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 with idealized physical features and borrowing features from 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
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=== Trauma Condition—Immaterial ===
Powers come very easy to you, triggered by simple acts of will.  
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'''Your powers come easily, triggered by mere acts of will.'''
The effects are subtle and seemingly natural when you are immaterial, highly visible and dramatic when you are Manifested.
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When '''Immaterial''', your effects are subtle and natural; when '''Materialized''', they are dramatic and visible.
What troubles you is interacting with the physical world.
 
  
You are naturally immaterial and exist in a spirit world of your own.
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However, interacting with the physical world is a challenge.
This is a different plane that is partially parallel to physical reality.
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You are naturally immaterial and exist in a parallel spirit world. In this realm, you interact with other spirits as if they were material beings.
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.
 
  
You can only move about about in a small area such as a glen, pool, or alley.
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You are bound to a small area defined by terrain (e.g., a glen, pool, or alley) and cannot physically travel across the land. Instead, you '''spirit travel''' to places you have a personal connection to—by simply thinking of them. These connections include your home, the crew's lair, or a person. Your crew and contacts are automatically connections, and as you gain more, your range of destinations expands. When you spirit travel, you arrive in the spirit world, any Materialization ends.
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.
 
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.
 
When you travel in this way, you end up in the spirit world.
 
Even if you were using the Manifestation ability before, that ends when you travel this way.  
 
  
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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While immaterial, you cannot physically interact with anything but can whisper in ears or appear 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.
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People with potent '''Survey''' abilities 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.
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You always have a '''light load''' and can only use playbook-specific items, even when Materialized. General items are unavailable to you.
This limitation on items applies even when you use Manifestation.
 
  
You can only use certain actions and the powers associated with them,
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In your immaterial form, you can use the following actions:
Attune,
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'''Attune,  
Command,
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'''Command,
Consort,
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'''Consort,
Prowl,
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'''Prowl,
Study,  
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'''Study,  
Sway, and
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'''Sway,  
Survey.
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and
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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'''Survey  
The gamemaster may forbid particularly physical effects of these actions and allow subtle effects of other actions.
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actions.
In particular you can often use advanced Hunt effects that change the environment.  
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You cannot use the
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<span style="text-decoration: line-through;background-color:red">Finesse</span>,
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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.
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Certain powers may work differently depending on context; the GM may allow or disallow certain effects based on the fiction. For example, Advanced '''Hunt''' effects that alter the environment may still be permitted.  
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 Manifest, as the special ability below, and forces you to remain Manifested for a minute or so.
 
  
'''Special Abilities'''
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While immaterial, you cannot be harmed unless the attack is '''potent'''. Your effect always starts as limited, and your position is always controlled. 
# '''Manifestation:''' You can manifest 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.
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# '''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.
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Some effects, like Advanced '''Attune''' powers or the Occultist's '''Ground Spirit''' ability, can force you to Materialize, keeping you in material form and preventing '''spirit travel''' for a few minutes.
# '''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.
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You can be banished and summoned using Attune powers.
# '''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 manifest to use this ability.
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# '''Manifest 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.  
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=== Special Abilities ===
# '''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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# '''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.
# '''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.
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# '''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.
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# '''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.
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# '''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.
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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, 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.
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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 Survey 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 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
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=== 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
 +
 
 +
=== Inventory ===
 +
: ☐, ☐, ☐, ☐ Gift.
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: ☐, ☐, ☐, ☐ Hunter's Body Paint.
 +
: ☐ Monster clothes.
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: ☐, ☐, ☐ Natural object.
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: ◯ Pet.
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: ☐ or -☐ Potent weapon.
  
'''Items
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* '''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.
: ☐ Fine clothes and accessories.
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* '''Hunter's Body Paint''' ☐: Smells nice and friendly to animals, makes them treat you like one of them. '''Alchemical, Consumable'''.
: , ☐, ☐ Natural object related to your powers, such as a branch for plant or a rock for earth.  
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* '''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.
: ☐ Potent weapon adapted to your size and abilities.
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* '''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.'''
: ☐ Simple disguise that avoids attention as long as you lie low.
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* '''Pet''' ◯: An animal, tiny monster, or item that is [[Mind_Powers_(FiD)|Intelligent]] and can talk but is not especially capable.
: ☐, ☐ Gift given to you. This is the only way you can pick up objects.
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* '''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
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=== XP ===
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''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
 
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.
 
an attribute) or 2 xp if that item occurred multiple times.
* ''You addressed a challenge using advice or powers.
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* ''You addressed a challenge advising others or using powers.
 
* ''You expressed your beliefs, drives, heritage, or background.
 
* ''You expressed your beliefs, drives, heritage, or background.
 
* ''You struggled with issues from your vice or traumas during the session.
 
* ''You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
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=== Starting Actions ===
: Prowl 1
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: Attune 2
: Survey 2
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: Survey 1
: 4 points by choice, no higher than 2 in any one
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: 4 points by choice, no higher than 2 in any one.

Latest revision as of 09:53, 27 October 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 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

Your powers come easily, triggered by mere acts of will. When Immaterial, your effects are subtle and natural; when Materialized, they are dramatic and visible.

However, interacting with the physical world is a challenge. You are naturally immaterial and exist in a parallel spirit world. In this realm, you interact with other spirits as if they were material beings.

You are bound to a small area defined by terrain (e.g., a glen, pool, or alley) and cannot physically travel across the land. Instead, you spirit travel to places you have a personal connection to—by simply thinking of them. These connections include your home, the crew's lair, or a person. Your crew and contacts are automatically connections, and as you gain more, your range of destinations expands. When you spirit travel, you arrive in the spirit world, any Materialization ends.

While immaterial, you cannot physically interact with anything but can whisper in ears or appear as a translucent image. People with potent Survey abilities can see you.

You always have a light load and can only use playbook-specific items, even when Materialized. General items are unavailable to you.

In your immaterial form, you can use the following actions: 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.

Certain powers may work differently depending on context; the GM may allow or disallow certain effects based on the fiction. For example, Advanced Hunt effects that alter the environment may still be permitted.

While immaterial, you cannot be harmed unless the attack is potent. Your effect always starts as limited, and your position is always controlled.

Some effects, like Advanced Attune powers or the Occultist's Ground Spirit ability, can force you to Materialize, keeping you in material form and preventing spirit travel for a few minutes. You can be banished and summoned using Attune powers.

Special Abilities

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Resilience: You may expend your special armor to reduce a Resolve-related consequence or to push yourself on a Attune or Survey 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

Inventory

☐, ☐, ☐, ☐ 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 advising others or using 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
Survey 1
4 points by choice, no higher than 2 in any one.