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.  
+
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 mental bolts and blades that can only hurt Sapient creatures.
  
 
== Mind Power Effects ==
 
== Mind Power Effects ==
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{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
+
|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
+
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
+
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
+
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Mind Monitor''' <br> You can detect sentient creatures and use of mind powers.
+
|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.  
+
|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.
+
|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.  
+
|valign="top"| '''Parallel Portal''' <br> Portal to an alternate reality.  
  
 
|-
 
|-
|align="left" valign="top" | '''Command'''
+
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Mental Mandate''' <br> You can command intelligent creatures even if normally couldn't, but you cannot understand them.  
+
|valign="top"| '''Mental Mandate''' <br> Comprehensible command to Sapients.  
|valign="top"| '''Telepathy'''   <br> You and allies can communicate with intelligent creatures.
+
|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.  
+
|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.
+
|valign="top"| '''Thought Thrall''' <br> Permanently bind sapient creatures.  
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
+
|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.  
+
|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.
+
|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.
+
|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.
+
|valign="top"| '''Gift of Gab'''    <br> Increase intelligence.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
+
|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.
+
|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.
+
|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.
+
|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.  
+
|valign="top"| '''Astral Assault'''     <br> Ready Astral Body for combat.  
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
+
|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.
+
|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.
+
|valign="top"| '''Mental Marksman'''   <br> Fine and potent ranged metal attack.
|valign="top"| '''Cloud Consciousness'''           <br> Targets lose their sense of location and purpose, as if just waking up.
+
|valign="top"| '''Astral Avatar'''     <br> Physically emerge out of astral space.  
|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.  
+
|valign="top"| '''Cognitive Cascade''' <br> Fine and potent psychic grenade.  
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
+
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Psychic Pursuit''' <br> You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible.
+
|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.  
+
|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.
+
|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.
+
|valign="top"| '''Astral Anywhere''' <br> Send crew's astral bodies anywhere.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
+
|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.  
+
|valign="top"| '''Mindfulness''' <br> Block Harm from Mind.  
|valign="top"| '''Psychic Strike''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|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.
+
|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.
+
|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.  
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.  
+
|valign="top"| '''Intellectual Intuition'''  <br> Understand sapient creatures.  
|valign="top"| '''Intelligent Interpreter''' <br> You and allies can communicate with intelligent creatures.
+
|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.
+
|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.
+
|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.
+
|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.  
+
|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.
+
|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.
+
|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.  
+
|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.
+
|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.
+
|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.   
+
|valign="top"| '''Terminate Tech'''  <br> Area Sabotage System.   
 
|}
 
|}
  
== Mind Powers Autogenerated ==
+
== Expanded Mind Powers ==
Mind can detect, influence, communicate with, and even create intelligence.
+
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_Powers_(FiD)|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.
 
The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violet, your position worsens.
  
=== Attune ===
+
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'''
 
'''Mind Monitor'''
''You can detect sentient creatures and use of mind powers.
+
Detect Sapience and the use of Mind powers.
  
This can detect thinking creatures that you cannot see and disguised or bestial intelligent creatures, but is also useful to detect the use and effects of Mind powers.
+
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).  
 
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'''
 
'''Mindforge'''
''You can end the operation of a mind ability. You can summon a spirit skilled in a particular action. These are not creatures, their advice gives +1d on their chosen action.
+
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.
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success effect creates an opening that makes the supported action potent. Full effect improves the position of the supported action. Critical success improves both position and effect.
  
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Poor targeting increases the needed effect.
 
Poor targeting increases the needed effect.
  
The spirits summoned here don't themselves act, they inspire others to act more intelligently, which provides an extra die for one roll, in addition to normal assistance. You cannot both use this and assistance on the same roll.
+
'''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.  
  
'''Summon Hero'''
+
'''Parallel Portal'''
''You can summon folk from other planes, which is usually alternate realities. This is used to summon heroes in times of crisis. Learning who to summon may require study or be a score in itself.
+
Portal to an alternate reality.
  
A common trope in the tradition of the Narnia books, this summons people form another world to help you.  
+
You can create a portal that allows travel to and from another reality for a limited time.
Highly unpredictable, and rarely useful to player characters as such a summon would compete for the limelight.
+
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.
It does well as the backstory of a character that otherwise wouldn't fit the setting.
 
