Difference between revisions of "Metal Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(76 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
+
{{FiD-Powers}}
 
Metals are common in all but the most primitive culture, and metalworkers have often been associated with mystical powers.
 
Metals are common in all but the most primitive culture, and metalworkers have often been associated with mystical powers.
  
Line 11: Line 11:
 
=== Metal Power Effects ===
 
=== Metal Power Effects ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
+
|valign=bottom | '''Stress'''  
|valign="top"| '''Alloy Awareness''' <br> You can detect metal creatures and powers.  
+
|align="center" valign=bottom | Avoid fumble (2+).
|valign="top"| '''Allay Metal''' <br> You can force a metal creature that is native to another plane of existence to return to that plane, or to end the operation of a metal power.  
+
|align="center" valign=bottom | Succeed (4+).
|valign="top"| '''Manifest Metal''' <br> You can call a metal creature from a different plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
+
|align="center" valign=bottom | Full success (6).
|valign="top"| '''Brass Bridge''' <br> You can create a portal that allows travel to and from the plane of metal for a limited time.  
+
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Command'''
+
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Chromium Command''' <br> You can command metal creatures even if normally couldn't. This does not make you comprehend them.
+
|valign="top"| '''Alloy Awareness''' <br> Detect Metal creatures and powers.  
|valign="top"| '''Alloy  Interpretation'''   <br> You and allies can communicate with metal creatures.
+
|valign="top"| '''Allay Metal'''     <br> Dismiss Metal creatures and powers.  
|valign="top"| '''Master of Metal'''   <br> You can give commands to metal creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
+
|valign="top"| '''Manifest Metal''' <br> Summon Metal creatures.  
|valign="top"| '''Brass Bondage'''    <br> You can permanently bind metal creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
|valign="top"| '''Brass Bridge'''    <br> Portal to a plane of Metal.  
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
+
|align="left" valign="top" | '''Command'''
|valign="top"| '''Metal Masquerade'''       <br> You can change your clothes and accessories by imbuing them with metal. This can mask your identity or create fabulous outfits.  
+
|valign="top"| '''Chromium Command'''     <br> Intimidate with Metal.
|valign="top"| '''Metal Metamorphosis''' <br> You assume the form of a metal creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
|valign="top"| '''Chrome Connection'''     <br> Talk to faraway Metal creatures.
|valign="top"| '''Iron Infusion'''   <br> You can shapechange a willing or helpless creatures into a metal creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
|valign="top"| '''Master of Metal'''       <br> Command Metal creatures as a superior.  
|valign="top"| '''Steel Stampede'''   <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
|valign="top"| '''Brass Bondage'''         <br> Enslave Metal creatures.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
+
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Metal Mount'''               <br> If there is a mount or vehicle of metal, you can ride it as if it was domesticated and you have the keys.
+
|valign="top"| '''Metal Masquerade''' <br> Imbue clothes and accessories with metal.  
|valign="top"| '''Brass Blade''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
|valign="top"| '''Metalize'''         <br> Assume the form of a metal creature.
|valign="top"| '''Manipulate Metal'''         <br> You can do fine manipulation of metal, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.
+
|valign="top"| '''Iron Infusion'''   <br> Metalize a willing or helpless creature.
|valign="top"| '''Metal Maelstrom'''             <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
+
|valign="top"| '''Steel Stampede'''   <br> Turn minions into Metal.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
+
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Steel Steps'''             <br> You can track and pursue metal creatures and vehicles, or track anything across a metal surface, even if the quarry does not leave any mundane trail or clues.
+
|valign="top"| '''Metal Mount'''     <br> Ride a metal mount or vehicle.
|valign="top"| '''Metal Marksman''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
+
|valign="top"| '''Brass Blade'''     <br> Metal melee attack.
|valign="top"| '''Steel Storm'''       <br> You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
|valign="top"| '''Manipulate Metal''' <br> Small and exact manipulations at range.
|valign="top"| '''Iron Inferno'''           <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
+
|valign="top"| '''Metal March'''     <br> Create metal steeds.  
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
+
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Steel Stealth''' <br> You can hide in environments of metal. This allows you to hide in impossible places. 
+
|valign="top"| '''Steel Steps'''   <br> Track Metal and across Metal.  
|valign="top"| '''Metal Maneuver'''       <br> You can move on and through metal. This allows you to climb on sheer metal walls, walk through walls of metal, and so on.  
+
|valign="top"| '''Metal Marksman''' <br> Attack like a fine and potent rifle.
|valign="top"| '''Titanium Travel'''         <br> You can bring allies along when you use Steel Stealth and Metal Maneuver.
+
|valign="top"| '''Rain of Rust'''   <br> Minor changes to metal over an area.
|valign="top"| '''Chromium Conduit'''     <br> You and allies can teleport from one location dominated by metal to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
|valign="top"| '''Steel Storm'''   <br> Attack like a fine and potent grenade.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''   
