Difference between revisions of "Mind Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(41 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{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.
 
Anthropomorphic man is the epitome of mind, a civilized being, part of a society, sapient and cultured if not necessarily human. It represents the end product of evolution and, by extension, ultimate intellect. It can exist independently of life, in machines and undead.
  
Mind attacks are mental bolts and blades that can only hurt sentient creatures.
+
Mind attacks are mental bolts and blades that can only hurt Sapient creatures.
  
 
== Mind Power Effects ==
 
== Mind Power Effects ==
Line 11: Line 11:
 
{| 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. Summon a spirit instructor.  
|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"| '''Summon Hero'''    <br> Summon heroes from alternate realities.  
|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 Plane''' <br> A 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 can communicate with intelligent creatures at range..
+
|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"| '''Neural Nudge'''       <br> Short precise suggestions.
|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"| '''Cloud Consciousness''' <br> Reduce targets to reactive state.  
 
|-
 
|-
|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"| '''Crowd Camouflage''' <br> You can hide in crowds.
+
|valign="top"| '''Crowd Camouflage''' <br> Hide in crowds.
|valign="top"| '''Astral Ascent''' <br> You can detach your astral body to scout.  
+
|valign="top"| '''Astral Ascent'''   <br> Detach astral body to scout.  
|valign="top"| '''Astral Adventure''' <br> You and allies can use Crowd Camouflage and Astral Ascent.
+
|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 Gateway'''  <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 a mind or Mind powers.
+
|valign="top"| '''Analyze Intellect'''      <br> Analyze sapience and Mind powers.
|valign="top"| '''Mind Meld'''              <br> You enter the mind of a creature to read its thoughts and memories.
+
|valign="top"| '''Mind Meld'''              <br> Crew can enter astral space within a mind.
|valign="top"| '''Universal Understanding''' <br> Analyze every Mind in a wide area. You can then use Past Perception 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 or simple herbivores. They respond automatically to environmental stimuli but do not demonstrate learning, complex problem-solving, or higher reasoning. Simple automatons and mechanical functions, including basic machines, also fall into this category. These beings lack the complexity to be affected by Mind powers.
 +
 
 +
'''Intelligent''' creatures can solve problems, adapt to stimuli, and learn from experience, but lack the ability to fully participate in diverse societies. While some may communicate, this is often limited to their own kind. They can follow instructions but need guidance in complex social environments. Wolves, for instance, thrive within 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.
  
 +
=== 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 ===
 
 
'''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. You can summon a ephemeral echo skilled in a particular action. These are not spirits or even creatures, their advice gives +1d on their chosen action and that is all they ever do.
  
 
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.
Line 115: Line 124:
  
 
'''Summon Hero'''
 
'''Summon Hero'''
''You can summon folk from other planes, which is usually alternate realities. This is used to summon heroes in times of crisis. Learning who to summon may require study or be a score in itself.
+
Summon heroes from alternate realities.
 +
Summon heroes from alternate realities.
  
A common trope in the tradition of the Narnia books, this summons people form another world to help you.  
+
You can summon folk from other planes, which is usually alternate realities. This is often used to summon heroes in times of crisis, which is the beginning of many campaigns.
 +
Unlike many other summon powers, this is usually cast blindly, hoping your mental image of who you need to be sufficient.
 
Highly unpredictable, and rarely useful to player characters as such a summon would compete for the limelight.  
 
Highly unpredictable, and rarely useful to player characters as such a summon would compete for the limelight.  
 
It does well as the backstory of a character that otherwise wouldn't fit the setting.
 
It does well as the backstory of a character that otherwise wouldn't fit the setting.
  
 
'''Parallel Plane'''
 
'''Parallel Plane'''
''You can create a portal that allows travel to and from another reality for a limited time.
+
A portal to an alternate reality.
 +
Create a 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 ===
 
=== 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 can communicate with intelligent creatures at range.
+
Communicate with sapients at range.
  