  
'''Parallel Plane'''
+
Mind has no plane of origin.
''You can create a portal that allows travel to and from another reality for a limited time.
+
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 ===
 
=== Command ===
 +
Impose your will upon the minds of Sapient creatures.
 +
 
'''Mental Mandate'''
 
'''Mental Mandate'''
''You can command intelligent creatures even if normally couldn't, but you cannot understand them.
+
Comprehensible command to Sapients.
  
This allows you to issue telepathic commands to intelligent creatures, allowing use of the action across language and cultural barriers.
+
This is useful for intimidating and commanding foreign or alien sapient creatures. Combined with Sway: Communicate, it allows two-way communication.
  
 
'''Telepathy'''
 
'''Telepathy'''
''You and allies can communicate with intelligent creatures.
+
Communicate with sapients at range.
  
This is telepathy, allowing communication between chosen targets across language and cultural barriers.
+
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.  
This is dry and factual communication, suited to command more than converstion.
+
Either party can end the communication at any time.
  
 
'''Mental Monarchy'''
 
'''Mental Monarchy'''
''You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Command Sapient creatures as a superior.
  
Much like Telepathy, and your projected thoughts carry extra weight, as if issued by an authority targets respect
+
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'''
 
'''Thought Thrall'''
''You can permanently bind intelligent creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
Permanently bind sapient creatures.
  
They will stay in one location and act according to your instructions, like very loyal and literal-minded goons, unless affected by other powers.
+
This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
This won’t work unless you are already in a position of power. The effect is similar to Mental Monarchy but potentially permanent. A creature under your enemies' care may break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.
 
  
 
=== Consort ===
 
=== Consort ===
 +
Adopt new roles and forms, or bestow them upon others.
 +
 
'''Pretend Persona'''
 
'''Pretend Persona'''
''You can assume an identity and reflect it in your actions, such as a healer, noble, merchant, etc. This is the impression you give without changing your appearance.
+
Assume and project a role.
  
This makes Consort actions potent and can explain away a lack of a disguise—you are acting the role so naturally that people will just assume you are on leave rather than an imposter.
+
You can 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 Aspect'''
''You assume the form of a normal humanoid, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
Assume the form of a humanoid.
  
You take the form of an intelligent social creature, such as a human and whatever else can be emancipated in your world.  
+
You take the form of a sapient creature.
This is an actual physical transformation, but it can also change your thought patters, giving you abilities you do not normally have, which explains how your action values change.
+
This 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.
  
With limited effect you can transform into yourself like you would have been, had you grown up as an the people whose form you assume. Those familiar with you will recognize you.
+
* 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 effect can make you a generic creature, very hard to recognize as yourself.
+
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
+
* Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
  
 
'''Gift of Guise'''
 
'''Gift of Guise'''
''You can shapechange a willing or helpless creature into any humanoid. This can be a curse; it can be broken, but it is not easy. You can easily break the effect.
+
Assume Aspect a willing creature.
  
This is Assume Aspect used on another. The effect needed depends on their similarity to the new form.
+
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'''
 
'''Gift of Gab'''
''You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
+
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.  
  
This creates intelligence and the ability to communicate in a creature or object that lacks it.  
+
* Limited Effect can turn an intelligent creature sapient. 4 tick long term project to make it permanent.
Creating permanent intelligence is a long term project, but even short term intelligence can allow you to discuss and learn from the temporarily awakened, who will retain simple memories from before their awakening.
+
* Standard effect 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 ===
 
=== Finesse ===
 +
Utilize refined psychic control and mobility in both the physical and astral planes.
 +
 
'''Psychic Saddle'''
 
'''Psychic Saddle'''
''If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
+
Ride any intelligent mount or vehicle.
  
This works on a creature of animal intelligence and gives it the training required to act as a mount.
+
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.
It might work on smart vehicles depending on how the setting regards machine intelligence.  
+
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'''
 
'''Neural Needle'''
''You focus your mental power into a fine and potent close-range attack, similar in effect to a fine potent psychic dueling sword or pistol.
+
Fine and potent melee psychic attack.
  
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 focus your mental power into a fine and potent close-range attack, similar in effect to a fine potent psychic dueling sword or pistol.
Inflicts psychic damage, which is fine against intelligent creatures but weak against animals and automatons.
 
  
'''Neural Nudge'''
+
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 can do fine manipulation of the power, allowing you to send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.
+
Inflicts psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
  
You send a very short and precise order, often only affecting a small part of the target's body.
+
'''Cloud Consciousness
Can make an intelligent target push a button or trigger, open or close a door, lose Ballance of themselves or a vehicle they drive and similar small and immediate actions. Great effect can make the target change what it is doing, limited effect makes them do small and inconsequential things.  
+
Reduce targets to reactive state.
  
