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 two things—interacting with other creatures, and interacting with the physical world.
 
  
You are naturally immaterial and exist in the spirit world.
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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.
If you move close to the Earth, you can move about in a small circle and observe events.
 
You cannot travel to spirit world locations matching other places in the physical world by following the terrain like a physical creature can.  
 
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 spirit world.
 
Even if you were using the Manifestation ability before, that ends when you travel to a friend.
 
You can also travel deeper into the spirit world, to planes connected to the powers you know.
 
In such worlds you are always manifested.
 
See the Apex attune abilities of your powers to learn what such worlds are like.
 
You are native to these planes and unlikely to encounter any challenges there.  
 
  
While immaterial you cannot physically interact with anything, but you can whisper in peoples' ears.
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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 are faintly visible, people with high effect Survey actions or potent Survey action or wearing a spirit mask can see you, but since you are immaterial you can find very many places to hide.
 
You can show yourself as a dim outline.
 
You need not participate in group Prowl actions to stay out of sight.
 
You always have a light load and can only use items specific to this playbook, not the general items available to all characters.
 
The limitation on items applies even when you use Manifestation.
 
  
You can only use certain powers, those associated with the  
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While immaterial, you cannot physically interact with anything but can whisper in ears or appear as a translucent image.
Attune,
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People who '''Attune''' or use with potent '''Survey''' abilities can see you.
Consort,
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Prowl,
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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.
Study, and
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Survey  
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In your immaterial form, you can use the following actions:
 +
'''Attune,  
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'''Command,
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'''Consort,
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'''Prowl,
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'''Study,  
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'''Sway,
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and
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'''Survey  
 
actions.
 
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>,  
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actions and the powers associated with them.
  
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 that are as hard to affect as the physical world, but in which you cannot materialize.
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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 '''Finesse''' and '''Hunt''' effects that alter the environment may still be permitted.  
There are effects, such as the Occultists Ground Spirit, that can affect you while you are in the spirit world.
 
  
While immaterial you cannot be damaged unless the attack is potent. Your position is always controlled when you act and even when you assist someone else.
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While immaterial, you cannot be harmed unless the attack is '''potent'''. Your effect always starts as limited, and your position starts as controlled.
  
Finally it is difficult for you to understand others.
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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.
You can deal with up to half a dozen creatures at once without major effort, but beyond that you get anxious and annoyed.
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You can be banished and summoned using Attune powers.
Being anxious and annoyed is dangerous, to avoid this you usually just don't manifest and observe from the spirit world but you may choose to grow angry.
 
  
'''Special Abilities'''
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=== Special Abilities ===
# '''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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# '''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 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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# '''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 manifest to use this ability.
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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.
# '''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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# '''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.  
# '''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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# '''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 social or mental 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 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. 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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# '''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 ===
 +
: ☐ Monster Clothes.
 +
: ☐, ☐, ☐ Natural Object.
 +
: ☐ Potent Weapon.
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: ☐, ☐, ☐ Second Sight Potion.
  
'''Items
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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.
: ☐ Fine clothes and accessories.
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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 a manufactured object or one worth coins. '''Playbook.'''
: ☐, ☐, ☐ Natural object related to your powers, such as a branch for plant or a rock for earth.  
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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 can be either a hand or heavy ☐☐ weapon.
: ☐ Potent weapon adapted to your size and abilities.
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* '''Second Sight Potion''' ☐: Gives the ability to see spirits and the invisible. Lasts several hours. '''Alchemical, Consumable, Unreliable/Volatile.''' You may see things that are not there. ''Minimum Complexity 1.
: ☐ 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
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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 18:45, 5 December 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 who Attune or use 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 Finesse and 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 starts as 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

☐ Monster Clothes.
☐, ☐, ☐ Natural Object.
☐ Potent Weapon.
☐, ☐, ☐ Second Sight Potion.
  • 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 a manufactured object or one worth coins. Playbook.
  • Potent Weapon ☐ or ☐☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This can be either a hand ☐ or heavy ☐☐ weapon.
  • Second Sight Potion ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Alchemical, Consumable, Unreliable/Volatile. You may see things that are not there. Minimum Complexity 1.

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.