Move Mind (Action Powers)

From Action
Revision as of 17:22, 26 March 2018 by Starfox (talk | contribs) (Astral Quest)
Jump to navigation Jump to search
ActionT4 logo
Templates for Action
Main article: Powers (Action)

Astral Quest

Limit Break

You leave your body behind and enter astral space, the land of dreams and spirits. Your spirit can instantaneously move to any area that is not warded against spirits. Range and speed are not a factor. 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 communicate with those you meet.

While on an astral quest, your body is in suspended animation; you do not need sustenance but are helpless. Your spirit and body takes damage together, and you can end the astral quest as a Basic Action - unless you are in a particularly tricky situation of the GMs devising.

Astral Quests are usually done to seek information, but sometimes it is possible to affect physical reality by performing a quest on the astral plane. Such astral quests are filled with visions, inspirations and subconscious symbolism, but are not linear adventures in the normal fashion. The main use is to resolve some moral issue, personality issue, or to gain insight. In certain cases an astral quest can break a Curse. Sometimes, an astral quest can directly affect another person or even an object or place by changing the astral resonance, but such use is strictly a plot device for the game master. A number of other people equal to your Mind can be taken along on this sort of quest.

Body Theft

Finisher

Your psyche changes body with another creature within 5 points of your own Body and Reflexes.

Once successful, the ritual makes you and the target exchange bodies. This does not change game statistics, but you do exchange equipment, race, sex, age and appearance. Any conditions and effects stay with the body, making this a way to get rid of a curse, disease, or other affliction. You do not have access to each others memories, but appearance, voice, and mannerisms stay with the body, giving you a +5 bonus to Charm checks to impersonate each other. On the flip side, it can be hard for you to convince those who knew you in your old body of your identity.

If either of you has powers related to physical body parts the two of you do not share (such as wings), those powers will not work while in the other body.

It is possible for either of you to end the power by forcing his way back into the old body as aFinisher. If either body dies while the power is in effect, the power becomes permanent.

Mind Diving

Finisher

You enter the mind of the target, who must be delirious, sleeping, or helpless.

Generally, you enter the mind of others in order to get hard-to-find information or to correct psychic problems. It is also possible to manipulate the psyche of others in order to affect their personality and behavior. This can be played out or resolved through social interaction die rolls.

The rough way to use this power is to initiate combat. Such a combat works just as combat in the real world; both characters have access to imaginary versions of any gear normally used. Damage from the physical world does not carry over into this psychic conflict. If you bring companions along, the sleeper may create phantasmal versions of his normal allies to match their number. If you render the mind you are diving into unconscious in such combat, you can do very invasive changes to the target's mind, permanently changing memories and parts of the target's personality. In special cases, you might be forced to enter an even deeper level of the target's mind and subconscious, Mind Diving again and repeating the process; this is especially true if the target has multiple personalities or several layers of psychic problems, or if you otherwise want to make very fundamental mental changes. This is more a storytelling device than a rule; player characters are not assumed to be into this kind of mind rape, so the rules are somewhat sketchy.

While a character is Mind Diving, her body lies comatose. Long trances can be harmful.

Psychic Duel

Limit Break

You can initiate a psychic contact with another character, regardless of distance. You must have a clear mental image of your target. The two of you engage in a single round of combat, as if you were standing next to one another. You can use any powers, equipment, or other features normally. Others can affect either of you normally if they are in your presence, but cannot reach through the psychic link. Once the one round of combat is over, the link goes down and you are each left to your own devices. The target gets a premonition of danger, so no surprise is possible.

This power can be used for other, non-combat purposes such as remote healing, conversation, or even brief trysts.

Sending

Basic Action

You can send a limited telepathic message; a maximum of one minute of normal speech, to anyone you know of, anywhere. The target can send back a similar reply within the next few minutes. Other than identifying the sender, you do not gain any information about each other or your whereabouts, and Sending does not enable any other powers to function. Certain places or people are warded against telepathic communication; Sending has no power to penetrate such wards.