ISP: 30/30
Recovery: 1 per hour
Adventure Card:
See Aura (Detect Arcana; 2 I.S.P.)
[Novice]
Range: Sight
Duration: 3 (0/round)
Trappings: As he intuitively interprets the readings of a target’s psyche, he learns a great deal about influencing the target and those around him. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.
Effect: Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
Sense Magic & Psionics (Exalted Detect Arcana; 4 I.S.P.)
[Mega]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: The psychic gains a +2 to resist the next Smarts or Agility trick the target uses (if any), due to an intense, though brief, understanding of the target’s psyche. On a Raise the resisting trait is increased by a die type.
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
- What kind of magic is at work.
- Currently active powers.
- General type of supernatural creature (vampire, werewolf, dragon, etc).
- Any enchantments present on an item.
- How much PPE or ISP a target possesses.
- Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
Charismatic Mental Contact (Telepathy; 4 I.S.P.)
[Novice]
Range: One mile
Duration: 3 (1/round)
Trapping: While in telepathic contact, the psychic is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion.
Effect: Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed.
Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
Soothing Mass Mental Contact (Exalted Telepathy; 4 I.S.P.)
[Mega]
Range: Special
Duration: 3 (1/round)
Trapping: While in telepathic contact, the psychic is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion.
Effect: This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psychic can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, he can connect up to his Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while he maintains it.
Battlecry (Boost/Lower Trait 2 I.S.P. and Greater Boost/Lower Trait 4 I.S.P.)
[Novice]
- Range: Smarts
Duration: 3 (1/round)
Trapping: All Boosted abilities gain one of the following trappings, based on the linked attribute and the aspect of the power use. (see Below)
Effect: This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
Greater Battlecry (Greater Boost/Lower Trait 4 I.S.P.)
[Mega]
- Range: Smarts x2
Duration: 3 (1/round)
Trapping: All Boosted abilities gain one of the following trappings, based on the linked attribute and the aspect of the power use. (see Below)
Effect: This power allows a character to increase any of a target’s Traits by two die types for a standard success, or by four with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
- Agility:
- [Boost Trait] The battle cry encourages the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
- [Lower Trait] The battle cry demoralizes the enemy so much, they must make a Vigor roll (at –2 on a raise) to avoid morale-based Fatigue, but the power’s range is reduced to half its normal range.
- Smarts:
- [Boost Trait] Trivia Master: The target gains +2 to common Knowledge checks for the duration of the power.
- [Lower Trait] Dazed and Confused: A raise with Lower Trait results in the target’s movement counting as Difficult Ground while the power is active due to a thick mental fog.
- Spirit:
- [Boost Trait] The target gains +1 to Fear checks for the duration of the power.
- [Lower Trait] The target takes a -1 to Fear checks for the duration of the power.
- Strength:
- [Boost Trait] The battle cry encourages the target. They cost +1 PPE to cast, but on a success add +1 to toughness and on a raise increase Strength one die type for the duration of the power.
[Lower Trait] Fatigue momentarily drains the target's strength. Targets of negative powers suffer a –1 penalty to all strength trait (including damage) rolls while the power is active.
- Vigor:
- [Boost Trait] The target gains +1 to soak checks for the duration of the power.
- [Lower Trait] The target takes a -1 to soak checks for the duration of the power.