Telepathy allows communication over vast distances as long as you know the target, and a line-of-sight even if you do not.  
+
Telepathically communicate with sapients over any range, and a line-of-sight even to stranger. 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.
You can communicate with the commander of a vehicle or installation as long as you can see the exterior.
+
Either party can end the communication at any time.
The communication is simple and direct, suitable for the Command skill.  
 
  
 
'''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.
 +
 
 +
Targets 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 task is to protect the city.
  
Much like Telepathy, and your projected thoughts carry extra weight, as if issued by an authority targets respect
+
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 changes 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 and reflect it in your actions, such as a healer, noble, merchant, etc. This changes the impression you give, without changing your appearance.
 +
The power explains 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 use this on your crow as an Advanced ability.
  
 
'''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, but not an intelligent 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. 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 of 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.
 +
 
 +
* 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.
  
This creates intelligence and the ability to communicate in a creature or object that lacks it.
 
 
Creating permanent intelligence is a long term project, but even short term intelligence can allow you to discuss and learn from the temporarily awakened, who will retain simple memories from before their awakening.
 
Creating permanent intelligence is a long term project, but even short term intelligence can allow you to discuss and learn from the temporarily awakened, who will retain simple memories from before their awakening.
  
 
=== Finesse ===
 
=== 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 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 it is 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.
 +
 
 +
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.
+
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.  
Inflicts psychic damage, which is fine against intelligent creatures but weak against animals and automatons.
+
Inflicts psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
  
 
'''Neural Nudge'''
 
'''Neural Nudge'''
''You can do fine manipulation of the power, allowing you to send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.
+
Short, precise suggestions.
  
You send a very short and precise order, often only affecting a small part of the target's body.  
+
You can do fine manipulation of the mind, allowing you to send small and exact suggestions to sapient creatures. 
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.  
+
You send a very short and precise order, often only affecting a small part of the target's body. Can make a sapient 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 safe, inconsequential things.
  
'''Psyche Surge'''
+
'''Cloud Consciousness
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
Reduce targets to reactive state.
  
This is Neural Needle, but with scale.
+
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.
  
 
=== 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 can focus on a particular thought and vaguely sense and track creatures that share this thought.
 
This works best (needs limited effect) of creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry.  
 
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, asleep, or in a varied social setting requires great effect.
Line 208: Line 257:
  
 
'''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 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'''
 
''Targets lose their focus and sense of location, as if just waking up.
 
  
If what to do is obvious, they will quickly do it.
+
'''Astral Avatar'''
But if things are calm, they need some time to orient themselves, which creates an opening for you to act.
+
Physically emerge out of astral space.
  
Limited effect suffices for a single target. Great effect can affect more than a dozen people all at once.
+
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'''
 
'''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 ===
 +
Use your psychic abilities to hide, scout, and transport yourself and others.
 +
 
'''Crowd Camouflage'''
 
'''Crowd Camouflage'''
''You can hide in crowds.
+
Hide in crowds.
  
You can hide in a crowd even if you look or act different by mentally matching the people around you.
+
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 to scout.
+
Detach astral body to scout.
  
 
You can both see, hear, and speak through your astral projection.
 
You can both see, hear, and speak through your astral projection.
 
Your astral body is immaterial, transparent, and can hover at walking speed.  
 
Your astral body is immaterial, transparent, and can hover at walking speed.  
Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the location.
+
Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the destination.
 
An astral body is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light.
 
An astral body is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light.
Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but takes no actions
+
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 and allies can use Crowd Camouflage and Astral Ascent.
+
Crew Crowd Camouflage and Astral Ascent.
  
You can include allies when using the basic Prowl Mind powers.
+
You can include allies when using the basic and advanced Prowl Mind powers.
 
Each ally uses their own Prowl action.
 
Each ally uses their own Prowl action.
  
