Difference between revisions of "Recon Death (Action Powers)"

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
=== Ghost Walk ===
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===Detect Undead ===
 
Basic Action
 
Basic Action
  
You can walk trough material objects, such as walls, using them to hide. You cannot walk trough any living substance, bedrock, or moving water. This allows you to [[Recon (Action_Powers_Technique)#Sneak|Sneak]] inside any material object large enough to hold you, as well as by moving through walls to hide on the other side. You can peek out from inside an object, and even jump out to attack, just as you could from ordinary cover. You cannot perform actions other than observing, hiding, and moving while inside an object.
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You can sense the presence of [[Undead_(Action_Creatures)|Undead]] 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 [[Undead_(Action_Creatures)|Undead]], but by concentrating on a particular type, individual, or descriptive trait you can eliminate all others.
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You must make an opposed [[Recon (Action)|Recon]] check to sense a creature that is [[Sneak (Action)|Sneaking]], but you can sense them even through barriers unless they are designed to block detection powers.
  
===Sense Death ===
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=== Ghost Walk ===
 
Basic Action
 
Basic Action
  
You can sense the presence of [[Undead_(Action_Creatures)|Undead]] 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 [[Undead_(Action_Creatures)|Undead]], but by concentrating on a particular type, individual, or descriptive trait you can eliminate all others.
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You can walk trough material objects, such as walls, using them to hide. You cannot walk trough any living substance, bedrock, or moving water. This allows you to [[Recon (Action_Powers_Technique)#Sneak|Sneak]] inside any material object large enough to hold you, as well as by moving through walls to hide on the other side. You can peek out from inside an object, and even jump out to attack, just as you could from ordinary cover. You cannot perform actions other than observing, hiding, and moving while inside an object.
  
 
=== Ghost Spy ===
 
=== Ghost Spy ===
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You send a discorporate spirit to spy for you, instructing it to look for specific pieces of information. It will report back to you when if finds the information you seek. It cannot enter an area warded against death or the undead. Ghost Spy has a range of your [[Mind (Action)|Mind]] kilometers but no range modifiers. {{: Scry (Action)}}
 
You send a discorporate spirit to spy for you, instructing it to look for specific pieces of information. It will report back to you when if finds the information you seek. It cannot enter an area warded against death or the undead. Ghost Spy has a range of your [[Mind (Action)|Mind]] kilometers but no range modifiers. {{: Scry (Action)}}
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=== Soul Sight===
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Basic Action
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You have a sensory affinity for spirits, tombs, corpses, and to a lesser extent any material commonly used for burial - this includes most natural materials, including earth, stone, water and fire.
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You can use Tomb Sense to scan an area at range, with normal range penalties.
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You instantly know the location of all graves and corpses within this area.
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After using Soul Sight you can sense such things within [[Mind (Action)|Mind]] meters without using sight. This allows you to avoid blindness penalties for the rest of the scene.
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You can see the motivating force of creatures, their spirit or soul. Make a [[Recon_(Action_Powers_Technique)#Scan|Scan]] stunt. You automatically spot creatures [[Invisibility (Action)|Indivisibility]] to hide. In this way you automatically notice a creature that is [[Recon (Action)#Sneak|sneaking]] and relying on [[Invisibility (Action)|Indivisibility]] to conceal it. If it could [[Recon (Action)#Sneak|sneak]] under the normal rules, Soul Sight can still spot them, but gives no help.
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{{:Meta Power (Action)}} Soul Sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.
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=== Zone of Silence ===
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Stance
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You create a zone around you in which sounds are dampened to the point of extinction. This is a diameter equal to your [[Mind (Action)|Mind]], with you in the center. Subtract your [[Mind (Action)|Mind]] from the skill roll of any sound-based attack or stunt in the area. In order to make any kind of sound in the area, such as shouting an alarm, a creature in the area must roll the relevant skill against your [[Recon (Action)|Recon]]. Even then, the sound is dampened and will not carry nearly as far as normal.

Latest revision as of 10:48, 15 April 2021

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Main article: Powers (Action)

Detect Undead

Basic Action

You can sense the presence of Undead 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 Undead, but by concentrating on a particular type, individual, or descriptive trait you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking, but you can sense them even through barriers unless they are designed to block detection powers.

Ghost Walk

Basic Action

You can walk trough material objects, such as walls, using them to hide. You cannot walk trough any living substance, bedrock, or moving water. This allows you to Sneak inside any material object large enough to hold you, as well as by moving through walls to hide on the other side. You can peek out from inside an object, and even jump out to attack, just as you could from ordinary cover. You cannot perform actions other than observing, hiding, and moving while inside an object.

Ghost Spy

Limit Break

You send a discorporate spirit to spy for you, instructing it to look for specific pieces of information. It will report back to you when if finds the information you seek. It cannot enter an area warded against death or the undead. Ghost Spy has a range of your Mind kilometers but no range modifiers. 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.

Soul Sight

Basic Action

You have a sensory affinity for spirits, tombs, corpses, and to a lesser extent any material commonly used for burial - this includes most natural materials, including earth, stone, water and fire. You can use Tomb Sense to scan an area at range, with normal range penalties. You instantly know the location of all graves and corpses within this area. After using Soul Sight you can sense such things within Mind meters without using sight. This allows you to avoid blindness penalties for the rest of the scene. You can see the motivating force of creatures, their spirit or soul. Make a Scan stunt. You automatically spot creatures Indivisibility to hide. In this way you automatically notice a creature that is sneaking and relying on Indivisibility to conceal it. If it could sneak under the normal rules, Soul Sight can still spot them, but gives no 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. Soul Sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Zone of Silence

Stance

You create a zone around you in which sounds are dampened to the point of extinction. This is a diameter equal to your Mind, with you in the center. Subtract your Mind from the skill roll of any sound-based attack or stunt in the area. In order to make any kind of sound in the area, such as shouting an alarm, a creature in the area must roll the relevant skill against your Recon. Even then, the sound is dampened and will not carry nearly as far as normal.