Difference between revisions of "Mind Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{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.  
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Mind delves into Sapience and intelligence. It is the power most associated with normal folk such as humans and alternate humans such as elves, orcs, social aliens, and other Sapient creatures and even intelligent objects like control devices all the way up to Sapient AI.  
  
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.
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Anthropomorphic man is the epitome of mind, a civilized being, part of a society, sapient and cultured if not necessarily human. It represents the end product of evolution and, by extension, ultimate intellect. Mind can also exist independently of life, in spirits, elementals, machines, and undead.
  
Mind attacks are mental bolts and blades that can only hurt sentient creatures.
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Mind attacks are immaterial mental bolts and blades that can only hurt Intelligent and Sapient creatures.
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== Mind Power Effects ==
  
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Mind Monitor''' <br> You can detect sentient creatures and use of mind powers.
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|valign="top"| '''Mind Monitor'''   <br> Detect Sapience and use of Mind powers.
|valign="top"| '''Mindforge''' <br> 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.  
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|valign="top"| '''Mindforge'''       <br> Dispel Mind.  
|valign="top"| '''Summon Hero'''    <br> 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.
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|valign="top"| '''Invoke Ideal'''    <br> Assist a single roll or summon a hero.  
|valign="top"| '''Parallel Plane'''     <br> You can create a portal that allows travel to and from another reality for a limited time.  
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|valign="top"| '''Parallel Portal''' <br> Portal to an alternate reality.  
  
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|align="left" valign="top" | '''Command'''  
|valign="top"| '''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> Comprehensible command to Sapients.  
|valign="top"| '''Psyche Parley'''   <br> You and allies can communicate with intelligent creatures.
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|valign="top"| '''Telepathy'''       <br> Communicate with sapiengents 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> Command Sapient creatures as a superior.  
|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> Permanently bind sapient creatures.  
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Pretend Persona''' <br> 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.  
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|valign="top"| '''Pretend Persona''' <br> Assume and project a role.  
|valign="top"| '''Assume Aspect'''  <br> You assume the form of a normal humanoid, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Assume Aspect'''  <br> Assume the form of a humanoid.  
|valign="top"| '''Gift of Guise'''  <br> 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.
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|valign="top"| '''Gift of Guise'''  <br> Assume Aspect a willing creature.  
|valign="top"| '''Gift of Gab'''    <br> You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
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|valign="top"| '''Gift of Gab'''    <br> Increase intelligence.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Psychic Saddle'''               <br> If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
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|valign="top"| '''Psychic Saddle'''     <br> Ride any intelligent mount or vehicle.  
|valign="top"| '''Neural Needle''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
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|valign="top"| '''Neural Needle'''       <br> Fine and potent melee psychic attack.
|valign="top"| '''Neural Nudge'''         <br> 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.
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|valign="top"| '''Cloud Consciousness''' <br> Reduce targets to reactive state.  
|valign="top"| '''Psyche Surge'''             <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Astral Assault'''     <br> Ready Astral Body for combat.  
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
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|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Trace Thought'''             <br> You can focus on a particular thought and vaguely sense and track creatures that share this thought.
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|valign="top"| '''Trace Thought'''     <br> Focus on and track a specific 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.
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|valign="top"| '''Mental Marksman'''   <br> Fine and potent ranged metal attack.
|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"| '''Astral Avatar'''     <br> Physically emerge out of astral space.  
|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> Fine and potent psychic grenade.  
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|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> 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> Detach 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> Crew 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.
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|valign="top"| '''Astral Anywhere''' <br> Send crew's astral bodies anywhere.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Mental Melee'''   <br> You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Mindfulness''' <br> Block Harm from Mind.  
|valign="top"| '''Psychic Strike''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Mind Melee'''   <br> Fine and potent mental melee attack.  
|valign="top"| '''Cognitive Cover''' <br> Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Mind Mantle''' <br> Negate scale in melee.
|valign="top"| '''Mental Storm'''   <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Mind Mastery''' <br> Mind melee against all.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Identify Intellect'''      <br> You can identify intelligent objects and creatures.  
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|valign="top"| '''Identify Intellect'''      <br> Identify sapience and Mind powers.  
|valign="top"| '''Analyze Intellect'''      <br> You learn the powers and abilities of something you analyze.
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|valign="top"| '''Analyze Intellect'''      <br> Analyze sapience and 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> Crew can enter astral space within a mind.
|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> Wide area Analyze Intellect.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''   
 
|align="left" valign="top" | '''Survey'''   
|valign="top"| '''Thought Trace'''    <br> 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.
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|valign="top"| '''Thought Trace'''    <br> Sense manifestations of the mind power.
|valign="top"| '''Astral Assembly'''  <br> Choose an ally; you can send your astral body to their location. See prowl: Astral Ascent.
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|valign="top"| '''Astral Assembly'''  <br> Send astral body to an ally.  
|valign="top"| '''Astral Audience'''  <br> Choose a location or creature. You send your astral body to that location.
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|valign="top"| '''Astral Audience'''  <br> Send astral body to a creature or location.
|valign="top"| '''Psychic Panorama''' <br> 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.
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|valign="top"| '''Psychic Panorama''' <br> Perceive from many sapients at once.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Intellectual Intuition'''  <br> You can understand intelligent creatures even if normally couldn't, and gauge their motivations.  
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|valign="top"| '''Intellectual Intuition'''  <br> Understand sapient creatures.  
|valign="top"| '''Intelligent Interpreter''' <br> You and allies can communicate with intelligent creatures.
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|valign="top"| '''Intelligent Interpreter''' <br> Crew can communicate with sapience.
|valign="top"| '''Eloquent Enchantment'''    <br> 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.
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|valign="top"| '''Eloquent Enchantment'''    <br> Suggestions to sapients.
|valign="top"| '''Cognitive Conversion'''    <br> 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.
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|valign="top"| '''Cognitive Conversion'''    <br> Permanently change sapient minds.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''   
 
|align="left" valign="top" | '''Tinker'''   
|valign="top"| '''Automation'''        <br> You imbue mind into objects. Handle can create simple triggers, like a push button.
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|valign="top"| '''Automation'''        <br> Create simple automaton.
|valign="top"| '''Create Cognition'''  <br> 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.  
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|valign="top"| '''Create Cognition'''  <br> Imbue intelligence in an object.  
|valign="top"| '''Install Intellect''' <br> You can imbue limited intelligence able to hold simple conversations. With Attune: Mindforge you can  make sentient items.
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|valign="top"| '''Install Intellect''' <br> Imbue sapience in an object.
|valign="top"| '''Mass Mind'''        <br> This is similar to create, above, but you mass produce intelligent objects, even a set of different objects.
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|valign="top"| '''Mass Mind'''        <br> Mass Create Cognition.  
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''   
 
