Rank 2 (Untrained)
Curious Disposition [Social Stance]: You act inquisitive and observant, carefully observing others. You gain a (1 + Your Tier) bonus to checks when using Intuition Skill Powers. However, others gain a similar bonus when using Command Skill Powers on you.
Discern Deceit [Social]: As an Interrupt Action you can attempt to oppose the Lie Convincingly, Innuendo, Cunning Disguise, and False Nature Guile Powers. The DC of this check is equal to the DC of the power. You gain a bonus to your check based on circumstances according to the table below. You cannot retry this check for the same falsehood without new evidence. Just because someone lies to you does not automatically grant you a check – you must use this power to determine their falsehood. You do not learn what the truth is, only whether or not someone is trying to deceive you and how.
You are always assumed to be Taking 2 with this Power.
Circumstance | Check Modifier |
Completely unfamiliar with potentially impersonated target or situation, never met | -1 |
Somewhat familiar with potentially impersonated target or situation, has previously met | +0 |
Familiar with potentially impersonated target or situation, may consider a friend | +2 |
Very familiar with potentially impersonated target or situation, a close friend | +3 |
The potential falsehood is well crafted and does not stretch believability | -1 |
The potential falsehood is poorly crafted or a bit hard to believe with no evidence1 | +0 |
The potential falsehood contains several inconsistencies or would be very hard to believe with no evidence1 | +2 |
The potential falsehood contains obvious inconsistencies, is actually impossible, or otherwise ridiculous1 | +3 |
Extend Interrupt Action to Full Action | +1 |
Extend Interrupt Action to Extended Action (S) | +2 |
Extend Interrupt Action to Extended Action (L) | +3 |
1 – If you are provided corroborating evidence for even the most ridiculous claims, you do not gain this bonus unless the potential falsehood is also poorly crafted or contains the indicated level of inconsistencies. |
Critical Success: You know whether or not you are being lied to and automatically succeed at convincing others of the truth or falsehood of the statements or persona. They gain a +2 bonus on their [Social] checks when interacting with your target or their group for the next 24 hours. Moderate Success: You know whether or not you are being lied to and notice several “tells”. You gain a +2 bonus to [Social] checks to attempt to convince others of the truth or falsehood of the statements or persona. Success: You know whether or not you are being lied to, but gain no bonus to convincing others of the same. Failure: You aren’t sure if you’re being told the truth or not, even if you really are being told the truth. Moderate Failure: You believe what you’re being told is the truth, especially if it really isn’t. Critical Failure: Not only do you believe your target, but they gain a +2 bonus to [Social] checks against you for the next 24 hours. |
Rank 3 (Novice)
Assess Situation: As a Full Action, you can read creatures or groups to get a feel for the situation, or learn that something is wrong before things fall apart. The DC for this check is 4 + Encounter’s Level or Creature’s Level. You gain a bonus to your check based on circumstances according to the table above. You gain no other information aside from a sense of foreboding; you simply believe something is out of place or not as it seems. Perhaps someone acting like your friend really isn’t, someone isn’t telling you the whole truth, the group you’re with is planning something, or something similar.
Critical Success: The GM gives you information about the situation that is immediately and obviously relevant. Moderate Success: You gain a detailed hunch about the situation, as told to you by the GM. Success: You gain a somewhat vague hunch about the situation, as told to you by the GM. Failure: You don’t feel anything weird, but you probably will soon enough. Moderate Failure: You gain a vague hunch about the situation, as told to you by the GM. It is more misleading than inaccurate. Critical Failure: You intuit something that is completely nonexistent, as told to you by the GM. It is wildly inaccurate and the target may consider the information offensive if you act upon it. |
Iron Mind: You become aware of all [Mind-Affecting] attempts on you and where its source is, whether the attempt is successful or not. You do not learn what the source is.
Rank 4 (Adept)
Identify Disposition: As a Swift Action, you can attempt to identify how a creature is trying to present itself to you. You can detect its current Disposition with a DC 5 + Target’s Level check.
Critical Success: You learn its current Disposition and increase the creature’s DCs for that skill towards you by +2. You may also change your own Disposition as a Free Action. Moderate Success: You learn its current Disposition and increase the creature’s DCs for that skill towards you by +2. Success: You learn its current Disposition. Failure: You don’t learn anything. Moderate Failure: Your target learns your current Disposition, and you don’t learn anything. Oops! Critical Failure: Your target learns your current Disposition, and you don’t learn anything. They may also change their Disposition as a Free Action. |
Detect Influence: As an Extended Action (S), you can interact with a creature to tell when it is acting under social or magical influence. You can detect most active [Charm] or [Fear] effects with a DC 6 x Effect’s Tier. You gain a bonus to your check based on circumstances according to the table above. If the target is under the Enthralled status, the Base DC is 20.
Critical Success: You are aware the creature is acting differently, but can almost talk them out of it, granting the target an additional save against the effect at any time within the next day Moderate Success: You are aware the creature is acting differently, but can almost talk them out of it, granting the target an additional save against the effect at any time within the next hour Success: You are aware if social or magical influence is making them act differently. Failure: You think they’re just acting oddly today. |
Rank 5 (Expert)
Assess World [Magic]: You have an uncanny sense of when important things are happening in the world, even when you shouldn’t. “Important” is relative, but you can only get feelings about things you are at least vaguely familiar with. Perhaps you get an ill feeling soon after you leave a solitary Pokemon Center in the woods that makes you want to go back, or the stars align in a way so as to alert you that the old Venusaur guarding a magical forest has passed on.
As a Downtime Action, you may try to glean impossible insight from your surroundings. The Base DC for this check is 6 x NPC or location’s Tier. You gain a bonus to your check based on how familiar you are with the situation according to the table above. When using this power, you may ask your GM 1 question about a single NPC you have met or location you have been to.
