Spirit (FiD)

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A spirit is an immaterial creature, a manifestation of a power. Powers come very natural to you, but you have a hard time affecting the physical world. Your general form depends on your choice of race, but is often more extreme, with idealized physical features and possibly borrowing features from other races, animals, and physical features.

Trauma Condition—Immaterial Powers come very easy to you, triggered by simple acts of will. The effects are usually visible and dramatic. What troubles you is two things—interacting with other creatures, and interacting with the physical world.

You are naturally immaterial and exist in the ether. This is a different plane that is partially parallel to physical reality. If you move close to the Earth, you can move about in a small circle and observe events. You cannot travel to ethereal locations matching other places following the terrain of the physical world except at great difficulty. You can use prowl powers to travel and you can go to where you have close associates. This includes any member of your crew and others you have a close bond with. You simply think of them, and there you are. When you travel in this way, you remain in the ether. Even if you were using the Manifestation ability before, that ends when you travel to a friend.

While immaterial cannot physically interact with anything, but you can whisper in peoples' ears and use certain powers, those associated with the Attune, Consort, Prowl, Study, and Survey actions. The gamemaster may forbid particularly physical effects of these actions and allow subtle effects of other actions as makes sense in the fiction. This particularily applies to advanced Hunt effects that change the environment. You can interact fully with other spirits whether you or they are immaterial or corporeal, and use all your actions normally against them.

You always have a light load and can only use items specific to your playbook.

It is also difficult for you to understand others. You can deal with up to half a dozen creatures at once without major effort, but beyond that you get anxious and annoyed. Being anxious and annoyed is dangerous, to avoid this you usually just don't manifest and observe from the ether but you may choose to grow angry.

Special Abilities

  1. Alternate Form: You can assume another specific form chosen when this ability is taken. This is usually an animal or monster, but might be a different person or even an object or a terrain feature. It is always the same. You may use this ability at the same time you use Manifestation, so that you immediately manifest in your alternate form. You can select this ability multiple times to gain additional alternate forms.
  2. Invulnerability: You are highly resistant to damage. When you take physical harm, make a Wreck roll. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress. This stacks with the basic skirmish ability of many powers to absorb damage when both are relevant.
  3. Manifest Object: You can select any load and materialize standard items beyond those on the list for this playbook.
  4. Manifestation: You can manifest in the physical world. This makes you a material creature, able to use all Actions and affect physical reality.
  5. Resilience: You may expend your special armor to reduce social or mental consequences or to push yourself on a Prowl or Survey action.
  6. Size Change: You can change size to become either much smaller or much larger than typical, less than half a meter or more than three meters in height. In either case, you suffer one less level of physical harm either by rolling with blows or simply being tough. A large creature can use Wreck with additional outcome but has less effect on Prowl actions, a small creature is the opposite. You can use this ability at the same time you use Manifestation, so that you immediately manifest as large or small.
  7. Source of Life: You can either add or subtract 2d to healing treatment rolls of those you spend time with.
  8. Powers: , , Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dramatic Encounters

˄ ˅ Alder, an animist
˄ ˅ Ash, a child
˄ ˅ Wicko, an occultist
˄ ˅ Cress, an inquisitor
˄ ˅ Thorne, a lunatic

Items

☐ Clothes (beyond what is required to meet basic standards of decency) created by your whimsy.
☐ Potent weapon adapted to your size and abilities.
☐, ☐, ☐ Natural object related to your powers, such as a branch for plant or a rock for earth.
☐ Simple disguise that avoids attention as long as you lie low.
☐, ☐ Small gift given to you by a worshiper.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge using advice or powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Prowl 2
Survey 1
4 points by choice, no higher than 2 in any one