 
'''Astral Gateway'''
 
'''Astral Gateway'''
''You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
+
Send crew's astral bodies anywhere.
 +
 
 +
You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
  
 
Entering others' dreams or psyche can affect them in subtle way, planting ideas, reinforcing fears, or helping to heal mental issues.  
 
Entering others' dreams or psyche can affect them in subtle way, planting ideas, reinforcing fears, or helping to heal mental issues.  
Line 259: Line 311:
  
 
=== 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.
 
  
All Mind attacks do psychic damage, which is fine against intelligent creatures but weak against animals and automatons.
+
'''Mindfulness'''
 +
Block harm from Mind.
  
'''Psychic Strike'''
+
Roll Skirmish when subject to Harm from Mind or Illusion powers and similar mental attacks.
''Same as Skirmish Attack, except the weapon is fine and potent.
+
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.
  
'''Cognitive Cover'''
+
'''Mind Melee'''
''Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Fine and potent mental melee attack.
  
This overcomes scale but attacks only single opponents.
+
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.
  
'''Mental Storm'''
+
'''Mind Mantle'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
Negate scale in melee.
  
 +
Your power creates distractions that prevents a 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.
 
This overcomes and attacks multiple opponents.
  
 
=== Study ===
 
=== Study ===
Study digs into the details of intelligence and Mind powers.
+
Delve into the nature of intelligence and Mind powers to uncover deeper knowledge.
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.
+
Study digs into the details of intelligence, sapience, and Mind powers.
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.
+
* 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.
 
Alien minds new to you are harder to analyze.
  
 
'''Identify Intellect'''
 
'''Identify Intellect'''
''You can identify intelligent objects and creatures.
+
Identify sapience and Mind powers.
  
This basic ability lets you see if something houses an intelligence, and a simple evaluation, is this an automaton, sapient, or even sentient?
+
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.
 
If you are familiar with its type, such as "human", you can identify it as such.
  
 
'''Analyze Intellect'''
 
'''Analyze Intellect'''
''You learn the powers and abilities of a mind or Mind powers.
+
Analyze sapience and Mind powers.
  
A more thorough analysis, including what Mind powers are present and what an intelligent creature is good or bad at and its basic motivations, like hunger, hatred, love, or curiosity and what these motivations is directed at.
+
A more thorough analysis, including what Mind powers and similar abilities, including the relevant rules.
 +
You also learn basic motivations are and what these motivations is directed at.
  
 
'''Mind Meld'''
 
'''Mind Meld'''
''You enter the mind of a creature to read its thoughts and memories.
+
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.  
 
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 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.
 
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.
 
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.
  
 
'''Universal Understanding'''
 
'''Universal Understanding'''
''Analyze every Mind in a wide area. You can then use Past Perception on some of these targets.
+
Wide area Analyze Intellect.
  
Godlike perception giving you an insight on every person in the vicinity and the ability to dive into some of them, using Mind Meld at range.
+
Analyze Intellect on every mind in a wide area.
  
 
=== Survey ===
 
=== Survey ===
 +
Explore the astral and mental realms, perceiving distant thoughts and manifestations.
 +
 
The effect required depends on the targets concealment.  
 
The effect required depends on the targets concealment.  
Limited effect suffices for targets in clear line of sight.  
+
* 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.  
+
* 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.
+
* Great effect can look around behind walls and into hard cover.
  
 
'''Thought Trace'''
 
'''Thought Trace'''
''You can sense manifestations of the minds or Mind powers at a distance.  
+
Sense manifestations of Mind powers.
  
 +
Sense manifestations of minds or Mind powers at a distance.
 
You can recognize minds you are familiar with and sense if something is familiar or alien, but that is about it.
 
You can recognize minds you are familiar with and sense if something is familiar or alien, but that is about it.
+
You can opt to ignore known minds to find what you do not know.
 +
 
 
'''Astral Assembly'''
 
'''Astral Assembly'''
''Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent.
+
Send astral body to an ally.
  