'''Psyche Surge'''
+
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.
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
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 Neural Needle, but with scale.
+
'''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 ===
 
=== Hunt ===
 +
Track and attack targets using focused mental energy.
 +
 
'''Trace Thought'''
 
'''Trace Thought'''
''You can focus on a particular thought and vaguely sense and track creatures that share this 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.  
 
This works best (needs limited effect) of creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry.  
A target that is whimsical, asleep, or in a varied social setting requires great effect.
+
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.
 
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'''
 
'''Mental Marksman'''
''You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
+
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.  
 
Using an attack power is much the same as shooting a weapon, no more, no less.  
Inflicts psychic damage, which is fine against intelligent creatures but weak against animals and automatons.
+
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.
  
'''Cloud Consciousness'''
+
'''Astral Avatar'''  
''Targets lose their focus and sense of location, as if just waking up.
+
Physically emerge out of astral space.
  
If what to do is obvious, they will quickly do it.  
+
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.
But if things are calm, they need some time to orient themselves, which creates an opening for you to act.
 
 
 
Limited effect suffices for a single target. Great effect can affect more than a dozen people all at once.
 
  
 
'''Cognitive Cascade'''
 
'''Cognitive Cascade'''
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
Fine and potent psychic grenade.
  
 
Mental Marksman with scale.
 
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 ===
 
=== Prowl ===
'''Psychic Pursuit'''
+
Use your psychic abilities to hide, scout, and transport yourself and others.
''You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible.
+
 
 +
'''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'''
 
'''Astral Ascent'''
''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.
+
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'''
 
'''Astral Adventure'''
''You send your and allies' astral bodies to any location you know of or into the presence of any creature you know.
+
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.
  
'''Astral Gateway'''
+
You send your and allies' astral bodies to other planes and other mystic locations not of this world.
''You send your and allies' astral bodies to other planes, into someone's dream, 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 ===
 
=== Skirmish ===
'''Mental Melee'''
+
Engage in psychic combat, protecting and attacking with mental force.
''You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.
+
 
 +
'''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.
  
'''Psychic Strike'''
+
'''Mind Melee'''
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Fine and potent mental melee attack.
  
'''Cognitive Cover'''
+
You can use the power as a close-range mental attack, similar in effect to a fine and potent melee weapon or pistol.
''Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
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.
  
'''Mental Storm'''
+
'''Mind Mantle'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
Negate scale in melee.
  
=== Study ===
+
Your power creates distractions that prevents am Intelligent or Sapient enemy from benefiting from numbers and otherwise works as a fine potent weapon.
'''Identify Intellect'''
+
This overcomes scale but attacks only a single opponent.
''You can identify intelligent objects and creatures.
 
  
'''Analyze Intellect'''
+
'''Mind Mastery'''
''You learn the powers and abilities of something you analyze.
+
Mind melee against all.
  
'''Past Perception'''
+
Your power strikes out in all directions, attacking all enemies in a wide area.
''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.
+
This overcomes and attacks multiple opponents.
  
'''Universal Understanding'''
+
=== Study ===
''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.
+
Delve into the nature of intelligence and Mind powers to uncover deeper knowledge.
  
=== Survey ===
+
Study digs into the details of intelligence, sapience, and Mind powers.
'''Thought Trace'''
+
* Limited effects usually suffices against something you touch which does not resist you.
''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.
+
* 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.
  
'''Astral Assembly'''
+
'''Identify Intellect'''
''Choose an ally; you can send your astral body to their location. See prowl: Astral Ascent.
+
Identify sapience and Mind powers.
  
'''Astral Audience'''
+
This basic ability lets you see if something has intelligence or sapience.
''Choose a location or creature. You send your astral body to that location.
+
If you are familiar with its type, such as "human", you can identify it as such.
  
'''Psychic Panorama'''
+
'''Analyze Intellect'''
''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.
+
Analyze sapience and Mind powers.
  
=== Sway ===
+
A more thorough analysis of what Mind powers and similar abilities are in use, including the relevant rules.
'''Intellectual Intuition'''
+
You also learn basic motivations of an Intelligent or Sapient creature are and what these motivations are directed at.
''You can understand intelligent creatures even if normally couldn't, and gauge their motivations.
 
