Difference between revisions of "Mind Powers (FiD)"

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Hide in crowds.
 
Hide in crowds.
  
You can hide in a crowd of [[#Sapient|Sapients]] 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.
 
Detach astral body to scout.
  
You dethatch your astral and physical bodies and send your [[Cosmology_(FiD)#Astral_Projection|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.
 +
You can clearly see creatures and psychic emanations.
 
Your [[Cosmology_(FiD)#Astral_Projection|astral body]] is immaterial, transparent, and can hover at walking speed.  
 
Your [[Cosmology_(FiD)#Astral_Projection|astral body]] is immaterial, transparent, and can hover at walking speed.  
It is hard to see, but glows slightly in darkness and appears as a greyish outline in bright light.
+
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.
You can make yourself visible in order to make sound and speak.
 
Moving your [[Cosmology_(FiD)#Astral_Projection|astral body]] far is like recalling memories, it can be instant or slow depending on your memory of the destination.
 
 
 
Any attack scatters your [[Cosmology_(FiD)#Astral_Projection|astral body]] and sends your consciousness back to your physical body.
 
While you project your [[Cosmology_(FiD)#Astral_Projection|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 Astral Alliance and Astral Ascent.
  
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.
+
Go anywhere in astral space.
 
 
You send your and allies' astral bodies to other planes and other mystic locations not of this world.
 
Unlike Attune Mind: Parallel Plane, this delves into worlds of thought rather than matter.
 
Dreams, realms of logic, of pure forms and ideals.
 
An expedition into such an astral realm is a score in its own right, done for esoteric reasons.
 
Once you enter such a place, you are caught up in its illusion and appear corporeal.
 
  
 +
You and allies' [[Cosmology_(FiD)#Uses|astral bodies]] can '''travel''' to other planes and other mystic locations connected to the [[Cosmology_(FiD)#Subrealms|astral plane]].
 +
This delves into worlds of thought rather than matter, exploring dreams, realms of logic, or realms of pure forms and ideals.
 +
An expedition into such an astral realm is usually a score in its own right, done for esoteric reasons.
  
 
=== Skirmish ===
 
=== Skirmish ===

Revision as of 22:57, 9 January 2026

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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 alternate humans like elves, orcs, and other social beings, as well as spirits and thinking machines.

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.

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

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 animals, 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. Any power that can affect Sapient targets can also affect Intelligent creatures.

Mind Power Effects

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 Mind Monitor
Detect Sapience and use of Mind powers.
Mindforge
Dispel Mind.
Invoke Ideal
Assist a single roll or summon a hero.
Parallel Portal
Portal to an alternate reality.
Command Mental Mandate
Comprehensible command to Sapients.
Telepathy
Communicate with sapiengents at range.
Mental Monarchy
Command Sapient creatures as a superior.
Thought Thrall
Permanently bind sapient creatures.
Consort Pretend Persona
Assume and project a role.
Assume Aspect
Assume the form of a humanoid.
Gift of Guise
Assume Aspect a willing creature.
Gift of Gab
Increase intelligence.
Finesse Psychic Saddle
Ride any intelligent mount or vehicle.
Neural Needle
Fine and potent melee psychic attack.
Cloud Consciousness
Reduce targets to reactive state.
Astral Assault
Ready Astral Body for combat.
Hunt Trace Thought
Focus on and track a specific thought.
Mental Marksman
Fine and potent ranged metal attack.
Astral Avatar
Physically emerge out of astral space.
Cognitive Cascade
Fine and potent psychic grenade.
Prowl Crowd Camouflage
Hide in crowds.
Astral Ascent
Detach astral body to scout.
Astral Adventure
Crew Crowd Camouflage and Astral Ascent.
Astral Anywhere
Send crew's astral bodies anywhere.
Skirmish Mindfulness
Block Harm from Mind.
Mind Melee
Fine and potent mental melee attack.
Mind Mantle
Negate scale in melee.
Mind Mastery
Mind melee against all.
Study Identify Intellect
Identify sapience and Mind powers.
Analyze Intellect
Analyze sapience and Mind powers.
Mind Meld
Crew can enter astral space within a mind.
Universal Understanding
Wide area Analyze Intellect.
Survey Thought Trace
Sense manifestations of the mind power.
Astral Assembly
Send astral body to an ally.
Astral Audience
Send astral body to a creature or location.
Psychic Panorama
Perceive from many sapients at once.
Sway Intellectual Intuition
Understand sapient creatures.
Intelligent Interpreter
Crew can communicate with sapience.
Eloquent Enchantment
Suggestions to sapients.
Cognitive Conversion
Permanently change sapient minds.
Tinker Automation
Create simple automaton.
Create Cognition
Imbue intelligence in an object.
Install Intellect
Imbue sapience in an object.
Mass Mind
Mass Create Cognition.
Wreck Disrupt Device
Mess with intelligence in items.
Sabotage System
Disable networked things.
Silent Sabotage
Silent System Sabotage.
Terminate Tech
Area Sabotage System.

Expanded Mind Powers

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 Sapience and the use of Mind powers.

This can detect intelligence and sapience where you don't expect it, but is also useful to detect 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

Dispel Mind. Summon a spirit instructor.

