Difference between revisions of "Mind Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(74 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}
 
 
{{FiD-Powers}}
 
{{FiD-Powers}}
{{tocright}}
 
 
Mind delves into Sapience and Intelligence.   
 
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.   
 
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 alternate humans like elves, orcs, and other social beings, as well as spirits and thinking machines.
+
It is the Form most closely associated with people; humans and variant humans like elves, orcs, and other social beings.
  
Mind governs perception of self, understanding of others, abstract reasoning, culture, language, and moral judgment. 
+
== Mind Abilities ==
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.
 
 
 
== Intelligence and Sapience ==
 
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.
 
 
 
==== Reactive/Non-Intelligent ====
 
Creatures or objects without an internal model of the world who operate primarily on basic survival instincts, such as insects, most herbivores, and primitive predators. They respond automatically to environmental stimuli but do not demonstrate learning, complex problem-solving, or higher reasoning.
 
Most [[Animal Powers (FiD)|animals]], 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.
 
 
 
==== 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.
 
 
 
==== 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, [[Monster_(FiD)|monsters]], and [[Spirit_(FiD)|spirits]] are rarely Sapient. Any power that can affect [[#Expanded Mind Powers|Sapient]] targets can also affect Intelligent creatures.
 
 
 
== Mind Power Effects ==
 
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|valign=bottom | '''Action'''  
 
|valign=bottom | '''Action'''  
Line 57: Line 25:
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Mind Monitor'''   <br> Detect Sapience and use of Mind powers.
+
|valign="top"| '''[[#Conceptual Context|Conceptual Context]]''' <br> Detect Mind.
|valign="top"| '''Mindforge'''       <br> Dispel Mind.  
+
|valign="top"| '''[[#Conceptual Constraint|Conceptual Constraint]]''' <br> Dismiss Mind.
|valign="top"| '''Invoke Ideal'''   <br> Assist a single roll or summon a hero.  
+
|valign="top"| '''[[#Conceptual Collapse|Conceptual Collapse]]''' <br> Merge Astral plane.
|valign="top"| '''Parallel Portal''' <br> 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.
+
|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"| '''Cloud Consciousness''' <br> Reduce targets to reactive state.  
+
|valign="top"| '''[[#Neural Numbness|Neural Numbness]]''' <br> Induce reactive Mind.
|valign="top"| '''Astral Assault'''     <br> Ready Astral Body for combat.  
+
|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"| '''Astral Avatar'''     <br> Physically emerge out of astral space.  
+
|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 Anywhere''' <br> Send crew's astral bodies anywhere.
+
|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.
+
|valign="top"| '''[[#Parasitic Protocol|Parasitic Protocol]]''' <br> Silent system sabotage.
|valign="top"| '''Terminate Tech''' <br> Area Sabotage System.
+
|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 [[#Expanded Mind Powers|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.
 +
 
 +
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 |Intelligent]]''' and '''[[#Sapient |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 |Intelligent]] and [[#Sapient |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 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.
 +
 
 +
==== 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.
  
 +
==== 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.
  
 +
==== 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, [[Monster_(FiD)|monsters]], and [[Spirit_(FiD)|spirits]] are rarely Sapient. Most Powers that can affect [[#Sapient |Sapient]] targets can also affect [[#Intelligent |Intelligent]] creatures.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
== Expanded Mind Abilities ==
 
=== Attune ===
 
=== Attune ===
 
Connect with the mental realm and harness psychic energies for powerful manifestations.
 
Connect with the mental realm and harness psychic energies for powerful manifestations.
The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violet, your position worsens.
+
The position usually starts controlled, with the usual consequence that you cannot try again. If the setting is chaotic or violent, your position worsens.
  
 
Unlike most forms, Mind does not have a class of supernatural creatures at its beck and call.  
 
Unlike most forms, Mind does not have a class of supernatural creatures at its beck and call.  
Instead of spirits and elementals, Mind is linked to Folk.
+
It uses the [[Cosmology_(FiD)#Astral_Realms|astral plane]] a lot, but is not connected to it or its creatures the way other Forms are.
It is possible to summon [[#Expanded Mind Powers|Sapient]] creatures, but they are not native to other planes, rather they must be summoned from parallel realities, which is quite difficult and comes with little control.
+
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.
  
==== Mind Monitor ====
+
==== Conceptual Context ====
Detect Sapience and the use of Mind powers.
+
Detect Mind.
  
This can detect intelligence and sapience where you don't expect it, but is also useful to detect Mind powers.
+
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.
  
