Difference between revisions of "Mind Powers (FiD)"

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{{FiD}}
 
 
{{FiD-Powers}}
 
{{FiD-Powers}}
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.  
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Mind delves into Sapience and Intelligence.
 
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As the Form of society and social connection, Mind concerns cognition, identity, and social awareness rather than raw problem-solving ability. 
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.
+
It is the Form most closely associated with people; humans and variant humans like elves, orcs, and other social beings.
 
 
Mind attacks are mental bolts and blades that can only hurt Sapient creatures.
 
 
 
== Mind Power Effects ==
 
  
 +
== Mind Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Mind Monitor'''   <br> Detect Sapience and use of Mind powers.
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|valign="top"| '''[[#Conceptual Context|Conceptual Context]]''' <br> Detect Mind.
|valign="top"| '''Mindforge'''     <br> Dispel Mind. Summon a spirit instructor.  
+
|valign="top"| '''[[#Conceptual Constraint|Conceptual Constraint]]''' <br> Dismiss Mind.
|valign="top"| '''Summon Hero'''   <br> Summon heroes from alternate realities.  
+
|valign="top"| '''[[#Conceptual Collapse|Conceptual Collapse]]''' <br> Merge Astral plane.
|valign="top"| '''Parallel Plane''' <br> A portal to an alternate reality.  
+
|valign="top"| '''[[#Conceptual Connection|Conceptual Connection]]''' <br> Summon hero.
 
 
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Mental Mandate''' <br> Comprehensible command to Sapients.  
+
|valign="top"| '''[[#Telepathic Threat|Telepathic Threat]]''' <br> Telepathic leverage.
|valign="top"| '''Telepathy'''       <br> Communicate with sapiengents at range.
+
|valign="top"| '''[[#Telepathic Transfer|Telepathic Transfer]]''' <br> Signal sapients.
|valign="top"| '''Mental Monarchy''' <br> Command Sapient creatures as a superior.  
+
|valign="top"| '''[[#Telepathic Triumph|Telepathic Triumph]]''' <br> Command sapients.
|valign="top"| '''Thought Thrall''' <br> Permanently bind sapient creatures.  
+
|valign="top"| '''[[#Telepathic Thrall|Telepathic Thrall]]''' <br> Bind sapients.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Pretend Persona''' <br> Assume and project a role.  
+
|valign="top"| '''[[#Pretend Persona|Pretend Persona]]''' <br> Project a role.
|valign="top"| '''Assume Aspect'''   <br> Assume the form of a humanoid.  
+
|valign="top"| '''[[#Polymorph Persona|Polymorph Persona]]''' <br> Transform self.
|valign="top"| '''Gift of Guise'''   <br> Assume Aspect a willing creature.  
+
|valign="top"| '''[[#Project Persona|Project Persona]]''' <br> Project Persona on Crew.
|valign="top"| '''Gift of Gab'''     <br> Increase intelligence in creatures.
+
|valign="top"| '''[[#Paragon Persona|Paragon Persona]]''' <br> Increase intelligence.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Psychic Saddle''' <br> Ride any intelligent mount or vehicle.  
+
|valign="top"| '''[[#Neural Navigation|Neural Navigation]]''' <br> Ride any intelligence.
|valign="top"| '''Neural Needle''' <br> Fine and potent melee psychic attack.
+
|valign="top"| '''[[#Neural Needle|Neural Needle]]''' <br> Psychic attack.
|valign="top"| '''Neural Nudge'''   <br> Short precise suggestions.
+
|valign="top"| '''[[#Neural Numbness|Neural Numbness]]''' <br> Induce reactive Mind.
|valign="top"| '''Astral Avatar''' <br> Physically emerge out of astral space.  
+
|valign="top"| '''[[#Neural Nexus|Neural Nexus]]''' <br> Create astral realm.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Trace Thought'''       <br> Focus on and track a specific thought.
+
|valign="top"| '''[[#Cognitive Cue|Cognitive Cue]]''' <br> Track a thought.
|valign="top"| '''Mental Marksman'''     <br> Fine and potent ranged metal attack.
+
|valign="top"| '''[[#Cognitive Crosshairs|Cognitive Crosshairs]]''' <br> Mental snipe.
|valign="top"| '''Cloud Consciousness''' <br> Remove sense of location and purpose.  
+
|valign="top"| '''[[#Cognitive Cascade|Cognitive Cascade]]''' <br> Manifest from astral space.
|valign="top"| '''Cognitive Cascade'''   <br> Fine and potent psychic grenade.  
+
|valign="top"| '''[[#Cognitive Collapse|Cognitive Collapse]]''' <br> Psychic area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Crowd Camouflage''' <br> Hide in crowds.
+
|valign="top"| '''[[#Astral Alliance|Astral Alliance]]''' <br> Hide in crowds.
|valign="top"| '''Astral Ascent'''   <br> Detach astral body to scout.  
+
|valign="top"| '''[[#Astral Ascent|Astral Ascent]]''' <br> Astral body scouting.
|valign="top"| '''Astral Adventure''' <br> Crew Crowd Camouflage and Astral Ascent.
+
|valign="top"| '''[[#Astral Adventure|Astral Adventure]]''' <br> Crew Prowl.
|valign="top"| '''Astral Gateway'''   <br> Send crew's astral bodies anywhere.
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|valign="top"| '''[[#Astral Anywhere|Astral Anywhere]]''' <br> Astral travel.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Mindfulness''' <br> Block Harm from Mind.  
+
|valign="top"| '''[[#Mindfulness|Mindfulness]]''' <br> Resist Mind.
|valign="top"| '''Mind Melee'''   <br> Fine and potent mental melee attack.  
+
|valign="top"| '''[[#Mind Melee|Mind Melee]]''' <br> Mind melee attack.
|valign="top"| '''Mind Mantle''' <br> Negate scale in melee.
+
|valign="top"| '''[[#Mind Mastery|Mind Mastery]]''' <br> Gives Scale.
|valign="top"| '''Mind Mastery''' <br> Mind melee against all.  
+
|valign="top"| '''[[#Mind Merge|Mind Merge]]''' <br> Group Action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Identify Intellect'''     <br> Identify sapience and Mind powers.  
+
|valign="top"| '''[[#Identify Intellect|Identify Intellect]]''' <br> Identify intelligence.
|valign="top"| '''Analyze Intellect'''       <br> Analyze sapience and Mind powers.
+
|valign="top"| '''[[#Inspect Intellect|Inspect Intellect]]''' <br> Analyze Mind.
|valign="top"| '''Mind Meld'''               <br> Crew can enter astral space within a mind.
+
|valign="top"| '''[[#Infiltrate Intellect|Infiltrate Intellect]]''' <br> Enter dream.
|valign="top"| '''Universal Understanding''' <br> Wide area Analyze Intellect.
+
|valign="top"| '''[[#Inescapable Intellect|Inescapable Intellect]]''' <br> Area analyze Mind.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''   
 
|align="left" valign="top" | '''Survey'''   
|valign="top"| '''Thought Trace'''   <br> Sense manifestations of the mind power.
+
|valign="top"| '''[[#Thought Trace|Thought Trace]]''' <br> Sense Mind.
|valign="top"| '''Astral Assembly''' <br> Send astral body to an ally.  
+
|valign="top"| '''[[#Thought Thread|Thought Thread]]''' <br> Astral messenge.
|valign="top"| '''Astral Audience''' <br> Send astral body to a creature or location.
+
|valign="top"| '''[[#Thought Tether|Thought Tether]]''' <br> Astral spying.
|valign="top"| '''Psychic Panorama''' <br> Perceive from many sapients at once.
+
|valign="top"| '''[[#Thought Topology|Thought Topology]]''' <br> Perceive from many sapients.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Intellectual Intuition''' <br> Understand sapient creatures.  
+
|valign="top"| '''[[#Eloquent Empathy|Eloquent Empathy]]''' <br> Understand motivations.
|valign="top"| '''Intelligent Interpreter''' <br> Crew can communicate with sapience.
+
|valign="top"| '''[[#Eloquent Exchange|Eloquent Exchange]]''' <br> Crew can communicate.
|valign="top"| '''Eloquent Enchantment'''   <br> Suggestions to sapients.
+
|valign="top"| '''[[#Eloquent Enchantment|Eloquent Enchantment]]''' <br> Suggestions to sapients.
|valign="top"| '''Cognitive Conversion'''   <br> Permanently change sapient minds.
+
|valign="top"| '''[[#Eloquent Enlightenment|Eloquent Enlightenment]]''' <br> Bind sapients.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''   
 
|align="left" valign="top" | '''Tinker'''   
|valign="top"| '''Automation'''       <br> Create simple automaton.
+
|valign="top"| '''[[#Mnemonic Modification|Mnemonic Modification]]''' <br> Reactive mechanisms.
|valign="top"| '''Create Cognition''' <br> Imbue intelligence in an object.  
+
|valign="top"| '''[[#Mnemonic Mechanism|Mnemonic Mechanism]]''' <br> Reactive devices.
|valign="top"| '''Install Intellect''' <br> Imbue sapience in an object.
+
|valign="top"| '''[[#Mnemonic Matrix|Mnemonic Matrix]]''' <br> Imbue intelligence.
|valign="top"| '''Mass Mind'''         <br> Mass Create Cognition.  
+
|valign="top"| '''[[#Mnemonic Manifold|Mnemonic Manifold]]''' <br> Mass Mnemonic Mechanism.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''   
 
|align="left" valign="top" | '''Wreck'''   
|valign="top"| '''Disrupt Device''' <br> Mess with intelligence in items.  
+
|valign="top"| '''[[#Prohibition Protocol|Prohibition Protocol]]''' <br> Jam intelligent items.
|valign="top"| '''Sabotage System''' <br> Disable networked things.
+
|valign="top"| '''[[#Pervert Protocol|Pervert Protocol]]''' <br> Disable networks.
|valign="top"| '''Silent Sabotage''' <br> Silent System Sabotage.
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|valign="top"| '''[[#Parasitic Protocol|Parasitic Protocol]]''' <br> Silent system sabotage.
|valign="top"| '''Terminate Tech''' <br> Area Sabotage System.
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|valign="top"| '''[[#Pandemonium Protocol|Pandemonium Protocol]]''' <br> Area system sabotage.
 
|}
 
|}
  
== Expanded Mind Powers ==
+
== What is Mind ==
An important distinction for Mind powers is the difference between between reactive, intelligent, and sapient creatures.
+
Mind governs perception of self, understanding of others, abstract reasoning, culture, language, and moral judgment. 
 +
While often found in living creatures, Mind can exist independently of life, inhabiting spirits, elementals, machines, and certain undead.
  
