Recon 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 a Recon roll against the highest Recon of a non-friendly creature in the area, gaining a better map the better you roll. The power centers on a point you choose as the target and range penalties apply. You do not need to see the target point. 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 Recon 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 door, gateway, or similar barrier
- 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 game-masters 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 have great powers of visualization, and can picture any three-dimensional shape with perfect accuracy in your mind. By continuously using these abilities, you create a mental mind-map that allows you to retrace your steps and create a mental image of how you have moved and what you have seen where. You can perfectly judge the spatial relation between any two points you have visited and you can ignore cover when teleporting (using some other power) to any spot you have ever been while conscious.
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. This has the effects of a Scan stunt, and you automatically spot creatures in this area who are not Sneaking, even if they would be impossible to sense with your normal senses. You still cannot see—colors, script, images, and other stimuli based on color rather than form are imperceptible to this power. This also allows you to sense teleports that happened earlier in the same scenario. You can extend this sense to an area at range, with normal range penalties.
Walk Through Walls
Teleport to the other side of a wall you are touching. You need to make a Recon roll with a difficulty of 5 plus the thickness of the wall in meters plus the Armor Value of the wall material. You cannot pass through living matter or walls made of Force.
You cannot take any other movement as a part of this action, but it is possible to Sneak while doing it, using the same roll as the one to walk trough the wall. Sneaking like this always requires a roll if there are observers on either side.