Limited Outcome suffices against a creature you can clearly see. You need greater Outcome against against a creature that is hidden (standard Outcome) or behind a wall (great Outcome).  
+
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).
  
==== Mindforge ====
+
==== Conceptual Constraint ====
Dispel Mind. Summon a spirit instructor.
+
Dismiss Mind.
  
You can end the operation of a Mind ability.  
+
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.
 
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.  
 
When used directly, the starting effect is usually standard, which causes an ongoing ability to crash.  
Line 158: Line 163:
 
Poor targeting increases the needed Outcome.
 
Poor targeting increases the needed Outcome.
  
You can force any spirit to materialize at limited range; limited Outcome suffices in a melee, but if the creature can get away from you it can disappear again. Limited Outcome only works on spirits within reach. Standard Outcome can reach out up to a hundred meters. Great Outcome reaches out kilometers.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
 +
 
 +
==== Conceptual Collapse ====
 +
Merge Astral plane.
  
==== Invoke Ideal ====
+
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.
Assist a single roll or summon a hero.
+
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.
  
You can summon a ephemeral echo to boost a particular action. These are not spirits or even creatures, instead their advice acts as assistance on a single action and that is all they ever do.
+
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.  
These echoes don't themselves act, they inspire others to act more intelligently, which provides  assistance on a single roll.
+
This can be an immediate Consequence, but can have long-lasting effects on the story.
  
You can summon a person from an alternate reality. This is often used to summon a hero in times of crisis.
+
==== Conceptual Connection ====
Unlike many other summon powers, this is usually cast blindly, hoping your mental image of who you need is sufficient.
+
Summon hero.
You have no control over the person summoned, but they will usually share your ethos.
 
''Highly disruptive to the game, such a summon would compete for the limelight.
 
''It does well as the backstory of a character that otherwise wouldn't fit the setting.  
 
  
==== Parallel Portal ====
+
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.
Portal to an alternate reality.
 
  
You can create a portal that allows travel to and from another reality for a limited time.
+
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.
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.
+
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.  
  
Mind has no plane of origin.  
+
Depending on your degree of outcome, the power may only allow communication or summon a hero for a longer or shorter time.  
There is the astral plane (see Prowl Mind), but that is not a full plane, it is only a mental projection of our world.
+
* '''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.
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 [[#Expanded Mind Powers|Sapient]] creatures.
+
* '''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 [[#Cosmology_(FiD)#Parallel_Worlds|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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
Impose your will upon the minds of [[#Expanded Mind Powers|Sapient]] creatures.
+
Impose your will upon the minds of [[#Sapient|sapient]] creatures.
  
==== Mental Mandate ====
+
==== Telepathic Threat ====
Comprehensible command to Sapients.
+
Telepathic leverage.
  
You can induce leverage telepathically, overcoming language and cultural barriers, useful for intimidating and commanding foreign or alien [[#Expanded Mind Powers|Sapient]] creatures.  
+
You can induce leverage telepathically regardless of language, useful for intimidating and commanding foreign or alien [[#Sapient|sapient]] creatures.
This provides the leverage needed to use Command to intimidate without actual threat of violence.
+
This provides the leverage needed to use Command to intimidate without an open threat of violence.
  
==== Telepathy ====
+
==== Telepathic Transfer ====
Communicate with sapients at range.
+
Signal sapients.
  
Telepathically communicate with [[#Expanded Mind Powers|Sapient]] you know over any range, and at line-of-sight even to strangers. You can communicate with the most powerful [[#Expanded Mind Powers|Sapient]] in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, as fits the Command skill.  
+
You can telepathically communicate with [[#Sapient|sapient]] creatures you know over any range, and at line-of-sight even to strangers.
 +
You can communicate with the most powerful [[#Sapient|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.
 
Either party can end the communication at any time.
  
==== Mental Monarchy ====
+
==== Telepathic Triumph ====
Command Sapient creatures as a superior.
+
Command sapients.
 +
 
 +
[[#Sapient|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.
  
[[#Expanded Mind Powers|Sapient]] will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
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.
This is essentially a Fine attempt at Command, increasing your outcome 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 is harder (needs more outcome) than telling them to deal with it and move on, because their job is to protect the city.
 
  
Position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position.  
+
Position depends on the creature’s actual relationship to you:
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.  
+
* Ordering a creature that sees itself as your superior is a '''Desperate''' Position.
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.
+
* 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.
  
==== Thought Thrall ====
+
==== Telepathic Thrall ====
Permanently bind Sapient creatures.
+
Bind sapients.
  
