Difference between revisions of "Recon Time (Action Powers)"
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− | You can try to predict the future, either the future of a person present or future events of the location you are in. | + | You can try to predict the future, either the future of a person present or future events of the location you are in. The future is very uncertain, so predictions are never very accurate. |
+ | The [[GM]] will give you his best estimate of what will happen, but he might well be wrong. {{:Scry (Action)}} The [[Recon (Action)|Recon]] of an object or place is it's most frequent user's skill for the purpose of this power. | ||
''You are planning to attack a warehouse, and want a clue about how it will go. The GM knows this is the hideout of a sorcerer. A result less than the sorcerer's [[Recon (Action)|Recon]] will give a general impression of a hard-fought victory, as the GM is expecting a tough but not impossible fight. A roll about equal to his [[Recon (Action)|Recon]] might yield images of the hostile sorcerer's flame blasts. A higher result might show how some goons as they come out of their hiding places (making it impossible for them to surprise you during the fight) while an Outcome matching the sorcerer's [[Mind (Action)|Mind]] clearly shows the enemy sorcerer enchanting the goons' weapons to cause poisoned wounds—a poison that a [[Dispel_(Action_Powers_Technique)#Medic|Medic]] can provide an antidote for.'' | ''You are planning to attack a warehouse, and want a clue about how it will go. The GM knows this is the hideout of a sorcerer. A result less than the sorcerer's [[Recon (Action)|Recon]] will give a general impression of a hard-fought victory, as the GM is expecting a tough but not impossible fight. A roll about equal to his [[Recon (Action)|Recon]] might yield images of the hostile sorcerer's flame blasts. A higher result might show how some goons as they come out of their hiding places (making it impossible for them to surprise you during the fight) while an Outcome matching the sorcerer's [[Mind (Action)|Mind]] clearly shows the enemy sorcerer enchanting the goons' weapons to cause poisoned wounds—a poison that a [[Dispel_(Action_Powers_Technique)#Medic|Medic]] can provide an antidote for.'' |
Revision as of 14:37, 16 October 2020
Templates for Action |
- Main article: Powers (Action)
Deceptive Speed
Trigger Action (Combo)
You can move in bursts of speed so fast that you cannot be seen. After you have performed a Basic Action, you can use this Trigger Action as a combo to move an additional time. If this movement ends up in cover, you can make a Sneak stunt. This is a power that allows invisibility, and can be seen through by abilities such as Fairy Sight.
Prediction
Basic Action
You can try to predict the future, either the future of a person present or future events of the location you are in. The future is very uncertain, so predictions are never very accurate. The GM will give you his best estimate of what will happen, but he might well be wrong. 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. The Recon of an object or place is it's most frequent user's skill for the purpose of this power.
You are planning to attack a warehouse, and want a clue about how it will go. The GM knows this is the hideout of a sorcerer. A result less than the sorcerer's Recon will give a general impression of a hard-fought victory, as the GM is expecting a tough but not impossible fight. A roll about equal to his Recon might yield images of the hostile sorcerer's flame blasts. A higher result might show how some goons as they come out of their hiding places (making it impossible for them to surprise you during the fight) while an Outcome matching the sorcerer's Mind clearly shows the enemy sorcerer enchanting the goons' weapons to cause poisoned wounds—a poison that a Medic can provide an antidote for.
Postcognition
Basic Action
You can look into the past to see what really happened. This is not reading psychic impressions, this is actually seeing exactly what was in the past. You can read the past of a location, person, or object you touch. Higher rolls give better impressions. 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.
You can see the past of a place, creature, or object. The past of a place includes everyone there. The past of an object or person only includes the thing observed and occasional minor glimpses of what is very near. The Recon of an object or place is it's most frequent user's skill for the purpose of this power.
If you do not know when the event you want to see occurred, you have scant the past, shifting trough events. It can also considerable time to scan large spans of time, so it is always best if you know what date you are looking for.