+
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Metal Melee'''     <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''Steel Stealth'''    <br> Hide in environments of metal.
|valign="top"| '''Honed Hammer''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''Metal Maneuver'''   <br> Move on and through metal.  
|valign="top"| '''Brass Blockade'''         <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''Titanium Travel'''  <br> Crew Steel Stealth and Metal Maneuver.
|valign="top"| '''Metal Mayhem'''               <br> Your power strikes out in all directions, attacking all enemies in a wide area.
+
|valign="top"| '''Chromium Conduit''' <br> Crew teleport between Metal rooms.
 +
|-
 +
|align="left" valign="top" | '''Skirmish'''
 +
|valign="top"| '''Metal Mitigation''' <br> Attack similar to a melee weapon or pistol.  
 +
|valign="top"| '''Honed Hammer'''     <br> Attack like a fine, potent melee weapon or pistol.
 +
|valign="top"| '''Brass Blockade'''   <br> Honed Hammer, plus obstructions that prevent scale.
 +
|valign="top"| '''Metal Mayhem'''     <br> Metal attacks against all enemies in a wide area.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Steel Scrutiny'''     <br> You can identify metal objects and creatures and see the use of the abilities of the metal power.  
+
|valign="top"| '''Steel Scrutiny'''   <br> Identify metal objects and creatures.  
|valign="top"| '''Analyze Alloy'''   <br> You know the powers and abilities of something you analyze.
+
|valign="top"| '''Analyze Alloy'''     <br> Learn of powers and abilities.
|valign="top"| '''Metal Memory'''   <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
|valign="top"| '''Metal Memory'''     <br> You can read the past events of something you analyze.
|valign="top"| '''All-Knowing Alloy''' <br> You research all metal in a wide area. This is easy to do where you are, more difficult at range. You can then use Metal Memory on some of these targets.
+
|valign="top"| '''All-Knowing Alloy''' <br> Analyze Alloy  everything you can see, then Metal Memory three times.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
+
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Iron Insight'''       <br> You can sense creatures and manifestations of the metal power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''Iron Insight'''     <br> You can sense metal.
|valign="top"| '''Metal Monitor'''       <br> Choose a metal object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
+
|valign="top"| '''Metal Monitor'''   <br> Perceive from a Metal object.  
|valign="top"| '''Iron Inquisition'''         <br> Choose a location or creature. You gain a sensor at the nearest metal object, which is often close enough to perceive the target.
+
|valign="top"| '''Iron Inquisition''' <br> Metal Monitor to see target.
|valign="top"| '''Copper Clarity''' <br> You perceive from all metal objects at once over a wide area.  As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''Copper Clarity'''   <br> Perceive from all Metal in area.   
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
+
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Iron Insight''' <br> You can understand metal creatures even if normally couldn't, and to sense their mood and motivations.  
+
|valign="top"| '''Iron Insight'''     <br> Understand metal creatures.  
|valign="top"| '''Iron Interpreter''' <br> You and allies can communicate with metal creatures. You can make folk more precise, decisive, and confident.
+
|valign="top"| '''Iron Interpreter''' <br> Crew talk to metal creatures.  
|valign="top"| '''Iron Intrigue''' <br> You can post suggestions in the mind of a metal creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
|valign="top"| '''Iron Intrigue'''   <br> Suggestions to Metal creatures.
|valign="top"| '''Metal Molding'''   <br> You change the personality and motivations of metal creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.   
+
|valign="top"| '''Metal Molding'''   <br> Inculcate Metal creatures.   
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
+
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Iron Instrumentation''' <br> You can handle metal as if you had the appropriate tools and protective devices.
+
|valign="top"| '''Iron Instrumentation'''   <br> Emulate metalworking tools.
|valign="top"| '''Mold Metal''' <br> You can shape metal objects as if they were of clay.  
+
|valign="top"| '''Mold Metal'''             <br> Emulate metalworking workshop.  
|valign="top"| '''Titanium Transmutation''' <br> You can create metal objects out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
|valign="top"| '''Titanium Transmutation''' <br> Emulate metalworking lab.
|valign="top"| '''Steel Structure'''   <br> This is similar to Mold Metal, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''Steel Structure'''       <br> Emulate metalworking factory.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
+
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Iron Impact''' <br> You can jimmy metal objects much like a sledgehammer. Noisy and leaves a twisted object in place.
+
|valign="top"| '''Iron Impact'''       <br> Emulate Metal sledgehammer.  
|valign="top"| '''Shatter Steel''' <br> Similar to Iron Impact.  When smashing metal objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''Shatter Steel'''     <br> Shatter metal as if it was wood.
|valign="top"| '''Alloy Annihilation''' <br> Similar to Shatter Steel, but destroyed targets silently disappear or are reduced to a fine dust.
+
|valign="top"| '''Annihilate Alloys''' <br> Transmute Metal.
|valign="top"| '''Alloy Apocalypse''' <br> Similar to Shatter Steel, but over a large area. This can level a city block, raze a metal wall, and similar massive destruction.   
+
|valign="top"| '''Alloy Apocalypse'''   <br> Shatter Steel over a large area.   
 