This won’t work unless you are already in a position of power.  
+
This will not work unless you are already in a position of power over the target.
This is similar to Authority but permanent.  
+
This functions like Telepathic Triumph, but the Effect is permanent rather than situational.
Strong emotions can break your control, but otherwise, it lasts until dispelled.
 
  
 +
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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
Line 223: Line 246:
  
 
==== Pretend Persona ====
 
==== Pretend Persona ====
Assume and project a role.
+
Project a role.
  
You can assume an identity such as a healer, noble, merchant, etc. This changes your actions, the way you move, and the way you speak, altering the impression you give without changing your form or appearance.
+
You 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 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 allow your crew to do this as an Advanced ability, but they use their own Consort action rating.
  
==== Assume Aspect ====
+
You can use this on your entire Crew as an Advanced ability.
Assume the form of a humanoid.
 
  
You take the form of a [[#Expanded Mind Powers|Sapient]] creature.  
+
==== Polymorph Persona ====
This includes humans and whatever else is [[#Expanded Mind Powers|Sapient]] in your world, such as elves, dwarves, civilized aliens, and uplifted animals depending on the setting.  
+
Transform self.
 +
 
 +
You take the form of a [[#Sapient|sapient]] creature.  
 +
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.
 
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.
 
* 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.
 
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
* Great outcome allows you to assume the mind and personality of a specific creature you have studied.
+
* Great outcome allows you to assume the shape and personality of a specific creature you have studied.
  
==== Gift of Guise ====
+
==== Project Persona ====
Assume Aspect a willing creature.
+
Project Persona on Crew.
  
You can use Assume Aspect on a willing or helpless creature.  
+
You can use Polymorph Persona on your entire Crew or on a willing or helpless creature.  
 
The duration depends of the outcome.
 
The duration depends of the outcome.
  
Line 249: Line 274:
 
* Standard outcome lasts for the duration of a score.
 
* Standard outcome lasts for the duration of a score.
 
* Great outcome lasts a long time and potentially become permanent, depending on the the story.
 
* Great outcome lasts a long time and potentially become permanent, depending on the the story.
If you also want to make the target unrecognizable, that requires additional outcome, see Assume Aspect.
+
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.
 
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 kind of resurrection, transforming the mind of the target into that of a loved one, tough this will never be perfect, intimate details of personality and memory will always be missing.
+
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.
  
==== Gift of Gab ====
+
==== Paragon Persona ====
 
Increase intelligence.
 
Increase intelligence.
  
 
This creates intelligence and the ability to communicate in a creature that lack it.  
 
This creates intelligence and the ability to communicate in a creature that lack it.  
This usually lasts for a score but can be made permanent as a long-term action.
+
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.  
 
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 a 8 tick long term project to make each stage of this transformation permanent.
+
It is an 8 tick long term project to make each stage of this transformation permanent.
  
* Limited Outcome can turn an intelligent creature [[#Expanded Mind Powers|Sapient]].   
+
* Limited Outcome can turn an [[#Intelligent |Intelligent]] creature [[#Sapient |Sapient]].   
* Standard Outcome can make a reactive creature intelligent.   
+
* Standard Outcome can make a [[#Reactive |Reactive]] creature [[#Sapient |Sapient]].   
* Great Outcome can make a reactive creature or mindless object [[#Expanded Mind Powers|Sapient]].
+
* Great Outcome can make an [[#Insensate|Insensate]] thing [[#Intelligent|Intelligent]].
 +
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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
 
Utilize refined psychic control and mobility in both the physical and astral planes.
 
Utilize refined psychic control and mobility in both the physical and astral planes.
  
==== Psychic Saddle ====
+
==== Neural Navigation ====
Ride any intelligent mount or vehicle.
+
Ride any intelligence.
  
If there is a friendly reactive or intelligent (but not [[#Expanded Mind Powers|Sapient]]) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
+
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.
This works on a creature of animal intelligence and gives it the training required to act as a mount. It works on smart vehicles as log as they are not [[#Expanded Mind Powers|Sapient]].
+
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]].
  
 
==== Neural Needle ====
 
==== Neural Needle ====
Fine and potent melee psychic attack.
+
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.
 
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.  
 
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 [[#Expanded Mind Powers|Sapient]] creatures but weak against reactive creatures and useless against things that lack any kind of mind.
+
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]].
 +
 
 +
==== Neural Numbness ====
 +
Induce reactive Mind.
 +
 
 +
A creature is disoriented and finds it hard to make decisions, their minds momentarily reduced to a [[#Reactive |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. {{ Include Finesse Master }}
  
==== Cloud Consciousness ====
+
==== Neural Nexus ====
Reduce targets to reactive state.
+
Create astral realm.
  