'''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.
+
Anthropomorphic creatures are the archetypal expression of Mind: civilized beings embedded in societies, capable of reflection, cooperation, and ethical reasoning.
 +
Mind represents the ability to conceptualize, plan, judge, and belong, rather than instinct or immediate reaction.
  
'''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.
+
=== Categories of Mind ===
 +
These terms have specific meanings when used with Mind powers.
  
'''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.
+
Mind powers primarily affect '''[[#Intelligent |Intelligent]]''' and '''[[#Sapient |Sapient]]''' targets.
 +
Effects that rely on identity, belief, guilt, ideology, long-term motivation, or moral reasoning require Sapience.
  
=== Attune ===
+
Mind attacks are immaterial assaults on cognition, will, and identity rather than physical or neurological force.
Connect with the mental realm and harness psychic energies for powerful manifestations.
+
They can only affect [[#Intelligent |Intelligent]] and [[#Sapient |Sapient]] targets, as creatures without internal models, abstract thought, or selfhood have nothing for such attacks to strike.
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'''
+
==== Insensate ====
Detect Sapience and the use of Mind powers.
+
Lacks the capacity to perceive, interpret, or meaningfully respond to sensory input.
 +
Insensate entities do not register illusion, deception, or intent, and cannot be influenced by effects that rely on awareness or interpretation.
 +
This makes them immune to [[Illusion Powers (FiD)|Illusion]] and Mind abilities.
 +
Some insensate things, such as plants and fungi, may react to stimuli, but only over hours or days rather than moments.
 +
Objects, plants, inert matter, and the simplest forms of life are typically insensate.
  
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.
+
==== Reactive ====
 +
Creatures or objects without an internal model of the world who operate primarily on basic survival instincts. They respond automatically to environmental stimuli but do not demonstrate learning, complex problem-solving, or higher reasoning.
 +
Most [[Animal Powers (FiD)|animals]] such as insects, most herbivores, and primitive predators, simple [[Death Powers (FiD)|undead]], [[Abyss Powers (FiD)|lesser elemental]] creatures and basic constructs such as simple robots fall into this category.
 +
These beings lack the complexity of intellect to be affected by Mind powers and are instead affected by [[Animal_Powers_(FiD)|Animal]] or an appropriate elemental form.
  
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).  
+
==== Intelligent ====
 +
Beings capable of learning, planning, and pursuing goals. They can model situations and respond flexibly but may lack stable self-identity, culture, or moral frameworks in relation to other creatures.  
 +
Smarter [[Animal Powers (FiD)|animals]], clever monsters, artificial intelligences, and most [[Death Powers (FiD)|undead]] are Intelligent.
 +
An intelligent creature can be very creative and solve complex problems, can follow instinctive social norms such as a pack hierarchy, but cannot follow a pluralistic society and gets stressed and confused in such settings.
  
'''Mindforge'''
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==== Sapient ====
Dispel Mind powers. Summon a spirit instructor.
+
The defining trait of civilized beings such as humans, elves, orcs, and other social peoples. Sapient beings possess self-awareness, abstract reasoning, language, culture, and moral judgment. They can engage meaningfully with creatures of different species and cultures, potentially applying empathy, reflection, and social reasoning across complex societies.
 +
Sapience is not a measure of raw intelligence, but of the ability to participate in sustained social and moral systems. 
 +
Even super-intelligent artificial intelligences, [[Monster_(FiD)|monsters]], and [[Spirit_(FiD)|spirits]] are rarely Sapient. Most Powers that can affect [[#Sapient |Sapient]] targets can also affect [[#Intelligent |Intelligent]] creatures.
  
You can end the operation of a mind ability. You can summon a spirit skilled in a particular action. These are not creatures, their advice gives +1d on their chosen action.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
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.
+
== Expanded Mind Abilities ==
 +
=== 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 violent, your position worsens.
  
When used directly, the effect is usually standard, which causes an ongoing effect to crash.  
+
Unlike most forms, Mind does not have a class of supernatural creatures at its beck and call.  
Against an opponent that uses power to fly or even breathe you can have a better effect.
+
It uses the [[Cosmology_(FiD)#Astral_Realms|astral plane]] a lot, but is not connected to it or its creatures the way other Forms are.
Poor targeting increases the needed effect.
+
It is possible to summon [[#Sapient|sapient]] creatures, but they are not native to other planes, rather they must be summoned from [[#Cosmology_(FiD)#Parallel_Worlds|parallel realities]], which is quite difficult and comes with precious little control.
  
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.
+
==== Conceptual Context ====
 +
Detect Mind.
  
'''Summon Hero'''
+
You can detect [[Mind_Powers_(FiD)#Intelligent|intelligence]] and [[#Sapient|sapience]] where you don't expect it, but is also useful to detect Mind powers.
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.
+
Limited Outcome suffices against a creature you can clearly see. You need greater Outcome against a creature that is hidden (standard Outcome) or behind a wall (great Outcome).
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'''
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==== Conceptual Constraint ====
Create a portal to an alternate reality.
+
Dismiss Mind.
  
You can create a portal that allows travel to and from another reality for a limited time.
+
You can end the operation of a Mind ability and force any Spirit to materialize or dematerialize.
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.
+
 +
Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success creates an opening that makes the supported action potent. Full success improves the position of the supported action. Critical success improves both position and Outcome.
 +
When used directly, the starting effect is usually standard, which causes an ongoing ability to crash.
 +
Against an opponent that uses power to fly or even breathe you can have a better effect.
 +
Poor targeting increases the needed Outcome.
  
Mind has no plane of origin.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
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 ===
+
==== Conceptual Collapse ====
Impose your will upon the minds of Sapient creatures.
+
Merge Astral plane.
  
'''Mental Mandate'''
+
In an Area (p 221) you take down the barrier between the [[Cosmology_(FiD)#Astral_Realms|Astral]] and whatever plane you are on or near, usually the [[Cosmology_(FiD)#The_Prime|Prime]] plane.
Issue comprehensible commands to Sapient creatures.
+
This allows astral creatures to interact fully with the physical world, but also removes their protection, they are now effectively on the physical plane and must move out of the Area to regain the advantages of being astral.
  
This is useful for intimidating and commanding foreign or alien sapient creatures. Combined with Sway: Communicate, it allows two-way communication.
+
This creates a door between worlds, and because of how travel on the [[Cosmology_(FiD)#Astral_Realms|astral plane]] is instantaneous, there is a risk of creatures on the [[Cosmology_(FiD)#Astral_Realms|astral plane]] using this breech to escape into the physical world and vice-verso.  
 +
This can be an immediate Consequence, but can have long-lasting effects on the story.
  
'''Telepathy'''
+
==== Conceptual Connection ====
Communicate with sapients over distance.
+
Summon hero.
  
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 contact a hero from an [[#Cosmology_(FiD)#Parallel_Worlds|parallel world]]. This is used to ask advice or to summon a hero in times of crisis.
Either party can end the communication at any time.
 
  
'''Mental Monarchy'''
+
Mind is the Form of thoughts, and the power will focus on a person with the right abilities and mentality that you need, but consequences may alter this.
Command Sapient creatures as their superior.
+
These Consequences depend on how odd your motivations are and how odd an hero you want to summon.
 +
* If you have few hangups and few demands, the Position is Controlled.
 +
* Most hero summoning is Risky an long as yo only specify one thing about the hero; area of competence, personality, or form.
 +
* If you are a shut-in and you want a very specific type of necromancer hero, the Position is Desperate.  
  
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.
+
Depending on your degree of outcome, the power may only allow communication or summon a hero for a longer or shorter time.
 +
* '''Limited Outcome''' does not actually summon anyone, but establishes a connection, you can communicate and ask questions or you can look around to seek a particular type of individual to contact.
 +
* '''Standard Outcome''' summons them for a short while, assisting you on a single score, and you can dismiss a hero that wants to be sent home.
 +
* '''Great Outcome''' summons them until they are sent home, and you can dismiss a hero that wishes to remain.
  
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.
+
This also allows your crew to travel to a [[#Cosmology_(FiD)#Parallel_Worlds|parallel world]], but there is usually little reason to do so.
  
'''Thought Thrall'''
+
''Highly disruptive to the game, a long-lasting hero summon would compete for the limelight.  
Permanently bind sapient creatures to your will.
+
''It works well as the backstory of a character that otherwise wouldn't fit the setting, and might be the basis for a whole campaign of people doing heroics in a different world.
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 ===
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Adopt new forms and roles, or bestow them upon others.
 
  
'''Pretend Persona'''
+
=== Command ===
Assume and project a role or personality.
+
Impose your will upon the minds of [[#Sapient|sapient]] creatures.
  
'''Assume Aspect'''
+
==== Telepathic Threat ====
Take on the form of a humanoid.
+
Telepathic leverage.
  
'''Gift of Guise'''
+
You can induce leverage telepathically regardless of language, useful for intimidating and commanding foreign or alien [[#Sapient|sapient]] creatures. 
Grant the ability to Assume Aspect to a willing creature.
+
This provides the leverage needed to use Command to intimidate without an open threat of violence.
  
'''Gift of Gab'''
+
==== Telepathic Transfer ====
Impart intelligence to creatures.
+
Signal sapients.
  
