Detect Light (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
Many magic traditions have defined evil, an opposing philosophy or set of ideals that are anathema to everything you powers stand for. With this effect, you can sense such evil. Make a skill roll and multiply the result by 10; this is the range in meters. If you can see the evil creature or object you can pinpoint it; otherwise you merely know evil is present.
This power is not relevant to all traditions, particularly of the technology origin.
Eyes of the Sun
Your vision is improved. You can see perfectly over long distances as if you were using a binocular with x100 enlargement (things appear as if they were only 1/100 as far away), yet there is no reduction in your field of vision. You are never blinded by glare or bright light, and are immune to flashes used as distractions.
On a successful power skill check, you can identify illusions and conjured objects as false or divine the true forms of transformed creatures. The difficulty is whatever skill the target is using.
You get a vision of something that greatly concerns you or someone in your presence who you use the power for. The vision can contain factual information or advice, depending on the situation and story needs.
You do not pick the target of Vision, the power picks an appropriate target automatically. Range is 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.