Targets appropriate to scale at your tier (p 221) are disoriented and find it hard to make decisions, their minds reduced to a reactive state.
+
You can create a structure in [[Cosmology_(FiD)#Astral_Realms|astral space]], technically a small [[Cosmology_(FiD)#Astral_Havens|astral haven]] or [[Cosmology_(FiD)#Dreamscapes|Dreamscape]].  
If an appropriate action is obvious, such as if they are being attacked, targets will recover quickly, but otherwise will blunder about for a time before returning to normal.
+
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.  
* Limited Outcome: A few seconds.
+
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.  
* Standard Outcome: About a minute.
+
You must lure them inside or create the nexus around them for this to work.
* Great Outcome: Remainder of score.
 
  
==== Astral Assault ====
+
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]].
Ready Astral Body for combat.
 
  
When you project your astral body using Prowl: Astral Ascent or similar power, you can use Astral Assault to toughen your astral body.
+
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.
If your crew is astrally projected, they can also be fortified.
 
When confronting another astral creature your body can fight just as it normally would.
 
If fighting a spirit or a physical creature, effect is limited and the situation controlled.
 
To attack a physical creature you need to become visible, but a physical creature needs a potent weapon to affect you at all.
 
You cannot use ordinary weapons, but you can use potent weapons and powers, making them a part of your astral body.
 
This includes mundane ranged weapons to use silver ammunition with.
 
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
 
Track and attack targets using focused mental energy.
 
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.
  
==== Trace Thought ====
+
==== Cognitive Cue ====
Focus on and track a specific thought.
+
Track a thought.
  
 
You focus on a particular thought and vaguely sense and track creatures that share this thought.
 
You focus on a particular thought and vaguely sense and track creatures that share this thought.
This works best (needs limited Outcome) of creatures that are very focused on a difficult task, such as someone driving in an unfamiliar location or a tracker in pursuit of a quarry.  
+
This works best (needs Limited 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.
 
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.
 
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.
  
==== Mental Marksman ====
+
==== Cognitive Crosshairs ====
Fine and potent ranged mental attack.
+
Mental snipe.
  
You can use your power to attack, similar to a fine and potent rifle doing mental damage.
+
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.  
 
Using an attack power is much the same as shooting a weapon, no more, no less.  
Mental Marksman inflicts potent psychic damage, which is fine against [[#Expanded Mind Powers|Sapient]] creatures but weak against reactive creatures and useless against things that lack any kind of mind.
+
Cognitive Crosshairs inflicts potent psychic damage, which is weak against [[#Reactive |reactive]] creatures and useless against things that lack any kind of mind.
  
==== Astral Avatar ====
+
==== Cognitive Cascade ====
Physically emerge out of astral space.
+
Manifest from astral space.
  
You and your crew can physically manifest your astral bodies. You must first manifest your astral body (using Prowl: Astral Ascent or Astral Adventure) and then travel to the desired location. You then step back into the physical world and create a temporary body to use, made out of ethereal matter. 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 its gear fades away.
+
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.  
  
==== Cognitive Cascade ====
+
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.
Fine and potent psychic grenade.
+
Duration depends on your Outcome.
 +
 
 +
* '''Limited Outcome''': A few seconds.
 +
* '''Standard Outcome''': A scene.
 +
* '''Great Outcome''': A score.
 +
 
 +
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.
 +
 
 +
==== Cognitive Collapse ====
 +
Psychic area attack.
  
Mental Marksman with scale.
+
Cognitive Crosshairs with Scale (p 221).
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.
+
Like Cognitive Crosshairs it does mental damage.
Damage is psychic, see Mental Marksman.
+
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.
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
 
Use your psychic abilities to hide, scout, and transport yourself and others.
 
Use your psychic abilities to hide, scout, and transport yourself and others.
  
==== Astral Camouflage ====
+
==== Astral Alliance ====
 
Hide in crowds.
 
Hide in crowds.
  
You can hide in a crowd of sentients of approximately your own shape even if you look different by matching the mentality of the people around you.
+
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.
 +
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 Ascent ====
Detach astral body to scout.
+
Astral body scouting.
  
You dethatch your astral and physical bodies and send your astral body to scout.
+
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.
+
You can see and hear through your astral projection, but your senses are dulled and only perceive what is within a few meters.
Your astral body is immaterial, transparent, and can hover at walking speed.  
+
You can clearly see creatures and psychic emanations.
It is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light.
+
Your [[Cosmology_(FiD)#Astral_Projection|astral body]] is immaterial, transparent, and can hover at walking speed.  
You can make yourself visible in order to make sound and speak.
+
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.
Moving your astral body far is like recalling memories, it can be instant or slow depending on your memory of the destination.
 