=== Finesse ===
+
You can telepathically communicate with [[#Sapient|sapient]] creatures you know over any range, and at line-of-sight even to strangers. 
Utilize refined psychic control and mobility in both the physical and astral planes.
+
You can communicate with the most powerful [[#Sapient|sapient]] in a vehicle or installation as long as you can see the exterior.
  
'''Psychic Saddle'''
+
The communication is simple and direct, as fits the Command Action and Mind reaches above language barriers. 
Ride any intelligent mount or vehicle.
+
Either party can end the communication at any time.
  
'''Neural Needle'''
+
==== Telepathic Triumph ====
Deliver a precise and potent psychic melee attack.
+
Command sapients.
  
'''Neural Nudge'''
+
[[#Sapient|Sapient]] creatures will see you as an officer, professional superior, alpha, or other leader type outranking them. 
Implant short, precise suggestions.
+
This is essentially an attempt at Command from a position of strength, increasing your base Effect compared to a normal attempt.
  
'''Astral Avatar'''
+
This does not remove existing loyalties, which can lead to conflicts. 
Physically manifest yourself from the astral plane.
+
Understanding the social order of your targets helps avoid conflict with their established loyalties.
  
=== Hunt ===
+
Ordering city guards to ignore a disturbance requires greater Outcome than ordering them to deal with it and move on, because their duty is to protect the city.
Track and attack targets using focused mental energy.
 
  
'''Trace Thought'''
+
Position depends on the creature’s actual relationship to you:
Focus on and track a specific thought.
+
* Ordering a creature that sees itself as your superior is a '''Desperate''' Position.
 +
* A creature that agrees you outrank it is usually a '''Controlled''' Position, with Consequences focused on limiting retries.
 +
* A creature that sees itself as your equal is usually a '''Risky''' Position, potentially leading to Heat, misunderstood orders, or small rebellions.
  
'''Mental Marksman'''
+
==== Telepathic Thrall ====
Deliver a fine and potent ranged mental attack.
+
Bind sapients.
  
'''Cloud Consciousness'''
+
This will not work unless you are already in a position of power over the target.
Obscure a target's sense of location and purpose.
+
This functions like Telepathic Triumph, but the Effect is permanent rather than situational. 
  
'''Cognitive Cascade'''
+
The initial Position is usually '''Desperate''' unless the target is already restrained, subordinate, or socially broken. 
Release a fine and potent psychic grenade.
+
Strong emotions, conflicting authority, or major narrative upheaval can break your control; otherwise, it lasts until dispelled.
  
=== Prowl ===
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Use your psychic abilities to hide, scout, and transport yourself and others.
 
  
'''Crowd Camouflage'''
+
=== Consort ===
Blend in with large crowds.
+
Adopt new roles, or bestow them upon others.
  
'''Astral Ascent'''
+
==== Pretend Persona ====
Detach your astral body to scout ahead.
+
Project a role.
  
'''Astral Adventure'''
+
You can assume an identity such as a healer, noble, merchant, etc. This changes your actions, the way you move, and the way you speak, altering the impression you give without changing your shape or appearance.
Enable your crew to use Crowd Camouflage and Astral Ascent.
+
You are acting the role so naturally that people will assume you are who you pretend to be.
 +
You can allow your crew to do this as an Advanced ability, but they use their own Consort action rating.
  
'''Astral Gateway'''
+
You can use this on your entire Crew as an Advanced ability.
Send your crew’s astral bodies anywhere.
 
  
=== Skirmish ===
+
==== Polymorph Persona ====
Engage in psychic combat, protecting and attacking with mental force.
+
Transform self.
  
'''Mindfulness'''
+
You take the form of a [[#Sapient|sapient]] creature.
Block Harm from Mind powers.
+
This includes humans and whatever else is [[#Sapient|sapient]] in the setting, such as elves, dwarves, civilized aliens, and uplifted animals.
 +
This is an actual physical transformation.
  
'''Mind Melee'''
+
* Limited outcome allows transformation into yourself like you would have been, had you grown up as the creature whose mind you assume. Those familiar with you will still recognize you.
Deliver a precise and potent mental melee attack.
+
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
 +
* Great outcome allows you to assume the shape and personality of a specific creature you have studied.
  
'''Mind Mantle'''
+
==== Project Persona ====
Negate scale in melee combat.
+
Project Persona on Crew.
  
'''Mind Mastery'''
+
You can use Polymorph Persona on your entire Crew or on a willing or helpless creature.
Engage in mental melee against all enemies.
+
The duration depends of the outcome.
  
=== Study ===
+
* Limited outcome is very temporary.
Delve into the nature of intelligence and Mind powers to uncover deeper knowledge.
+
* 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 Polymorph Persona.
  
'''Identify Intellect'''
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
Identify the nature of intelligence and Mind powers.
+
It can even be a faux resurrection, transforming the mind and body of a target into that of a loved one, tough this will never be perfect, intimate details of personality and memory will always be missing.
  
'''Analyze Intellect'''
+
==== Paragon Persona ====
Gain a deeper understanding of intelligence and Mind powers.
+
Increase intelligence.
  
'''Mind Meld'''
+
This creates intelligence and the ability to communicate in a creature that lack it.
Allow your crew to enter the astral space within a mind.
+
This usually lasts for a score but can be made permanent using long-term actions.
  
'''Universal Understanding'''
+
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.
Analyze the intellect of a wide area.
+
It is an 8 tick long term project to make each stage of this transformation permanent.
  
=== Survey ===
+
* Limited Outcome can turn an [[#Intelligent |Intelligent]] creature [[#Sapient |Sapient]]. 
Explore the astral and mental realms, perceiving distant thoughts and manifestations.
+
* Standard Outcome can make a [[#Reactive |Reactive]] creature [[#Sapient |Sapient]]. 
 +
* Great Outcome can make an [[#Insensate|Insensate]] thing [[#Intelligent|Intelligent]].
 +
You can increase intelligence to a lower level if desired.
  
'''Thought Trace'''
+
Such a creature begins with a child-like devotion to you, but over time develops its own personality, including going through rebellious phases even if you treat them well.
Sense manifestations of Mind power.
+
Consequences can make the creature hostile.
  
'''Astral Assembly'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Send your astral body to an ally.
 
  
'''Astral Audience'''
+
=== Finesse ===
Send your astral body to a creature or location.
+
Utilize refined psychic control and mobility in both the physical and astral planes.
  
'''Psychic Panorama'''
+
==== Neural Navigation ====
Perceive from many intelligences at once.
+
Ride any intelligence.
  
=== Sway ===
+
If there is a friendly [[#Reactive |reactive]] or [[#Intelligent |intelligent]] (but not [[#Sapient|sapient]]) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
Influence intelligent creatures with your psychic suggestions and manipulations.
+
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 long as they are not [[#Sapient|sapient]].
  
'''Intellectual Intuition'''
+
==== Neural Needle ====
Understand the nature of intelligent creatures.
+
Psychic attack.
  
'''Intelligent Interpreter'''
+
You focus your mental power into a fine and potent close-range attack, similar to a fine potent psychic dueling sword or pistol.
Allow your crew to communicate with intelligent creatures.
 
  
'''Eloquent Enchantment'''
+
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.
Suggest actions to intelligent creatures.
+
Inflicts psychic damage, which is fine against [[#Sapient|sapient]] creatures but weak against [[#Reactive |reactive]] creatures and useless against things that lack any kind of mind.
 +
It works perfectly in [[Cosmology_(FiD)#Astral_Realms|astral space]].
  
'''Cognitive Conversion'''
+
==== Neural Numbness ====
Permanently alter the intelligence of a creature.
+
Induce reactive Mind.
  
=== Tinker ===
+
A creature is disoriented and finds it hard to make decisions, their minds momentarily reduced to a [[#Reactive |reactive]] state.
Infuse intelligence into objects, creating autonomous machines and constructs.
+
If an appropriate action is obvious, such as if they are being attacked, targets will recover quickly, but they may respond slowly if allies are attacked, and otherwise will blunder about responding to immediate needs before returning to normal. {{ Include Finesse Master }}
  
'''Automation'''
+
==== Neural Nexus ====
Create a simple automaton.
+
Create astral realm.
  
'''Create Cognition'''
+
You can create a structure in [[Cosmology_(FiD)#Astral_Realms|astral space]], technically a small [[Cosmology_(FiD)#Astral_Havens|astral haven]] or [[Cosmology_(FiD)#Dreamscapes|Dreamscape]].
Imbue intelligence into an object.
+
This is typically a ship, a house, or a redoubt that can serve as a vehicle, an abode, and a base. All variants can move in astral space.
 +
Creatures inside your nexus cannot use astral travel, which affords you a way to temporarily trap them for a confrontation, until they break out of the Nexus.
 +
You must lure them inside or create the nexus around them for this to work.
  
'''Install Intellect'''
+
Higher Outcome creates a larger, more elaborate nexus, from a small hut to a large building. Position is normally Controlled, but you can create it to surround creatures which is at least Risky. You can also increase the duration by worsening Position, which usually results in attracting attention from things in the [[Cosmology_(FiD)#Astral_Realms|astral plane]].
Grant Sapience to an object.
 
  
'''Mass Mind'''
+
You can make a permanent nexus as a 12-tick long-term project for a Limited Outcome, two such clocks for a Standard Outcome, four times for Great Outcome.
Mass Create Cognition across many objects.
 
  
=== Wreck ===
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Sabotage and disrupt intelligent systems and technology with mental force.
 
  
'''Disrupt Device'''
+
=== Hunt ===
Interfere with the intelligence in objects.
+
Track and attack targets using focused mental energy.
 +
All these abilities work just as well in [[Cosmology_(FiD)#Astral_Realms|astral space]] and in physical reality.
  
'''Sabotage System'''
+
==== Cognitive Cue ====
Disable networked systems.
+
Track a thought.
  