|align="left" valign="top" | '''Wreck'''   
|valign="top"| '''Disrupt Device'''  <br> You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.  
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|valign="top"| '''Disrupt Device'''  <br> Mess with intelligence in items.  
|valign="top"| '''Sabotage System''' <br> Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.
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|valign="top"| '''Sabotage System''' <br> Disable networked things.
|valign="top"| '''Silent Sabotage''' <br> 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.
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|valign="top"| '''Silent Sabotage''' <br> Silent System Sabotage.
|valign="top"| '''Terminate Tech'''  <br> Similar to Sabotage System, but over a large area. This can negate control devices over a large area, forcing everyone to rely on manual handling of objects.   
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|valign="top"| '''Terminate Tech'''  <br> Area Sabotage System.   
 
|}
 
|}
  
== 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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An important distinction for Mind powers is the difference between between Reactive, Intelligent, and Sapient creatures.
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'''Reactive''' creatures operate primarily on basic survival instincts, such as insects, most herbivores, and primitive predators. They respond automatically to environmental stimuli but do not demonstrate learning, complex problem-solving, or higher reasoning. Simple elementals, automatons and mechanical constructs, including basic robots, also fall into this category. These beings lack the complexity of intellect to be affected by Mind powers and are instead affected by [[Animal_Powers_(FiD)|Animal]] or an appropriate elemental form.
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 +
'''Intelligent''' creatures can solve problems, analyze stimuli, and learn from experience, but lack the ability to participate complex societies. While some may communicate, this is usually limited to their own kind. They can follow instructions but need guidance in complex social environments. Wolves, for instance, thrive in packs but struggle in mixed societies. Most monsters and wild animals are intelligent but not sapient. Even a highly intelligent dragon may be confused by the variety of cultures and ideas among sapient beings.
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'''Sapience''' is the defining trait of civilized beings like humans. Sapient beings possess the ability to engage with creatures of different species and cultures, applying abstract thought, empathy, and social reasoning. These beings are capable of self-awareness and reflection, often making them more resistant to Mind powers, as their advanced sense of self gives them a greater ability to protect their thoughts and emotions. Any power that can affect sapients can also affect intelligent creatures.
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A smart Intelligent creature can be smarter than a stupid Sapient creature, this is less about IQ than about the ability to communicate and work together.
  
 
=== 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.
+
Connect with the mental realm and harness psychic energies for powerful manifestations.
 +
The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violet, your position worsens.
  
'''Perceive:'''
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Unlike most forms, Mind does not have a class of supernatural creatures at its beck and call.
''You can detect creatures and power use tied to your power.  
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Instead of spirits and elementals, Mind is linked to Folk.
 +
It is possible to summon sapient creatures, but they are not native to other planes, rather they must be summoned from parallel realities, which is quite difficult and comes with little control.
  
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.
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'''Mind Monitor'''
Naturally, effect is reduced as the creature is more heavily obscured.
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Detect Sapience and the use of Mind powers.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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This can detect intelligence and sapience where you don't expect it, but is also useful to detect the use and effects of Mind powers.
''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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Dispel Mind. Summon a spirit instructor.
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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You can end the operation of a Mind ability.
The position is controlled, possibly risky if there are a lot of other dangers around.
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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.
Limited effect creates an opening that makes the supported action potent.  
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When used directly, the effect is usually standard, which causes an ongoing effect to crash.
Normal effect improves the position of the supported action.
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Against an opponent that uses power to fly or even breathe you can have a better effect.
Great effect improves both position and effect of the supported power.
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Poor targeting increases the needed effect.
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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You can force any spirit to materialize at limited range; limited effect suffices in a melee, but if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers.
Against an opponent that uses power to fly or even breathe you can have a better 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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'''Invoke Ideal'''
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Assist a single roll or summon a hero.
  
'''Summon:'''
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You can summon a ephemeral echo to boost a particular action. These are not spirits or even creatures, instead their advice acts as assistance on a single action and that is all they ever do.
''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.
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These echoes don't themselves act, they inspire others to act more intelligently, which provides  assistance on a single roll.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.  
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You can summon a person from an alternate reality. This is often used to summon a hero in times of crisis.  
This is usually a parallel world or plane of existence, dominated by your power.
+
Unlike many other summon powers, this is usually cast blindly, hoping your mental image of who you need is sufficient.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
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You have no control over the person summoned, but they will usually share your ethos.
These places can be unique to each power, or one big place where different places are dominated by different powers.
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''Highly disruptive to the game, such a summon would compete for the limelight.  
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.  
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''It does well as the backstory of a character that otherwise wouldn't fit the setting.  
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.
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'''Parallel Portal'''
They can also give advice and information related to their power.
+
Portal to an alternate reality.
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.
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You can create a portal that allows travel to and from another reality for a limited time.
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.
+
The first time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
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.
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Mind has no plane of origin.
 +
There is the astral plane (see Prowl Mind), but that is not a full plane, it is only a mental projection of our world.
 +
Instead Mind links to alternate realities, which are similar to our world and a mix of all types of matter and power and which hold sapient creatures.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
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=== Command ===
 +
Impose your will upon the minds of Sapient creatures.
  
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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'''Mental Mandate'''
An elemental is a simple creature totally dominated by its power.
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Comprehensible command to Sapients.
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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This is useful for intimidating and commanding foreign or alien sapient creatures. Combined with Sway: Communicate, it allows two-way communication.
They can use sophisticated power effects and usually have an agenda of their own.
 
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
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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'''Telepathy'''
A fire dragon is impossibly large, flies, and breathes fire.
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Communicate with sapients at range.
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.
+
Telepathically communicate with sapient you know over any range, and at line-of-sight even to strangers. You can communicate with the most powerful sapient in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.  
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.
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Either party can end the communication at any time.
  
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.
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'''Mental Monarchy'''
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
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Command Sapient creatures as a superior.
  
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.
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Sapients will see you as an officer, professional superior, alpha, or other leader type outranking them. This is essentially a fine attempt at communication, increasing your outcome compared to a normal attempt at Command. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their job is to protect the city.
  
The position is usually risky. The creature is being forced to serve and might lash out.  
+
Position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
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.
+
'''Thought Thrall'''
 +
Permanently bind sapient creatures.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
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:'''
+
=== Consort ===
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
Adopt new roles and forms, or bestow them upon others.
  