 
 
Any attack scatters your astral body and sends your consciousness back to your physical body.
 
While you project your astral body, your physical body is like an automaton; it can be led but initiates no actions.
 
  
 
==== Astral Adventure ====
 
==== Astral Adventure ====
Crew Crowd Camouflage and Astral Ascent.
+
Crew Prowl.
  
You can include allies when using Crowd Camouflage and Astral Ascent.
+
You can include allies when using Astral Alliance and Astral Ascent.
 
If allies need to roll Prowl, they use their own Prowl dice.
 
If allies need to roll Prowl, they use their own Prowl dice.
 +
This is often a Group Action.
  
 
==== Astral Anywhere ====
 
==== Astral Anywhere ====
Send crew's astral bodies anywhere.
+
Astral travel.
  
You send your and allies' astral bodies to other planes and other mystic locations not of this world.
+
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]].
Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter.
+
This delves into worlds of thought rather than matter, exploring dreams, realms of logic, or realms of pure forms and ideals.
Dreams, realms of logic, of pure forms and ideals.
+
An expedition into such an astral realm is usually a score in its own right, done for esoteric reasons.
An expedition into such an astral realm is 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.
Once you enter such a place, you are caught up in its illusion and appear corporeal.
 
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
 
Engage in psychic combat, protecting and attacking with mental force.
 
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.
  
 
==== Mindfulness ====
 
==== Mindfulness ====
Block Harm from Mind and metal attacks.
+
Resist Mind.
 +
 
 
{{ : Damage Resistance Template (FiD)}}
 
{{ : Damage Resistance Template (FiD)}}
  
 
==== Mind Melee ====
 
==== Mind Melee ====
Fine and potent mental melee attack.
+
Mind melee attack.
  
You can use the power as a close-range mental attack, similar to a fine and potent melee weapon or pistol.
+
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 [[#Expanded Mind Powers|Sapient]] creatures but weak against reactive creatures and useless against things that lack any kind of mind.
+
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.
  
==== Mind Mantle ====
+
==== Mind Mastery ====
Negate scale in melee.
+
Gain Scale.
  
Your power creates distractions that prevents am Intelligent or [[#Expanded Mind Powers|Sapient]] enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Your power strikes out in all directions, attacking all enemies in a wide area.
This overcomes scale but attacks only a single opponent.
+
This gives you Scale (p 221).
  
==== Mind Mastery ====
+
==== Mind Merge ====
Mind melee against all.
+
Group Action.
  
Your power strikes out in all directions, attacking all enemies in a wide area.
+
This allows you and allies to initiate a Group Action when persuading, communicating, or judging opinions against each other. {{ : Apex Skirmish Include (FiD) }}
This overcomes and attacks multiple opponents.
 
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Line 405: Line 449:
 
Study digs into the details of intelligence, sapience, and Mind powers.
 
Study digs into the details of intelligence, sapience, and Mind powers.
 
* Limited Outcome usually suffices against something you touch which does not resist you.
 
* Limited Outcome usually suffices against something you touch which does not resist you.
* Standard Outcome works against someone you could reach, but which resists 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.
 
* 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.
 
Alien minds new to you are harder to analyze.
  
 
==== Identify Intellect ====
 
==== Identify Intellect ====
Identify sapience and intelligence.
+
Identify intelligence.
  
This basic ability lets you see if something has intelligence or sapience and to understand its basic type and learn its capacity to communicate.  
+
This Basic ability lets you see if something has intelligence or sapience, name it, understand its basic type, and learn its capacity to communicate.
Does not allow you to communicate or read thoughts.
+
It does not allow you to communicate or read thoughts.
  
==== Analyze Intellect ====
+
==== Inspect Intellect ====
Analyze sapience and Mind powers.
+
Analyze Mind.
  
A more thorough analysis of intelligence or sapience and what Mind powers and similar abilities are in effect, including the relevant rules.
+
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 basic motivations of an Intelligent and Sapient creatures are and what these motivations are directed at.
+
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.
  
==== Mind Meld ====
+
==== Infiltrate Intellect ====
Enter a mind.
+
Enter dream.
  
 
You enter the mind of a creature to read its thoughts and memories.
 
You enter the mind of a creature to read its thoughts and memories.
This works much like [[#Astral Ascent|Prowl Mind: Astral Ascent]], but you enter directly into a creatures mind.
+
This is a [[Cosmology_(FiD)#Dreamscapes|Dreamscape]]; you enter directly into a creature's dreams.
This allows you to read thoughts, memories, and motivations, giving a picture of the target's personality.
 