'''Silent Sabotage'''
+
You focus on a particular thought and vaguely sense and track creatures that share this thought.
Perform a silent Sabotage System.
+
This works best (needs Limited Outcome) on creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry.
 +
A target that is whimsical, drunk, or asleep requires great Outcome.
 +
The age of the tracks and the number of other minds that left similar traces reduces your Outcome.
 +
This works in [[Cosmology_(FiD)#Astral_Realms|astral space]] as well as in physical reality.
  
'''Terminate Tech'''
+
==== Cognitive Crosshairs ====
Area-effect Sabotage System.
+
Mental snipe.
  
== Old Expanded Mind Powers ==
+
You can make an attack similar to a Fine and Potent rifle, but inflicting mental damage.
Mind can detect, influence, communicate with, and even create intelligence and sapience.
+
Using an attack power is much the same as shooting a weapon, no more, no less.
 +
Cognitive Crosshairs inflicts potent psychic damage, which is weak against [[#Reactive |reactive]] creatures and useless against things that lack any kind of mind.
  
The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violet, your position worsens.
+
==== Cognitive Cascade ====
 +
Manifest from astral space.
  
=== Attune ===
+
You and your crew can physically manifest your astral bodies. You must first project your [[Cosmology_(FiD)#Astral_Projection|astral body]] (perhaps using [[#Astral_Ascent|Prowl Mind: Astral Ascent]]) and then travel to the desired location.  
'''Mind Monitor'''
 
You can detect sapient creatures and use of mind powers.
 
  
This can detect thinking creatures that you cannot see disguised or bestial intelligent and sapient creatures, but is also useful to detect the use and effects of Mind powers.
+
You can then use this ability to move your astral body into the physical world. This body functions like your normal body and carries clothes and a light load. It is visually distinctive by being monochrome.
 +
Duration depends on your Outcome.
  
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 Outcome''': A few seconds.
 +
* '''Standard Outcome''': A scene.
 +
* '''Great Outcome''': A score.
  
'''Mindforge'''
+
You can then return to [[Cosmology_(FiD)#Astral_Realms|astral space]] or dissolve your astral body and return to your original physical body. You cannot bring anything along when returning.
You can end the operation of a mind ability. You can summon a spirit skilled in a particular action. These are not creatures, their advice gives +1d on their chosen action.
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success effect creates an opening that makes the supported action potent. Full effect improves the position of the supported action. Critical success improves both position and effect.
+
==== Cognitive Collapse ====
 +
Psychic area attack.
  
When used directly, the effect is usually standard, which causes an ongoing effect to crash.  
+
Cognitive Crosshairs with Scale (p 221).
Against an opponent that uses power to fly or even breathe you can have a better effect.
+
Like Cognitive Crosshairs it does mental damage.
Poor targeting increases the needed effect.
+
You use your power to attack similar to a Fine and Potent mental grenade.  
 +
This allows you to attack a cohort gang at full effect, but there is always a risk of collateral damage.
  
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Summon Hero'''
+
=== Prowl ===
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.
+
Use your psychic abilities to hide, scout, and transport yourself and others.
  
A common trope in the tradition of the Narnia books, this summons people form another world to help you.
+
==== Astral Alliance ====
Highly unpredictable, and rarely useful to player characters as such a summon would compete for the limelight.
+
Hide in crowds.
It does well as the backstory of a character that otherwise wouldn't fit the setting.
 
  
'''Parallel Plane'''
+
You can hide in a crowd of [[#Sapient|sapient]] people (creatures of approximately your own shape) even if you look or dress different by matching the mentality projected by people around you.
You can create a portal that allows travel to and from another reality for a limited time.
+
Surveillance devices will still record you, but anyone watching it within the next few minutes will likely miss you.
 +
You still need to make a Prowl roll to escape attention, with better starting Effect the more people you have to hide among.
  
=== Command ===
+
==== Astral Ascent ====
'''Mental Mandate'''
+
Astral body scouting.
You can command intelligent creatures even if normally couldn't, but you cannot understand them.
 
  
This allows you to issue telepathic commands to sapient creatures, allowing use of the action across language and cultural barriers.
+
You detach your astral and physical bodies and send your [[Cosmology_(FiD)#Uses|astral body]] to '''spy'''.
 +
You can see and hear through your astral projection, but your senses are dulled and only perceive what is within a few meters.
 +
You can clearly see creatures and psychic emanations.
 +
Your [[Cosmology_(FiD)#Astral_Projection|astral body]] is immaterial, transparent, and can hover at walking speed.
 +
You are hard to see from the physical world, your astral body glows faintly in darkness and appears as a grayish outline in bright light.
  
'''Telepathy'''
+
==== Astral Adventure ====
You can communicate with sapient creatures at range.
+
Crew Prowl.
  
Telepathy allows communication over vast distances as long as you know the target, and a line-of-sight even if you do not.  
+
You can include allies when using Astral Alliance and Astral Ascent.
You can communicate with the commander of a vehicle or installation as long as you can see the exterior.
+
If allies need to roll Prowl, they use their own Prowl dice.
The communication is simple and direct, suitable for the Command skill.  
+
This is often a Group Action.
  
'''Mental Monarchy'''
+
==== Astral Anywhere ====
You can give commands to sapient creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Astral travel.
  
Much like Telepathy, and your projected thoughts carry extra weight, as if issued by an authority targets respect
+
You and allies [[Cosmology_(FiD)#Uses|astral bodies]] can '''travel''' instantly to other planes and other mystic locations connected to the [[Cosmology_(FiD)#Subrealms|astral plane]].
 +
This delves into worlds of thought rather than matter, exploring dreams, realms of logic, or realms of pure forms and ideals.
 +
An expedition into such an astral realm is usually a score in its own right, done for esoteric reasons.
 +
It is possible to do such travel without this power, which is slow and dangerous.
  
'''Thought Thrall'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You can permanently bind sapient creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
 
  
They will stay in one location and act according to your instructions, like very loyal and literal-minded goons, unless affected by other powers.
+
=== Skirmish ===
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.
+
Engage in psychic combat, protecting and attacking with mental force.
 +
All of these work in [[Cosmology_(FiD)#Astral_Realms|astral space]] as well as in physical reality.
  
=== Consort ===
+
==== Mindfulness ====
'''Pretend Persona'''
+
Resist Mind.
You can assume an identity and reflect it in your actions, such as a healer, noble, merchant, etc. This changes the impression you give, without changing your appearance.
 
  
This makes Consort actions potent and can explain away a lack of a disguise—you are acting the role so naturally that people will just assume you are on leave rather than an imposter.
+
{{ : Damage Resistance Template (FiD)}}
  
'''Assume Aspect'''
+
==== Mind Melee ====
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.
+
Mind melee attack.
  
You take the form of a sapient creature, but not intelligent creatures.
+
You can use the power as a close-range mental attack, similar to a Fine and Potent melee weapon or pistol.
This includes humans and whatever else is sapient in your world.  
+
All Mind attacks do psychic damage, which is fine against [[#Sapient |Sapient]] creatures but weak against [[#Reactive |Reactive]] creatures and useless against things that lack any kind of mind.
This is an actual physical transformation, but it can also change your thought patters, giving you abilities you do not normally have, which explains how your action values change.
 
  
With limited effect you can transform into yourself like you would have been, had you grown up as an the people whose form you assume. Those familiar with you will recognize you.
+
==== Mind Mastery ====
Standard effect can make you a generic creature, very hard to recognize as yourself.
+
Gain Scale.
Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
 
  
'''Gift of Guise'''
+
Your power strikes out in all directions, attacking all enemies in a wide area.
You can shapechange a willing or helpless creature into any humanoid. This can be a curse; it can be broken, but it is not easy. You can easily break the effect.
+
This gives you Scale (p 221).
  
This is Assume Aspect used on another. The effect needed depends on their similarity to the new form.
+
==== Mind Merge ====
 +
Group Action.
  
'''Gift of Gab'''
+
This allows you and allies to initiate a Group Action when persuading, communicating, or judging opinions against each other. {{ : Apex Skirmish Include (FiD) }}
You can give sapience and intelligence to non-sapient creatures, giving them roughly human intellect.
 
  
This creates intelligence and the ability to communicate in a creature or object that lacks it.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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 ===
+
=== Study ===
'''Psychic Saddle'''
+
Delve into the nature of intelligence and Mind powers to uncover deeper knowledge.
If there is an 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.
+
Study digs into the details of intelligence, sapience, and Mind powers.
It might work on smart vehicles depending on how the setting regards machine intelligence.  
+
* Limited Outcome usually suffices against something you touch which does not resist you.
 +
* Standard Outcome works against someone you could reach, but who resists you.
 +
* Great Outcome 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 the way your playbook uses powers and the theme of the game.
 +
Alien minds new to you are harder to analyze.
  
'''Neural Needle'''
+
==== Identify Intellect ====
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.
+
Identify intelligence.
  
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.
+
This Basic ability lets you see if something has intelligence or sapience, name it, understand its basic type, and learn its capacity to communicate.
Inflicts psychic damage, which is fine against sapient creatures but weak against reactive creatures and useless against things that lack any kind of mind.
+
It does not allow you to communicate or read thoughts.
  
'''Neural Nudge'''
+
==== Inspect Intellect ====
You can do fine manipulation of the power, allowing you to send small and exact suggestions to sapient creatures. This allows you to make others open doors and perform other minor manipulations.
+
Analyze Mind.
  
You send a very short and precise order, often only affecting a small part of the target's body.  
+
A more thorough analysis of intelligence or sapience, and what Mind powers and similar abilities are in effect, including the relevant rules.
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 small and inconsequential things.  
+
You also learn the basic motivations of an [[#Intelligent|intelligent]] or [[#Sapient|sapient]] creature, and what those motivations are directed at.
 +
Finally, you can translate text but not ciphers.
  
'''Astral Avatar'''
+
==== Infiltrate Intellect ====
Physically emerge out of astral space.
+
Enter dream.
  