|}
 
|}
  
== Expanded Water Powers ==
+
== Expanded Metal Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
 
 
 
=== Attune ===
 
=== Attune ===
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
  
'''Perceive:'''
+
The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
''You can detect creatures and power use tied to your power.
 
 
 
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
 
Naturally, effect is reduced as the creature is more heavily obscured.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
 
 
'''Dismiss:'''
 
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
 
 
 
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
 
The consequences of this depends entirely on what happens around you when you do it.  
 
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
 
 
Dispelling is usually easier, but not always.
 
Most powers only dispel effects of their own power.
 
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
 
 
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
 
The position is controlled, possibly risky if there are a lot of other dangers around.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
'''Alloy Awareness'''
Against an opponent that uses power to fly or even breathe you can have a better effect.
+
Detect Metal creatures and powers.
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
+
You can see Metal [[Spirit (FiD)|Spirits]] and detect Metal creatures and powers. {{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Summon:'''
+
'''Allay Metal'''
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
+
Dismiss Metal creatures and powers.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
Force a Metal creature that is native to another plane to return to that plane, force a Metal spirit to materialize, or to end the operation of a Metal power or a power affecting a Metal item or creature.
This is usually a parallel world or plane of existence, dominated by your power.
 
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
'''Manifest Metal'''
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
+
Summon Metal creatures.
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
Metal creatures generally come in two types, elementals and creatures with powers.  
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.
+
A Metal elemental is a simple creature totally dominated by metal.  
 
+
Most elementals have animal intelligence, and often take the shape of animals, tough animated chunks of matter and humanoid forms are also common.
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
+
Many metal elementals like to take the forms of metal tools or machinery.  
An elemental is a simple creature totally dominated by its power.  
 
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
 
 
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
 
They can use sophisticated power effects and usually have an agenda of their own.
 
