Difference between revisions of "Mind Powers (FiD)"

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Sapience is not a measure of raw intelligence, but of the ability to participate in sustained social and moral systems.   
 
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 [[#Sapient |Sapient]] targets can also affect [[#Intelligent |Intelligent]] creatures.
 
Even super-intelligent artificial intelligences, [[Monster_(FiD)|monsters]], and [[Spirit_(FiD)|spirits]] are rarely Sapient. Any power that can affect [[#Sapient |Sapient]] targets can also affect [[#Intelligent |Intelligent]] creatures.
 
== Astral Space ==
 
Mind is linked to Astral Space, a dimension of thought and imagination.
 
This is where dreamers go and the ethical forms of [[Darkness Powers (FiD)|Darkness]], [[Flux Powers (FiD)|Flux ]], [[Light Powers (FiD)|Light]], and [[Order Powers (FiD)|Order]] connect to the physical world.
 
 
As used here astral space, astral plane, and astral realm are merely variations of language, they all mean the same thing.
 
 
==== Visualizations ====
 
The appearance of astral space is subjective, each viewer perceives it differently.
 
This is shaped by expectations, a group of people traveling together have usually shared their individual expectations and thus experiences the same thing.
 
 
Many perceive it as a calm sea at night, with the lights above reflected in the sea below. Each such light is a destination, a single consciousness appears as a star, a group of consciousnesses appears as a constellation, a plane of reality appears as a nebula or galaxy. 
 
The horizon being subjective; an experienced traveler can reorient the sky so that their destination is always on the horizon, speeding travel.
 
 
Another common visualization is a forest, with small animals as individual minds, groups as trees, and pools as doors to other realities. The Grey is another common visualization, a hazy space where individuals appear as motes of light and gates as nebulous patches of light.
 
 
The Astral Plane is pure Mind, anything that appears physical here is actually just an [[Illusion Powers (FiD)|Illusion]] projected by some mind.
 
These illusions are real in the sense that they work, but are always attached to someone and only exist when the wearer focuses on them or if they are an important part of their self-image.
 
This means that some people appear naked, some simply clothed, others elaborately clothed, and a few even wear armor, all according to how they see themselves. A few even lack a body and are look like a floating head or even just the contour of a face or an eye, manifesting limbs and items only as they are needed.
 
 
==== Astral Projection ====
 
Most travel to astral space involves only the spirit. You leave your body behind in suspended animation and manifest an astral body, identical to your physical body in most respects but shaped by your perception of yourself as outlined above.
 
Mental and social Actions function normally in astral space, but all uses of tools lose Effect. 
 
The exception is intelligent items, that can project themselves into the astral along with you.
 
 
While you project your astral body, your physical body is like an automaton; it can be led but initiates no actions. Metabolism slows down, reducing biological needs by a factor of ten, but for extended forays into astral space someone needs to care for your body or it will waste away.
 
Your physical and astral bodies remain connected, any Harm to either affects both. When your physical body suffers Harm, you can instantly return to it, dissolving your astral body.
 
 
There are few encounters in astral space, and since movement is at the speed of thought, it is almost always possible to avoid an encounter.
 
Astral monsters are more likely to prey on creatures in neighboring planes than on astral traversers, but exceptions exist, certain creatures can trap you in a small dream world and prey on you there.
 
If you want to encounter someone or something in astral space, they must either meet you voluntarily or you need to create some kind of trap to prevent them form just disappearing like a thought.
 
 
Astral space is not the same as the spirit world. [[Spirit (FiD)|Spirits]] are not native to the astral plane and have no inherent affinity for it, but can travel there in the same way any other creature does. A spirit is always considered [[Spirit_(FiD)#Materialization|Materialized]] while in astral space, even if it lacks the ability to [[Spirit_(FiD)#Materialization|Materialize]] in the physical plane.
 
 
==== Uses ====
 
You can use the astral plane to contact other minds, and through them the physical reality where their bodies reside. This is how you scry using astral space, "peeking over the shoulder" of a mind allows you to perceive their physical surroundings.
 
 
You can travel to other the worlds of [[Darkness Powers (FiD)|Darkness]], [[Flux Powers (FiD)|Flux ]], [[Light Powers (FiD)|Light]], and [[Order Powers (FiD)|Order]] through astral space. This is very fast if you are familiar with your destination, but slow, probing, and dangerous in strange lines of thought. You can enter other planes through such portals, your astral body leaves astral space and enters the new plane, but continues to work as it did in astral space.
 
