Difference between revisions of "Recon Death (Action Powers)"
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> | <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> | ||
− | === | + | ===Detect Undead === |
Basic Action | Basic Action | ||
− | You can | + | You can sense the presence of [[Undead_(Action_Creatures)|Undead]] at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of [[Undead_(Action_Creatures)|Undead]], but by concentrating on a particular type, individual, or descriptive trait you can eliminate all others. |
+ | You must make an opposed [[Recon (Action)|Recon]] check to sense a creature that is [[Sneak (Action)|Sneaking]], but you can sense them even through barriers unless they are designed to block detection powers. | ||
− | === | + | === Ghost Walk === |
Basic Action | Basic Action | ||
− | You can | + | You can walk trough material objects, such as walls, using them to hide. You cannot walk trough any living substance, bedrock, or moving water. This allows you to [[Recon (Action_Powers_Technique)#Sneak|Sneak]] inside any material object large enough to hold you, as well as by moving through walls to hide on the other side. You can peek out from inside an object, and even jump out to attack, just as you could from ordinary cover. You cannot perform actions other than observing, hiding, and moving while inside an object. |
− | You | ||
=== Ghost Spy === | === Ghost Spy === | ||
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You have a sensory affinity for tombs, corpses, and to a lesser extent any material used for burial - this includes most natural materials, including water and fire. | You have a sensory affinity for tombs, corpses, and to a lesser extent any material used for burial - this includes most natural materials, including water and fire. | ||
− | You can sense such things within [[Mind (Action)|Mind]] meters without using sight. This allows you to avoid blindness penalties. | + | You can sense such things within [[Mind (Action)|Mind]] meters without using sight. This allows you to avoid blindness penalties for the rest of the scene. |
You instantly know the location of all graves and corpses within this area. | You instantly know the location of all graves and corpses within this area. | ||
− | Using Tomb Sight has the effect of [[Recon_(Action_Powers_Technique)#Scan|Scan]]. Against creatures within your tomb, place of death, and against all [[Undead_(Action_Creatures)|Undead]], this scan is [[Actions_(Action)#Confident_Roll|Routine]]. | + | Using Tomb Sight has the effect of [[Recon_(Action_Powers_Technique)#Scan|Scan]]. Against creatures within your tomb, place of death, and against all [[Undead_(Action_Creatures)|Undead]], this scan is [[Actions_(Action)#Confident_Roll|Routine]] and ignores intervening barriers unless designed to foil detection. |
+ | You can use Tombsense to momentarily sense the location of such things within 10 meters times the result of a [[Recon (Action)|Recon]] check, but this gives just a momentary glimpse of their approximate location and does not spot a [[Recon (Action)#Sneak|Sneaking]] creature. | ||
=== Zone of Silence === | === Zone of Silence === |
Revision as of 13:55, 21 October 2020
Templates for Action |
- Main article: Powers (Action)
Detect Undead
Basic Action
You can sense the presence of Undead at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of Undead, but by concentrating on a particular type, individual, or descriptive trait you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking, but you can sense them even through barriers unless they are designed to block detection powers.
Ghost Walk
Basic Action
You can walk trough material objects, such as walls, using them to hide. You cannot walk trough any living substance, bedrock, or moving water. This allows you to Sneak inside any material object large enough to hold you, as well as by moving through walls to hide on the other side. You can peek out from inside an object, and even jump out to attack, just as you could from ordinary cover. You cannot perform actions other than observing, hiding, and moving while inside an object.
Ghost Spy
Limit Break
You send a discorporate spirit to spy for you, instructing it to look for specific pieces of information. It will report back to you when if finds the information you seek. It cannot enter an area warded against death or the undead. Ghost Spy has a range of your Mind kilometers but no range modifiers. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.
Tombsense
Basic Action
You have a sensory affinity for tombs, corpses, and to a lesser extent any material used for burial - this includes most natural materials, including water and fire. You can sense such things within Mind meters without using sight. This allows you to avoid blindness penalties for the rest of the scene. You instantly know the location of all graves and corpses within this area. Using Tomb Sight has the effect of Scan. Against creatures within your tomb, place of death, and against all Undead, this scan is Routine and ignores intervening barriers unless designed to foil detection. You can use Tombsense to momentarily sense the location of such things within 10 meters times the result of a Recon check, but this gives just a momentary glimpse of their approximate location and does not spot a Sneaking creature.
Zone of Silence
Stance
You create a zone around you in which sounds are dampened to the point of extinction. This is a diameter equal to your Mind, with you in the center. Subtract your Mind from the skill roll of any sound-based attack or stunt in the area. In order to make any kind of sound in the area, such as shouting an alarm, a creature in the area must roll the relevant skill against your Recon. Even then, the sound is dampened and will not carry nearly as far as normal.