Recon Gifts (Action Powers)

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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 being outflanked and you can still take trigger actions when attacked by Sneaking opponents - this last effect is inherent and does not in itself require any actions.

Flexible Gifts

Limit Break

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 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 Create 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.

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.