You and your crew can physically manifest your astral bodies.
+
You enter the mind of a creature to read its thoughts and memories.
You must first manifest your astral body (using Prowl: Astral Ascent or Astral Adventure) and then travel to the desired location.
+
This is a [[Cosmology_(FiD)#Dreamscapes|Dreamscape]]; you enter directly into a creature's dreams.
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.
 
  
=== Hunt ===
+
This is most effective, but also most dangerous, when the target is asleep. Otherwise the dream world is less vivid and meaningful, a dry husk of dreams that you can study for information but cannot meaningfully influence.
'''Trace Thought'''
 
You can focus on a particular thought and vaguely sense and track creatures that share this thought.
 
  
This works best (needs limited effect) of creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry.  
+
Entering an awake creature's dreams lets you read thoughts, memories, and motivations, giving a picture of their personality.
A target that is whimsical, asleep, or in a varied social setting requires great effect.
+
You can probe to learn the target's relationships and objectives toward something specific.
The age of the tracks and the number of other minds that left similar traces acts as a higher tier, reducing your effect.
+
You navigate memories by association, which makes the information you find somewhat random.
 +
Finding more obscure memories and attitudes is random and time-consuming.
  
'''Mental Marksman'''
+
In the dreams of a sleeper, you can interact with them and create scenarios for them to experience, but your control of the dream-world is limited and the dreamer's subconscious can overpower your control.
You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
+
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.
  
Using an attack power is much the same as shooting a weapon, no more, no less.
+
Depending on the importance and mental strength of the target, Infiltrate Intellect might be a simple roll or an entire score.
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'''
+
==== Inescapable Intellect ====
Targets lose their focus and sense of location, as if just waking up.
+
Area analyze Mind.
  
If what to do is obvious, they will quickly do it.
+
Use Inspect Intellect on every mind in an Area (p 221).
But if things are calm, they need some time to orient themselves, which creates an opening for you to act.
 
  
Limited effect suffices for a single target. Great effect can affect more than a dozen people all at once.
+
Alternatively, you can read codes and ciphers.
  
'''Cognitive Cascade'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
 
  
Mental Marksman with scale.
+
=== Survey ===
 +
Explore the [[Cosmology_(FiD)#Astral_Realms|astral]] realms, perceiving distant thoughts and manifestations.
 +
The outcome you need depends on the target's concealment.
 +
* '''Limited Outcome''' can perceive known minds or strong, obvious mental activity.
 +
* '''Standard Outcome''' can perceive unknown but nearby minds or weakly connected targets.
 +
* '''Great Outcome''' can perceive distant, hidden, or conceptually remote minds.
  
=== Prowl ===
+
==== Thought Trace ====
'''Crowd Camouflage'''
+
Sense Mind.
You can hide in crowds.
 
  
You can hide in a crowd even if you look or act different by mentally matching the people around you.
+
Sense [[#Intelligent|intelligent]] or [[#Sapient|sapient]] creatures and manifestations of Mind powers at a distance.
 +
You can sense if something is familiar or alien and recognize creatures you are familiar with.
 +
You can opt to ignore known minds and Mind powers to find those you do not know.
  
'''Astral Ascent'''
+
==== Thought Thread ====
You can detach your astral body to scout.
+
Astral messenge.
  
You can both see, hear, and speak through your astral projection.
+
Choose an [[#Intelligent |intelligent]] or [[#Sapient|sapient]] creature you are familiar with; you can send your [[Cosmology_(FiD)#Astral_Projection|astral body]] to their location and perceive the physical world from there or manifest to communicate with them.  
Your astral body is immaterial, transparent, and can hover at walking speed.
 
Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the location.
 
An astral body is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light.
 
Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but takes no actions
 
  
'''Astral Adventure'''
+
==== Thought Tether ====
You and allies can use Crowd Camouflage and Astral Ascent.
+
Astral spying.
  
You can include allies when using the basic Prowl Mind powers.
+
This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there and peer into the physical world.
Each ally uses their own Prowl action.
 
  
'''Astral Gateway'''
+
==== Thought Topology ====
You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
+
Perceive from many sapients.
  
Entering others' dreams or psyche can affect them in subtle way, planting ideas, reinforcing fears, or helping to heal mental issues.  
+
You perceive from all [[#Sapient|sapients]] at once over a wide area.
It is also possible to find consensual dreamlands, places that manifest the hopes, fears, and desires of groups of people.
+
Enhances your senses impossibly, the sum of what each individual across the scene senses.  
In such a place you can change the mood of an entire group.  
+
Creates a comprehensive mental image of the area, revealing numerous details simultaneously.  
These are usually long-term projects.
+
You perceive what everyone in range perceives, but no self-perceptions from those observers, so someone who is alone can escape your detection.
  
Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter.
+
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An expedition into such an astral realm can be a score in its own right.
 
  
=== Skirmish ===
+
=== Sway ===
'''Mindfulness'''
+
Influence [[#Intelligent|intelligent]] and [[#Sapient|sapient]] creatures with your psychic suggestions and manipulations.
Block harm from Mind.
 
  
Roll Skirmish when subject to Harm from Mind or Illusion powers and similar mental attacks.  
+
Sway Mind is subtle and useful for persuading people and other intelligences.  
This is your inherent resistance, it does not require any activity on your part.
+
Sway powers use soft, persuasive arguments rather than the dictates of the [[#Command|Command]] action.  
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'''
+
* '''Limited Outcome''' works if it follows the target's existing impulses.
Fine and potent mental melee attack
+
* '''Standard Outcome''' can convince a target with no particular stake in the matter.
 +
* '''Great Outcome''' will convince a reluctant target, but not a passionate one.
 +
Effect in excess of what's needed allows you to affect a group of allies matching the scale of your tier (p 221), as long as they are in a group.
  
You can use the power as a close-range mental attack, similar in effect to a fine and potent melee weapon or pistol.
+
==== Eloquent Empathy ====
 +
Understand motivations.
  
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.
+
You can speak to [[#Intelligent|intelligent]] and [[#Sapient|sapient]] creatures even if no shared language exists, and you can gauge their motivations.  
  
'''Mind Mantle'''
+
==== Eloquent Exchange ====
Negate scale in melee
+
Crew can communicate.
  
Your power creates distractions that prevents a sapient enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
You and allies can communicate with [[#Intelligent|intelligent]] and [[#Sapient|sapient]] creatures.
This overcomes scale but attacks only a single opponent.
+
This allows the full range of the Sway action, overcoming barriers of culture and language.
  
'''Mind Mastery'''
+
==== Eloquent Enchantment ====
Mind melee against all.
+
Suggestions to sapients.
  
Your power strikes out in all directions, attacking all enemies in a wide area.
+
You implant suggestions in the minds of [[#Sapient |Sapient]] creatures, which will be triggered under conditions you set. This power is subtle until it triggers.
This overcomes and attacks multiple opponents.
 
  
=== Study ===
+
Essentially this is an attempt to Sway with two advantages.
Study digs into the details of intelligence, sapience, and Mind powers.
+
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.
Limited effects usually suffices against something you touch which does not resist you.
+
Common suggestions include stealing something, attacking someone, or ignoring an event.  
Standard effect works against someone you could reach, but which resists you.
+
This cannot force actions fundamentally opposed to the target’s core identity
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.
+
Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome.
Alien minds new to you are harder to analyze.
+
* '''Limited Outcome''' an hour 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.
  
'''Identify Intellect'''
+
==== Eloquent Enlightenment ====
You can identify sapient objects and creatures.
+
Bind sapients.
  
This basic ability lets you see if something houses  intelligence or sapience.
+
You change the personality and motivations of a [[#Sapient |Sapient]] which is unable to resist.
If you are familiar with its type, such as "human", you can identify it as such.
+
This is permanent and blatant.  
 +
This changes the target on a deep level, changing their loyalties and priorities.
 +
The target remembers their past but regards it as unimportant compared to their new motivations.
 +
Exceptional creatures and exceptional circumstances can break this change, depending on plot and role-play more than on die rolls.
  
'''Analyze Intellect'''
+
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You learn the powers and abilities of a mind or Mind powers.
 
  
A more thorough analysis, including what Mind powers are present and what a sapient creature is good or bad at and its basic motivations, like hunger, hatred, love, or curiosity and what these motivations is directed at.
+
=== Tinker ===
 +
Infuse intelligence into objects, creating autonomous machines and constructs.
  
'''Mind Meld'''
+
Mind tinkering is about automation and intelligence in objects.
You enter the mind of a creature to read its thoughts and memories.
+
This benefits greatly when combined with other powers to make devices for this intelligence to control.
 +
The Outcome determines  how long it will last.  
  
This allows you to read thoughts, memories, and motivations, giving a picture of the target's personality.  
+
* '''Limited Outcome''' will only be good for a single scene.
You read memories based on association, which makes the information you find somewhat random.
+
* '''Standard Outcome''' lasts until the end of the score.
You can probe to learn the target's relations and objectives towards something specific.
+
* '''Controlling several''' devices at once requires an additional degree of outcome.
Finding more obscure memories and attitudes is random and time consuming.
 
  
'''Universal Understanding'''
+
The position depends on how quiet your workplace is and how much time you have to work with.
Analyze every Mind in a wide area. You can then use Past Perception on some of these targets.
+
Permanent effects require long-term projects.
 
 
Godlike perception giving you an insight on every person in the vicinity and the ability to dive into some of them, using Mind Meld at range.
 
  
=== Survey ===
+
==== Mnemonic Modification ====
The effect required depends on the targets concealment.
+
Reactive mechanisms.
Limited effect suffices for targets in clear line of sight.
 
Standard effect can penetrate concealment, sense those hiding behind corners, or far to points you can only barely see.
 
Great effect can look around behind walls and into hard cover.
 
  
'''Thought Trace'''
+
You imbue a simple [[#Reactive|reactive]] mind into an object. 
You can sense manifestations of the minds or Mind powers at a distance.  
+
This allows machines to do a sequence of actions with the push of a single button or single trigger, the level of intelligence possible to clockwork.
 +
This is often used for traps, but also for simple things like lifts, vending machines, and penny arcades.
 +
It can also set up control surfaces to help in the operation of a complex vehicle or machine.
 +
This allows the creation of temporary complex mechanisms without the crafting time that mundane clockwork requires.
  
