Detect Space (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
You learn the exact physical location of an object or creature. You must have enough information about the target to describe it uniquely; if you have a general description you will find the nearest target that fits the description. Space is the Form of shape, so the description must be based on shape, not substance or ephemeral qualities like color. The result is revealed in whatever system of reference you understand and which is most relevant and practical. You can use this to discern your own location if you are lost. It can also be used to analyze a teleport performed in the area in the last hour, which tells you what teleported where.
You create a map of the area. The result can be a hand-drawn map or be represented trough technological or supernatural means depending on your tradition. Make an opposed Spot roll against the watchman, chief of security, or most impressive creature in the area, gaining a better map the better you roll. If you do this at range, the power centers on a point you choose as the target and range penalties apply. Powers or abilities that stop detect powers prevents magic mapping.
The GM builds the map based on map points - you start out with a number of map points equal to your Mind and add the outcome (positive or negative) on the Spot roll to that. Each of the following features costs a point to map. In general, features at the beginning of the list are mapped first, but the map has more detail in nearby areas.
- A room, square, street, or other open area
- A closed door
- Interesting but obvious features such as furniture, statues, and other furnishings
- A stairway, lift, or other marked change in level
- A concealed, hidden, or otherwise not obvious feature (this is in addition to the normal cost above)
Note that the point system is a rough guideline only. Depending on the scenario, the gamemasters degree of preparation, and the dynamic of the group you are in, this power will often work or fail on a GM fiat. If another player in your group plays a scout and enjoys discovering the map, this map can fail simply to allow that style of play. In other circumstances the GM might have a printed map or tactical overlay to show you that far exceeds what this power would normally allow.
You can create a limited teleportation portal at any spot you like - the range is unlimited but you must know the spatial coordinates. This portal only transmits sensory input, but does not allow anyone to step through or affect the world on the other side in any way. You can use all your senses this way, and sensory powers as well. You can speak trough the remote sensory point, but you cannot move it. You cannot use this to help a teleport.
You can scry on those at the chosen position. 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.
You can sense the basic shape of things within Mind meters. In this area you can sense things even around corners or behind walls, incorporating them in your mental world-image. Because mobile objects are somewhat fuzzy, it is still possible to sneak on you. You still cannot see - colors, script, screen images, and other stimuli based on color rather than form are imperceptible to this power.
This also allows you to sense Gates and teleports out to ten times the normal range.