  
'''Intelligent Interpreter'''
+
'''Mind Meld'''
''You and allies can communicate with intelligent creatures.
+
Crew can enter astral space within a mind.
  
'''Eloquent Enchantment'''
+
You enter the mind of a creature to read its thoughts and memories.
''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.
+
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.
  
'''Cognitive Conversion'''
+
Digging around in a creature's mind can awaken painful and dangerous memories that manifest as situations, creatures, and even traps.  
''You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
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.
  
=== Tinker ===
+
'''Universal Understanding'''
'''Automation'''
+
Wide area Analyze Intellect.
''You imbue mind into objects. Handle can create simple triggers, like a push button.
 
  
'''Create Cognition'''
+
Analyze Intellect on every mind in a wide area.
''You can imbue limited intelligence in an object, allowing it to sense a situation nearby and react by directing whatever abilities the item may have or send a mental alarm.
 
  
'''Install Intellect'''
+
=== Survey ===
''You can imbue limited intelligence able to hold simple conversations. With Attune: Mindforge you can make sentient items.
+
Explore the astral and mental realms, perceiving distant thoughts and manifestations.
  
'''Mass Mind'''
+
The effect required depends on the targets concealment.
''This is similar to create, above, but you mass produce intelligent objects, even a set of different objects.
+
* 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.
  
=== Wreck ===
+
'''Thought Trace'''
'''Disrupt Device'''
+
Sense manifestations of Mind powers.
''You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
 
  
'''Sabotage System'''
+
Sense Intelligent or Sapient creatures and manifestations of Mind powers at a distance.
''Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.
+
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.
  
'''Silent Sabotage'''
+
'''Astral Assembly'''
''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.
+
Send astral body to an ally.
  
'''Terminate Tech'''
+
Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent.
''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.
+
As long as you remain still, you are invisible, tough particularly perceptive targets might still sense a presence.
  
== Expanded Mind Powers ==
+
'''Astral Audience'''
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
Send astral body to a creature or location.
  
=== Attune ===
+
Choose a location or creature. You send your astral body to that location.
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.
+
This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.
  
'''Perceive:'''
+
'''Psychic Panorama'''
You gain the ability to detect supernatural creatures and powers. Your senses become attuned to the chaotic energies that permeate the world, allowing you to perceive entities and phenomena that are beyond the ordinary senses of mortals.
+
Perceive from many sapients at once.
  
'''Dismiss:'''
+
You perceive from all sapients at once over a wide area.
Through sheer force of will, you can compel any creature native to another plane of existence to return to that plane, or to cease the operation of any power. By disrupting the connection between the target and their plane of origin, you can banish them from the mortal realm or neutralize their abilities.
+
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.
  
'''Summon:'''
+
=== Sway ===
By tapping into the chaotic forces of other planes, you can call forth creatures from realms of pure chaos. However, these summoned beings are generally unwilling servants, and their obedience may be tenuous at best. You can issue them a single command, which they must obey, but maintaining control over them beyond that initial command may require further study or even a separate score.
+
Influence intelligent creatures with your psychic suggestions and manipulations.
  
'''Gate:'''
+
Sway Mind is subtle and useful for persuading people and other intelligences.  
With the power of Gate, you can create temporary portals that allow travel to and from chaotic planes of existence. These portals are unpredictable in nature, and the destination may vary each time they are opened. Exercise caution when using this power, as it can lead to encounters with beings of immense power and unpredictability.
+
Sway powers use soft, persuasive arguments rather than the dictates of the command action.  
  
=== Command ===
+
* Limited effect works if it follows the target's existing impulses.
Assume control over intelligent beings and shape the course of events to your will.
+
* 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.
  
'''Mental Mandate'''
+
'''Intellectual Intuition'''
You can command intelligent creatures even if normally couldn't, but you cannot understand them.
+
Understand sapient creatures.
  
'''Psyche Parley'''
+
You can understand sapient creatures even if normally couldn't, and gauge their motivations.
You and allies can communicate with intelligent creatures.
+
This does not allow you to be understood by those whose intentions you read. Used together with Command: Mental Mandate, this allows full communication.
  
'''Mental Monarchy'''
+
'''Intelligent Interpreter'''
You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Crew can communicate with sapience.
  
'''Thought Thrall'''
+
You and allies can communicate with sapient creatures.
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.
+
This allows the full range of the Sway action, overcoming barriers of culture and language.
  
