Difference between revisions of "Spirit (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
A spirit is an immaterial creature, a manifestation of power.
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As a spirit you are an immaterial creature, a spiritual manifestation of power.
 
Powers come very natural to you, but you have a hard time affecting the physical world and understanding its creatures.
 
Powers come very natural to you, but you have a hard time affecting the physical world and understanding its creatures.
Your general form is that of your race, but more extreme, with idealized physical features and borrowing features from other races, animals, and your powers.  
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Your general form is that of your race, but more extreme, with idealized physical features and borrowing features from animals and your powers.  
As you learn to use more powers, your appearance is likely to change.
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As you learn to use more powers, your appearance is likely to change and become more exotic.
  
 
'''Trauma Condition—Immaterial
 
'''Trauma Condition—Immaterial
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You are naturally immaterial and exist in a spirit world of your own.
 
You are naturally immaterial and exist in a spirit world of your own.
This is a different plane that is partially parallel to physical reality.
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This is a different plane that is parallel to physical reality.
Spirit worlds are personal. No other creature can exist in the spirit world you live in. Even plane travelers cannot access your spirit world, and other spirits are in their own personal spirit worlds.
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Spirit worlds are personal. No other creature can exist in the spirit world you live in. A plane travelers cannot access your spirit world, and other spirits are in their own personal spirit worlds.
  
You can only move about about in a small area such as a glen, pool, or alley.  
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You can only move about about in a small area defined by the terrain, such as a glen, pool, or alley.  
 
You cannot travel to places in the physical world by following the terrain like a physical creature can.  
 
You cannot travel to places in the physical world by following the terrain like a physical creature can.  
Instead you have to use Prowl powers or go to where you have personal connections.  
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Instead you can spirit travel to places you have a personal connection to.  
 
You simply think of them, and there you are.
 
You simply think of them, and there you are.
Connections can be to places like a favored shrine, your home, or the crew's lair, or to a creature. All members of your crew and others you have a close bond with.
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Connections can be to places like a favored shrine, your home, or the crew's lair, or to a creature. You automatically have a close relationship with your crew and your contacts. 
When you travel in this way, you end up in the spirit world.  
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As you gain more contacts you gain a wider menu of places to go to.  
Even if you were using the Materializeation ability before, that ends when you travel this way.  
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When you spirit travel, you end up in a place in the spirit world mirroring your destination.  
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Even if you were using the Materialization ability, that ends when you spirit travel.  
  
 
While immaterial you cannot physically interact with anything, but you can whisper in peoples' ears and show yourself as a translucent image.
 
While immaterial you cannot physically interact with anything, but you can whisper in peoples' ears and show yourself as a translucent image.
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You always have a light load and can only use items specific to this playbook, not the general items available to all characters.
 
You always have a light load and can only use items specific to this playbook, not the general items available to all characters.
This limitation on items applies even when you use Materializeation.
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This limitation on items applies even when you use Materialization.
  
You can only use certain actions and the powers associated with them,
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When immaterial you can only use the  
 
Attune,
 
Attune,
 
Command,
 
Command,
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Study,  
 
Study,  
 
Sway, and
 
Sway, and
Survey.
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Survey actions.
There are many different powers you can have, so this rule needs to be applied so that it makes sense in the fiction.
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You cannot use the
The gamemaster may forbid particularly physical effects of these actions and allow subtle effects of other actions.
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<span style="text-decoration: line-through;background-color:red">Finesse</span>,
In particular you can often use advanced Hunt effects that change the environment.  
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<span style="text-decoration: line-through;background-color:red">Hunt</span>, 
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<span style="text-decoration: line-through;background-color:red">Skirmish</span>,
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<span style="text-decoration: line-through;background-color:red">Tinker</span>, and
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<span style="text-decoration: line-through;background-color:red">Wreck</span>,  
 +
actions and the powers associated with them.
  
While immaterial you cannot be damaged unless the attack is potent. Your effect always starts out limited, and your position always starts controlled.  
+
There are many different powers that are more or less spiritual, so this rule needs to be applied so that it sense in the fiction.
 +
The gamemaster may forbid particularly physical effects of action/powers combinations and allow subtle effects of others.
 +
In particular you may often be allowed to use advanced Hunt effects that change the environment.
 +
 
 +
While immaterial you cannot be damaged unless the attack is potent.  
 +
Your effect always starts out limited, and your position always starts controlled.  
 