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
 
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
 
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
A fire dragon is impossibly large, flies, and breathes fire.  
+
A metal dragon is impossibly large, flies, and creates metal effects.  
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
+
A metal turtle has a shell of steel and can grow to massive size, to the point where a city can be built on top of them.
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
  
Depending on your degree of effect the creature is willing to do different things.
+
{{ : Include Attune Summon (FiD) }}
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
 
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
+
'''Brass Bridge'''
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
Portal to a plane of Metal.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
You can create a portal that allows travel to and from the plane of metal.
 +
This is an iron-frame world covered in sheets of tin and copper, with fittings of precious metals.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
{{ : Include Attune Gate (FiD) }}
Typical consequences are:
 
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
=== Command ===
 +
Command and intimidate metal creatures, projecting authority.
 +
Position and effect depend on the situation and your relationship with the listeners.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
'''Chromium Command'''
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
+
Intimidate with Metal.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
You can create Metal effects such as making nearby metal gleam or hover to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
This can provide the leverage needed to use Command to intimidate without actual threat of violence.
 +
Metal creatures might recognize you as a figure of authority.
  
This is rarely useful, but can be under exceptional circumstances.
+
'''Chrome Connection'''
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
Talk to faraway Metal creatures.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
You can communicate with metal creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful metal creature in a vehicle or installation as long as you can see the exterior. You can use a metal item to communicate with its wearer. The communication is simple and direct, suitable for the Command skill.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
'''Master of Metal'''
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Command Metal creatures as a superior.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
Metal creatures will understand your orders and likely obey.
Command creatures based on your power with communication and authority.
+
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
This does not remove existing loyalties, which can lead to conflicts.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
+
Understanding the social order of your target helps avoid conflicting with their established loyalties.
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all.
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket.
''You can make creatures understand you, but you do not understand them.
+
Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor.
 +
Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
 +
Ordering city guard drones to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position.
Combined with the basic power of Sway allows two-way communication.
+
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.
 +
A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
  
'''Translate:'''
+
'''Brass Bondage'''
You and allies can communicate with creatures based on your power.
+
Enslave Metal creatures.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
They will stay in one location and act according to your instructions, like very loyal and literal-minded goons, until something breaks the effect.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
 
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
This won’t work unless you are already in a position of power. The effect is similar to Master of Metal but potentially permanent. A creature under your enemies' care may break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.
Creatures of the relevant type will understand your orders.
 
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
=== Consort ===
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
Consort powers changes your form and later that of other creatures.  
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
+
These powers might also be used as a set-up action for a later Consort roll.
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
+
This will often give a bonus to effect or improved position or even allow an action that a human could not do.
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
Consequences might reveal your disguise, but only if the position is risky or desperate.  
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
More common consequences is that you are mistaken for someone, or that your form is somehow odd or exceptional.  
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
'''Metal Masquerade'''
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
Imbue clothes and accessories with metal.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
You do not physically change yourself, you change your accessorize and outfit.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
+
This can mask your identity or create fabulous outfits.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
+
The effect is usually limited and the position controlled, but some changes might require more effort.
  
=== Consort ===
+
'''Metalize'''
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Assume the form of a metal creature.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
This is a true physical transmutation, turning you into a metal creature.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
You need not assume the form of an existing creature, as long as the table agrees your new form matches the power you use.
  
You do not physically change yourself, you accessorize and change your outfit.
+
Metalize can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
 
  
'''Shapechange:'''
+
* Limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
* Standard effect can make you a generic creature, very hard to recognize as yourself.
 +
* Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
  
This is a true physical transmutation.
+
'''Iron Infusion'''
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Metalize a willing or helpless creature.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
You can shapechange a willing or helpless creature into a metal creature.''
You rating in the improved action increases by one.
+
This is Metalize applied to another creature.  
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
+
The duration depends of the effect, limited effect is very temporary.  
 
 
''Example
 
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
 
 
 
'''Transform:'''
 
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
 
 
 
This is the shapechange power applied to another creature.  
 
The duration depends of the effect, limited effect is very temporary, more of a warning.  
 
 
Standard effect lasts for the duration of a score.
 
Standard effect lasts for the duration of a score.
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
+
Great effect lasts a long time and potentially become permanent, depending on the the story.
Other abilities can be used to reverse such a transformation.
+
If you also want to make the target unrecognizable, that requires additional effect, see Metalize.
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
This is sometimes used as a kind of poetic justice, a curse that is very hard to break.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
  
'''Wild Hunt:'''
+
'''Steel Stampede'''
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
Turn minions into Metal.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
{{ : Apex Consort }}
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
 
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
'''Metal Mount'''
 +
Ride a metal mount or vehicle.
  
