.
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A target that is whimsical, asleep, or in a varied social setting requires great effect.
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The age of the tracks and the number of other minds that left similar traces acts as a higher tier, reducing your effect.
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'''Mental Marksman'''
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''You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
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Using an attack power is much the same as shooting a weapon, no more, no less.
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Inflicts psychic damage, which is fine against intelligent creatures but weak against animals and automatons.
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'''Cloud Consciousness'''
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''Targets lose their focus and sense of location, as if just waking up.
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If what to do is obvious, they will quickly do it.
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But if things are calm, they need some time to orient themselves, which creates an opening for you to act.
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Limited effect suffices for a single target. Great effect can affect more than a dozen people all at once.
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'''Cognitive Cascade'''
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''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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Mental Marksman with scale.
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=== Prowl ===
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'''Crowd Camouflage'''
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''You can hide in crowds.
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You can hide in a crowd even if you look or act different by mentally matching the people around you.
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'''Astral Ascent'''
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''You can detach your astral body to scout.
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You can both see, hear, and speak through your astral projection.
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Your astral body is immaterial, transparent, and can hover at walking speed.
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Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the location.
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An astral body is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light.
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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 takes no actions
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'''Astral Adventure'''
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''You and allies can use Crowd Camouflage and Astral Ascent.
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You can include allies when using the basic Prowl Mind powers.
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Each ally uses their own Prowl action.
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'''Astral Gateway'''
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''You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
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Entering others' dreams or psyche can affect them in subtle way, planting ideas, reinforcing fears, or helping to heal mental issues.
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It is also possible to find consensual dreamlands, places that manifest the hopes, fears, and desires of groups of people.
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In such a place you can change the mood of an entire group.
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These are usually long-term projects.
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Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter.
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An expedition into such an astral realm can be a score in its own right.
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=== Skirmish ===
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'''Mental Melee'''
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''You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.
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All Mind attacks do psychic damage, which is fine against intelligent creatures but weak against animals and automatons.
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'''Psychic Strike'''
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''Same as Skirmish Attack, except the weapon is fine and potent.
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'''Cognitive Cover'''
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''Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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This overcomes scale but attacks only single opponents.
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'''Mental Storm'''
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''Your power strikes out in all directions, attacking all enemies in a wide area.
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This overcomes and attacks multiple opponents.
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=== Study ===
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Study digs into the details of intelligence and Mind powers.
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Limited effects usually suffices against something you touch which does not resist you.
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Standard effect works against someone you could reach, but which resists you.
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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.
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Alien minds new to you are harder to analyze.
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'''Identify Intellect'''
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''You can identify intelligent objects and creatures.
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This basic ability lets you see if something houses an intelligence, and a simple evaluation, is this an automaton, sapient, or even sentient?
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If you are familiar with its type, such as "human", you can identify it as such.
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'''Analyze Intellect'''
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''You learn the powers and abilities of a mind or Mind powers.
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A more thorough analysis, including what Mind powers are present and what an intelligent creature is good or bad at and its basic motivations, like hunger, hatred, love, or curiosity and what these motivations is directed at.
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'''Mind Meld'''
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''You enter the mind of a creature to read its thoughts and memories.
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This allows you to read thoughts, memories, and motivations, giving a picture of the target's personality.
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You read memories based on association, which makes the information you find somewhat random.
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You can probe to learn the target's relations and objectives towards something specific.
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Finding more obscure memories and attitudes is random and time consuming.
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'''Universal Understanding'''
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''Analyze every Mind in a wide area. You can then use Past Perception on some of these targets.
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Godlike perception giving you an insight on every person in the vicinity and the ability to dive into some of them, using Mind Meld at range.
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=== Survey ===
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The effect required depends on the targets concealment.
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Limited effect suffices for targets in clear line of sight.
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Standard effect can penetrate concealment, sense those hiding behind corners, or far to points you can only barely see.
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Great effect can look around behind walls and into hard cover.
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'''Thought Trace'''
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''You can sense manifestations of the minds or Mind powers at a distance.
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You can recognize minds you are familiar with and sense if something is familiar or alien, but that is about it.
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'''Astral Assembly'''
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''Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent.
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As an astral body is easily destroyed, gaining more than a glimpse of the location may depend on a Prowl action.