You can probe to learn the target's relations and objectives towards something specific.
 
You navigate memories based on association, which makes the information you find somewhat random.
 
Finding more obscure memories and attitudes is random and time consuming.
 
  
Digging around in a creature's mind can awaken painful and dangerous memories that manifest as situations, creatures, and even traps.  
+
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.
 
Dream logic applies, so you can suddenly find yourself shunted into a dangerous encounter.
Depending on the importance and mental strength of the target, a Mind Meld might be a simple die roll or an entire score.
 
  
==== Universal Understanding ====
+
Depending on the importance and mental strength of the target, Infiltrate Intellect might be a simple roll or an entire score.
Wide area Analyze Intellect.
 
  
Analyze Intellect on every mind in a wide area.
+
==== Inescapable Intellect ====
 +
Area analyze Mind.
 +
 
 +
Use Inspect Intellect on every mind in an Area (p 221).
 +
 
 +
Alternatively, you can read codes and ciphers.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Explore the astral and mental realms, perceiving distant thoughts and manifestations.  
+
Explore the [[Cosmology_(FiD)#Astral_Realms|astral]] realms, perceiving distant thoughts and manifestations.  
 
The outcome you need depends on the target's concealment.  
 
The outcome you need depends on the target's concealment.  
* Limited outcome finds those hiding behind cover and in far places you can only barely see.  
+
* '''Limited Outcome''' can perceive known minds or strong, obvious mental activity.  
* Standard outcome can look behind walls and into hard cover.
+
* '''Standard Outcome''' can perceive unknown but nearby minds or weakly connected targets.
* Great outcome can look into far-away places and spots you had no idea existed.
+
* '''Great Outcome''' can perceive distant, hidden, or conceptually remote minds.
  
 
==== Thought Trace ====
 
==== Thought Trace ====
Sense manifestations of Mind powers.
+
Sense Mind.
  
Sense Intelligent or [[#Expanded Mind Powers|Sapient]] creatures and manifestations of Mind powers at a distance.  
+
Sense [[#Intelligent|intelligent]] or [[#Sapient|sapient]] creatures and manifestations of Mind powers at a distance.  
You can recognize creatures you are familiar with and sense if something is familiar or alien.
+
You can 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.
 
You can opt to ignore known minds and Mind powers to find those you do not know.
  
==== Astral Assembly ====
+
==== Thought Thread ====
Send astral body to an ally.
+
Astral messenge.
  
Choose an intelligent creature you are familiar with; you can send your astral body to their location. See prowl: Astral Ascent.
+
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.  
As long as you remain still, you are invisible, tough particularly perceptive targets might still sense a presence.
 
  
==== Astral Audience ====
+
==== Thought Tether ====
Send astral body to a creature or location.
+
Astral spying.
  
Send your astral body to a known location.
+
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.
This works like Astral Assembly, but with an open destination, you need very little information on a place or creature to go there.
 
  
==== Psychic Panorama ====
+
==== Thought Topology ====
Perceive from many sapients at once.
+
Perceive from many sapients.
  
You perceive from all [[#Expanded Mind Powers|Sapients]] at once over a wide area.
+
You perceive from all [[#Sapient|sapients]] at once over a wide area.
Enhances your senses impossibly, the sum of what each individual across the scene perceives.  
+
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.  
 
Creates a comprehensive mental image of the area, revealing numerous details simultaneously.  
It's challenging for targets to hide unless they are aware of how to conceal themselves.
+
You perceive what everyone in range perceives, but no self-perceptions from those observers, so someone who is alone can escape your detection.
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Influence intelligent creatures with your psychic suggestions and manipulations.
+
Influence [[#Intelligent|intelligent]] and [[#Sapient|sapient]] creatures with your psychic suggestions and manipulations.
  
 
Sway Mind is subtle and useful for persuading people and other intelligences.  
 
Sway Mind is subtle and useful for persuading people and other intelligences.  
Sway powers use soft, persuasive arguments rather than the dictates of the command action.  
+
Sway powers use soft, persuasive arguments rather than the dictates of the [[#Command|Command]] action.  
  
* Limited Outcome works if it follows the target's existing impulses.  
+
* '''Limited Outcome''' works if it follows the target's existing impulses.  
* Standard Outcome can convince a target with no particular stake in the matter.  
+
* '''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.  
+
* '''Great Outcome''' will convince a reluctant target, but not a passionate one.  
* Effect in excess of what's needed allows you to affect targets matching the scale of your tier (p 221), as long as they are in a group.
+
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.
  
