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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|}
 
|}
  
== Expanded Water Powers ==
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== Expanded Mind Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical 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.
  
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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'''Mind Monitor'''
 
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''You can detect sentient creatures and use of mind powers.
'''Perceive:'''
 
''You can detect creatures and power use tied to your power.
 
 
 
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
 
Naturally, effect is reduced as the creature is more heavily obscured.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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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.
''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.
 
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
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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).  
The consequences of this depends entirely on what happens around you when you do it.
 
If a powerful creature resists being dispelled, its obviously dangerous.  
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.
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'''Mindforge'''
Most powers only dispel effects of their own power.  
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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.
Read this generously.  
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
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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.
The position is controlled, possibly risky if there are a lot of other dangers around.
 
Limited effect creates an opening that makes the supported action potent.  
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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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.
 
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.
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
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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.
 
 
'''Summon:'''
 
''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 score in itself.
 
 
 
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
 
This is usually a parallel world or plane of existence, dominated by your power.
 
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
 
 
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
 
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
 
 
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
 
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
 
 
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
 
 
 
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
 
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
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'''Summon Hero'''
An elemental is a simple creature totally dominated by its power.
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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.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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A common trope in the tradition of the Narnia books, this summons people form another world to help you.  
They can use sophisticated power effects and usually have an agenda of their own.
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Highly unpredictable, and rarely useful to player characters as such a summon would compete for the limelight.  
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
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It does well as the backstory of a character that otherwise wouldn't fit the setting.
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
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'''Parallel Plane'''
A fire dragon is impossibly large, flies, and breathes fire.
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''You can create a portal that allows travel to and from another reality for a limited time.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
 
 
Depending on your degree of effect the creature is willing to do different things.
 
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
 
 
 
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
 
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
 
 
 
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
 
 
 
The position is usually risky. The creature is being forced to serve and might lash out.
 
Typical consequences are:
 
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
 
 
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
 
 
 
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
 
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
 
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
 
 
 
'''Gate:'''
 
''You can create a portal that allows travel to and from the plane of your power for a limited time.
 
 
 
This is rarely useful, but can be under exceptional circumstances.
 
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
 
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
 
 
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.
 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
 
 
Using a gate is usually played out as a score, which means there is an engagement roll.
 
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
 
=== Command ===
 
=== Command ===
Command creatures based on your power with communication and authority.
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'''Mental Mandate'''
Position and effect is determined normally, depending ion the situation and your relation to listeners.
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''You can command intelligent creatures even if normally couldn't, but you cannot understand them.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
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This allows you to issue telepathic commands to intelligent creatures, allowing use of the action across language and cultural barriers.
''You can make creatures understand you, but you do not understand them.
 
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
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'''Telepathy'''
Combined with the basic power of Sway allows two-way communication.
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''You can communicate with intelligent creatures at range.
  
'''Translate:'''
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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.
You and allies can communicate with creatures based on your power.
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You can communicate with the commander of a vehicle or installation as long as you can see the exterior.
This allows full conversation with creatures of the power.  
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The communication is simple and direct, suitable for the Command skill.  
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
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'''Mental Monarchy'''
''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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''You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
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Much like Telepathy, and your projected thoughts carry extra weight, as if issued by an authority targets respect
Creatures of the relevant type will understand your orders.
 
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
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'''Thought Thrall'''
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
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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.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
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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.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
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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.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
 
 
'''Enslave:'''
 
''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.
 
 
 
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
 
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
 
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
 
=== Consort ===
 
=== Consort ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
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'''Pretend Persona'''
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
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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.
  
'''Mask:'''
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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.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
  
You do not physically change yourself, you accessorize and change your outfit.
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'''Assume Aspect'''
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
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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.
  
'''Shapechange:'''
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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.  
''You assume the form of another creature that manifests your power. 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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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.
  
This is a true physical transmutation.
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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.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
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Standard effect can make you a generic creature, very hard to recognize as yourself.
This can give you new abilities, but these are things you could already do using the same power.
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Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
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'''Gift of Guise'''
You rating in the improved action increases by one.
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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.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
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This is Assume Aspect used on another. The effect needed depends on their similarity to the new form.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
 
  
'''Transform:'''
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'''Gift of Gab'''
''You can shapechange a willing or helpless creature 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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''You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
  
This is the shapechange power applied to another creature.  
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This creates intelligence and the ability to communicate in a creature or object that lacks it.  
The duration depends of the effect, limited effect is very temporary, more of a warning.
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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.
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
 
 
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
 
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
 
 
'''Wild Hunt:'''
 
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
 
 
 
This is where Consort becomes a combination of the Shapechange and Summon power effects.
 
