Recon Gifts (Action Powers)
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- Main article: Powers (Action)
All-Around Vision
Trigger Action (Defense), Inherent
Use this when another character's roll beats your Recon. When your Scan is used as the difficulty you get a +3 bonus on your defensive Recon. In addition, you are all times immune to Flank Attack and similar effects—this part of the power is Inherent.
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.
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. This works as a Scan stunt, except that it is bad at noticing very mundane things, as described below. 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.
Make a Scan stunt. You automatically spot active powers, including creatures using Invisibility powers to hide, and Invisible creatures you notice this way can't use Invisibility against you this scene. If a creature could sneak under the normal rules, without the help of a power, Astral Sight can still spot them, but gives no additional help.
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. If you know a target's True Name, checks against that target are Confident.
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 uses 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.
Spook
Stance
With this stance you move partly out of this world. You become invisible and you can move while Sneaking without having to make additional Recon checks, but you cannot use Melee or Shoot while invisible.
This is an invisibility power. Invisibility allows you to Sneak as if you had concealment, even in plain sight. Certain powers penetrate invisibility; against such a power ability to sneak in plain sight is lost.