This is rarely useful, but can be under exceptional circumstances.
+
'''Pretend Persona'''
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
Assume and project a role.
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.  
+
You can assume an identity such as a healer, noble, merchant, etc. This changes your actions, the way you move, and the way you speak, altering the impression you give without changing your form or appearance.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
You are acting the role so naturally that people will assume you are who you pretend to be.
 +
You can allow your crew to do this as an Advanced ability, but they use their own Consort action rating.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
'''Assume Aspect'''
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Assume the form of a humanoid.
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 ===
+
You take the form of a sapient creature.  
Command creatures based on your power with communication and authority.
+
This includes humans and whatever else is sapient in your world, such as elves, dwarves, civilized aliens, and uplifted animals depending on the setting. This is an actual physical transformation.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
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:'''
+
* Limited outcome allows transformation into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
''You can make creatures understand you, but you do not understand them.
+
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
 +
* Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
'''Gift of Guise'''
Combined with the basic power of Sway allows two-way communication.
+
Assume Aspect a willing creature.
  
'''Translate:'''
+
You can shapechange a willing or helpless creature as Assume Aspect.  
You and allies can communicate with creatures based on your power.
+
The duration depends of the outcome.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
* Limited outcome is very temporary.
''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.
+
* Standard outcome lasts for the duration of a score.
 +
* Great outcome lasts a long time and potentially become permanent, depending on the the story.
 +
If you also want to make the target unrecognizable, that requires additional outcome, see Assume Aspect.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
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.
+
'''Gift of Gab'''
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.
+
Increase intelligence.
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.
+
This creates intelligence and the ability to communicate in a creature that lack it.  
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
This usually lasts for a score but can be made permanent as a long-term action.
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:'''
+
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.  
''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.
+
* Limited Effect can turn an intelligent creature sapient. 4 tick long term project to make it permanent.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
* Standard effect can make a reactive creature intelligent.  6 tick long term project to make it permanent.
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.
+
* Great effect can make a reactive creature sapient. 8 tick long term project to make it permanent.
  
=== Consort ===
+
=== Finesse ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Utilize refined psychic control and mobility in both the physical and astral planes.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
'''Psychic Saddle'''
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
Ride any intelligent mount or vehicle.
  
You do not physically change yourself, you accessorize and change your outfit.
+
If there is a friendly reactive or intelligent (but not sapient) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
This works on a creature of animal intelligence and gives it the training required to act as a mount. It works on smart vehicles as log as they are not sapient.
  
'''Shapechange:'''
+
'''Neural Needle'''
''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.
+
Fine and potent melee psychic attack.
  
This is a true physical transmutation.
+
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.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
 
This can give you new abilities, but these are things you could already do using the same power.
 
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.
+
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.  
You rating in the improved action increases by one.
+
Inflicts psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
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
+
'''Cloud Consciousness
''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.
+
Reduce targets to reactive state.
  
'''Transform:'''
+
Targets appropriate to scale at your tier (p 221) are disoriented and find it hard to make decisions, their minds reduced to a reactive state.
''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.
+
If an appropriate action is obvious, such as if they are being attacked, targets will recover quickly, but otherwise will blunder about for a time before returning to normal.
 +
* Limited Outcome: A few seconds.
 +
* Standard Outcome: About a minute.
 +
* Great Outcome: Remainder of score.
  
This is the shapechange power applied to another creature.
+
'''Astral Assault'''
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
Ready Astral Body for combat.
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.
+
When you project your astral body using Prowl: Astral Ascent or similar power, you can use Astral Assault to toughen your astral body.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
If your crew is astrally projected, they can also be fortified.
 +
When confronting another astral creature your body can fight just as it normally would.
 +
If fighting a spirit or a physical creature, effect is limited and the situation controlled.  
 +
To attack a physical creature you need to become visible, but a physical creature needs a potent weapon to affect you at all.
 +
You cannot use ordinary weapons, but you can use potent weapons and powers, making them a part of your astral body.
 +
This includes mundane ranged weapons to use silver ammunition with.
  
'''Wild Hunt:'''
+
=== 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.
+
Track and attack targets using focused mental energy.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
'''Trace Thought'''
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.
+
Focus on and track a specific thought.
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 ===
+
You focus on a particular thought and vaguely sense and track creatures that share this thought.
Exercise finesse with your power, manipulating and attacking with precision.
+
This works best (needs limited effect) of creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry.
 +
A target that is whimsical, drunk, or asleep requires great effect.
 +
The age of the tracks and the number of other minds that left similar traces acts as a higher tier, reducing your effect.
  
'''Ride:'''
+
'''Mental Marksman'''
''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.
+
Fine and potent ranged mental attack.
  
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.
+
You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
 +
Using an attack power is much the same as shooting a weapon, no more, no less.
 +
Mental Marksman inflicts potent psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
  
'''Duel:'''
+
'''Astral Avatar'''  
''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.
+
Physically emerge out of astral space.
  
What this actually does depends on the power used.  
+
You and your crew can physically manifest your astral bodies. You must first manifest your astral body (using Prowl: Astral Ascent or Astral Adventure) and then travel to the desired location. You then step back into the physical world and create a temporary body to use, made out of ethereal materials. This body functions like your normal body and carries clothes and a light load. It is visually distinctive by being monochrome and a little lighter than your physical body. Any harm this body takes also applies to your physical body. If you project another astral body, this temporal body and all gear fades away.
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.
 
  
'''Manipulate:'''
+
'''Cognitive Cascade'''
''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.
+
Fine and potent psychic grenade.
  
This allows you to manipulate small amounts of matter governed by your power.
+
Mental Marksman with scale.
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.
+
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.
  
'''Surge:'''
+
=== Prowl ===
''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.
+
Use your psychic abilities to hide, scout, and transport yourself and others.
  
You create ans use weapon like Duel above, and also create distractions.
+
'''Crowd Camouflage'''
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
Hide in crowds.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
=== Hunt ===
+
You can hide in a crowd of sentients even if you look or act different by mentally matching the people around you.
Track, attack, and unleash devastating barrages with the power of Hunt.
 
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
'''Astral Ascent'''
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
Detach astral body to scout.
  