==== Intellectual Intuition ====
+
==== Eloquent Empathy ====
Understand sapient creatures.
+
Understand motivations.
  
You can understand [[#Expanded Mind Powers|Sapient]] creatures even if normally couldn't, and gauge their motivations.
+
You can speak to [[#Intelligent|intelligent]] and [[#Sapient|sapient]] creatures even if no shared language exists, and you can gauge their motivations.  
This does not allow you to be understood by those whose intentions you read. 
 
  
==== Intelligent Interpreter ====
+
==== Eloquent Exchange ====
Crew can communicate with sapience.
+
Crew can communicate.
  
You and allies can communicate with [[#Expanded Mind Powers|Sapient]] creatures.
+
You and allies can communicate with [[#Intelligent|intelligent]] and [[#Sapient|sapient]] creatures.
 
This allows the full range of the Sway action, overcoming barriers of culture and language.
 
This allows the full range of the Sway action, overcoming barriers of culture and language.
  
Line 501: Line 553:
 
Suggestions to sapients.
 
Suggestions to sapients.
  
You implant suggestions in the minds of [[#Expanded Mind Powers|Sapient]] creatures, which will be triggered under conditions you set. This power is subtle until it triggers.
+
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.
  
 
Essentially this is an attempt to Sway with two advantages.
 
Essentially this is an attempt to Sway with two advantages.
 
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
Common suggestions include stealing something, attacking someone, or ignoring an event.  
 
Common suggestions include stealing something, attacking someone, or ignoring an event.  
 +
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.  
 
Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome.  
* Limited outcome A minute or so.
+
* '''Limited Outcome''' an hour or so.
* Normal outcome lasts for the duration of the score.
+
* '''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.
+
* '''Great Outcome''' can last past the end of the score, as makes sense in the story.
  
==== Cognitive Conversion ====
+
==== Eloquent Enlightenment ====
Permanently change sapient minds.
+
Bind sapients.
  
You change the personality and motivations of a [[#Expanded Mind Powers|Sapient]].  
+
You change the personality and motivations of a [[#Sapient |Sapient]] which is unable to resist.  
 
This is permanent and blatant.  
 
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.
 
The target remembers their past but regards it as unimportant compared to their new motivations.
This changes the target on a deep level, changing their loyalties and priorities.
 
 
Exceptional creatures and exceptional circumstances can break this change, depending on plot and role-play more than on die rolls.
 
Exceptional creatures and exceptional circumstances can break this change, depending on plot and role-play more than on die rolls.
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Line 528: Line 582:
 
The Outcome determines  how long it will last.  
 
The Outcome determines  how long it will last.  
  
* Limited Outcome will only be good for a single scene.
+
* '''Limited Outcome''' will only be good for a single scene.
* Standard Outcome lasts until the end of the score.
+
* '''Standard Outcome''' lasts until the end of the score.
* Controlling many or devices requires an additional degree of outcome.
+
* '''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.
 
The position depends on how quiet your workplace is and how much time you have to work with.
 
Permanent effects require long-term projects.
 
Permanent effects require long-term projects.
  
==== Automation ====
+
==== Mnemonic Modification ====
Create a reactive mind.
+
Reactive mechanisms.
  
You imbue a simple mind into an object.   
+
You imbue a simple [[#Reactive|reactive]] mind into an object.   
This allows machines to do a sequence of actions with the push of a single button or single trigger.
+
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.
 
This is often used for traps, but also for simple things like lifts, vending machines, and penny arcades.
It can also set up controls to run a complex vehicle or machine.
+
It can also set up control surfaces to help in the operation of a complex vehicle or machine.
This allows complex clockwork devices without the crafting time that mundane clockwork requires.
+
This allows the creation of temporary complex mechanisms without the crafting time that mundane clockwork requires.
  
==== Create Cognition ====
+
==== Mnemonic Mechanism ====
Imbue intelligence in an object.
+
Reactive devices.
  
You can imbue intelligence into an object, allowing it to sense and react a situation nearby.
+
You can imbue senses and an advanced [[#Reactive|reactive]] mind in an object, allowing it to sense and react to a nearby situation.
You can do much more complex traps and machines that interpret and react to events.
+
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.
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.
 
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 ====
+
==== Mnemonic Matrix ====
Imbue sapience in an object.
+
Imbue intelligence.
  
