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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A [[Fire_Powers_(FiD)|Fire]] spirit may have flames for hair and searing hot skin, a [[Darkness_Powers_(FiD)|Darkness]] spirit might be all black with eyes like glowing embers.
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As you learn to use more [[Powers (FiD)#Forms|Forms]], your appearance is likely to change and become more exotic.
  
'''Trauma Condition—Immaterial
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Spirit is a complex playbook, rewarding knowledge of the rules.
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.
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=== Trauma Condition—Immaterial === 
This is a different plane that is partially parallel to physical reality.
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Your [[Powers (FiD)|Powers]] come easily, triggered by will alone.
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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When '''Immaterial''', they manifest subtly; when '''Materialized''', they are dramatic.
  
You can only move about about in a small area such as a glen, pool, or alley.
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However, interacting with the physical world is difficult. 
You cannot travel to places in the physical world by following the terrain like a physical creature can.  
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You exist in a parallel spirit world, bound to a small home area (e.g., a glen, pool, or alley) and cannot travel physically. Instead, you Spirit Travel by thinking of places or people you are connected to. Your starting connections include your home, the crew's lair, and your crew and contacts. As you gain more connections, your range expands. Spirit travel shifts you to the spirit world, ending materialization effects.
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 Materializeation 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 exist in the spirit world, an aspect of the ether.
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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You cannot touch objects but can whisper or appear as a transparent image.
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Any action starts at limited effect and controlled position. You can use: 
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'''Attune''', '''Command''', '''Consort''', '''Prowl''', '''Study''', '''Sway''', and '''Survey'''. 
 +
You cannot use: 
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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>, 
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<span style="text-decoration: line-through;background-color:red">Wreck</span>, 
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or their associated [[Powers (FiD)|Powers]]. 
 +
At the GM’s discretion, certain Advanced '''Finesse''' or '''Hunt''' effects that alter the environment may be allowed. 
 +
You can use special abilities to become solid or attempt an Advanced [[Actions_(FiD)#Attune|Attune]] power on yourself to force materialization.
  
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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While immaterial, you cannot be harmed unless the attack is Potent. 
This limitation on items applies even when you use Materializeation.
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Others can use [[Actions_(FiD)#Survey|Survey]] to notice your presence and [[Actions_(FiD)#Attune|Attune]] to see and interact with you.
  
You can only use certain actions and the powers associated with them,  
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You are vulnerable to [[Powers (FiD)|Powers]] that target spirits and extradimensional creatures. 
Attune,
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Some effects force you to Materialize, preventing Spirit Travel. 
Command,
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You can be banished or summoned with Attune powers.
Consort,
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You are linked to all [[Powers (FiD)|Powers]] you know, affecting [[Actions_(FiD)#Command|Command]] and [[Actions_(FiD)#Sway|Sway]] [[Powers (FiD)|Powers]].
Prowl,
 
Study,
 
Sway, and
 
Survey.
 
There are many different powers you can have, so this rule needs to be applied so that it makes sense in the fiction.
 
The gamemaster may forbid particularly physical effects of these actions and allow subtle effects of other actions.
 
In particular you can often 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.
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Your first power cannot be
When you assist someone else your position is always controlled, regardless of what position they are in.
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<span style="background-color:yellow">[[Barrier Powers (FiD)|Barrier]]</span>, 
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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<span style="background-color:yellow">[[Kinesis Powers (FiD)|Kinesis]]</span>, 
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<span style="background-color:yellow">[[Mind Powers (FiD)|Mind]]</span>,
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<span style="background-color:yellow">[[Space Powers (FiD)|Space]]</span>, or 
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<span style="background-color:yellow">[[Time Powers (FiD)|Time]]</span>.
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When gaining further powers, you may select any spirit power.
  
'''Special Abilities'''
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=== 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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# '''Alternate Form:''' Assume a set form—animal, monster, person, or animated object and Materialize (see below). Can be taken multiple times for more forms. Forms may enable new actions or alter effect.
# '''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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# '''Invulnerability:''' You are highly resistant to damage. When you take physical Harm that is not potent, make an [[Actions_(FiD)#Attune|Attune]] roll. '''1-3''': No reduction. '''4-5''': Reduce Harm by 1 level. '''6''': Reduce Harm by 2 levels. This stacks with the Skirmish ability of many [[Powers (FiD)#Forms|Forms]] 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.
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# '''Judge of Life:''' You can either add or subtract 2d to healing treatment rolls of those you spend downtime with. A result of '''1''' on a healing roll you penalize aggravates any harm. You do not need to materialize to use this ability. You can also grant each of your crew an additional downtime action only useable to heal.  
# '''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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# '''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.
# '''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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# '''Possession:''' Touch a creature (even if Immaterial) and use [[Actions_(FiD)#Attune|Attune]] to enter and control their body, making you Material. Strenuous actions reshape the host to resemble you. Lasts for the score unless ended early. The host reverts when Possession ends. Harm affects you; physical harm also affects the host.
# '''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 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 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, 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]].
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# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], <span style="background-color:yellow">[[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="background-color:yellow">[[Kinesis Powers (FiD)|Kinesis]]</span>, [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], <span style="background-color:yellow">[[Mind Powers (FiD)|Mind]]</span>, [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], <span style="background-color:yellow">[[Space Powers (FiD)|Space]]</span>, <span style="background-color:yellow">[[Time Powers (FiD)|Time]]</span>, and [[Water Powers (FiD)|Water]].
  