When you assist someone else your position is always controlled, regardless of what position they are in.
 
When you assist someone else your position is always controlled, regardless of what position they are in.
There are effects, such as many Advanced Attune power effect and the Occultist's Ground Spirit, that can push you out of the spirit world and force you to Materialize, as the special ability below, and forces you to remain Materializeed for a minute or so.
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There are effects, such as many Advanced Attune power effect and the Occultist's Ground Spirit ability that can push you out of the spirit world and force you to Materialize, as the special ability below.
 +
When this happens you to remain Materialized for a minute or so.
  
 
'''Special Abilities'''
 
'''Special Abilities'''
# '''Materializeation:''' You can materialize in the physical world. This makes you a material creature, able to use all Actions and affect physical reality. Even with materialization, you cannot travel from scene to scene in material form unless you have a friend to follow. This reduces the restrictions of Trauma Condition—Immaterial.
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# '''Materialization:''' You can materialize in the physical world. This makes you a material creature, able to use all Actions and affect physical reality.  This reduces the restrictions of Trauma Condition—Immaterial. Even with materialization, you cannot travel from scene to scene in material form unless you have a friend to follow.
# '''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 Materializeation, so that you immediately materialize in your alternate form. You can select this ability multiple times to gain additional alternate forms.
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# '''Alternate Form:''' You can assume a 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 can select this ability multiple times to gain additional alternate forms.
 
# '''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.
 
# '''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.
 
# '''Judge of Life:''' You can either add or subtract 2d to healing treatment rolls of those you spend time with. You do not need to materialize to use this ability.
 
# '''Judge of Life:''' You can either add or subtract 2d to healing treatment rolls of those you spend time with. You do not need to materialize to use this ability.
 
# '''Materialize Object:''' You can select any load and materialize standard items beyond those on the list for this playbook. This reduces the restrictions of Trauma Condition—Immaterial.  
 
# '''Materialize Object:''' You can select any load and materialize standard items beyond those on the list for this playbook. This reduces the restrictions of Trauma Condition—Immaterial.  
# '''Resilience:''' You may expend your '''special armor''' to reduce a Resolve-related consequence or to push yourself on a Prowl or Survey action.
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# '''Resilience:''' You may expend your '''special armor''' to reduce a Resolve-related consequence or to push yourself on a Attune or Study action.
# '''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. A large creature suffers one less level of physical harm either by rolling with blows or simply being tough. A small creature gains additional effect on Prowl actions. You can use this ability at the same time you use Materializeation, so that you immediately materialize as large or small.
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# '''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. A large creature suffers one less level of physical harm. A small creature gains additional effect on Prowl actions.
 
# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], <span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>, [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], <span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>, [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], <span style="text-decoration: line-through;background-color:red">[[Mind Powers (FiD)|Mind]]</span>, [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], <span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>, <span style="text-decoration: line-through;background-color:red">[[Time Powers (FiD)|Time]]</span>, and [[Water Powers (FiD)|Water]].
 
# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], <span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>, [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], <span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>, [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], <span style="text-decoration: line-through;background-color:red">[[Mind Powers (FiD)|Mind]]</span>, [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], <span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>, <span style="text-decoration: line-through;background-color:red">[[Time Powers (FiD)|Time]]</span>, and [[Water Powers (FiD)|Water]].
  
 
'''Dramatic Encounters
 
'''Dramatic Encounters
 
: ˄ ˅ Alder, an animist
 
: ˄ ˅ Alder, an animist
: ˄ ˅ Ash, a child
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: ˄ ˅ Ash, a child that makes you material
 
: ˄ ˅ Wicko, an occultist
 
: ˄ ˅ Wicko, an occultist
 
: ˄ ˅ Cress, an inquisitor
 
: ˄ ˅ Cress, an inquisitor
: ˄ ˅ Thorne, a lunatic who can see you
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: ˄ ˅ Thorne, a lunatic with potent vision
  
 
'''Items
 
'''Items
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'''Starting Actions
 
'''Starting Actions
 
: Attune 2
 
: Attune 2
: Prowl 1
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: Study 1
 
: 4 points by choice, no higher than 2 in any one
 
: 4 points by choice, no higher than 2 in any one

Revision as of 17:38, 13 September 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

As a spirit you are an immaterial creature, a spiritual manifestation of power. Powers come very natural to you, but you have a hard time affecting the physical world and understanding its creatures. Your general form is that of your race, but more extreme, with idealized physical features and borrowing features from animals and your powers. As you learn to use more powers, your appearance is likely to change and become more exotic.