As an astral body is easily destroyed, gaining more than a glimpse of the location may depend on a Prowl action.
+
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'''
 
'''Astral Audience'''
''Choose a location or creature. You send your astral body to that location.
+
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.
 
Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.
  
 
'''Psychic Panorama'''
 
'''Psychic Panorama'''
''You perceive from all intelligent creatures at once over a wide area.
+
Perceive from many sapients at once.
  
You Thought Trace all points you have line-of-sight to, and then from there what your effect allows to see into concealment and cover.
+
You perceive from all 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 ===
 
=== Sway ===
 +
Influence intelligent creatures with your psychic suggestions and manipulations.
 +
 
Sway Mind is subtle and useful for persuading people and other intelligences.  
 
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.  
 
Sway powers use soft, persuasive arguments rather than the dictates of the command action.  
  
Limited effect works if it follows the target's existing impulses. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one. Effect in excess of what's needed allows you top affect ten or so targets, as long as they are in a group.
+
* 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'''
 
'''Intellectual Intuition'''
''You can understand intelligent creatures even if normally couldn't, and gauge their motivations.
+
Understand sapient creatures.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
You can understand sapient creatures even if normally couldn't, and gauge their motivations.
 +
This does not allow you to be understood by those whose intentions you read. Used together with Command: Mental Mandate, this allows full communication.
  
 
'''Intelligent Interpreter'''
 
'''Intelligent Interpreter'''
''You and allies can communicate with intelligent creatures.
+
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.
 
This allows the full range of the Sway action, overcoming barriers of culture and language.
  
 
'''Eloquent Enchantment'''
 
'''Eloquent Enchantment'''
''You implant suggestions in the minds of intelligent creatures, which will be triggered under conditions you set. This power is subtle until it triggers.
+
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.
 
Essentially this is an attempt to Sway with two advantages.
 
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
Common suggestions include stealing something, attacking someone, or ignoring an event.  
 
Common suggestions include stealing something, attacking someone, or ignoring an event.  
Besides the normal challenges of Sway powers, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.  
+
Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your effect.  
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
+
* Limited outcome A minute or so..  
 +
* Normal outcome lasts for the duration of the score.
 +
* Great outcome can last past the end of the score, as makes sense in the story.
  
 
'''Cognitive Conversion'''
 
'''Cognitive Conversion'''
''You change the personality and motivations an intelligent creature. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
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. '
+
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.
 
Exceptional creatures and exceptional circumstances can break this change, depending more on plot and role-playing than die rolls.
  
 
=== Tinker ===
 
=== Tinker ===
'''Automation'''
+
Infuse intelligence into objects, creating autonomous machines and constructs.
''You imbue mind into objects. Handle can create simple triggers, like a push button.
 
  
'''Create Cognition'''
+
Mind tinkering is about automation and intelligence in objects.
''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.
+
This benefits greatly when combined with other powers to make devices for this intelligence to control.
  
'''Install Intellect'''
+
The effect determines  how long it will last.
''You can imbue limited intelligence able to hold simple conversations. With Attune: Mindforge you can make sentient items.
+
* 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.
  
'''Mass Mind'''
+
The position depends on how quiet your workplace is and how much time you have to work with.
''This is similar to create, above, but you mass produce intelligent objects, even a set of different objects.
+
Permanent effects require long-term projects.
  
=== Wreck ===
+
'''Automation'''
'''Disrupt Device'''
+
Create a reactive mind.
''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'''
+
You imbue a simple mind into objects. 
''Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.
+
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 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 time that mundane clockwork requires.
  
'''Silent Sabotage'''
+
'''Create Cognition'''
''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.
+
Imbue intelligence in an object.
  
'''Terminate Tech'''
+
You can imbue limited intelligence in an object, allowing it to sense and react a situation nearby.
''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.
+
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.
  
== Expanded Mind Powers ==
+
'''Install Intellect'''
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
Imbue sapience in an object.
  