Critical Success: The GM answers you directly and bluntly and cannot lie, and you may ask 1 follow-up question about what you have just learned. Moderate Success: The GM answers you directly and bluntly and cannot lie. Success: The GM may answer as vaguely as they like, although they must be honest with you. Failure: Your GM may answer as vaguely as they like and even be honest with you – but they don’t have to be. Moderate Failure: Your GM does not have to answer you. Critical Failure: Your GM must lie to you, although your character doesn’t know that, and maybe you don’t either. |
Coax Information: As an Extended Action (S), you can interact with someone and learn their Intelligence score, helping you to determine if you are dealing with an illusion, construct, or someone pretending to be dumb; you also learn any and all Grades they have. If you interact with someone as an Extended Action (L), you may gain access to information they unintentionally reveal. This requires a successful check with a DC of Target Level + Target’s Guile Ranks. You gain a bonus to your check based on circumstances according to the table above. Against targets under the False Thoughts power, you make another check after 1 minute (or however long you spend rushing) against a DC of (6 x Target Tier) + Target’s Guile Ranks.
If successful, you detect their proper Intelligence score if it is currently masked.
If you fail, you detect whatever Intelligence score they have set with this power. You still make the regular check at the end of your Extended Action (L) (or time spent rushing), and that check is also against this DC. If you succeed at both checks, you gain access to the hidden mind of the target, which answers questions as indicated below. If you fail this second check, you use your initial check result to resolve the power, but you question the false mind instead of the true one. If you fail the initial roll, you use your second roll to resolve the action as determined below, and may gain access to the false mind if you roll well enough.
Critical Success: You learn if the target is faking their current demeanor, and also get truthful answers for up to 4 questions that can be answered reasonably quickly. Complex answers may use up more than 1 of your questions, at the GM’s discretion. Moderate Success: You learn if the target is faking their current demeanor, and also get truthful answers for up to 2 questions that can be answered reasonably quickly. Complex answers may use up more than 1 of your questions, at the GM’s discretion. Success: You learn if the target is faking their current demeanor, and also get truthful answers for 1 question, but you suffer a -3 penalty on additional uses against the target for 12 hours. Failure: You learn if the target is faking their current demeanor, and suffer a -3 penalty on additional uses against the target for 12 hours. Moderate Failure: You learn nothing and the target’s Attitude towards you shifts 1 step negatively (though never more than 1 step in any 24 hour period), and you suffer a -5 penalty on additional uses against the target for 12 hours. Critical Failure: You learn nothing and the target’s Attitude towards you shifts 1 step negatively (though never more than 1 step in any 24 hour period), and you cannot use this power on them until they take an Extended Rest. |
Rank 6 (Master)
Intuit Magic: You can spend a Full Action to pinpoint [Magic] effects in your area and determine their locations. You can see any Residue without special items, and feel its location nearby. The DC is 6 x Effect’s Tier + conditions, and the range of this power is 10 x Level meters. If there is at least 1 [Magic] effect within this power’s range of you, you are aware that there is magic nearby, even if you aren’t using this power.
This power lets you see through the Transfiguration Guile power.
Critical Success: You know exactly how many [Magic] effects are within your range, their precise locations, and the size/shape of their dimensions. Moderate Success: You know exactly how many [Magic] effects and Residues are within your range and their precise locations. Success: You know exactly how many [Magic] effects and Residues are within your range. Failure: You know there’s magic nearby, but that’s it. Moderate Failure: You cannot locate the same [Magic] effects and Residues within your range until 1 hour has passed, and you cannot sense them passively during this time. Critical Failure: As Moderate Failure, but lasts for 1 day. |
Who Are You? [Mind-Affecting]: As an Extended Action (S), you can interact with someone to try and learn something about them that others might not notice. By making an Intuition check, you can simulate the Aura Reader capability against a creature. The Base DC for this check is 6 x Target’s Intelligence.
Success: You may use the Aura Reader capability on them to see their Aura and determine something about their personality, mood, and intent. Failure: You cannot determine anything at the moment. |
Rank 7 (Grandmaster)
I Know Your Every Move: After observing a creature for 2 rounds, you can make an Intuition check against them as a Swift Action to read them and prepare for their next actions. The DC for this check is 6 x Target’s Intelligence. If their thoughts are shielded in any way, add either the Tier of the effect responsible or half their Guile Ranks if they have a False Mind, or similar penalty to this DC. In the case of multiple effects, add only the largest modifier.
If your check is successful, you can see their movements and plan for them, gaining a +3 Accuracy bonus to attacks made to them and to Evasion for attacks from them. Any skill powers used against them benefit from a +3 bonus, since you know when the best time to attempt them is. This bonus lasts as long as you observe your opponent and up to 1 minute after, or until you use this power to gain the bonus against another opponent.
Critical Success: You gain the bonuses indicated above, and this bonus lasts for up to 1 day after you stop observing them. Moderate Success: You gain the bonuses indicated above, and this bonus lasts for up to 1 hour after you stop observing them. Success: You gain the bonuses indicated above. Failure: You cannot glean anything, but may retry in 2 rounds. Moderate Failure: You cannot glean anything, but may retry in 6 rounds. Critical Failure: You cannot glean anything and cannot use this power on them until you take an Extended Rest. |
Rank 8 (Virtuoso)
Sixth Sense: Discern Deceit automatically succeeds with the highest success against targets of a lower Tier than you. You are also always aware of the number of effects and/or creatures within 30 meters of you, though you may not be able to pinpoint their locations or sources. [Social] effects only last one-tenth as long as normal on you unless you choose otherwise; if someone used Push Agreement on you with the maximum success, it would only last two and a half hours before you could reconsider the agreement.