'''Dramatic Encounters
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=== Dramatic Encounters ===
: ˄ ˅ Alder, an animist
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: ˄ ˅ Adler, an animist
: ˄ ˅ Ash, a child
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: ˄ ˅ Ash, a child medium
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: ˄ ˅ Cress, an inquisitor
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: ˄ ˅ Thorne, a lunatic with potent vision
 
: ˄ ˅ Wicko, an occultist
 
: ˄ ˅ Wicko, an occultist
: ˄ ˅ Cress, an inquisitor
 
: ˄ ˅ Thorne, a lunatic who can see you
 
  
'''Items
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=== Inventory ===
: ☐ Fine clothes and accessories.
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: ☐,☐,☐ Natural Object.
: ☐, ☐, ☐ Natural object related to your powers, such as a branch for plant or a rock for earth.  
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: ☐ Potent Weapon.
: ☐ Potent weapon adapted to your size and abilities.
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: ☐,☐,☐ Second Sight Potion.
: ☐ Simple disguise that avoids attention as long as you lie low.
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: ☐ Spirit Clothes.
: , ☐ Gift given to you. This is the only way you can pick up objects.
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 +
* '''Natural Object''' ☐:  An object related to your Powers you create out of nothing, 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.'''
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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.
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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.
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* '''Spirit Clothes''' ☐: A stylish outfit. Without these, you have only minimal clothing which may scandalize people.
  
'''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 ===
 
: Attune 2
 
: Attune 2
: Prowl 1
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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 09:14, 25 March 2025

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. A Fire spirit may have flames for hair and searing hot skin, a Darkness spirit might be all black with eyes like glowing embers. As you learn to use more Forms, your appearance is likely to change and become more exotic.

Spirit is a complex playbook, rewarding knowledge of the rules.

Trauma Condition—Immaterial

Your Powers come easily, triggered by will alone. When Immaterial, they manifest subtly; when Materialized, they are dramatic.

However, interacting with the physical world is difficult. You exist in a parallel spirit world, bound to a small home area (e.g., a glen, pool, or alley) and cannot travel physically. Instead, you Spirit Travel by thinking of places or people you are connected to. Your starting connections include your home, the crew's lair, and your crew and contacts. As you gain more connections, your range expands. Spirit travel shifts you to the spirit world, ending materialization effects.

While immaterial you exist in the spirit world, an aspect of the ether. You cannot touch objects but can whisper or appear as a transparent image. Any action starts at limited effect and controlled position. You can use: Attune, Command, Consort, Prowl, Study, Sway, and Survey. You cannot use: Finesse, Hunt, Skirmish, Tinker, Wreck, or their associated Powers. At the GM’s discretion, certain Advanced Finesse or Hunt effects that alter the environment may be allowed. You can use special abilities to become solid or attempt an Advanced Attune power on yourself to force materialization.

While immaterial, you cannot be harmed unless the attack is Potent. Others can use Survey to notice your presence and Attune to see and interact with you.

You are vulnerable to Powers that target spirits and extradimensional creatures. Some effects force you to Materialize, preventing Spirit Travel. You can be banished or summoned with Attune powers. You are linked to all Powers you know, affecting Command and Sway Powers.

Your first power cannot be: Barrier, Kinesis, Mind, Space, or Time. When gaining further powers, you may select any spirit power.

Special Abilities

  1. Alternate Form: Assume a set form—animal, monster, person, or animated object and Materialize (see below). Can be taken multiple times for more forms. Forms may enable new actions or alter effect.
  2. Invulnerability: You are highly resistant to damage. When you take physical Harm that is not potent, make an Attune roll. 1-3: No reduction. 4-5: Reduce Harm by 1 level. 6: Reduce Harm by 2 levels. This stacks with the Skirmish ability of many Forms 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 downtime with. A result of 1 on a healing roll you penalize aggravates any harm. You do not need to materialize to use this ability. You can also grant each of your crew an additional downtime action only useable to heal.
  4. 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.
  5. Possession: Touch a creature (even if Immaterial) and use Attune to enter and control their body, making you Material. Strenuous actions reshape the host to resemble you. Lasts for the score unless ended early. The host reverts when Possession ends. Harm affects you; physical harm also affects the host.
  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, 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

˄ ˅ Adler, an animist
˄ ˅ Ash, a child medium
˄ ˅ Cress, an inquisitor
˄ ˅ Thorne, a lunatic with potent vision
˄ ˅ Wicko, an occultist

Inventory

☐,☐,☐ Natural Object.
☐ Potent Weapon.
☐,☐,☐ Second Sight Potion.
☐ Spirit Clothes.
  • Natural Object ☐: An object related to your Powers you create out of nothing, 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.
  • Spirit Clothes ☐: A stylish outfit. Without these, you have only minimal clothing which may scandalize people.

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.