=== Attune ===
+
You can imbue intelligence able to hold conversations and solve problems intelligently.
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 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.
  
'''Perceive:'''
+
Combined with Consort: Gift of Gab you can make sapient items.
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.
+
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 an intelligent spirit possess an intelligent item.
  
'''Dismiss:'''
+
'''Mass Mind'''
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.
+
Mass Create Cognition.
  
'''Summon:'''
+
This is similar to Create Cognition, but you can mass produce intelligent objects, even a set of different objects.
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.
+
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.
  
'''Gate:'''
+
=== Wreck ===
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.
+
Sabotage and disrupt intelligent systems and technology with mental force.
  
=== Command ===
+
Wreck Mind works differently from most other wrecking powers.
Assume control over intelligent beings and shape the course of events to your will.
+
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.
  
'''Mental Mandate'''
+
* Limited Outcome: A cutting-edge device.
You can command intelligent creatures even if normally couldn't, but you cannot understand them.
+
* 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
  
'''Psyche Parley'''
+
'''Disrupt Device'''
You and allies can communicate with intelligent creatures.
+
Mess with intelligence in items.
  
'''Mental Monarchy'''
+
You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
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.  
  
'''Thought Thrall'''
+
'''Sabotage System'''
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.
+
Disable networked systems.
  
=== Consort ===
+
Similar to Disrupt Device but on a larger scale.
Influence and manipulate social situations to your advantage.
+
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 larger systems, like ships and buildings.  
  
'''Pretend Persona'''
+
'''Silent Sabotage'''
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.
+
Silent System Sabotage.
  
'''Assume Aspect'''
+
Similar to Sabotage System, but destroyed are disabled silently.
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.
+
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!
  
'''Gift of Guise'''
+
'''Terminate Tech'''
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.
+
Area Sabotage System.
 
 
'''Gift of Gab'''
 
You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
 
 
 
=== Finesse ===
 
Master subtle and precise applications of your powers to achieve your goals.
 
 
 
'''Psychic Saddle'''
 
If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
 
 
 
'''Neural Needle'''
 
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
 
 
 
'''Neural Nudge'''
 
You can do fine manipulation of the power, allowing you to do send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.
 
 
 
'''Psyche Surge'''
 
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
 
 
 
=== Hunt ===
 
Track down targets and unleash the power of your mind in combat.
 
 
 
'''Trace Thought'''
 
You can focus on a particular thought and vaguely sense and track creatures that share this thought.
 
 
 
'''Mental Marksman'''
 
You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
 
 
 
'''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.
 
 
 
'''Cognitive Cataclysm'''
 
You call down the equivalent of a fine potent artillery barrage, attacking everything and intelligent creature in a wide area.
 
 
 
=== Prowl ===
 
Navigate unseen realms and explore the depths of consciousness.
 
 
 
'''Psychic Pursuit'''
 
You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible.
 
 
 
'''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.
 
 
 
'''Astral Adventure'''
 
You send your and allies' astral bodies to any location you know of or into the presence of any creature you know.
 
 
 
'''Astral Gateway'''
 
You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
 
 
 
=== Skirmish ===
 
Engage in mental combat with precision and finesse.
 
 
 
'''Mental Melee'''
 
You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.
 
 
 
'''Psychic Strike'''
 
Same as Skirmish Attack, except the weapon is fine and potent.
 
 
 
'''Cognitive Cover'''
 
Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
 
 
'''Mental Storm'''
 
Your power strikes out in all directions, attacking all enemies in a wide area.
 
 
 
=== Study ===
 
Uncover secrets and unlock the potential of your intellect.
 
 
 
'''Identify Intellect'''
 
You can identify intelligent objects and creatures.
 
  
'''Analyze Intellect'''
+
Similar to Sabotage System, but over a large area.  
You learn the powers and abilities of something you analyze.
+
This can negate control devices over a city block or entire port or fort, forcing everyone to rely on manual handling of objects.
 