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
 
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
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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.
'''Ride:'''
 
''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.
 
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
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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.  
  
'''Duel:'''
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'''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, or you can give your friends the Ride ability for the duration of a score.
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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.
  
What this actually does depends on the power used.
 
Fire burns, wind slices, ice pieces or freezes, and so on.
 
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
 
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.
 
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.
  
'''Manipulate:'''
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'''Neural Nudge'''
''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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''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.
  
This allows you to manipulate small amounts of matter governed by your power.  
+
You send a very short and precise order, often only affecting a small part of the target's body.  
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
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.  
  
'''Surge:'''
+
'''Psyche Surge'''
''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.
+
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
  
You create ans use weapon like Duel above, and also create distractions.
+
This is Neural Needle, but with scale.
The effect is like having a number of trusty but entirely defensive allies in the fight.
 
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
'''Trace Thought'''
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
+
''You can focus on a particular thought and vaguely sense and track creatures that share this thought.
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
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.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
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.
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
'''Mental Marksman'''
 +
''You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
  
'''Potent Snipe:'''
+
Using an attack power is much the same as shooting a weapon, no more, no less.
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Inflicts psychic damage, which is fine against intelligent creatures but weak against animals and automatons.
  
The effect of this action varies depending on the nature of your power.
+
'''Cloud Consciousness'''
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
''Targets lose their focus and sense of location, as if just waking up.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
If what to do is obvious, they will quickly do it.
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
But if things are calm, they need some time to orient themselves, which creates an opening for you to act.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
Limited effect suffices for a single target. Great effect can affect more than a dozen people all at once.
Environmental Control does not inflict any direct damage.
 
  
'''Area Attack:'''
+
'''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.
 
''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.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
Mental Marksman with scale.
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
'''Crowd Camouflage'''
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
+
''You can hide in crowds.
  
'''Reconnaissance:'''
+
You can hide in a crowd even if you look or act different by mentally matching the people around you.
''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.
 
  
This provides you cover to hide in places you ordinarily could not.
+
'''Astral Ascent'''
Where you can use this is explained in each specific power.
+
''You can detach your astral body to scout.
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
You can both see, hear, and speak through your astral projection.
''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.
+
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
  
Again, each power will explain how it can use this mobility.
+
'''Astral Adventure'''
Your friends and allies cannot use this unless you employ Travel, which is described later
+
''You and allies can use Crowd Camouflage and Astral Ascent.
  
'''Travel:'''
+
You can include allies when using the basic Prowl Mind powers.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Each ally uses their own Prowl action.
  
Now you and your allies can Prowl in places where your power is at home.
+
'''Astral Gateway'''
They still use their own Prowl action.
+
''You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
  
'''Transport:'''
+
Entering others' dreams or psyche can affect them in subtle way, planting ideas, reinforcing fears, or helping to heal mental issues.  
''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.
+
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.
  
How and where you use this is explained in each power.
+
Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter.  
This takes you to places you are familiar with.
+
An expedition into such an astral realm can be a score in its own right.
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
'''Mental Melee'''
 
+
''You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.
'''Skirmish Attack:'''
 
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
 
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
All Mind attacks do psychic damage, which is fine against intelligent creatures but weak against animals and automatons.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
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.
 
  
'''Fine Skirmish Attack:'''
+
'''Psychic Strike'''
 
''Same as Skirmish Attack, except the weapon is fine and potent.
 
''Same as Skirmish Attack, except the weapon is fine and potent.
  
'''Obstruction:'''
+
'''Cognitive Cover'''
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
''Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
This overcomes scale but attacks only single opponents.
The effect is to deny your enemies the advantage of numbers.
 
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
'''Mental Storm'''
 
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
''Your power strikes out in all directions, attacking all enemies in a wide area.
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
This overcomes and attacks multiple opponents.
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
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.
  
'''Analyze:'''
+
'''Identify Intellect'''
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
''You can identify intelligent objects and creatures.
  
'''Research:'''
+
This basic ability lets you see if something houses an intelligence, and a simple evaluation, is this an automaton, sapient, or even sentient?
''You know the powers and abilities of something you analyze.
+
If you are familiar with its type, such as "human", you can identify it as such.
  