Trauma Condition—Immaterial Powers come very easy to you, triggered by simple acts of will. The effects are subtle and seemingly natural when you are immaterial, highly visible and dramatic when you are Materializeed. What troubles you is interacting with the physical world.

You are naturally immaterial and exist in a spirit world of your own. This is a different plane that is parallel to physical reality. Spirit worlds are personal. No other creature can exist in the spirit world you live in. A plane travelers cannot access your spirit world, and other spirits are in their own personal spirit worlds.

You can only move about about in a small area defined by the terrain, such as a glen, pool, or alley. You cannot travel to places in the physical world by following the terrain like a physical creature can. Instead you can spirit travel to places you have a personal connection to. You simply think of them, and there you are. Connections can be to places like a favored shrine, your home, or the crew's lair, or to a creature. You automatically have a close relationship with your crew and your contacts. As you gain more contacts you gain a wider menu of places to go to. When you spirit travel, you end up in a place in the spirit world mirroring your destination. Even if you were using the Materialization ability, that ends when you spirit travel.

While immaterial you cannot physically interact with anything, but you can whisper in peoples' ears and show yourself as a translucent image. You are faintly visible, people with high effect Survey actions or potent Survey action or wearing a spirit mask can see you.

You always have a light load and can only use items specific to this playbook, not the general items available to all characters. This limitation on items applies even when you use Materialization.

When immaterial you can only use the Attune, Command, Consort, Prowl, Study, Sway, and Survey actions. You cannot use the Finesse, Hunt, Skirmish, Tinker, and Wreck, actions and the powers associated with them.

There are many different powers that are more or less spiritual, so this rule needs to be applied so that it sense in the fiction. The gamemaster may forbid particularly physical effects of action/powers combinations and allow subtle effects of others. In particular you may often be allowed to use advanced Hunt effects that change the environment.

While immaterial you cannot be damaged unless the attack is potent. Your effect always starts out limited, and your position always starts controlled. When you assist someone else your position is always controlled, regardless of what position they are in. There are effects, such as many Advanced Attune power effect and the Occultist's Ground Spirit ability that can push you out of the spirit world and force you to Materialize, as the special ability below. When this happens you to remain Materialized for a minute or so.

Special Abilities

  1. Materialization: You can materialize in the physical world. This makes you a material creature, able to use all Actions and affect physical reality. This reduces the restrictions of Trauma Condition—Immaterial. Even with materialization, you cannot travel from scene to scene in material form unless you have a friend to follow.
  2. Alternate Form: You can assume a 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 can select this ability multiple times to gain additional alternate forms.
  3. 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.
  4. Judge of Life: You can either add or subtract 2d to healing treatment rolls of those you spend time with. You do not need to materialize to use this ability.
  5. Materialize Object: You can select any load and materialize standard items beyond those on the list for this playbook. This reduces the restrictions of Trauma Condition—Immaterial.
  6. Resilience: You may expend your special armor to reduce a Resolve-related consequence or to push yourself on a Attune or Study action.
  7. 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. A large creature suffers one less level of physical harm. A small creature gains additional effect on Prowl actions.
  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 that makes you material
˄ ˅ Wicko, an occultist
˄ ˅ Cress, an inquisitor
˄ ˅ Thorne, a lunatic with potent vision

Items

☐ Fine clothes and accessories.
☐, ☐, ☐ Natural object related to your powers, such as a branch for plant or a rock for earth.
☐ Potent weapon adapted to your size and abilities.
☐ Simple disguise that avoids attention as long as you lie low.
☐, ☐ Gift given to you. This is the only way you can pick up objects.

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

Attune 2
Study 1
4 points by choice, no higher than 2 in any one