Difference between revisions of "Air Powers (FiD)"

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== Expanded Air Powers ==
 
== Expanded Air Powers ==
 
=== Attune ===
 
=== Attune ===
Connect with the natural world and harness the power of plants for various purposes.
+
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
  
'''Sense Sprout'''
+
The consequences usually depends on what happens around you when you do it.
You can detect plants and plant powers.
+
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
  
'''Banish Bud'''
+
'''Sky Sight
You can force a plant creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the plant power.
+
You can sense air creatures and active air powers.
 +
 
 +
This is usually done to spot a disguised summoned creature.
 +
However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
 +
Limited effect suffices against a creature you can clearly see.
 +
You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
 +
The position usually starts controlled, with the usual consequence that you cannot try again.
 +
 
 +
'''Zephyr Zapper
 +
Dismiss an Air creature. End the and effect of Air or that affect air.
  
'''Fecundity'''
+
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
You can call a plant creature from a different plane. Summoning plant usually animates existing plants; summoning creatures from nothing gives a worse position.
+
If a powerful creature resists being dismissed your position is at least risky.  
  
'''Gateway of Growth'''
+
Dispelling is usually easier.
You can create a portal that allows travel to and from the plane of plants for a limited time.
+
You can dispel any air power and powers affecting Air creatures.
 +
It can be used as a defense against others' use of Air powers, or it can be used to break a continuing effect.  
  
=== Sky Sight ===
+
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
You can sense air creatures and active air powers.
+
Normally improves the position of the supported action.
 +
 
 +
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
 +
Against an opponent that uses power to fly or even breathe you can have a better effect.
  
=== Zephyr Zapper ===
+
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
Dismiss an Air creature. End the and effect of Air or that affect air.
 
  
=== Zephyr Zeal ===
+
'''Zephyr Zeal  
 
Summon an Air creature.
 
Summon an Air creature.
  
=== Gate of Gales ===
+
Summon a creature from a place of Air.
 +
This can bring you a group of allies to fight or labor for you, giving you scale.
 +
Summons can use simple Air effects and maintain Air powers you have created.
 +
They can also give advice and information related to air.
 +
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 +
Such a creature is similar to a gang member in ability.
 +
 
 +
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
 +
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 +
 
 +
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
 +
 
 +
Summoned creatures generally come in two types, elementals and creatures with powers.
 +
 
 +
An elemental is a simple creature made up of air. 
 +
Most elementals have animal intelligence, and often take the shape of animals such as birds, tough clouds, whirlwinds, and humanoid forms are also common.
 +
 
 +
Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional Air powers.
 +
A landbound creature with Air powers might be able to fly.
 +
Creatures with both Air and Electricity powers are commons, such as the thunderbird.
 +
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.
 +
 
 +
Depending on your degree of effect the creature is willing to do different things.
 +
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
 +
 
 +
Standard effect allows you to ask for any service appropriate to the type of creature.
 +
Air elementals are flexible, but have little staying power, they don't like extended tasks.
 +
They don't mind dangerous tasks such as combat if they can be completed quickly.
 +
 
 +
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. An air creature might agree to power your ship but not your submarine. Lengthy service also requires great effect, like summoning the creature to guard a treasure, and an Air creature is likely to stray.
 +
 
 +
The position is usually risky. The creature is being forced to serve and might lash out.
 +
Typical consequences are:
 +
The creature strikes out at you once.
 +
A tightwire struggle to keep the creature under control
 +
The creature breaks things around you, demands concessions from you.
 +
Overly literal interpretations of your commands.
 +
The creature deliberately does its tasks poorly.
 +
 
 +
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
 +
 
 +
'''Gate of Gales  
 
Create a portal to a plane of air.
 
Create a portal to a plane of air.
 +
 +
This is situational, but can be vital in exceptional circumstances.
 +
The plane of air is usually seen as just empty air, a landscape of solid clouds, or perhaps a land of mountains and windswept plains and seas.
 +
 +
There are things that are possible to do on the plane of Air that are not allowed in the regular world, most Air effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 +
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 +
Such effects rarely reach outside the plane of Air, but if they affect creatures there the effect may remain when you return to the mundane world.
 +
 +
Gate of Gales can allow access to creatures too powerful to summon, so you instead ask for an audience.
 +
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 +
 +
Using a gate is usually played out as a score, which means there is an engagement roll.
 +
Depending on how quickly the matter is resolved, the game master may require a separate use f the power to return home.
 +
If you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 +
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position.
  
 
=== Command ===
 
=== Command ===

Revision as of 20:53, 12 July 2024

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Powers (FiD)Fox in the Dark logo

Air is an elemental power that affects gasses, and to a limited extent vacuum.

Air powers deal with gases and atmospheric conditions such as wind, precipitation and cloud formations. It can be quite useful in that it can alter the battlefield itself, rather than the abilities of the combatants, evening the odds in an unfair fight by preventing the use or overwhelming odds or allowing escape from a hopeless battle. It is most practical when invoked over a small area, possibly dangerously powerful if used over wide areas.

Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying, but very poor at doing actual damage. Escalated air attacks can create a vacuum that does significant damage to creatures that breathe.

Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. They are visible when they act but invisible while at rest. Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.

Air Power Effects Table

Action Basic
No minimum
3 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
7 Stress
Apex
Minimum 6 Dice
13 Stress
Attune Sky Sight
You can sense air creatures and active air powers.
Zephyr Zapper
Dismiss an Air creature. End the and effect of Air or that affect air.
Zephyr Zeal
Summon an Air creature.
Gate of Gales
Create a portal to a plane of air.
Command Gust Guide
Command Air creatures even if you don't share a language.
Wind Whisper
Have the wind carry your words far away.
Aerial Authority
Command Air creatures as if you were their superior.
Typhoon Tyrant
Permanently bind air creatures to service.
Consort Mist Mantle
Imbue clothes and accessories with air and mist.
Aeromorph
Assume the form of an air creature.
Aerify
Shapechange a willing or helpless creatures into an Air creature.
Sky Hunt
Aerifya number of willing or non-sentient creatures and give them a simple instruction.
Finesse Cloud Cruiser
Ride an air mount or air vehicle.
Misty Melee
A fine and potent Air close-range attack, or give crew Cloud Cruiser.
Gust Guide
Fine manipulation of air: tiny whirlwinds and local pressure can push a buttons and objects.
Storm Swipe
A storm of Air blades, suppressing scale and acting as a fine potent weapon.
Hunt Cloud Chaser
You can track a flier, even if they don't leave a mundane trail.
Zephyr Zap
Air attack similar in effect to a fine and potent stun rifle.
Atmospheric Architect
Control wind and weather.
Air Assault
Air attack similar to a fine and potent stun grenade.
Prowl Shroud
Transparent standing still, wind and mist when you move.
Flight
Fly fast but clumsily, not suited to cluttered environments.
Air Circus
Bring allies along when you use Shroud and Flight.
Cloud Walk
Crew fly very fast from one location to another.
Skirmish Air Skirmish
Air close-range attack, similar to a saber or pistol.
Potent Air
Air Skirmish, and the attack is fine and potent.
Whirlwind
Wind and mist negate scale.
Gale Fury
Gale of blades attack all enemies in an area.
Study Analyze Air
Identify gasses, creatures of Air, and Air powers.
Air Lore
Learn the powers and abilities of gasses you analyze.
Air Echo
Read the past events of a gas container.
Omniscient Air
Air Lore in a wide area.
Survey Detect Air
Sense air, Air creatures, and powers.
Eye of Air
Choose air that you have detected; perceive as if you were at that spot.
Aero Scout
Choose a location or creature. You gain an Eye of Air at the nearest suitable space of air.
Omnipresent Air
You perceive from all air at once over a wide area.
Sway Aero Ear
Understand Air creatures and learn learn the objectives of air creatures.
Aeromancy
Crew can communicate with air creatures. Influence folk to be inspired and flexible.
Aerial Urge
Post a suggestion in the mind of an air creature.
Air Implantation
Permanently change the personality and motivations of air creatures.
Tinker Bellows
Handle air and gases as bellows or a fan, air pump, or compressor.
Weave Wind
Shape gases and vacuum, and they will retain their new shape.
Aeromorphosis
Create air out of nothing, transform air into matter of another power.
Skyshaper
Weave Wind on a huge scale, affecting the weather or air of an entire region.
Wreck Air Smash
Air lacks precision in wrecking, can noisily smash even very large things.
Tempest Tackle
Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.
Vanishing Gale
Tempest Tackle and destroyed targets silently disappear.
Aero Annihilation
Tempest Tackle over a large area. Level a city bloc or make a sandstorm.

Expanded Air Powers

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Sky Sight You can sense air creatures and active air powers.

This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect). The position usually starts controlled, with the usual consequence that you cannot try again.

Zephyr Zapper Dismiss an Air creature. End the and effect of Air or that affect air.

Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up. If a powerful creature resists being dismissed your position is at least risky.

Dispelling is usually easier. You can dispel any air power and powers affecting Air creatures. It can be used as a defense against others' use of Air powers, or it can be used to break a continuing effect.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. Normally improves the position of the supported action.

When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can have a better effect.

When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Zephyr Zeal Summon an Air creature.

Summon a creature from a place of Air. This can bring you a group of allies to fight or labor for you, giving you scale. Summons can use simple Air effects and maintain Air powers you have created. They can also give advice and information related to air. In general, you can summon generic creatures one tier lower than yourself without having to do a flashback. Such a creature is similar to a gang member in ability.

To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number, a blueprint, or a block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.

It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.

Summoned creatures generally come in two types, elementals and creatures with powers.