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.
+
You dethatch your astral and physical bodies and send your astral body to scout.
 +
You can see and hear through your astral projection.
 +
Your astral body is immaterial, transparent, and can hover at walking speed.
 +
An astral body is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light.
 +
You can make yourself visible in order to make sound and speak.
 +
Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the destination.
 +
Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but initiates no actions
  
'''Potent Snipe:'''
+
'''Astral Adventure'''
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Crew Crowd Camouflage and Astral Ascent.
  
The effect of this action varies depending on the nature of your power.
+
You can include allies when using the basic and advanced Prowl Mind powers.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Each ally uses their own actions, including Prowl.
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
+
'''Astral Anywhere'''
''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.
+
Send crew's astral bodies anywhere.
  
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.
+
You send your and allies' astral bodies to other planes and other mystic locations not of this world.
Environmental Control does not inflict any direct damage.
+
Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter.
 +
Dreams, realms of logic, of pure forms and ideals.
 +
An expedition into such an astral realm is a score in its own right, done for esoteric reasons.  
  
'''Area Attack:'''
+
=== Skirmish ===
''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.
+
Engage in psychic combat, protecting and attacking with mental force.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
'''Mindfulness'''
The effect is more powerful but less precise.
+
Block harm from Mind.
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 ===
+
Roll Skirmish when subject to Harm from Mind powers and similar mental attacks.
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
This is your inherent resistance, it does not require any activity on your part.
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.
+
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
 +
 
 +
'''Mind Melee'''
 +
Fine and potent mental melee attack.
  
'''Reconnaissance:'''
+
You can use the power as a close-range mental attack, similar in effect to a fine and potent melee weapon or pistol.
''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.
+
All Mind attacks do psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
  
This provides you cover to hide in places you ordinarily could not.
+
'''Mind Mantle'''
Where you can use this is explained in each specific power.
+
Negate scale in melee.
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:'''
+
Your power creates distractions that prevents am Intelligent or Sapient enemy from benefiting from numbers and otherwise works as a fine potent weapon.
''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.
+
This overcomes scale but attacks only a single opponent.
  
Again, each power will explain how it can use this mobility.
+
'''Mind Mastery'''
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Mind melee against all.
  
'''Travel:'''
+
Your power strikes out in all directions, attacking all enemies in a wide area.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
This overcomes and attacks multiple opponents.
  
Now you and your allies can Prowl in places where your power is at home.
+
=== Study ===
They still use their own Prowl action.
+
Delve into the nature of intelligence and Mind powers to uncover deeper knowledge.
  
'''Transport:'''
+
Study digs into the details of intelligence, sapience, and Mind powers.
''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.
+
* 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.
  
How and where you use this is explained in each power.
+
'''Identify Intellect'''
This takes you to places you are familiar with.
+
Identify sapience and Mind powers.
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 ===
+
This basic ability lets you see if something has intelligence or sapience.
Engage in close combat and create chaos with the power to Skirmish.
+
If you are familiar with its type, such as "human", you can identify it as such.
  
'''Skirmish Attack:'''
+
'''Analyze Intellect'''
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Analyze sapience and Mind powers.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
A more thorough analysis of what Mind powers and similar abilities are in use, including the relevant rules.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.  
+
You also learn basic motivations of an Intelligent or Sapient creature are and what these motivations are directed at.
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:'''
+
'''Mind Meld'''
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Crew can enter astral space within a mind.
  
'''Obstruction:'''
+
You enter the mind of a creature to read its thoughts and memories.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
This works much like Prowl Mind: Astral Ascent, but you enter directly into a creatures mind.
 +
This allows you to read thoughts, memories, and motivations, giving a picture of the target's personality.
 +
You read memories based on association, which makes the information you find somewhat random.
 +
You can probe to learn the target's relations and objectives towards something specific.
 +
Finding more obscure memories and attitudes is random and time consuming.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
Digging around in a creature's mind can awaken painful and dangerous memories that manifest as situations, creatures, and even traps.  
The effect is to deny your enemies the advantage of numbers.
+
Dream logic applies, so you can suddenly find yourself shunted into a dangerous encounter.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
+
Depending on the importance and mental strength of the target, a Mind Meld might be a simple die roll or an entire score.
  
'''Flurry:'''
+
'''Universal Understanding'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
Wide area Analyze Intellect.
  
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.
+
Analyze Intellect on every mind in a wide area.
  
=== Study ===
+
=== Survey ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Explore the astral and mental realms, perceiving distant thoughts and manifestations.
  
'''Analyze:'''
+
The effect required depends on the targets concealment.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
* 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.
  
'''Research:'''
+
'''Thought Trace'''
''You know the powers and abilities of something you analyze.
+
Sense manifestations of Mind powers.
  
'''Hindsight:'''
+
Sense Intelligent or Sapient creatures and manifestations of Mind powers at a distance.
''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 can recognize creatures you are familiar with and sense if something is familiar or alien.
 +
You can opt to ignore known minds and Mindpowers to find those you do not know.
  
'''Omniscience:'''
+
'''Astral Assembly'''
''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.
+
Send astral body to an ally.
  
=== Survey ===
+
Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent.
Survey and perceive manifestations of your power to gain valuable information and insight.
+
As long as you remain still, you are invisible, tough particularly perceptive targets might still sense a presence.
  
'''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.
+
Send astral body to a creature or location.
  
'''Sensor:'''
+
Choose a location or creature. You send your astral body to that location.
''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.
+
This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.
  
'''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.
+
Perceive from many sapients at once.
  
'''Omnipresence:'''
+
You perceive from all sapients at once over a wide area.
''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.
+
Enhances your senses impossibly, the sum of what each individual across the scene perceives.
 +
Creates a comprehensive mental image of the area, revealing numerous details simultaneously.
 +
It's challenging for targets to hide unless they are aware of how to conceal themselves.
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Influence intelligent creatures with your psychic suggestions and manipulations.
Sway creatures based on your power with persuasion and cajoling.
+
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
Sway Mind is subtle and useful for persuading people and other intelligences.  
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.  
+
Sway powers use soft, persuasive arguments rather than the dictates of the command action.  
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.
+
* Limited effect works if it follows the target's existing impulses.  
This still has the normal stress cost.
+
* Standard effect can convince a target with no particular stake in the matter.  
 +
* Great effect will convince a reluctant target, but not a passionate one.  
 +
* Effect in excess of what's needed allows you to affect targets matching the scale of your tier (p 221), as long as they are in a group.
  
'''Communicate:'''
+
'''Intellectual Intuition'''
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
Understand sapient creatures.
  
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.
+
You can understand sapient creatures even if normally couldn't, and gauge their motivations.
 +
This does not allow you to be understood by those whose intentions you read. Used together with Command: Mental Mandate, this allows full communication.
  