You can recognize minds you are familiar with and sense if something is familiar or alien, but that is about it.
+
==== Mnemonic Mechanism ====
+
Reactive devices.
'''Astral Assembly'''
 
Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent.
 
  
As an astral body is easily destroyed, gaining more than a glimpse of the location may depend on a Prowl action.
+
You can imbue senses and an advanced [[#Reactive|reactive]] mind in an object, allowing it to sense and react to a nearby situation.
 +
This is on the mental level of a simple animal and can control much more complex systems of traps and machines that interpret and react to events, but is incapable of planning or improvising around its orders.
 +
In addition to controlling whatever mechanism it is attached to, it can send a mental alarm to person(s) attuned to the machine.
  
'''Astral Audience'''
+
==== Mnemonic Matrix ====
Choose a location or creature. You send your astral body to that location.
+
Imbue intelligence.
  
Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.
+
You can imbue an object with [[#Intelligent|intelligence]] able to hold conversations and solve problems in a constructive way.
 +
This can hold simple conversations and run complex devices such as a 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.
  
'''Psychic Panorama'''
+
Combined with [[#Paragon Persona|Consort: Paragon Persona]] you can make [[#Sapient|sapient]]  items.
You perceive from all intelligent creatures at once over a wide area.
+
Begin with Mnemonic Matrix  to create an [[#Intelligent |intelligent]] item and then use Paragon Persona to make it [[#Sapient|sapient]].
  
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.
+
==== Mnemonic Manifold ====
 +
Mass Mnemonic Mechanism.
  
=== Sway ===
+
This is similar to [[#Mnemonic Mechanism|Mnemonic Mechanism]], but you can mass produce advanced [[#Reactive|reactive]] objects, even a set of different objects.
Sway Mind is subtle and useful for persuading people and other intelligences.  
+
This allows the simultaneous creation of a small army of [[#Reactive|reactive]] machines.
Sway powers use soft, persuasive arguments rather than the dictates of the command action.  
+
You can instead install a single [[#Intelligent|intelligent]] mind to run a large installation like a factory or ship.
  
Limited effect works if it follows the target's existing impulses. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one. Effect in excess of what's needed allows you top affect ten or so targets, as long as they are in a group.
+
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'''Intellectual Intuition'''
+
=== Wreck ===
You can understand intelligent creatures even if normally couldn't, and gauge their motivations.
+
Sabotage and disrupt reasoning ability in creatures and items with mental force.
  
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.
+
Wreck Mind works differently from most other wrecking powers.
 
+
The Outcome needed depends on the complexity of the device to be wrecked, with more complex devices being easier to break.  
'''Intelligent Interpreter'''
+
A very busy and dangerous setting adds to your initial Effect, while a still and polished setting reduces it.
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'''
 
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, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
 
 
'''Cognitive Conversion'''
 
You change the personality and motivations 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. '
+
* '''Limited Outcome''': A cutting-edge device.
Exceptional creatures and exceptional circumstances can break this change, depending more on plot and role-playing than die rolls.
+
* '''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.
  
=== Tinker ===
+
The Position depends on the situation. 
Mind tinkering is about automation and intelligence in objects.
+
A quiet workspace is '''Controlled''', the general hustle of adventure '''Risky''', and dealing with direct attacks, massive crowds, or dangerous construction '''Desperate'''.
This benefits greatly when combined with other powers to make devices for this intelligence to control.
 
  
The effect determines the effectiveness of your construction, but also how long it will last.
+
Attacks work in [[Cosmology_(FiD)#Astral_Realms|astral space]] as well as in physical reality.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most tinkering will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
Long lasting or permanent effects are long-time downtime projects.
 
The position depends on how quiet your workplace is and how much time you have to work with.
 
  
'''Automation'''
+
==== Prohibition Protocol ====
You imbue mind into objects. Create simple triggers, like a push button, to rigger one or more devices
+
Jam intelligent items.
  
This allows machines to do a sequence of actions with the push of a single button or single trigger.
+
Mess with intelligence in items.
Any precision must be supplied from the outside or be set when the device is made.
 
This is often used for traps, but also for simple things like vending machines and penny arcades.
 
This allows clockwork complexity in devices without the skill and time that mundane clockwork requires.
 
  
'''Create Cognition'''
+
You mess with intelligence in items in your immediate presence, reducing their ability to react to the environment.
You can imbue limited intelligence in an object, allowing it to sense and react a situation nearby.
+
This destroys control functions, leaving the item physically whole but obviously malfunctioning.
 
+
Guns are duds, triggers activate randomly, traps misfire, and alarms either fail or continually turn on and off.
You can do much more complex traps and machines that interpret and react to events.
+
Devices can be repaired, but are usually out for the score.
It cannot distinguish individuals, but can identify species, gender, uniforms, and the like and react to such information. It can also act if it is idle for a set time.  
 
This is about the same intelligence that a desktop computer with some sensors attached.  
 
In addition to controlling whatever mechanism it is attached to, it can send a mental alarm to person(s) attuned to the machine.
 
 
 
'''Install Intellect'''
 
You can imbue limited intelligence able to hold simple conversations. Combined with Attune Mind: Mindforge you can make sapient items.
 
 
 
This has the intelligence of an intelligent animal and can hold simple conversations and run complex devices such as a gun or vehicle. It is not able to improvise and figure out new things without instruction.
 
 
 
'''Mass Mind'''
 
This is similar to create, above, but you mass produce intelligent objects, even a set of different objects.
 
 
 
This allows the simultaneous creation of a small army of intelligent machines.
 
 
 
=== Wreck ===
 
Wreck Mind works differently from most other wrecking powers.
 
The effect needed depends on the complexity of the device to be wrecked, with more complex devices being easier to break.
 
A cutting-edge device or one with with the latest addons require only limited effect.
 
A simple device like a bow or winch requires great effect.
 
A device with no moving parts, like a sword or hammer, cannot be jinxed.
 
A very busy and dangerous setting adds to your effect, while a still and polished setting reduces effect.
 
  
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate
+
This can also be used as a weapon like a nerf club to inflict mental damage to [[#Intelligent|intelligent]] and [[#Sapient|sapient]] opponents.
  
'''Disrupt Device'''
+
==== Pervert Protocol ====
You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place.
+
Disable networks.
  
This destroys control functions, leaving the item whole but malfunctioning. Guns are duds, triggers make the shot miss, traps misfire or refuse to activate, alarms ring randomly. Simple devices can be repaired, but are usually out for the score.  
+
Similar to Prohibition Protocol, but on a larger scale.
 +
You can reach through a network to sabotage a nearby control hub such as a guard station or computer server withing an Area (p 221).
 +
This can create a battle between Tinker and Wreck to keep a system alive.
 +
You introduce new and interesting flaws in even larger systems, like ships and buildings.
  
'''Sabotage System'''
+
This can also be used as a '''Fine''' and '''Potent''' gag hammer to inflict mental damage to [[#Intelligent|intelligent]] and [[#Sapient|sapient]] opponents.
Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.
 
  
Introduce new and interesting flaws in larger systems, like ships and buildings.  
+
==== Parasitic Protocol ====
 +
Silent system sabotage.
  
'''Silent Sabotage'''
+
Similar to Prohibition Protocol, but targets are disabled silently.
Similar to Sabotage System, but destroyed are disabled silently and respond maliciously to repairs.
+
Systems seem to continue to work when they in fact do not and respond maliciously to repairs.
 +
It is as if the system intelligently resists repairs and introduces new flaws when old ones have been corrected.
 +
You can make systems function properly until a moment of stress.
  
Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected. Can function properly until a moment of stress. This is a constant battle between Tinker and Wreck!
+
==== Pandemonium Protocol ====
 +
Area system sabotage.
  
'''Terminate Tech'''
+
Similar to Prohibition Protocol, but within Range (p. 221).
Similar to Sabotage System, but over a large area.  
+
This can negate control devices over a city block or an entire port or fort, forcing everyone to rely on manual handling of objects.
 +
It is not selective; everything stops working.
  
This can negate control devices over a city block or entire port or fort, forcing everyone to rely on manual handling of objects.
+
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Latest revision as of 21:32, 12 March 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark Powers

Mind delves into Sapience and Intelligence. As the Form of society and social connection, Mind concerns cognition, identity, and social awareness rather than raw problem-solving ability. It is the Form most closely associated with people; humans and variant humans like elves, orcs, and other social beings.

Mind Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Conceptual Context
Detect Mind.
Conceptual Constraint
Dismiss Mind.
Conceptual Collapse
Merge Astral plane.
Conceptual Connection
Summon hero.
Command Telepathic Threat
Telepathic leverage.
Telepathic Transfer
Signal sapients.
Telepathic Triumph
Command sapients.
Telepathic Thrall
Bind sapients.
Consort Pretend Persona
Project a role.
Polymorph Persona
Transform self.
Project Persona
Project Persona on Crew.
Paragon Persona
Increase intelligence.
Finesse Neural Navigation
Ride any intelligence.
Neural Needle
Psychic attack.
Neural Numbness
Induce reactive Mind.
Neural Nexus
Create astral realm.
Hunt Cognitive Cue
Track a thought.
Cognitive Crosshairs
Mental snipe.
Cognitive Cascade
Manifest from astral space.
Cognitive Collapse
Psychic area attack.
Prowl Astral Alliance
Hide in crowds.
Astral Ascent
Astral body scouting.
Astral Adventure
Crew Prowl.
Astral Anywhere
Astral travel.
Skirmish Mindfulness
Resist Mind.
Mind Melee
Mind melee attack.
Mind Mastery
Gives Scale.
Mind Merge
Group Action.
Study Identify Intellect
Identify intelligence.
Inspect Intellect
Analyze Mind.
Infiltrate Intellect
Enter dream.
Inescapable Intellect
Area analyze Mind.
Survey Thought Trace
Sense Mind.
Thought Thread
Astral messenge.
Thought Tether
Astral spying.
Thought Topology
Perceive from many sapients.
Sway Eloquent Empathy
Understand motivations.
Eloquent Exchange
Crew can communicate.
Eloquent Enchantment
Suggestions to sapients.
Eloquent Enlightenment
Bind sapients.
Tinker Mnemonic Modification
Reactive mechanisms.
Mnemonic Mechanism
Reactive devices.
Mnemonic Matrix
Imbue intelligence.
Mnemonic Manifold
Mass Mnemonic Mechanism.
Wreck Prohibition Protocol
Jam intelligent items.
Pervert Protocol
Disable networks.
Parasitic Protocol
Silent system sabotage.
Pandemonium Protocol
Area system sabotage.

