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

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Limit Break
 
Limit Break
  
Use any one [[Powers_(Action)|Power]] of a [[Forms and Techniques (Action Powers)|Form]] you know that is a Basic Action, Stance, or Trigger Action (finisher). You need not know the power. If the power is a stance, you can continue to keep it up for one scene (or as long as it makes sense).
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Until the end of the next round you can use any one [[Powers_(Action)|Power]] of a [[Forms and Techniques (Action Powers)|Form]] you know that is a Basic Action, Stance, or Trigger Action (finisher). You need not know the power. If the power is a stance, you must activate the stance before the end of the next round but can continue to keep it up for one scene (or as long as it makes sense).
  
 
=== Mark Territory ===
 
=== Mark Territory ===

Revision as of 14:17, 16 October 2020

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Main article: Powers (Action)

All-Around Vision

Trigger Action (Defense)

When you make a Scan stunt you get a +5 bonus on your defensive Recon instead of the normal +3. In addition, you are immune to Flank Attack and similar effects.

Flexible Gifts

Limit Break

Until the end of the next round you can use any one Power of a Form you know that is a Basic Action, Stance, or Trigger Action (finisher). You need not know the power. If the power is a stance, you must activate the stance before the end of the next round but can continue to keep it up for one scene (or as long as it makes sense).

Mark Territory

Basic Action

You mark a physical location, making it a part of your territory. Other Gifts users instinctively know the location is claimed when they get within your Recon x10 meters of the spot. You claim lasts a number of days equal to your Recon skill. Analyzing your mark can give others a rough idea of what you are.

Powers used in the claimed area subtly alter the mark. By inspecting your mark and making an opposed Recon check, you know which power was used, which origin the user has, and a basic idea of who they are. Using this power in the claimed area, or dispelling Mark Territory, is automatically noticeable as soon as you are in the area, without taking an action.

Power Gaze

Inherent

Pick one power. You can use this power and any stunts related to it with the Recon skill instead of whatever skill it is usually based on. You can take this power several times, each time applying it to a separate power.

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.

Resist Power

Stance

When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make an opposed Mind check (this does not cost any shots), on a failure the power did not affect you. Resist Power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the GM. When in use, this prevents all power use except your own. You can negate the stance when you want to be affected by a power that is not your own, but you then have to spend shots if you want to activate it again. If you take this as a Mutation and then decide to lower the resistance, you must spend shots to reactivate it again.

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.

Second sight

Basic Action

Your affinity to the supernatural lets you see things others only imagine. You see spirits or ghosts wherever you go - most of these are just how you perceive natural phenomena and can be useful for noticing otherwise mundane phenomena, but have no significance.

Make a Scan stunt. You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking by relying a power to conceal it. If it could sneak under the normal rules, without the help of a power, Second sight can still spot them normally, but gives no help.

When using Second Sight, you can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. In a scene where have scanned such an obscured area with second sight, you are not considered blind there and can act normally. Creatures can still use such obscurement to Sneak against you, but you can use Second Sight again to automatically spot them.

If you recognize that a creature has altered or concealed its true appearance, Second Sight allows you know what it ordinarily looks like.

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. Second sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Sense Gifts

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.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

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.