'''Translate:'''
+
'''Intelligent Interpreter'''
''You and allies can communicate with creatures based on your power.
+
Crew can communicate with sapience.
  
This allows you to use the Sway power to its full effect.
+
You and allies can communicate with sapient creatures.
You are still wheedling unless you also use Command the advanced Command effect.
+
This allows the full range of the Sway action, overcoming barriers of culture and language.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
'''Eloquent Enchantment'''
 +
Suggestions to sapients.
  
'''Mesmerize:'''
+
You implant suggestions in the minds of Sapient creatures, which will be triggered under conditions you set. This power is subtle until it triggers.
''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.
 
  
 
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, untriggered suggestions fade over time depending on your effect.  
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.
+
* Limited outcome A minute or so.
 +
* Normal outcome lasts for the duration of the score.
 +
* Great outcome can last past the end of the score, as makes sense in the story.
  
'''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.
+
Permanently change sapient minds.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
You change the personality and motivations a sapient. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
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.
+
This changes the target on a deep level, changing their loyalties and priorities.  
Exceptional creatures and exceptional circumstances can break this change.
+
Exceptional creatures and exceptional circumstances can break this change, depending more on plot and role-playing than die rolls.
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Infuse intelligence into objects, creating autonomous machines and constructs.
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.
+
 
 +
Mind tinkering is about automation and intelligence in objects.
 +
This benefits greatly when combined with other powers to make devices for this intelligence to control.
 +
The effect determines  how long it will last.
 +
 
 +
* Limited Outcome will only be good for a single scene.
 +
* Standard Outcome lasts until the end of the score.
 +
* Controlling many or devices requires an additional degree of outcome.
  
'''Handle:'''
+
The position depends on how quiet your workplace is and how much time you have to work with.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Permanent effects require long-term projects.
  
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.
+
Create a reactive mind.
  
'''Shape:'''
+
You imbue a simple mind into an object. 
''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.
+
This allows machines to do a sequence of actions with the push of a single button or single trigger.
 +
This is often used for traps, but also for simple things like lifts, vending machines, and penny arcades.
 +
It can also set up controls to run a complex vehicle or machine.
 +
This allows complex clockwork devices without the crafting time that mundane clockwork requires.
  
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.
+
Imbue intelligence in an object.
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 imbue intelligence into an object, allowing it to sense and react a situation nearby.
The effect determines the effectiveness of your construction, but also how long it will last.
+
You can do much more complex traps and machines that interpret and react to events.
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.
+
Imbue sapience in an object.
  
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.
+
You can imbue intelligence able to hold conversations and solve problems intelligently.
 +
This has the intelligence of an intelligent animal and can hold simple conversations and run complex devices such as a gun or vehicle. Is able to improvise and figure out new things after a time, but complex social interactions are beyond its ability.
 +
It can follow security protocols, but is otherwise trusting and fairly naive.
  
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.  
+
Combined with Consort: Gift of Gab you can make sapient items.
The result will maintain its form as if affected by the Shape ability.
+
Begin with Install Intellect to create an intelligent item and then use Gift of Gab to make it sapient. This counts as uplifitng a reactive mind because of the problems of understanding intelligent items.
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.
+
Another way to make sapient items is to have a sapient spirit possess an intelligent item.
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:'''
+
'''Mass Mind'''
''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.
+
Mass Create Cognition.
  
Pretty self-explanatory, this is Create on a larger scale.
+
This is similar to Create Cognition, but you can mass produce intelligent objects, even a set of different objects.
This is useful for equipping a large band or building something large out of nothing.
+
This allows the simultaneous creation of a small army of intelligent machines.
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.
+
You can also install a mind to run a large installation like a factory or ship.
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Sabotage and disrupt intelligent systems and technology with mental force.
 +
 
 +
Wreck Mind works differently from most other wrecking powers.
 +
The effect needed depends on the complexity of the device to be wrecked, with more complex devices being easier to break.
 +
A very busy and dangerous setting adds to your effect, while a still and polished setting reduces effect.
 +
 
 +
* Limited Outcome: A cutting-edge device.
 +
* Standard Outcome: A complex device normal for the setting.
 +
* Great Outcome: A simple device like a gun, bow, or door.
 +
* Impossible: A device with no moving parts, like a sword or hammer, cannot be jinxed.
 +
* Security can increase the required outcome by one step.
 +
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate
 +
 
 +
'''Disrupt Device'''
 +
Mess with intelligence in items.
  
'''Jimmy:'''
+
You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
This destroys control functions, leaving the item whole but malfunctioning. Guns are duds, triggers make the shot miss, traps misfire or refuse to activate, alarms ring randomly. Devices can be repaired, but are usually out for the score.  
  
Just as crude as it sounds.
+
Can also be used as a fine and potent mental damage to Intelligent and Sapient creatures.
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.
+
Disable networked systems.
  
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.  
+
Similar to Disrupt Device but on a larger scale.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
You can reach through a network to sabotage a central device such as a guard station or computer server.
 +
Introduce new and interesting flaws in even larger systems, like ships and buildings.  
  
'''Disintegrate:'''
+
'''Silent Sabotage'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Silent System Sabotage.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
Similar to Sabotage System, but targets are destroyed are disabled silently.
You also leave less traces, as what you wreck disappears.  
+
They seem to continue to work when they in fact do not and respond maliciously to repairs.
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected.  
 +
Such a system can function properly until a moment of stress.  
 +
A constant battle between Tinker and Wreck!
  
'''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.
+
Area Sabotage System.
  
Rather straightforward, this just scales things up.
+
Similar to Sabotage System, but over a large area.
 +
This can negate control devices over a city block or entire port or fort, forcing everyone to rely on manual handling of objects.

Latest revision as of 21:42, 27 November 2024

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

Mind delves into Sapience and intelligence. It is the power most associated with normal folk such as humans and alternate humans such as elves, orcs, social aliens, and other Sapient creatures and even intelligent objects like control devices all the way up to Sapient AI.

Anthropomorphic man is the epitome of mind, a civilized being, part of a society, sapient and cultured if not necessarily human. It represents the end product of evolution and, by extension, ultimate intellect. Mind can also exist independently of life, in spirits, elementals, machines, and undead.

Mind attacks are immaterial mental bolts and blades that can only hurt Intelligent and Sapient creatures.