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'''Astral Audience'''
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''Choose a location or creature. You send your astral body to that location.
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Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.
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'''Psychic Panorama'''
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''You perceive from all intelligent creatures at once over a wide area.
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You Thought Trace all points you have line-of-sight to, and then from there what your effect allows to see into concealment and cover.
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=== Sway ===
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Sway Mind is subtle and useful for persuading people and other intelligences.
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Sway powers use soft, persuasive arguments rather than the dictates of the command action.
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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 top affect ten or so targets, as long as they are in a group.
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'''Intellectual Intuition'''
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''You can understand intelligent creatures even if normally couldn't, and gauge their motivations.
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This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
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'''Intelligent Interpreter'''
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''You and allies can communicate with intelligent creatures.
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This allows the full range of the Sway action, overcoming barriers of culture and language.
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'''Eloquent Enchantment'''
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''You implant suggestions in the minds of intelligent creatures, which will be triggered under conditions you set. This power is subtle until it triggers.
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Essentially this is an attempt to Sway with two advantages.
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The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
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Common suggestions include stealing something, attacking someone, or ignoring an event.
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Besides the normal challenges of Sway powers, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
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Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
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'''Cognitive Conversion'''
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''You change the personality and motivations an intelligent creature. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
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This changes the target on a deep level, changing their loyalties and priorities. '
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Exceptional creatures and exceptional circumstances can break this change, depending more on plot and role-playing than die rolls.
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=== Tinker ===
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Mind tinkering is about automation and intelligence in objects.
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This benefits greatly when combined with other powers to make devices for this intelligence to control.
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The effect determines the effectiveness of your construction, but also how long it will last.
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Devices that are more powerful are harder to contain, and thus wont last as long.
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Most tinkering will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
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Long lasting or permanent effects are long-time downtime projects.
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The position depends on how quiet your workplace is and how much time you have to work with.
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'''Automation'''
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''You imbue mind into objects. Create simple triggers, like a push button, to rigger one or more devices
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This allows machines to do a sequence of actions with the push of a single button or single trigger.
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Any precision must be supplied from the outside or be set when the device is made.
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This is often used for traps, but also for simple things like vending machines and penny arcades.
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This allows clockwork complexity in devices without the skill and time that mundane clockwork requires.
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'''Create Cognition'''
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''You can imbue limited intelligence in an object, allowing it to sense and react a situation nearby.
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You can do much more complex traps and machines that interpret and react to events.
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It cannot distinguish individuals, but can identify species, gender, uniforms, and the like and react to such information. It can also act if it is idle for a set time.
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This is about the same intelligence that a desktop computer with some sensors attached.
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In addition to controlling whatever mechanism it is attached to, it can send a mental alarm to person(s) attuned to the machine.
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'''Install Intellect'''
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''You can imbue limited intelligence able to hold simple conversations. Combined with Attune Mind: Mindforge you can make sentient items.
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This has the intelligence of an intelligent animal and can hold simple conversations and run complex devices such as a gun or vehicle. It is not able to improvise and figure out new things without instruction.
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'''Mass Mind'''
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''This is similar to create, above, but you mass produce intelligent objects, even a set of different objects.
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This allows the simultaneous creation of a small army of intelligent machines.
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=== Wreck ===
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Wreck Mind works differently from most other wrecking powers.
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The effect needed depends on the complexity of the device to be wrecked, with more complex devices being easier to break.
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A cutting-edge device or one with with the latest addons require only limited effect.
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A simple device like a bow or winch requires great effect.
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A device with no moving parts, like a sword or hammer, cannot be jinxed.
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A very busy and dangerous setting adds to your effect, while a still and polished setting reduces effect.
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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
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'''Disrupt Device'''
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''You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
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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. Simple devices can be repaired, but are usually out for the score.
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'''Sabotage System'''
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''Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.
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Introduce new and interesting flaws in larger systems, like ships and buildings.
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'''Silent Sabotage'''
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''Similar to Sabotage System, but destroyed are disabled silently and respond maliciously to repairs.
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Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected. Can function properly until a moment of stress. This is a constant battle between Tinker and Wreck!
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'''Terminate Tech'''
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''Similar to Sabotage System, but over a large area.
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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 20:42, 14 June 2024