'''Hindsight:'''
+
'''Analyze Intellect'''
''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.
+
''You learn the powers and abilities of a mind or Mind powers.
  
'''Omniscience:'''
+
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.
''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.
+
 
 +
'''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 ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
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.
  
'''Detect:'''
+
'''Astral Audience'''
''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 suffer.
+
''Choose a location or creature. You send your astral body to that location.
  
'''Sensor:'''
+
Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.
''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.
 
  
'''Scry:'''
+
'''Psychic Panorama'''
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
''You perceive from all intelligent creatures at once over a wide area.
  
'''Omnipresence:'''
+
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.
''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.
 
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Sway Mind is subtle and useful for persuading people and other intelligences.  
Sway creatures based on your power with persuasion and cajoling.
+
Sway powers use soft, persuasive arguments rather than the dictates of the command action.  
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
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.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
 
 +
'''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.
 
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.
  
'''Translate:'''
+
'''Intelligent Interpreter'''
''You and allies can communicate with creatures based on your power.
+
''You and allies can communicate with intelligent creatures.
 
 
This allows you to use the Sway power to its full effect.
 
You are still wheedling unless you also use Command the advanced Command effect.
 
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
This allows the full range of the Sway action, overcoming barriers of culture and language.
  
'''Mesmerize:'''
+
'''Eloquent Enchantment'''
''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.
+
''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.
 
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.
 
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.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
+
Common suggestions include stealing something, attacking someone, or ignoring an event.  
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.  
+
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.
 
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.
  
'''Inculcate:'''
+
'''Cognitive Conversion'''
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
''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.
+
This changes the target on a deep level, changing their loyalties and priorities. '
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
Exceptional creatures and exceptional circumstances can break this change, depending more on plot and role-playing than die rolls.
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Mind tinkering is about automation and intelligence in objects.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
This benefits greatly when combined with other powers to make devices for this intelligence to control.
  
'''Handle:'''
+
The effect determines the effectiveness of your construction, but also how long it will last.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
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.
  
This mainly substitutes for tools, up to a small workshop.
+
'''Automation'''
You are also protected from any dangerous effects of working with the elements of your power.
+
''You imbue mind into objects. Create simple triggers, like a push button, to rigger one or more devices
  
'''Shape:'''
+
This allows machines to do a sequence of actions with the push of a single button or single trigger.
''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.
+
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.
  
You can now do more than normal craft could do.
+
'''Create Cognition'''
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
+
''You can imbue limited intelligence in an object, allowing it to sense and react a situation nearby.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
You can do much more complex traps and machines that interpret and react to events.
The effect determines the effectiveness of your construction, but also how long it will last.
+
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.  
Devices that are more powerful are harder to contain, and thus wont last as long.  
+
This is about the same intelligence that a desktop computer with some sensors attached.  
Most shaping 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.
+
In addition to controlling whatever mechanism it is attached to, it can send a mental alarm to person(s) attuned to the machine.
  
'''Create:'''
+
'''Install Intellect'''
''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.
+
''You can imbue limited intelligence able to hold simple conversations. Combined with Attune Mind: Mindforge you can make sentient items.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
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.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
'''Mass Mind'''
The result will maintain its form as if affected by the Shape ability.
+
''This is similar to create, above, but you mass produce intelligent objects, even a set of different objects.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
This allows the simultaneous creation of a small army of intelligent machines.
''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.
 
  
Pretty self-explanatory, this is Create on a larger scale.
+
=== Wreck ===
This is useful for equipping a large band or building something large out of nothing.
+
Wreck Mind works differently from most other wrecking powers.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
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.
  
=== Wreck ===
+
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
Destroy, dismantle, and obliterate objects made of stuff related to your power.
 
  
'''Jimmy:'''
+
'''Disrupt Device'''
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
''You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
  
Just as crude as it sounds.  
+
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.  
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
'''Sabotage System'''
''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.
+
''Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
Introduce new and interesting flaws in larger systems, like ships and buildings.  
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
 
  
'''Disintegrate:'''
+
'''Silent Sabotage'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
''Similar to Sabotage System, but destroyed are disabled silently and respond maliciously to repairs.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
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!
You also leave less traces, as what you wreck disappears.  
 
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
'''Terminate Tech'''
''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.
+
''Similar to Sabotage System, but over a large area.  
  
Rather straightforward, this just scales things up.
+
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

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

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.