What is Mind

Mind governs perception of self, understanding of others, abstract reasoning, culture, language, and moral judgment. While often found in living creatures, Mind can exist independently of life, inhabiting spirits, elementals, machines, and certain undead.

Anthropomorphic creatures are the archetypal expression of Mind: civilized beings embedded in societies, capable of reflection, cooperation, and ethical reasoning. Mind represents the ability to conceptualize, plan, judge, and belong, rather than instinct or immediate reaction.

Categories of Mind

These terms have specific meanings when used with Mind powers.

Mind powers primarily affect Intelligent and Sapient targets. Effects that rely on identity, belief, guilt, ideology, long-term motivation, or moral reasoning require Sapience.

Mind attacks are immaterial assaults on cognition, will, and identity rather than physical or neurological force. They can only affect Intelligent and Sapient targets, as creatures without internal models, abstract thought, or selfhood have nothing for such attacks to strike.

Insensate

Lacks the capacity to perceive, interpret, or meaningfully respond to sensory input. Insensate entities do not register illusion, deception, or intent, and cannot be influenced by effects that rely on awareness or interpretation. This makes them immune to Illusion and Mind abilities. Some insensate things, such as plants and fungi, may react to stimuli, but only over hours or days rather than moments. Objects, plants, inert matter, and the simplest forms of life are typically insensate.

Reactive

Creatures or objects without an internal model of the world who operate primarily on basic survival instincts. They respond automatically to environmental stimuli but do not demonstrate learning, complex problem-solving, or higher reasoning. Most animals such as insects, most herbivores, and primitive predators, simple undead, lesser elemental creatures and basic constructs such as simple robots fall into this category. These beings lack the complexity of intellect to be affected by Mind powers and are instead affected by Animal or an appropriate elemental form.

Intelligent

Beings capable of learning, planning, and pursuing goals. They can model situations and respond flexibly but may lack stable self-identity, culture, or moral frameworks in relation to other creatures. Smarter animals, clever monsters, artificial intelligences, and most undead are Intelligent. An intelligent creature can be very creative and solve complex problems, can follow instinctive social norms such as a pack hierarchy, but cannot follow a pluralistic society and gets stressed and confused in such settings.

Sapient

The defining trait of civilized beings such as humans, elves, orcs, and other social peoples. Sapient beings possess self-awareness, abstract reasoning, language, culture, and moral judgment. They can engage meaningfully with creatures of different species and cultures, potentially applying empathy, reflection, and social reasoning across complex societies. Sapience is not a measure of raw intelligence, but of the ability to participate in sustained social and moral systems. Even super-intelligent artificial intelligences, monsters, and spirits are rarely Sapient. Most Powers that can affect Sapient targets can also affect Intelligent creatures.

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Expanded Mind Abilities

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 violent, your position worsens.

Unlike most forms, Mind does not have a class of supernatural creatures at its beck and call. It uses the astral plane a lot, but is not connected to it or its creatures the way other Forms are. It is possible to summon sapient creatures, but they are not native to other planes, rather they must be summoned from parallel realities, which is quite difficult and comes with precious little control.

Conceptual Context

Detect Mind.

You can detect intelligence and sapience where you don't expect it, but is also useful to detect Mind powers.

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

Conceptual Constraint

Dismiss Mind.

You can end the operation of a Mind ability and force any Spirit to materialize or dematerialize.

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

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other Set Up actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses astral projection or turned into a merman to breathe underwater you have a better base effect. When its dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this may not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Conceptual Collapse

Merge Astral plane.

In an Area (p 221) you take down the barrier between the Astral and whatever plane you are on or near, usually the Prime plane. This allows astral creatures to interact fully with the physical world, but also removes their protection, they are now effectively on the physical plane and must move out of the Area to regain the advantages of being astral.

This creates a door between worlds, and because of how travel on the astral plane is instantaneous, there is a risk of creatures on the astral plane using this breech to escape into the physical world and vice-verso. This can be an immediate Consequence, but can have long-lasting effects on the story.

Conceptual Connection

Summon hero.

You contact a hero from an parallel world. This is used to ask advice or to summon a hero in times of crisis.

Mind is the Form of thoughts, and the power will focus on a person with the right abilities and mentality that you need, but consequences may alter this. These Consequences depend on how odd your motivations are and how odd an hero you want to summon.

  • If you have few hangups and few demands, the Position is Controlled.
  • Most hero summoning is Risky an long as yo only specify one thing about the hero; area of competence, personality, or form.
  • If you are a shut-in and you want a very specific type of necromancer hero, the Position is Desperate.

Depending on your degree of outcome, the power may only allow communication or summon a hero for a longer or shorter time.

  • Limited Outcome does not actually summon anyone, but establishes a connection, you can communicate and ask questions or you can look around to seek a particular type of individual to contact.
  • Standard Outcome summons them for a short while, assisting you on a single score, and you can dismiss a hero that wants to be sent home.
  • Great Outcome summons them until they are sent home, and you can dismiss a hero that wishes to remain.

This also allows your crew to travel to a parallel world, but there is usually little reason to do so.

Highly disruptive to the game, a long-lasting hero summon would compete for the limelight. It works well as the backstory of a character that otherwise wouldn't fit the setting, and might be the basis for a whole campaign of people doing heroics in a different world.

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Command

Impose your will upon the minds of sapient creatures.

Telepathic Threat

Telepathic leverage.

You can induce leverage telepathically regardless of language, useful for intimidating and commanding foreign or alien sapient creatures. This provides the leverage needed to use Command to intimidate without an open threat of violence.

Telepathic Transfer

Signal sapients.

You can telepathically communicate with sapient creatures you know over any range, and at line-of-sight even to strangers. You can communicate with the most powerful sapient in a vehicle or installation as long as you can see the exterior.

The communication is simple and direct, as fits the Command Action and Mind reaches above language barriers. Either party can end the communication at any time.

Telepathic Triumph

Command sapients.

Sapient creatures will see you as an officer, professional superior, alpha, or other leader type outranking them. This is essentially an attempt at Command from a position of strength, increasing your base Effect compared to a normal attempt.

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 requires greater Outcome than ordering them to deal with it and move on, because their duty is to protect the city.

Position depends on the creature’s actual relationship to you:

  • Ordering a creature that sees itself as your superior is a Desperate Position.
  • A creature that agrees you outrank it is usually a Controlled Position, with Consequences focused on limiting retries.
  • A creature that sees itself as your equal is usually a Risky Position, potentially leading to Heat, misunderstood orders, or small rebellions.

Telepathic Thrall

Bind sapients.

This will not work unless you are already in a position of power over the target. This functions like Telepathic Triumph, but the Effect is permanent rather than situational.

The initial Position is usually Desperate unless the target is already restrained, subordinate, or socially broken. Strong emotions, conflicting authority, or major narrative upheaval can break your control; otherwise, it lasts until dispelled.

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Consort

Adopt new roles, or bestow them upon others.

Pretend Persona

Project a role.

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

You can use this on your entire Crew as an Advanced ability.

Polymorph Persona

Transform self.

You take the form of a sapient creature. This includes humans and whatever else is sapient in the setting, such as elves, dwarves, civilized aliens, and uplifted animals. 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 mind you assume. Those familiar with you will still 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 personality of a specific creature you have studied.

Project Persona

Project Persona on Crew.

You can use Polymorph Persona on your entire Crew or on a willing or helpless creature. 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 Polymorph Persona.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break. It can even be a faux resurrection, transforming the mind and body of a target into that of a loved one, tough this will never be perfect, intimate details of personality and memory will always be missing.

Paragon Persona

Increase intelligence.

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

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. It is an 8 tick long term project to make each stage of this transformation permanent.

You can increase intelligence to a lower level if desired.

Such a creature begins with a child-like devotion to you, but over time develops its own personality, including going through rebellious phases even if you treat them well. Consequences can make the creature hostile.

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Finesse

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

Neural Navigation

Ride any intelligence.

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

Neural Needle

Psychic attack.

You focus your mental power into a fine and potent close-range attack, similar 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. It works perfectly in astral space.

Neural Numbness

Induce reactive Mind.

A creature is disoriented and finds it hard to make decisions, their minds momentarily reduced to a reactive state. If an appropriate action is obvious, such as if they are being attacked, targets will recover quickly, but they may respond slowly if allies are attacked, and otherwise will blunder about responding to immediate needs before returning to normal. The effect is small, precise, and momentary. When it makes sense in the story that this creates leverage, you may roll Finesse without expending any time. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Neural Nexus

Create astral realm.

You can create a structure in astral space, technically a small astral haven or Dreamscape. This is typically a ship, a house, or a redoubt that can serve as a vehicle, an abode, and a base. All variants can move in astral space. Creatures inside your nexus cannot use astral travel, which affords you a way to temporarily trap them for a confrontation, until they break out of the Nexus. You must lure them inside or create the nexus around them for this to work.

Higher Outcome creates a larger, more elaborate nexus, from a small hut to a large building. Position is normally Controlled, but you can create it to surround creatures which is at least Risky. You can also increase the duration by worsening Position, which usually results in attracting attention from things in the astral plane.