Mind Power Effects

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Mind Monitor
Detect Sapience and use of Mind powers.
Mindforge
Dispel Mind.
Invoke Ideal
Assist a single roll or summon a hero.
Parallel Portal
Portal to an alternate reality.
Command Mental Mandate
Comprehensible command to Sapients.
Telepathy
Communicate with sapiengents at range.
Mental Monarchy
Command Sapient creatures as a superior.
Thought Thrall
Permanently bind sapient creatures.
Consort Pretend Persona
Assume and project a role.
Assume Aspect
Assume the form of a humanoid.
Gift of Guise
Assume Aspect a willing creature.
Gift of Gab
Increase intelligence.
Finesse Psychic Saddle
Ride any intelligent mount or vehicle.
Neural Needle
Fine and potent melee psychic attack.
Cloud Consciousness
Reduce targets to reactive state.
Astral Assault
Ready Astral Body for combat.
Hunt Trace Thought
Focus on and track a specific thought.
Mental Marksman
Fine and potent ranged metal attack.
Astral Avatar
Physically emerge out of astral space.
Cognitive Cascade
Fine and potent psychic grenade.
Prowl Crowd Camouflage
Hide in crowds.
Astral Ascent
Detach astral body to scout.
Astral Adventure
Crew Crowd Camouflage and Astral Ascent.
Astral Anywhere
Send crew's astral bodies anywhere.
Skirmish Mindfulness
Block Harm from Mind.
Mind Melee
Fine and potent mental melee attack.
Mind Mantle
Negate scale in melee.
Mind Mastery
Mind melee against all.
Study Identify Intellect
Identify sapience and Mind powers.
Analyze Intellect
Analyze sapience and Mind powers.
Mind Meld
Crew can enter astral space within a mind.
Universal Understanding
Wide area Analyze Intellect.
Survey Thought Trace
Sense manifestations of the mind power.
Astral Assembly
Send astral body to an ally.
Astral Audience
Send astral body to a creature or location.
Psychic Panorama
Perceive from many sapients at once.
Sway Intellectual Intuition
Understand sapient creatures.
Intelligent Interpreter
Crew can communicate with sapience.
Eloquent Enchantment
Suggestions to sapients.
Cognitive Conversion
Permanently change sapient minds.
Tinker Automation
Create simple automaton.
Create Cognition
Imbue intelligence in an object.
Install Intellect
Imbue sapience in an object.
Mass Mind
Mass Create Cognition.
Wreck Disrupt Device
Mess with intelligence in items.
Sabotage System
Disable networked things.
Silent Sabotage
Silent System Sabotage.
Terminate Tech
Area Sabotage System.

Expanded Mind Powers

An important distinction for Mind powers is the difference between between Reactive, Intelligent, and Sapient creatures.

Reactive creatures operate primarily on basic survival instincts, such as insects, most herbivores, and primitive predators. They respond automatically to environmental stimuli but do not demonstrate learning, complex problem-solving, or higher reasoning. Simple elementals, automatons and mechanical constructs, including basic robots, also fall into this category. These beings lack the complexity of intellect to be affected by Mind powers and are instead affected by Animal or an appropriate elemental form.

Intelligent creatures can solve problems, analyze stimuli, and learn from experience, but lack the ability to participate complex societies. While some may communicate, this is usually limited to their own kind. They can follow instructions but need guidance in complex social environments. Wolves, for instance, thrive in packs but struggle in mixed societies. Most monsters and wild animals are intelligent but not sapient. Even a highly intelligent dragon may be confused by the variety of cultures and ideas among sapient beings.

Sapience is the defining trait of civilized beings like humans. Sapient beings possess the ability to engage with creatures of different species and cultures, applying abstract thought, empathy, and social reasoning. These beings are capable of self-awareness and reflection, often making them more resistant to Mind powers, as their advanced sense of self gives them a greater ability to protect their thoughts and emotions. Any power that can affect sapients can also affect intelligent creatures.

A smart Intelligent creature can be smarter than a stupid Sapient creature, this is less about IQ than about the ability to communicate and work together.

Attune

Connect with the mental realm and harness psychic energies for powerful manifestations. The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violet, your position worsens.

Unlike most forms, Mind does not have a class of supernatural creatures at its beck and call. Instead of spirits and elementals, Mind is linked to Folk. It is possible to summon sapient creatures, but they are not native to other planes, rather they must be summoned from parallel realities, which is quite difficult and comes with little control.

Mind Monitor Detect Sapience and the use of Mind powers.

This can detect intelligence and sapience where you don't expect it, but is also useful to detect the use and effects of Mind powers.

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

Mindforge Dispel Mind. Summon a spirit instructor.

You can end the operation of a Mind ability. Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success effect creates an opening that makes the supported action potent. Full effect improves the position of the supported action. Critical success improves both position and effect. When used directly, the effect is usually standard, which causes an ongoing effect to crash. Against an opponent that uses power to fly or even breathe you can have a better effect. Poor targeting increases the needed effect.

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

Invoke Ideal Assist a single roll or summon a hero.

You can summon a ephemeral echo to boost a particular action. These are not spirits or even creatures, instead their advice acts as assistance on a single action and that is all they ever do. These echoes don't themselves act, they inspire others to act more intelligently, which provides assistance on a single roll.

You can summon a person from an alternate reality. This is often used to summon a hero in times of crisis. Unlike many other summon powers, this is usually cast blindly, hoping your mental image of who you need is sufficient. You have no control over the person summoned, but they will usually share your ethos. Highly disruptive to the game, such a summon would compete for the limelight. It does well as the backstory of a character that otherwise wouldn't fit the setting.

Parallel Portal Portal to an alternate reality.

You can create a portal that allows travel to and from another reality for a limited time. The first time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.

Mind has no plane of origin. There is the astral plane (see Prowl Mind), but that is not a full plane, it is only a mental projection of our world. Instead Mind links to alternate realities, which are similar to our world and a mix of all types of matter and power and which hold sapient creatures.

Command

Impose your will upon the minds of Sapient creatures.

Mental Mandate Comprehensible command to Sapients.

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

Telepathy Communicate with sapients at range.

Telepathically communicate with sapient you know over any range, and at line-of-sight even to strangers. You can communicate with the most powerful sapient in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill. Either party can end the communication at any time.

Mental Monarchy Command Sapient creatures as a superior.

Sapients will see you as an officer, professional superior, alpha, or other leader type outranking them. This is essentially a fine attempt at communication, increasing your outcome compared to a normal attempt at Command. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their job is to protect the city.

Position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.

Thought Thrall Permanently bind sapient creatures.

This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.