An elemental is a simple creature made up of air. Most elementals have animal intelligence, and often take the shape of animals such as birds, tough clouds, whirlwinds, and humanoid forms are also common.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional Air powers. A landbound creature with Air powers might be able to fly. Creatures with both Air and Electricity powers are commons, such as the thunderbird. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.

Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.

Standard effect allows you to ask for any service appropriate to the type of creature. Air elementals are flexible, but have little staying power, they don't like extended tasks. They don't mind dangerous tasks such as combat if they can be completed quickly.

Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. An air creature might agree to power your ship but not your submarine. Lengthy service also requires great effect, like summoning the creature to guard a treasure, and an Air creature is likely to stray.

The position is usually risky. The creature is being forced to serve and might lash out. Typical consequences are: The creature strikes out at you once. A tightwire struggle to keep the creature under control The creature breaks things around you, demands concessions from you. Overly literal interpretations of your commands. The creature deliberately does its tasks poorly.

Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.

Gate of Gales Create a portal to a plane of air.

This is situational, but can be vital in exceptional circumstances. The plane of air is usually seen as just empty air, a landscape of solid clouds, or perhaps a land of mountains and windswept plains and seas.

There are things that are possible to do on the plane of Air that are not allowed in the regular world, most Air effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of Air, but if they affect creatures there the effect may remain when you return to the mundane world.

Gate of Gales can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

Using a gate is usually played out as a score, which means there is an engagement roll. Depending on how quickly the matter is resolved, the game master may require a separate use f the power to return home. If you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse. Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position.

Command

Gust Guide Command Air creatures even if you don't share a language.

Wind Whisper Have the wind carry your words far away.

Aerial Authority Command Air creatures as if you were their superior.

Typhoon Tyrant Permanently bind air creatures to service.

Consort

Mist Mantle Imbue clothes and accessories with air and mist.

Aeromorph Assume the form of an air creature.

Aerify Shapechange a willing or helpless creature into an Air creature.

Sky Hunt Aerify a number of willing or non-sentient creatures and give them a simple instruction.

Finesse

Cloud Cruiser Ride an air mount or air vehicle.

Misty Melee A fine and potent Air close-range attack, or give crew Cloud Cruiser.

Gust Guide Fine manipulation of air: tiny whirlwinds and local pressure can push buttons and objects.

Storm Swipe A storm of Air blades, suppressing scale and acting as a fine potent weapon.

Hunt

Cloud Chaser You can track a flier, even if they don't leave a mundane trail.

Zephyr Zap Air attack similar in effect to a fine and potent stun rifle.

Atmospheric Architect Control wind and weather.

Control wind and weather. This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage. You normally cover a single room indoors or a city block outdoors.

Air Assault Air attack similar to a fine and potent stun grenade.

Prowl

Shroud Transparent standing still, wind and mist when you move.

Flight Fly fast but clumsily, not suited to cluttered environments.

Air Circus Bring allies along when you use Shroud and Flight.

Cloud Walk Crew fly very fast from one location to another.

Skirmish

Air Skirmish Air close-range attack, similar to a saber or pistol.

Potent Air Air Skirmish, and the attack is fine and potent.

Whirlwind Wind and mist negate scale.

Gale Fury Gale of blades attack all enemies in an area.

Study

Analyze Air Identify gases, creatures of Air, and Air powers.

Air Lore Learn the powers and abilities of gases you analyze.

Air Echo Read the past events of a gas container.

Omniscient Air Air Lore in a wide area.

Survey

Detect Air Sense air, Air creatures, and powers.

Eye of Air Choose air that you have detected; perceive as if you were at that spot.

Choose spot of air you know is there; perceive as if you were at that spot. You can perceive out of thin air, but doing so disturbs the air, creating small clouds or vortices.

Aero Scout Choose a location or creature. You gain an Eye of Air at the nearest suitable space of air, which is usually right on top of the target.

Omnipresent Air You perceive from all air at once over a wide area.

This is harder if the air is closed off or must pass a narrow passage to give you access.

Sway

Aero Ear Understand Air creatures and learn the objectives of air creatures.

Aeromancy Crew can communicate with air creatures. Influence folk to be inspired and flexible.

Aerial Urge Post a suggestion in the mind of an air creature.

Air Implantation Permanently change the personality and motivations of air creatures.

Tinker

Bellows Handle air and gases as bellows or a fan, air pump, or compressor.

Weave Wind Shape gases and vacuum, and they will retain their new shape.

Aeromorphosis Create air out of nothing, transform air into matter of another power.

Skyshaper Weave Wind on a huge scale, affecting the weather or air of an entire region.

Wreck

Air Smash Air lacks precision in wrecking, can noisily smash even very large things.

Tempest Tackle Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.

Vanishing Gale Tempest Tackle and destroyed targets silently disappear.

Aero Annihilation Tempest Tackle over a large area. Level a city bloc or make a sandstorm.