You can make a permanent nexus as a 12-tick long-term project for a Limited Outcome, two such clocks for a Standard Outcome, four times for Great Outcome.

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Hunt

Track and attack targets using focused mental energy. All these abilities work just as well in astral space and in physical reality.

Cognitive Cue

Track a thought.

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

Cognitive Crosshairs

Mental snipe.

You can make an attack similar to a Fine and Potent rifle, but inflicting mental damage. Using an attack power is much the same as shooting a weapon, no more, no less. Cognitive Crosshairs inflicts potent psychic damage, which is weak against reactive creatures and useless against things that lack any kind of mind.

Cognitive Cascade

Manifest from astral space.

You and your crew can physically manifest your astral bodies. You must first project your astral body (perhaps using Prowl Mind: Astral Ascent) and then travel to the desired location.

You can then use this ability to move your astral body into the physical world. This body functions like your normal body and carries clothes and a light load. It is visually distinctive by being monochrome. Duration depends on your Outcome.

  • Limited Outcome: A few seconds.
  • Standard Outcome: A scene.
  • Great Outcome: A score.

You can then return to astral space or dissolve your astral body and return to your original physical body. You cannot bring anything along when returning.

Cognitive Collapse

Psychic area attack.

Cognitive Crosshairs with Scale (p 221). Like Cognitive Crosshairs it does mental damage. You use your power to attack similar to a Fine and Potent mental grenade. This allows you to attack a cohort gang at full effect, but there is always a risk of collateral damage.

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Prowl

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

Astral Alliance

Hide in crowds.

You can hide in a crowd of sapient people (creatures of approximately your own shape) even if you look or dress different by matching the mentality projected by people around you. Surveillance devices will still record you, but anyone watching it within the next few minutes will likely miss you. You still need to make a Prowl roll to escape attention, with better starting Effect the more people you have to hide among.

Astral Ascent

Astral body scouting.

You detach your astral and physical bodies and send your astral body to spy. You can see and hear through your astral projection, but your senses are dulled and only perceive what is within a few meters. You can clearly see creatures and psychic emanations. Your astral body is immaterial, transparent, and can hover at walking speed. You are hard to see from the physical world, your astral body glows faintly in darkness and appears as a grayish outline in bright light.

Astral Adventure

Crew Prowl.

You can include allies when using Astral Alliance and Astral Ascent. If allies need to roll Prowl, they use their own Prowl dice. This is often a Group Action.

Astral Anywhere

Astral travel.

You and allies astral bodies can travel instantly to other planes and other mystic locations connected to the astral plane. This delves into worlds of thought rather than matter, exploring dreams, realms of logic, or realms of pure forms and ideals. An expedition into such an astral realm is usually a score in its own right, done for esoteric reasons. It is possible to do such travel without this power, which is slow and dangerous.

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Skirmish

Engage in psychic combat, protecting and attacking with mental force. All of these work in astral space as well as in physical reality.

Mindfulness

Resist Mind.

You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Mind Melee

Mind melee attack.

You can use the power as a close-range mental attack, similar 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 Mastery

Gain Scale.

Your power strikes out in all directions, attacking all enemies in a wide area. This gives you Scale (p 221).

Mind Merge

Group Action.

This allows you and allies to initiate a Group Action when persuading, communicating, or judging opinions against each other. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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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 Outcome usually suffices against something you touch which does not resist you.
  • Standard Outcome works against someone you could reach, but who resists you.
  • Great Outcome 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 the way your playbook uses powers and the theme of the game.

Alien minds new to you are harder to analyze.

Identify Intellect

Identify intelligence.

This Basic ability lets you see if something has intelligence or sapience, name it, understand its basic type, and learn its capacity to communicate. It does not allow you to communicate or read thoughts.

Inspect Intellect

Analyze Mind.

A more thorough analysis of intelligence or sapience, and what Mind powers and similar abilities are in effect, including the relevant rules. You also learn the basic motivations of an intelligent or sapient creature, and what those motivations are directed at. Finally, you can translate text but not ciphers.

Infiltrate Intellect

Enter dream.

You enter the mind of a creature to read its thoughts and memories. This is a Dreamscape; you enter directly into a creature's dreams.

This is most effective, but also most dangerous, when the target is asleep. Otherwise the dream world is less vivid and meaningful, a dry husk of dreams that you can study for information but cannot meaningfully influence.

Entering an awake creature's dreams lets you read thoughts, memories, and motivations, giving a picture of their personality. You can probe to learn the target's relationships and objectives toward something specific. You navigate memories by association, which makes the information you find somewhat random. Finding more obscure memories and attitudes is random and time-consuming.

In the dreams of a sleeper, you can interact with them and create scenarios for them to experience, but your control of the dream-world is limited and the dreamer's subconscious can overpower your control. Digging around in a creature's mind can awaken painful and dangerous memories that manifest as situations, creatures, and even traps. Dream logic applies, so you can suddenly find yourself shunted into a dangerous encounter.

Depending on the importance and mental strength of the target, Infiltrate Intellect might be a simple roll or an entire score.

Inescapable Intellect

Area analyze Mind.

Use Inspect Intellect on every mind in an Area (p 221).

Alternatively, you can read codes and ciphers.

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Survey

Explore the astral realms, perceiving distant thoughts and manifestations. The outcome you need depends on the target's concealment.

  • Limited Outcome can perceive known minds or strong, obvious mental activity.
  • Standard Outcome can perceive unknown but nearby minds or weakly connected targets.
  • Great Outcome can perceive distant, hidden, or conceptually remote minds.

Thought Trace

Sense Mind.

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

Thought Thread

Astral messenge.

Choose an intelligent or sapient creature you are familiar with; you can send your astral body to their location and perceive the physical world from there or manifest to communicate with them.

Thought Tether

Astral spying.

This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there and peer into the physical world.

Thought Topology

Perceive from many sapients.

You perceive from all sapients at once over a wide area. Enhances your senses impossibly, the sum of what each individual across the scene senses. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. You perceive what everyone in range perceives, but no self-perceptions from those observers, so someone who is alone can escape your detection.

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Sway

Influence intelligent and sapient 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 Outcome works if it follows the target's existing impulses.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome will convince a reluctant target, but not a passionate one.

Effect in excess of what's needed allows you to affect a group of allies matching the scale of your tier (p 221), as long as they are in a group.

Eloquent Empathy

Understand motivations.

You can speak to intelligent and sapient creatures even if no shared language exists, and you can gauge their motivations.

Eloquent Exchange

Crew can communicate.

You and allies can communicate with intelligent and 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. This cannot force actions fundamentally opposed to the target’s core identity Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome.

  • Limited Outcome an hour 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.

Eloquent Enlightenment

Bind sapients.

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

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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 Outcome 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 several devices at once 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.

Mnemonic Modification

Reactive mechanisms.

You imbue a simple reactive mind into an object. This allows machines to do a sequence of actions with the push of a single button or single trigger, the level of intelligence possible to clockwork. This is often used for traps, but also for simple things like lifts, vending machines, and penny arcades. It can also set up control surfaces to help in the operation of a complex vehicle or machine. This allows the creation of temporary complex mechanisms without the crafting time that mundane clockwork requires.

Mnemonic Mechanism

Reactive devices.

You can imbue senses and an advanced reactive mind in an object, allowing it to sense and react to a nearby situation. This is on the mental level of a simple animal and can control much more complex systems of traps and machines that interpret and react to events, but is incapable of planning or improvising around its orders. In addition to controlling whatever mechanism it is attached to, it can send a mental alarm to person(s) attuned to the machine.

Mnemonic Matrix

Imbue intelligence.

You can imbue an object with intelligence able to hold conversations and solve problems in a constructive way. This can hold simple conversations and run complex devices such as a 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: Paragon Persona you can make sapient items. Begin with Mnemonic Matrix to create an intelligent item and then use Paragon Persona to make it sapient.

Mnemonic Manifold

Mass Mnemonic Mechanism.

This is similar to Mnemonic Mechanism, but you can mass produce advanced reactive objects, even a set of different objects. This allows the simultaneous creation of a small army of reactive machines. You can instead install a single intelligent mind to run a large installation like a factory or ship.

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Wreck

Sabotage and disrupt reasoning ability in creatures and items with mental force.

Wreck Mind works differently from most other wrecking powers. The Outcome 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 initial Effect, while a still and polished setting reduces it.

  • 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, and dealing with direct attacks, massive crowds, or dangerous construction Desperate.

Attacks work in astral space as well as in physical reality.

Prohibition Protocol

Jam intelligent items.

Mess with intelligence in items.

You mess with intelligence in items in your immediate presence, reducing their ability to react to the environment. This destroys control functions, leaving the item physically whole but obviously malfunctioning. Guns are duds, triggers activate randomly, traps misfire, and alarms either fail or continually turn on and off. Devices can be repaired, but are usually out for the score.

This can also be used as a weapon like a nerf club to inflict mental damage to intelligent and sapient opponents.

Pervert Protocol

Disable networks.

Similar to Prohibition Protocol, but on a larger scale. You can reach through a network to sabotage a nearby control hub such as a guard station or computer server withing an Area (p 221). This can create a battle between Tinker and Wreck to keep a system alive. You introduce new and interesting flaws in even larger systems, like ships and buildings.

This can also be used as a Fine and Potent gag hammer to inflict mental damage to intelligent and sapient opponents.

Parasitic Protocol

Silent system sabotage.

Similar to Prohibition Protocol, but targets are disabled silently. Systems seem to continue to work when they in fact do not and respond maliciously to repairs. It is as if the system intelligently resists repairs and introduces new flaws when old ones have been corrected. You can make systems function properly until a moment of stress.

Pandemonium Protocol

Area system sabotage.

Similar to Prohibition Protocol, but within Range (p. 221). This can negate control devices over a city block or an entire port or fort, forcing everyone to rely on manual handling of objects. It is not selective; everything stops working.

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