 
'''Past Perception'''
 
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.
 
 
 
'''Universal Understanding'''
 
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.
 

Latest revision as of 10:08, 9 September 2024

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

Mind delves into 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.

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. Summon a spirit instructor.
Summon Hero
Summon heroes from alternate realities.
Parallel Plane
A 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.
Neural Nudge
Short precise suggestions.
Cloud Consciousness
Reduce targets to reactive state.
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 Gateway
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 or simple herbivores. They respond automatically to environmental stimuli but do not demonstrate learning, complex problem-solving, or higher reasoning. Simple automatons and mechanical functions, including basic machines, also fall into this category. These beings lack the complexity to be affected by Mind powers.

Intelligent creatures can solve problems, adapt to stimuli, and learn from experience, but lack the ability to fully participate in diverse societies. While some may communicate, this is often limited to their own kind. They can follow instructions but need guidance in complex social environments. Wolves, for instance, thrive within 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.

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.

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. You can summon a ephemeral echo skilled in a particular action. These are not spirits or even creatures, their advice gives +1d on their chosen action and that is all they ever do.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success effect creates an opening that makes the supported action potent. Full effect improves the position of the supported action. Critical success improves both position and effect.

When used directly, the effect is usually standard, which causes an ongoing effect to crash. Against an opponent that uses power to fly or even breathe you can have a better effect. Poor targeting increases the needed effect.

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

Summon Hero Summon heroes from alternate realities. Summon heroes from alternate realities.

You can summon folk from other planes, which is usually alternate realities. This is often used to summon heroes in times of crisis, which is the beginning of many campaigns. Unlike many other summon powers, this is usually cast blindly, hoping your mental image of who you need to be sufficient. Highly unpredictable, and rarely useful to player characters as such a summon would compete for the limelight. It does well as the backstory of a character that otherwise wouldn't fit the setting.

Parallel Plane A portal to an alternate reality. Create a 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 sapients over any range, and a line-of-sight even to stranger. 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.

Targets 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 task 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 and reflect it in your actions, such as a healer, noble, merchant, etc. This changes the impression you give, without changing your appearance. The power explains 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 use this on your crow as an Advanced ability.

Assume Aspect Assume the form of a humanoid.

You take the form of a sapient creature, but not an intelligent creature. This includes humans and whatever else is sapient in your world. 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 of 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.

  • 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.

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

Finesse

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 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 it is 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.

Neural Nudge Short, precise suggestions.

You can do fine manipulation of the mind, allowing you to send small and exact suggestions to sapient creatures. You send a very short and precise order, often only affecting a small part of the target's body. Can make a sapient 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 safe, inconsequential things.

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.

Hunt

Track and attack targets using focused mental energy.

Trace Thought Focus on and track a specific thought.

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

Mental Marksman 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 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 can both see, hear, and speak through your astral projection. Your astral body is immaterial, transparent, and can hover at walking speed. Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the destination. An astral body is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light. Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but 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 Prowl action.

Astral Gateway Send crew's astral bodies anywhere.

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

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

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

Skirmish

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

Mindfulness Block harm from Mind.

Roll Skirmish when subject to Harm from Mind or Illusion 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 a 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, including what Mind powers and similar abilities, including the relevant rules. You also learn basic motivations are and what these motivations is 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.

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 manifestations of minds or Mind powers at a distance. You can recognize minds you are familiar with and sense if something is familiar or alien, but that is about it. You can opt to ignore known minds to find what 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 objects. 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 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 time that mundane clockwork requires.

Create Cognition Imbue intelligence in an object.

You can imbue limited intelligence in an object, allowing it to sense and react a situation nearby. You can do much more complex traps and machines that interpret and react to events. 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 an intelligent 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.

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 larger systems, like ships and buildings.

Silent Sabotage Silent System Sabotage.

Similar to Sabotage System, but 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.