Recon Spiritual (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Cleromancy
Limit Break
To use this power, you need a set of lots or tokens, each associated with a spiritual entity, creature, or ideal. You also need one blank lot. To use the power, you randomly select one of them. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful Cleromancy will yield the blank lot.
The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity or spirits influence the answer lies.
Anwulf the norse rune-priests casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdal. Had Loki been in the lot, this token would have been the most meaningful.
The difficulty of the check is either 5 + the number of lots drawn from, or the Recon of whoever the divination is directed against. whichever is higher. By adding more potential answers to the lot, you can gain more information but the divination becomes correspondingly harder.
Sanctuary
Inherent
If you are sneaking, you can use powers that affect only your you and your allies without breaking hide.
Sense Miracle
Basic Action
You can sense the presence of powers 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 power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Zone of Revelation
Basic Action
You create an area where the natural and the supernatural overlap, making living and/or supernatural presences that are normally hard to perceive obvious. The area is either a sphere with a radius equal to your Recon centered on you, or a sphere with a diameter equal to your Mind that you can create at a distance.
Within this area, living creatures and power effects stand out clearly, and can be seen through smoke, fog or darkness (even supernatural darkness), but not through solid objects. Empathic traces of strongly emotional events can be discerned through study.
This makes it easier to spot creatures using powers to hide. You automatically notice a creature that is sneaking and relying on a power to conceal it. If it is using a power, but could sneak under the normal rules, Zone of Revelation gives no additional help.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.