=== Consort ===
+
'''Eloquent Enchantment'''
Influence and manipulate social situations to your advantage.
+
Suggestions to sapients.
  
'''Pretend Persona'''
+
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 assume an identity and reflect it in your actions, such as a healer, noble, merchant etc. This the impression you give without changing your appearance.
 
  
'''Assume Aspect'''
+
Essentially this is an attempt to Sway with two advantages.
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.
+
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.
  
'''Gift of Guise'''
+
'''Cognitive Conversion'''
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.
+
Permanently change sapient minds.
  
'''Gift of Gab'''
+
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.
You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
+
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.
  
=== Finesse ===
+
=== Tinker ===
Master subtle and precise applications of your powers to achieve your goals.
+
Infuse intelligence into objects, creating autonomous machines and constructs.
  
'''Psychic Saddle'''
+
Mind tinkering is about automation and intelligence in objects.
If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
+
This benefits greatly when combined with other powers to make devices for this intelligence to control.
 +
The effect determines  how long it will last.  
  
'''Neural Needle'''
+
* Limited Outcome will only be good for a single scene.
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
+
* Standard Outcome lasts until the end of the score.
 +
* Controlling many or devices requires an additional degree of outcome.
  
'''Neural Nudge'''
+
The position depends on how quiet your workplace is and how much time you have to work with.
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.
+
Permanent effects require long-term projects.
  
'''Psyche Surge'''
+
'''Automation'''
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
Create a reactive mind.
  
=== Hunt ===
+
You imbue a simple mind into an object. 
Track down targets and unleash the power of your mind in combat.
+
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.
  
'''Trace Thought'''
+
'''Create Cognition'''
You can focus on a particular thought and vaguely sense and track creatures that share this thought.
+
Imbue intelligence in an object.
  
'''Mental Marksman'''
+
You can imbue intelligence into an object, allowing it to sense and react a situation nearby.
You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
+
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.
  
'''Cognitive Cascade'''
+
'''Install Intellect'''
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.
+
Imbue sapience in an object.
  
'''Cognitive Cataclysm'''
+
You can imbue intelligence able to hold conversations and solve problems intelligently.
You call down the equivalent of a fine potent artillery barrage, attacking everything and intelligent creature in a wide area.
+
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.
  
=== Prowl ===
+
Combined with Consort: Gift of Gab you can make sapient items.
Navigate unseen realms and explore the depths of consciousness.
+
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.
  
'''Psychic Pursuit'''
+
'''Mass Mind'''
You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible.
+
Mass Create Cognition.
  
'''Astral Ascent'''
+
This is similar to Create Cognition, but you can mass produce intelligent objects, even a set of different objects.
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.
+
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.
  
'''Astral Adventure'''
+
=== Wreck ===
You send your and allies' astral bodies to any location you know of or into the presence of any creature you know.
+
Sabotage and disrupt intelligent systems and technology with mental force.
  
'''Astral Gateway'''
+
Wreck Mind works differently from most other wrecking powers.
You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
+
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.
  
=== Skirmish ===
+
* Limited Outcome: A cutting-edge device.
Engage in mental combat with precision and finesse.
+
* 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
  
'''Mental Melee'''
+
'''Disrupt Device'''
You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.
+
Mess with intelligence in items.
  
'''Psychic Strike'''
+
You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
Same as Skirmish Attack, except the weapon is fine and potent.
+
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.  
  
'''Cognitive Cover'''
+
Can also be used as a fine and potent mental damage to Intelligent and Sapient creatures.
Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
  
'''Mental Storm'''
+
'''Sabotage System'''
Your power strikes out in all directions, attacking all enemies in a wide area.
+
Disable networked systems.
  
=== Study ===
+
Similar to Disrupt Device but on a larger scale.
Uncover secrets and unlock the potential of your intellect.
+
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.  
  
'''Identify Intellect'''
+
'''Silent Sabotage'''
You can identify intelligent objects and creatures.
+
Silent System Sabotage.
  
'''Analyze Intellect'''
+
Similar to Sabotage System, but targets are destroyed are disabled silently.
You learn the powers and abilities of something you analyze.
+
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!
  
'''Past Perception'''
+
'''Terminate Tech'''
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.
+
Area Sabotage System.
  
'''Universal Understanding'''
+
Similar to Sabotage System, but over a large area.  
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.
+
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 16:05, 23 November 2024

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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 mental bolts and blades that can only hurt 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.

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.