Mind Powers (FiD)
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Starfox's Blades in the Dark fan page |
Main Page is Powers Mind delves into sentience and intelligence. It is the power most associated with normal folk such as humans and alternate humans such as elves, orcs, social aliens, and other sentient creatures and even intelligent objects like control devices all the way up to sentient AI.
Anthropomorphic man is the epitome of mind, a civilized being, part of a society, sapient and cultured if not necessarily human. It represents the end product of evolution and, by extension, ultimate intellect. It can exist independently of life, in machines and undead.
Mind attacks are mental bolts and blades that can only hurt sentient creatures.
Mind Power Effects
Action | Basic No minimum 3 Willpower |
Advanced Minimum 2 Dice 5 Willpower |
Master Minimum 4 Dice 7 Willpower |
Apex Minimum 6 Dice 13 Willpower |
Attune | Perceive You can detect sentient creatures and use of mind powers. |
Mindforge You can end the operation of a mind ability. You can summon an spirit skilled in a particular action. These are not creatures, their advice gives +1d on their chosen action. |
Summon You can summon folk from other planes, which is usually alternate realities. This is used to summon heroes in times of crisis. Learning who to summon may require study or be a a score in itself. |
Gate You can create a portal that allows travel to and from another reality for a limited time. |
Command | Communicate You can communicate with intelligent creatures even if normally couldn't, allowing you to use the command action normally on them. |
Translate You and allies can communicate with intelligent creatures. |
Authority You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. |
Enslave You can permanently bind intelligent creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons. |
Consort | Mask You can an assume an identity and reflect it in your actions, such as a healer, noble, merchant etc. This affects people's perception of you without changing your appearance. |
Shapechange You assume the form of normal folk, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them. |
Transform You can shapechange a willing or helpless creatures into folk. This can be a curse, it can be broken but it is not easy. You can easily break the effect. |
Gift of Gab You can give sentience to non-sentient creatures. This can be made permanent, but even if it is not, targets will remember any agreements they made when sentient. |
Finesse | Ride If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys. |
Fine Local Control You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol. |
Manipulate You can do fine manipulation of the power, allowing you to do send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations. |
Surge Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. |
Hunt | Track You can focus on a particular thought and vaguely sense and track creatures that share this thought. |
Fine Ranged Attack You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage. |
Area attack 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. |
Barrage You call down the equivalent of a fine potent artillery barrage, attacking everything and intelligent creature in a wide area. |
Prowl | Reconnaissance You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible. |
Maneuver You can detach your astral body, which is immaterial, transparent, and can hover. Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but takes no actions. |
Travel You send your and allies' astral bodies to any location you know of or into the presence of any creature you know. |
Transport You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world. |
Skirmish | Skirmish Attack You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol. |
Fine Skirmish Attack Same as Skirmish Attack, except the weapon is fine and potent. |
Obstruction Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon. |
Flurry Your power strikes out in all directions, attacking all enemies in a wide area. |
Study | Analyze You can identify intelligent objects and creatures. |
Research You know the powers and abilities of something you analyze. |
Hindsight You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes. |
Omniscience You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets. |
Survey | Detect You can sense manifestations of the mind power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers. |
Sensor Choose an ally; you can send your astral body to their location. See prowl: maneuver. |
Scry Choose a location or creature. You send your astral body to that location. |
Omnipresence You perceive from all intelligent creatures at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others. |
Sway | Communicate You can communicate with intelligent creatures even if normally couldn't, allowing you to use the sway action normally on them. |
Translate You and allies can communicate with intelligent creatures. |
Mesmerize You can post suggestions in the mind of intelligent creatures, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered. |
Inculcate You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. |
Tinker | Handle You imbue mind into objects. Handle can create simple triggers, like a push button. |
Shape You can imbue limited intelligence in an object that can sense a situation nearby and react, directing whatever abilities the item may have or send a mental alarm. |
Create You can imbue limited intelligence able to hold a simple conversation. With attune: mindforge you can make sentient items. |
Fabricate This is similar to create, above, but you mass produce intelligent objects, even a set of different objects. |
Wreck | Jimmy You mess with intelligence in items, that is their ability to react to the environment. At this level this can negate simple triggers, like buttons. Noisy and leaves a twisted object in place. |
Smash Similar to jimmy. Includes alarms and control mechanisms of all sorts. Works as a fine potent mental sledgehammer in combat. |
Disintegrate Similar to smash, but destroyed targets are disabled silently or you can remove certain functions from them, such as the ability to sense you and allies. |
Obliterate Similar to smash, but over a large area. This can negate control devices over a large area, forcing everyone to rely on manual handling of objects. |