Difference between revisions of "Spirit (FiD)"
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As a spirit you are an immaterial creature, a spiritual manifestation of power. | 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 | + | Your general form is that of your race, but with idealized physical features and borrowing features from your powers. |
As you learn to use more powers, your appearance is likely to change and become more exotic. | As you learn to use more powers, your appearance is likely to change and become more exotic. | ||
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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 parallel to physical reality. | This is a different plane that is parallel to physical reality. | ||
− | + | You interact with other immaterial spirits as if they were material creatures. | |
You can only move about about in a small area defined by the terrain, such as a glen, pool, or alley. | 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 | + | You cannot travel to places in the physical world by following the terrain like a physical creature do. |
− | Instead you | + | Instead you 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. You automatically have a close relationship with your crew and | + | 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 contacts. |
As you gain more contacts you gain a wider menu of places to go to. | 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 | + | When you spirit travel, Materialization ends and you end up in a place in the spirit world mirroring your destination. |
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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. |
Revision as of 01:18, 1 October 2024
Starfox's Blades in the Dark fan page |
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 with idealized physical features and borrowing features from 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 Materialized.
What gives you trouble 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. You interact with other immaterial spirits as if they were material creatures.
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 do. Instead you 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 contacts. As you gain more contacts you gain a wider menu of places to go to. When you spirit travel, Materialization ends and you end up in a place in the spirit world mirroring your destination.
While immaterial you cannot physically interact with anything, but you can whisper in peoples' ears and show yourself as a translucent image. 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
- 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. Alternate form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your form.
- Invulnerability: You are highly resistant to damage. When you take physical harm, make an Attune 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.
- 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.
- Materialization: You can materialize in the physical world. This makes you a material creature, able to use all Actions and affect physical reality, reducing 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.
- 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. A small creature gains additional effect on Prowl actions.
- 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
- ☐, ☐ Gift.
- ☐, ☐, ☐, ☐ Hunter's Body Paint.
- ☐ Monster clothes.
- ☐, ☐, ☐ Natural object.
- ◯ Pet.
- ☐ or ☐-☐ Potent weapon.
- Gift ☐: An object someone gave you. This can be something you were offered in the past, or something you are given right now. An immaterial spirit cannot pick up or receive items, it has to be given and counts as a gift, even if it is your crew handing it to you.
- Hunter's Body Paint ☐: Smells nice and friendly to animals, makes them treat you like one of them. Alchemical, Consumable.
- Monster Clothes ☐: Monsters and spirits only come with the minimum clothes required for decency. These clothes cover you up decently and are adapted to your physique. This does not disguise your monstrous nature, it makes you presentable or even well-dressed to people willing to accept that you are a monster.
- Natural Object ☐: An object related to your powers, such as a branch for plant or a rock for earth. This can be a rare item like a medicinal herb or rock crystal, but not one worth coins. Playbook.
- Pet ◯: An animal, tiny monster, or item that is Intelligent and can talk but is not especially capable.
- Potent Weapon ☐ or ☐-☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This is one specific item, but can be either a hand or heavy weapon.
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.