 
There are dream worlds in astral space, realms of [[Illusion Powers (FiD)|Illusion]]. These work as physical worlds, but have their own rules and oddities. Most are the dreams of individuals, very fleeting, fading to shadows when the person is awake. The dreamer is very powerful in their own dream, but lacks conscious control, sometimes creating nightmare settings and monsters. There are also consensual dream-worlds, these are more persistent dreams visited regularly by many people. Some travel here willingly, others drift into such worlds or are caught and dragged inside. Dreamers can expand such dream worlds by exploring, and the new areas will persist as long as they are visited.
 
  
 
== Mind Power Effects ==
 
== Mind Power Effects ==

Revision as of 11:50, 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 violet, your position worsens.

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 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 little control.

Mind Monitor

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 against a creature that is hidden (standard Outcome) or behind a wall (great Outcome).

Mindforge

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.

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.

Invoke Ideal

Assist a single roll or summon a hero.

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. These echoes don't themselves act, they inspire others to act more intelligently, which provides assistance on a single roll.

You can summon a person from an alternate reality. This is often used to summon a hero in times of crisis. Unlike many other summon powers, this is usually cast blindly, hoping your mental image of who you need is sufficient. 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

Portal to an alternate reality.

You can create a portal that allows travel to and from another reality for a limited time. 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.

Mind has no plane of origin. There is the astral plane (see Prowl Mind), but that is not a full plane, it is only a mental projection of our world. Instead Mind links to alternate realities, which are similar to our world and a mix of all types of matter and power and which hold Sapient creatures.


Command

Impose your will upon the minds of Sapient creatures.

Mental Mandate

Comprehensible command to Sapients.

You can induce leverage telepathically, overcoming language and cultural barriers, useful for intimidating and commanding foreign or alien Sapient creatures. This provides the leverage needed to use Command to intimidate without actual threat of violence.

Telepathy

Communicate with sapients at range.

Telepathically communicate with Sapient 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 skill. Either party can end the communication at any time.

Mental Monarchy

Command Sapient creatures as a superior.

Sapient will see you as an officer, professional superior, alpha, or other leader type outranking them. 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. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.

Thought Thrall

Permanently bind Sapient creatures.

This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.


Consort

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 form 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.

Assume Aspect

Assume the form of a humanoid.

You take the form of a Sapient creature. This includes humans and whatever else is Sapient in your world, such as elves, dwarves, civilized aliens, and uplifted animals depending on the setting. 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 mind and personality of a specific creature you have studied.

Gift of Guise

Assume Aspect a willing creature.

You can use Assume Aspect 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 Assume Aspect.

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.

Gift of Gab

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 as a long-term action.

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.


Finesse

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

Psychic Saddle

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 log 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.

Cloud Consciousness

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 otherwise will blunder about for a time before returning to normal.

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

Astral Assault

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. 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.


Hunt

Track and attack targets using focused mental energy.

Trace Thought

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) 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. 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.

Mental Marksman

Fine and potent ranged mental attack.

You can use your power to attack, similar to a fine and potent rifle doing mental damage. 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 Sapient creatures but weak against Reactive creatures and useless against things that lack any kind of mind.

Astral Avatar

Physically emerge out of 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.

Cognitive Cascade

Fine and potent psychic grenade.

Mental Marksman with scale. 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. Damage is psychic, see Mental Marksman.


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 Sapients of approximately your own shape even if you look different by matching the mentality of the people around you.

Astral Ascent

Detach astral body to scout.

You dethatch your astral and physical bodies and send your astral body to scout. You can see and hear through your astral projection. Your 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 can make yourself visible in order to make sound and speak. 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

Crew Crowd Camouflage and Astral Ascent.

You can include allies when using Crowd Camouflage and Astral Ascent. If allies need to roll Prowl, they use their own Prowl dice.

Astral Anywhere

Send crew's astral bodies anywhere.

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.


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

  • LimitedOutcome finds those hiding behind cover and in far places you can only barely see.
  • StandardOutcome can look behind walls and into hard cover.
  • GreatOutcome can look into far-away places and spots you had no idea existed.

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. As long as you remain still, you are invisible, tough particularly perceptive targets might still sense a presence.

Astral Audience

Send astral body to a creature or location.

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.

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 perceives. 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.

Sway

Influence intelligent 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 targets matching the scale of your tier (p 221), as long as they are in a group.

Intellectual Intuition

Understand sapient creatures.

You can understand Sapient creatures even if normally couldn't, and gauge their motivations. This does not allow you to be understood by those whose intentions you read.

Intelligent Interpreter

Crew can communicate with sapience.

You and allies can communicate with Sapient creatures. This allows the full range of the Sway action, overcoming barriers of culture and language.

Eloquent Enchantment

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. Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome.

  • Limited outcome A minute 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.

Cognitive Conversion

Permanently change sapient minds.

You change the personality and motivations of a Sapient. This is permanent and blatant. The target remembers their past but regards it as unimportant compared to their new motivations. This changes the target on a deep level, changing their loyalties and priorities. 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.