You can imbue intelligence able to hold conversations and solve problems intelligently.  
+
You can imbue an object with [[#Intelligent|intelligence]] able to hold conversations and solve problems in a constructive way.  
This has the intelligence of an intelligent animal and can hold simple conversations and run complex devices such as a gun or vehicle. Is able to improvise and figure out new things after a time, but complex social interactions are beyond its ability.
+
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.
 
It can follow security protocols, but is otherwise trusting and fairly naive.
  
Combined with Consort: Gift of Gab you can make [[#Expanded Mind Powers|Sapient]]  items.
+
Combined with [[#Paragon Persona|Consort: Paragon Persona]] you can make [[#Sapient|sapient]]  items.
Begin with Install Intellect to create an intelligent item and then use Gift of Gab to make it [[#Expanded Mind Powers|Sapient]]. This counts as uplifitng a reactive mind because of the problems of understanding intelligent items.
+
Begin with Mnemonic Matrix  to create an [[#Intelligent |intelligent]] item and then use Paragon Persona to make it [[#Sapient|sapient]].
  
==== Mass Mind ====
+
==== Mnemonic Manifold ====
Mass Create Cognition.
+
Mass Mnemonic Mechanism.
  
This is similar to Create Cognition, but you can mass produce intelligent objects, even a set of different objects.
+
This is similar to [[#Mnemonic Mechanism|Mnemonic Mechanism]], but you can mass produce advanced [[#Reactive|reactive]] objects, even a set of different objects.
This allows the simultaneous creation of a small army of intelligent machines.
+
This allows the simultaneous creation of a small army of [[#Reactive|reactive]] machines.
You can also install a mind to run a large installation like a factory or ship.
+
You can instead install a single [[#Intelligent|intelligent]] mind to run a large installation like a factory or ship.
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
Sabotage and disrupt intelligent systems and technology with mental force.
+
Sabotage and disrupt reasoning ability in creatures and items with mental force.
  
 
Wreck Mind works differently from most other wrecking powers.
 
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.  
 
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 initialeffect, while a still and polished setting reduces it.
+
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.  
+
* '''Limited Outcome''': A cutting-edge device.  
* Standard Outcome: A complex device normal for the setting.
+
* '''Standard Outcome''': A complex device normal for the setting.
* Great Outcome: A simple device like a gun, bow, or door.
+
* '''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.
+
* '''Impossible''': A device with no moving parts, like a sword or hammer, cannot be jinxed.
* Security can increase the required outcome by one step.
+
* Security can increase the required Outcome by one step.
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with direct attacks, massive crowds, or dangerous construction is desperate
+
 
 +
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 [[Cosmology_(FiD)#Astral_Realms|astral space]] as well as in physical reality.
 +
 
 +
==== Prohibition Protocol ====
 +
Jam intelligent items.
  
==== Disrupt Device ====
 
 
Mess with intelligence in items.
 
Mess with intelligence in items.
  
 
You mess with intelligence in items in your immediate presence, reducing their ability to react to the environment.   
 
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.  
+
This destroys control functions, leaving the item physically whole but obviously malfunctioning.
Guns are duds, triggers activate randomly, traps misfire, and alarms continually turn on and off.  
+
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.  
+
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|intelligent]] and [[#Sapient|sapient]] opponents.
 +
 
 +
==== Pervert Protocol ====
 +
Disable networks.
  
Can also be used as a Fine and potent mental weapon against [[#Expanded Mind Powers|Intelligent or Sapient]] creatures.
+
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.
Disable networked systems.
 
  
Similar to Disrupt Device but on a larger scale.
+
==== Parasitic Protocol ====
You can reach through a network to sabotage a nearby control hub such as a guard station or computer server.
+
Silent system sabotage.
Introduce new and interesting flaws in even larger systems, like ships and buildings.  
 
  
==== Silent Sabotage ====
+
Similar to Prohibition Protocol, but targets are disabled silently.
Silent System Sabotage.
+
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.
  
Similar to Sabotage System, but targets are destroyed are disabled silently.
+
==== Pandemonium Protocol ====
They seem to continue to work when they in fact do not and respond maliciously to repairs.
+
Area system sabotage.
Its like the system intelligently resists repairs and introduces new flaws when old ones have been corrected.
 
Such a system can be made function properly until a moment of stress.
 
This can create a battle between Tinker and Wreck.
 
  
==== Terminate Tech ====
+
Similar to Prohibition Protocol, but within Range (p. 221).
Area Sabotage System.
+
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.
  
Similar to Sabotage System, but over a large area.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This can negate control devices over a city block or entire port or fort, forcing everyone to rely on manual handling of objects.
 

Latest revision as of 21:32, 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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top

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.

Back to top