You can end the operation of a Mind ability. Dispelling is often used as a setup action to help another character in a situation when the opposition is using mind powers. Opposed success 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 setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

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

Merges astral and physical plane.

You take down the barrier between the astral and Prime planes (or whatever plane you are near) in an Area (p 221). 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 doesn't rate high as an immediate Consequence, but can have long-lasting effects on the story.

Conceptual Connection

Call a hero from an alternate reality.

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

Depending on your degree of outcome, the power may only allow communication or summon a hero for a longer or shorter 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. These Consequences depend on how odd your motivations are and how odd an hero you want to summon. If you are social and have few demands, the Position is Controlled. If you are a shut-in and you want a very specific type of necromancer hero, the Position is Desperate.

  • 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.

Command

Impose your will upon the minds of sapient creatures.

Telepathic Threat

Comprehensible command to sapients.

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

Communicate with sapients at range.

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. Either party can end the communication at any time.

Telepathic Triumph

Command sapient creatures as a superior.

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

Permanently bind sapient creatures.

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.

Consort

Adopt new roles, or bestow them upon others.

Pretend Persona

Assume and project a role.

You can assume an identity such as a healer, noble, merchant, etc. This changes your actions, the way you move, and the way you speak, altering the impression you give without changing your 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.

Polymorph Persona

Assume the form of a humanoid.

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 a willing creature.

You can use Polymorph Persona 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 a 8 tick long term project to make each stage of this transformation permanent.

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.

Finesse

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

Neural Navigation

Ride any intelligent mount or vehicle.

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

Neural Needle

Fine and potent melee psychic attack.

You focus your mental power into a fine and potent close-range attack, similar 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

Reduce targets to reactive state.

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

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

Neural Nexus

Create an astral structure.

You can create a structure in astral space, technically a small astral haven. This is typically a ship, a house, or a redoubt that can serve as a vehicle (all of these things can move in astral space), an abode, and a base. 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.

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

Focus on and track a specific thought.

You focus on a particular thought and vaguely sense and track creatures that share this thought. This works best (needs Limited 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

Fine and Potent ranged mental attack.

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

Physically emerge out of astral space.

You and your crew can physically manifest your astral bodies. You must first project your astral body (perhaps using Prowl: 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. the duration depends on your Outcome.

  • Limited: a few seconds.
  • Standard: a minute
  • Great: Until end of the 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

Fine and Potent psychic grenade.

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

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

Detach astral body to scout.

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 Astral Alliance 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. This is often a Group Action.

Astral Anywhere

Go anywhere in astral space.

You and allies' astral bodies can travel 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.

Skirmish

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

Mindfulness

Block Harm from Mind and metal attacks. 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

Fine and potent mental 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 Mantle

Negate scale in melee.

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

Mind Mastery

Mind melee against all.

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


Study

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

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

  • Limited Outcome usually suffices against something you touch which does not resist you.
  • Standard Outcome works against someone you could reach, but which 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 sapience and 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. Does not allow you to communicate or read thoughts.

Analyze Intellect

Analyze sapience and Mind powers.

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.

Mind Meld

Enter a mind.

You enter the mind of a creature to read its thoughts and memories. This works much like Prowl Mind: Astral Ascent, but you enter directly into a creatures mind. This allows you to read thoughts, memories, and motivations, giving a picture of the target's personality. You 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. Dream logic applies, so you can suddenly find yourself shunted into a dangerous encounter. Depending on the importance and mental strength of the target, a Mind Meld might be a simple die roll or an entire score.

Universal Understanding

Wide area Analyze Intellect.

Analyze Intellect on every mind in a wide area.


Survey

Explore the astral 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 manifestations of Mind powers.

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.

Astral Assembly

Send astral body to an ally.

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. As long as you remain still, you are invisible, tough particularly perceptive targets and those with perception abilities might still sense a presence.

Astral Audience

Send astral body to a creature or 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.

Psychic Panorama

Perceive from many sapients at once.

You perceive from all Sapients at once over a wide area. Enhances your senses impossibly, the sum of what each individual across the scene 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.

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

Permanently change sapient minds.

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.

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 many or devices requires an additional degree of outcome.

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

Automation

Create a reactive mind.

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

Create Cognition

Imbue intelligence in an object.

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

Install Intellect

Imbue sapience in an object.

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

Combined with Consort: Gift of Gab you can make Sapient items. Begin with Install Intellect to create an Intelligent item and then use Gift of Gab to make it Sapient. This counts as uplifitng a Reactive mind because of the problems of understanding Intelligent items.

Mass Mind

Mass Create Cognition.

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


Wreck

Sabotage and disrupt intelligent systems and technology with mental force.

Wreck Mind works differently from most other wrecking powers. The 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.

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

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

Disrupt Device

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 continually turn on and off. Devices can be repaired, but are usually out for the score.

Can also be used as a Fine and potent mental weapon against [[[#Intelligent |Intelligent]] or Sapient creatures.

Sabotage System

Disable networked systems.

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

Silent Sabotage

Silent System Sabotage.

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

Terminate Tech

Area Sabotage System.

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