Consort

Adopt new roles and forms, or bestow them upon others.

Pretend Persona Assume and project a role.

You can assume an identity such as a healer, noble, merchant, etc. This changes your actions, the way you move, and the way you speak, altering the impression you give without changing your form or appearance. You are acting the role so naturally that people will assume you are who you pretend to be. You can allow your crew to do this as an Advanced ability, but they use their own Consort action rating.

Assume Aspect Assume the form of a humanoid.

You take the form of a sapient creature. This includes humans and whatever else is sapient in your world, such as elves, dwarves, civilized aliens, and uplifted animals depending on the setting. This is an actual physical transformation.

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

Gift of Guise Assume Aspect a willing creature.

You can shapechange a willing or helpless creature as Assume Aspect. The duration depends of the outcome.

  • Limited outcome is very temporary.
  • Standard outcome lasts for the duration of a score.
  • Great outcome lasts a long time and potentially become permanent, depending on the the story.

If you also want to make the target unrecognizable, that requires additional outcome, see Assume Aspect.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Gift of Gab Increase intelligence.

This creates intelligence and the ability to communicate in a creature that lack it. This usually lasts for a score but can be made permanent as a long-term action.

Creating permanent intelligence is a long term project, but even short term intelligence can allow you to discuss and learn from the temporarily awakened, who will retain simple memories from before their awakening.

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

Finesse

Utilize refined psychic control and mobility in both the physical and astral planes.

Psychic Saddle Ride any intelligent mount or vehicle.

If there is a friendly reactive or intelligent (but not sapient) mount or vehicle, you can ride it as if it was domesticated and you had the keys. This works on a creature of animal intelligence and gives it the training required to act as a mount. It works on smart vehicles as log as they are not sapient.

Neural Needle Fine and potent melee psychic attack.

You focus your mental power into a fine and potent close-range attack, similar in effect to a fine potent psychic dueling sword or pistol.

In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less. Inflicts psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.

Cloud Consciousness Reduce targets to reactive state.

Targets appropriate to scale at your tier (p 221) are disoriented and find it hard to make decisions, their minds reduced to a reactive state. If an appropriate action is obvious, such as if they are being attacked, targets will recover quickly, but otherwise will blunder about for a time before returning to normal.

  • Limited Outcome: A few seconds.
  • Standard Outcome: About a minute.
  • Great Outcome: Remainder of score.

Astral Assault Ready Astral Body for combat.

When you project your astral body using Prowl: Astral Ascent or similar power, you can use Astral Assault to toughen your astral body. If your crew is astrally projected, they can also be fortified. When confronting another astral creature your body can fight just as it normally would. If fighting a spirit or a physical creature, effect is limited and the situation controlled. To attack a physical creature you need to become visible, but a physical creature needs a potent weapon to affect you at all. You cannot use ordinary weapons, but you can use potent weapons and powers, making them a part of your astral body. This includes mundane ranged weapons to use silver ammunition with.

Hunt

Track and attack targets using focused mental energy.

Trace Thought Focus on and track a specific thought.

You focus on a particular thought and vaguely sense and track creatures that share this thought. This works best (needs limited effect) of creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry. A target that is whimsical, drunk, or asleep requires great effect. The age of the tracks and the number of other minds that left similar traces acts as a higher tier, reducing your effect.

Mental Marksman Fine and potent ranged mental attack.

You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage. Using an attack power is much the same as shooting a weapon, no more, no less. Mental Marksman inflicts potent psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.

Astral Avatar Physically emerge out of astral space.

You and your crew can physically manifest your astral bodies. You must first manifest your astral body (using Prowl: Astral Ascent or Astral Adventure) and then travel to the desired location. You then step back into the physical world and create a temporary body to use, made out of ethereal materials. This body functions like your normal body and carries clothes and a light load. It is visually distinctive by being monochrome and a little lighter than your physical body. Any harm this body takes also applies to your physical body. If you project another astral body, this temporal body and all gear fades away.

Cognitive Cascade Fine and potent psychic grenade.

Mental Marksman with scale. You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.

Prowl

Use your psychic abilities to hide, scout, and transport yourself and others.

Crowd Camouflage Hide in crowds.

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

Astral Ascent Detach astral body to scout.

You dethatch your astral and physical bodies and send your astral body to scout. You can see and hear through your astral projection. Your astral body is immaterial, transparent, and can hover at walking speed. An astral body is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light. You can make yourself visible in order to make sound and speak. Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the destination. Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but initiates no actions

Astral Adventure Crew Crowd Camouflage and Astral Ascent.

You can include allies when using the basic and advanced Prowl Mind powers. Each ally uses their own actions, including Prowl.

Astral Anywhere Send crew's astral bodies anywhere.

You send your and allies' astral bodies to other planes and other mystic locations not of this world. Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter. Dreams, realms of logic, of pure forms and ideals. An expedition into such an astral realm is a score in its own right, done for esoteric reasons.

Skirmish

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

Mindfulness Block harm from Mind.

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

Mind Melee Fine and potent mental melee attack.

You can use the power as a close-range mental attack, similar in effect to a fine and potent melee weapon or pistol. All Mind attacks do psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.

Mind Mantle Negate scale in melee.

Your power creates distractions that prevents am Intelligent or Sapient enemy from benefiting from numbers and otherwise works as a fine potent weapon. This overcomes scale but attacks only a single opponent.

Mind Mastery Mind melee against all.

Your power strikes out in all directions, attacking all enemies in a wide area. This overcomes and attacks multiple opponents.

Study

Delve into the nature of intelligence and Mind powers to uncover deeper knowledge.

Study digs into the details of intelligence, sapience, and Mind powers.

  • Limited effects usually suffices against something you touch which does not resist you.
  • Standard effect works against someone you could reach, but which resists you.
  • Great effect can reach out a long way, as long as you have some way to zero in on your target. This is usually vision, but can be other things depending on your playbook and the theme of the game.

Alien minds new to you are harder to analyze.

Identify Intellect Identify sapience and Mind powers.

This basic ability lets you see if something has intelligence or sapience. If you are familiar with its type, such as "human", you can identify it as such.

Analyze Intellect Analyze sapience and Mind powers.

A more thorough analysis of what Mind powers and similar abilities are in use, including the relevant rules. You also learn basic motivations of an Intelligent or Sapient creature are and what these motivations are directed at.

Mind Meld Crew can enter astral space within a mind.