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Mind delves into sentience 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 sentient creatures and even intelligent objects like control devices all the way up to sentient 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. It can exist independently of life, in machines and undead.

Mind attacks are mental bolts and blades that can only hurt sentient creatures.

Mind Power Effects

Action Basic
No minimum
3 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
7 Stress
Apex
Minimum 6 Dice
13 Stress
Attune Mind Monitor
You can detect sentient creatures and use of mind powers.
Mindforge
You can end the operation of a mind ability. You can summon an spirit skilled in a particular action. These are not creatures, their advice gives +1d on their chosen action.
Summon Hero
You can summon folk from other planes, which is usually alternate realities. This is used to summon heroes in times of crisis. Learning who to summon may require study or be a a score in itself.
Parallel Plane
You can create a portal that allows travel to and from another reality for a limited time.
Command Mental Mandate
You can command intelligent creatures even if normally couldn't, but you cannot understand them.
Telepathy
You can communicate with intelligent creatures at range..
Mental Monarchy
You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Thought Thrall
You can permanently bind intelligent 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.
Consort Pretend Persona
You can an assume an identity and reflect it in your actions, such as a healer, noble, merchant etc. This the impression you give without changing your appearance.
Assume Aspect
You assume the form of a normal humanoid, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
Gift of Guise
You can shapechange a willing or helpless creatures into any humanoid. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
Gift of Gab
You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
Finesse Psychic Saddle
If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
Neural Needle
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
Neural Nudge
You can do fine manipulation of the power, allowing you to do send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.
Psyche Surge
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Trace Thought
You can focus on a particular thought and vaguely sense and track creatures that share this thought.
Mental Marksman
You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
Cloud Consciousness
Targets lose their sense of location and purpose, as if just waking up.
Cognitive Cascade
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 Crowd Camouflage
You can hide in crowds.
Astral Ascent
You can detach your astral body to scout.
Astral Adventure
You and allies can use Crowd Camouflage and Astral Ascent.
Astral Gateway
You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
Skirmish Mental Melee
You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.
Psychic Strike
Same as Skirmish Attack, except the weapon is fine and potent.
Cognitive Cover
Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Mental Storm
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Identify Intellect
You can identify intelligent objects and creatures.
Analyze Intellect
You learn the powers and abilities of a mind or Mind powers.
Mind Meld
You enter the mind of a creature to read its thoughts and memories.
Universal Understanding
Analyze every Mind in a wide area. You can then use Past Perception on some of these targets.
Survey Thought Trace
You can sense manifestations of the mind 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.
Astral Assembly
Choose an ally; you can send your astral body to their location. See prowl: Astral Ascent.
Astral Audience
Choose a location or creature. You send your astral body to that location.
Psychic Panorama
You perceive from all intelligent creatures at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
Sway Intellectual Intuition
You can understand intelligent creatures even if normally couldn't, and gauge their motivations.
Intelligent Interpreter
You and allies can communicate with intelligent creatures.
Eloquent Enchantment
You can post suggestions in the mind of intelligent creatures, 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.
Cognitive Conversion
You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
Tinker Automation
You imbue mind into objects. Handle can create simple triggers, like a push button.
Create Cognition
You can imbue limited intelligence in an object, allowing it to sense a situation nearby and react by directing whatever abilities the item may have or send a mental alarm.
Install Intellect
You can imbue limited intelligence able to hold simple conversations. With Attune: Mindforge you can make sentient items.
Mass Mind
This is similar to create, above, but you mass produce intelligent objects, even a set of different objects.
Wreck Disrupt Device
You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
Sabotage System
Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.
Silent Sabotage
Similar to Sabotage System, but destroyed targets are disabled silently or you can remove certain functions from them, such as the ability to sense you and allies.
Terminate Tech
Similar to Sabotage System, but over a large area. This can negate control devices over a large area, forcing everyone to rely on manual handling of objects.

Expanded Mind Powers

Mind can detect, influence, communicate with, and even create intelligence.

The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violet, your position worsens.

Attune

Mind Monitor You can detect sentient creatures and use of mind powers.

This can detect thinking creatures that you cannot see and disguised or bestial intelligent creatures, 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 You can end the operation of a mind ability. You can summon a spirit skilled in a particular action. These are not creatures, their advice gives +1d on their chosen action.

