Detect Mind (Action Powers)

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Main article: Powers (Action)

Astral Quest

Limit Break

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

Astral Quests 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 morale issue, personality issues, and to gain information. 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 gamemaster. A number of other people equal to your Mind can be taken along.

Clairvoyance

Basic Action

You can tell what happens in well-known places, to friends or to people you hold a former body part of or an object dear to. You will get a brief vision, often very subjective. The power scans for strong psychic impressions; humdrum and everyday events are harder to detect. Sometimes these visions randomly focus on an emotionally intense moment in the past or future.

Mind Touch

Limit Break

You reach out to touch the mind of another creature. This allows you to use one other Mind Form powers against the target at any range. You must have a clear mental image of whoever you are trying to contact. The target feels a tentative mental contact and can sense who you are. It can refuse to acknowledge your mind touch, which makes the power fail.