You enter the mind of a creature to read its thoughts and memories. This works much like Prowl Mind: Astral Ascent, but you enter directly into a creatures mind. This allows you to read thoughts, memories, and motivations, giving a picture of the target's personality. You read memories based on association, which makes the information you find somewhat random. You can probe to learn the target's relations and objectives towards something specific. Finding more obscure memories and attitudes is random and time consuming.

Digging around in a creature's mind can awaken painful and dangerous memories that manifest as situations, creatures, and even traps. Dream logic applies, so you can suddenly find yourself shunted into a dangerous encounter. Depending on the importance and mental strength of the target, a Mind Meld might be a simple die roll or an entire score.

Universal Understanding Wide area Analyze Intellect.

Analyze Intellect on every mind in a wide area.

Survey

Explore the astral and mental realms, perceiving distant thoughts and manifestations.

The effect required depends on the targets concealment.

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

Thought Trace Sense manifestations of Mind powers.

Sense Intelligent or Sapient creatures and manifestations of Mind powers at a distance. You can recognize creatures you are familiar with and sense if something is familiar or alien. You can opt to ignore known minds and Mindpowers to find those you do not know.

Astral Assembly Send astral body to an ally.

Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent. As long as you remain still, you are invisible, tough particularly perceptive targets might still sense a presence.

Astral Audience Send astral body to a creature or location.

Choose a location or creature. You send your astral body to that location. This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.

Psychic Panorama Perceive from many sapients at once.

You perceive from all sapients at once over a wide area. Enhances your senses impossibly, the sum of what each individual across the scene perceives. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.

Sway

Influence intelligent creatures with your psychic suggestions and manipulations.

Sway Mind is subtle and useful for persuading people and other intelligences. Sway powers use soft, persuasive arguments rather than the dictates of the command action.

  • Limited effect works if it follows the target's existing impulses.
  • Standard effect can convince a target with no particular stake in the matter.
  • Great effect will convince a reluctant target, but not a passionate one.
  • Effect in excess of what's needed allows you to affect targets matching the scale of your tier (p 221), as long as they are in a group.

Intellectual Intuition Understand sapient creatures.

You can understand sapient creatures even if normally couldn't, and gauge their motivations. This does not allow you to be understood by those whose intentions you read. Used together with Command: Mental Mandate, this allows full communication.

Intelligent Interpreter Crew can communicate with sapience.

You and allies can communicate with sapient creatures. This allows the full range of the Sway action, overcoming barriers of culture and language.

Eloquent Enchantment Suggestions to sapients.

You implant suggestions in the minds of Sapient creatures, which will be triggered under conditions you set. This power is subtle until it triggers.

Essentially this is an attempt to Sway with two advantages. The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify. Common suggestions include stealing something, attacking someone, or ignoring an event. Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your effect.

  • Limited outcome A minute or so.
  • Normal outcome lasts for the duration of the score.
  • Great outcome can last past the end of the score, as makes sense in the story.

Cognitive Conversion Permanently change sapient minds.

You change the personality and motivations a sapient. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations. This changes the target on a deep level, changing their loyalties and priorities. Exceptional creatures and exceptional circumstances can break this change, depending more on plot and role-playing than die rolls.

Tinker

Infuse intelligence into objects, creating autonomous machines and constructs.

Mind tinkering is about automation and intelligence in objects. This benefits greatly when combined with other powers to make devices for this intelligence to control. The effect determines how long it will last.

  • Limited Outcome will only be good for a single scene.
  • Standard Outcome lasts until the end of the score.
  • Controlling many or devices requires an additional degree of outcome.

The position depends on how quiet your workplace is and how much time you have to work with. Permanent effects require long-term projects.

Automation Create a reactive mind.

You imbue a simple mind into an object. This allows machines to do a sequence of actions with the push of a single button or single trigger. This is often used for traps, but also for simple things like lifts, vending machines, and penny arcades. It can also set up controls to run a complex vehicle or machine. This allows complex clockwork devices without the crafting time that mundane clockwork requires.

Create Cognition Imbue intelligence in an object.

You can imbue intelligence into an object, allowing it to sense and react a situation nearby. You can do much more complex traps and machines that interpret and react to events. This is about the same intelligence that a desktop computer with some sensors attached. In addition to controlling whatever mechanism it is attached to, it can send a mental alarm to person(s) attuned to the machine.

Install Intellect Imbue sapience in an object.

You can imbue intelligence able to hold conversations and solve problems intelligently. This has the intelligence of an intelligent animal and can hold simple conversations and run complex devices such as a gun or vehicle. Is able to improvise and figure out new things after a time, but complex social interactions are beyond its ability. It can follow security protocols, but is otherwise trusting and fairly naive.

Combined with Consort: Gift of Gab you can make sapient items. Begin with Install Intellect to create an intelligent item and then use Gift of Gab to make it sapient. This counts as uplifitng a reactive mind because of the problems of understanding intelligent items. Another way to make sapient items is to have a sapient spirit possess an intelligent item.

Mass Mind Mass Create Cognition.

This is similar to Create Cognition, but you can mass produce intelligent objects, even a set of different objects. This allows the simultaneous creation of a small army of intelligent machines. You can also install a mind to run a large installation like a factory or ship.

Wreck

Sabotage and disrupt intelligent systems and technology with mental force.

Wreck Mind works differently from most other wrecking powers. The effect needed depends on the complexity of the device to be wrecked, with more complex devices being easier to break. A very busy and dangerous setting adds to your effect, while a still and polished setting reduces effect.

  • Limited Outcome: A cutting-edge device.
  • Standard Outcome: A complex device normal for the setting.
  • Great Outcome: A simple device like a gun, bow, or door.
  • Impossible: A device with no moving parts, like a sword or hammer, cannot be jinxed.
  • Security can increase the required outcome by one step.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate

Disrupt Device Mess with intelligence in items.

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

Can also be used as a fine and potent mental damage to Intelligent and Sapient creatures.

Sabotage System Disable networked systems.

Similar to Disrupt Device but on a larger scale. You can reach through a network to sabotage a central device such as a guard station or computer server. Introduce new and interesting flaws in even larger systems, like ships and buildings.

Silent Sabotage Silent System Sabotage.

Similar to Sabotage System, but targets are destroyed are disabled silently. They seem to continue to work when they in fact do not and respond maliciously to repairs. Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected. Such a system can function properly until a moment of stress. A constant battle between Tinker and Wreck!

Terminate Tech Area Sabotage System.

Similar to Sabotage System, but over a large area. This can negate control devices over a city block or entire port or fort, forcing everyone to rely on manual handling of objects.