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.

The spirits summoned here don't themselves act, they inspire others to act more intelligently, which provides an extra die for one roll, in addition to normal assistance. You cannot both use this and assistance on the same roll.

Summon Hero You can summon folk from other planes, which is usually alternate realities. This is used to summon heroes in times of crisis. Learning who to summon may require study or be a score in itself.

A common trope in the tradition of the Narnia books, this summons people form another world to help you. Highly unpredictable, and rarely useful to player characters as 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 Plane You can create a portal that allows travel to and from another reality for a limited time.

Command

Mental Mandate You can command intelligent creatures even if normally couldn't, but you cannot understand them.

This allows you to issue telepathic commands to intelligent creatures, allowing use of the action across language and cultural barriers.

Telepathy You can communicate with intelligent creatures at range.

Telepathy allows communication over vast distances as long as you know the target, and a line-of-sight even if you do not. You can communicate with the commander of a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

Mental Monarchy You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.

Much like Telepathy, and your projected thoughts carry extra weight, as if issued by an authority targets respect

Thought Thrall You can permanently bind intelligent 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.

They will stay in one location and act according to your instructions, like very loyal and literal-minded goons, unless affected by other powers. This won’t work unless you are already in a position of power. The effect is similar to Mental Monarchy but potentially permanent. A creature under your enemies' care may break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.

Consort

Pretend Persona You can assume an identity and reflect it in your actions, such as a healer, noble, merchant, etc. This changes the impression you give, without changing your appearance.

This makes Consort actions potent and can explain away a lack of a disguise—you are acting the role so naturally that people will just assume you are on leave rather than an imposter.

Assume Aspect You assume the form of a normal humanoid, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.

You take the form of an intelligent social creature, such as a human and whatever else can be emancipated in your world. This is an actual physical transformation, but it can also change your thought patters, giving you abilities you do not normally have, which explains how your action values change.

With limited effect you can transform into yourself like you would have been, had you grown up as an the people whose form you assume. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Gift of Guise You can shapechange a willing or helpless creature into any humanoid. This can be a curse; it can be broken, but it is not easy. You can easily break the effect.

This is Assume Aspect used on another. The effect needed depends on their similarity to the new form.

Gift of Gab You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.

This creates intelligence and the ability to communicate in a creature or object that lacks it. 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.

Finesse

Psychic Saddle If there is an intelligent (but not sentient) 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 might work on smart vehicles depending on how the setting regards machine intelligence.

Neural Needle 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 intelligent creatures but weak against animals and automatons.

Neural Nudge You can do fine manipulation of the power, allowing you to send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.

You send a very short and precise order, often only affecting a small part of the target's body. Can make an intelligent target push a button or trigger, open or close a door, lose Ballance of themselves or a vehicle they drive and similar small and immediate actions. Great effect can make the target change what it is doing, limited effect makes them do small and inconsequential things.

Psyche Surge Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.

This is Neural Needle, but with scale.

Hunt

Trace Thought You can 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, asleep, or in a varied social setting 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 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. Inflicts psychic damage, which is fine against intelligent creatures but weak against animals and automatons.

Cloud Consciousness Targets lose their focus and sense of location, as if just waking up.

If what to do is obvious, they will quickly do it. But if things are calm, they need some time to orient themselves, which creates an opening for you to act.

Limited effect suffices for a single target. Great effect can affect more than a dozen people all at once.

Cognitive Cascade 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.

Mental Marksman with scale.

Prowl

Crowd Camouflage You can hide in crowds.

You can hide in a crowd even if you look or act different by mentally matching the people around you.

Astral Ascent You can detach your astral body to scout.

You can both see, hear, and speak through your astral projection. Your astral body is immaterial, transparent, and can hover at walking speed. Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the location. An astral body is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light. 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 takes no actions

Astral Adventure You and allies can use Crowd Camouflage and Astral Ascent.

You can include allies when using the basic Prowl Mind powers. Each ally uses their own Prowl action.

Astral Gateway You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.

Entering others' dreams or psyche can affect them in subtle way, planting ideas, reinforcing fears, or helping to heal mental issues. It is also possible to find consensual dreamlands, places that manifest the hopes, fears, and desires of groups of people. In such a place you can change the mood of an entire group. These are usually long-term projects.

Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter. An expedition into such an astral realm can be a score in its own right.

Skirmish

Mental Melee You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.

All Mind attacks do psychic damage, which is fine against intelligent creatures but weak against animals and automatons.

Psychic Strike Same as Skirmish Attack, except the weapon is fine and potent.

Cognitive Cover Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.

This overcomes scale but attacks only single opponents.

Mental Storm Your power strikes out in all directions, attacking all enemies in a wide area.

This overcomes and attacks multiple opponents.

Study

Study digs into the details of intelligence 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 You can identify intelligent objects and creatures.

This basic ability lets you see if something houses an intelligence, and a simple evaluation, is this an automaton, sapient, or even sentient? If you are familiar with its type, such as "human", you can identify it as such.

Analyze Intellect You learn the powers and abilities of a mind or Mind powers.

A more thorough analysis, including what Mind powers are present and what an intelligent creature is good or bad at and its basic motivations, like hunger, hatred, love, or curiosity and what these motivations is directed at.

Mind Meld You enter the mind of a creature to read its thoughts and memories.

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.

Universal Understanding Analyze every Mind in a wide area. You can then use Past Perception on some of these targets.

Godlike perception giving you an insight on every person in the vicinity and the ability to dive into some of them, using Mind Meld at range.

Survey

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 You can sense manifestations of the minds or Mind powers at a distance.

You can recognize minds you are familiar with and sense if something is familiar or alien, but that is about it.

Astral Assembly Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent.

As an astral body is easily destroyed, gaining more than a glimpse of the location may depend on a Prowl action.

Astral Audience Choose a location or creature. You send your astral body to that location.

Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.

Psychic Panorama You perceive from all intelligent creatures at once over a wide area.

You Thought Trace all points you have line-of-sight to, and then from there what your effect allows to see into concealment and cover.

Sway

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 top affect ten or so targets, as long as they are in a group.

Intellectual Intuition You can understand intelligent 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 the basic Command power, this allows full communication.

Intelligent Interpreter You and allies can communicate with intelligent creatures.

This allows the full range of the Sway action, overcoming barriers of culture and language.

Eloquent Enchantment You implant suggestions in the minds of intelligent 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, suggestions fade depending on your effect. Limited effect lasts in the immediate situation. Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.

Cognitive Conversion You change the personality and motivations an intelligent creature. 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

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 the effectiveness of your construction, but also how long it will last. Devices that are more powerful are harder to contain, and thus wont last as long. Most tinkering will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score. Long lasting or permanent effects are long-time downtime projects. The position depends on how quiet your workplace is and how much time you have to work with.

Automation You imbue mind into objects. Create simple triggers, like a push button, to rigger one or more devices

This allows machines to do a sequence of actions with the push of a single button or single trigger. Any precision must be supplied from the outside or be set when the device is made. This is often used for traps, but also for simple things like vending machines and penny arcades. This allows clockwork complexity in devices without the skill and time that mundane clockwork requires.

Create Cognition You can imbue limited intelligence in 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. It cannot distinguish individuals, but can identify species, gender, uniforms, and the like and react to such information. It can also act if it is idle for a set time. 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 You can imbue limited intelligence able to hold simple conversations. Combined with Attune Mind: Mindforge you can make sentient items.

This has the intelligence of an intelligent animal and can hold simple conversations and run complex devices such as a gun or vehicle. It is not able to improvise and figure out new things without instruction.

Mass Mind This is similar to create, above, but you mass produce intelligent objects, even a set of different objects.

This allows the simultaneous creation of a small army of intelligent machines.

Wreck

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 cutting-edge device or one with with the latest addons require only limited effect. A simple device like a bow or winch requires great effect. A device with no moving parts, like a sword or hammer, cannot be jinxed. A very busy and dangerous setting adds to your effect, while a still and polished setting reduces effect.

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 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. Simple devices can be repaired, but are usually out for the score.

Sabotage System Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.

Introduce new and interesting flaws in larger systems, like ships and buildings.

Silent Sabotage Similar to Sabotage System, but destroyed are disabled silently and respond maliciously to repairs.

Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected. Can function properly until a moment of stress. This is a constant battle between Tinker and Wreck!

Terminate Tech 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.