'''Ride:'''
+
If there is a mount or vehicle of metal, you can ride it as if it was domesticated and you have the keys.
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
This allows you to use Finesse with mounts and vehicles you are not familiar with.
 +
You overcome simple locks but not ones that require Tinker.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
You can give this ability to your crew as an advanced ability.
  
'''Duel:'''
+
'''Brass Blade'''
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
Metal melee attack.
  
What this actually does depends on the power used.
+
Attack like a fine and potent dueling sword or pistol.
Fire burns, wind slices, ice pieces or freezes, and so on.
+
This only substitutes for equipment, fine and potent finesse weapon is just as effective.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
'''Manipulate Metal'''
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
Small and exact manipulations at range.
  
This allows you to manipulate small amounts of matter governed by your power.
+
This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is metal.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
Allows you to manipulate small amounts of metal, similar to what you could do by hand, and you can do so at short range, allowing you to push buttons, trigger devices, and perform legerdemain. This can substitute for simple Tinker actions, but nothing complicated.
 +
This takes almost no time and can be used as a set-up for yourself or quickly between other actions.
  
'''Surge:'''
+
'''Metal March'''
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
Create metal steeds.
  
You create ans use weapon like Duel above, and also create distractions.
+
Create metal mounts or vehicles for your crew.
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
These are untiring and tough, but otherwise similar to mundane transportation.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
'''Steel Steps'''
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
+
Track Metal and across Metal.
At short range, this is dangerous to you and yours.
 
 
 
'''Track:'''
 
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
 
  
 +
You can track and pursue metal creatures and vehicles, or track anything across a metal surface.
 +
This works even if the quarry does not leave any mundane trail or clues.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
  
'''Potent Snipe:'''
+
'''Metal Marksman'''
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Attack like a fine and potent rifle.
  
The effect of this action varies depending on the nature of your power.
+
You can use your power to attack, similar to a fine and potent rifle.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
This serves as a replacement for traditional equipment; a fine and potent ranged weapon does the same.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.  
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
'''Rain of Rust'''
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
Minor changes to metal over an area.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
Alter the environment by doing minor changes to metal over a large area.
Environmental Control does not inflict any direct damage.
+
You can corrode or polish metal to make it dull and pitted or smooth and shiny.
 +
You can change slag and metallic pollution, gathering it up or changing its color and consistency.
 +
This  does not inflict any direct damage but can change the battleground and might be useful as a set up action.
  
'''Area Attack:'''
+
'''Steel Storm'''
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
Attack like a fine and potent grenade.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
Attack like a fine and potent grenade. Hurt many creatures but risk collateral damage.
The effect is more powerful but less precise.
+
An escalation of Metal Marksman. Less precise, this affects all creatures at a location.  
This means it does more collateral damage, but no more effect on enemies.
 
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Sneak and move with stealth and agility.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
'''Steel Stealth'''
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
Hide in environments of metal.
  
This provides you cover to hide in places you ordinarily could not.  
+
This allows you to hide in impossible places as long as the environment is metal.  
Where you can use this is explained in each specific power.
+
Tin roofs and metal construction like ships and airframes comes to mind.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
+
Note that only you can use this ability, your friends and allies cannot unless you use Titanium Travel, below.
 +
 
 +
'''Metal Maneuver'''
 +
Move on and through metal.
  
'''Maneuver:'''
+
This allows you to climb on sheer metal walls, walk through walls of metal, and so on.
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
* Limited effect can pass a metal grille or net.
 +
* Standard effect can walk through metal foil.
 +
* Great effect through metal walls or a metal hull but not structural metal or armor plate.
  
Again, each power will explain how it can use this mobility.
+
Your friends and allies cannot use this unless you employ Titanium Travel, below.
Your friends and allies cannot use this unless you employ Travel, which is described later
 
  
'''Travel:'''
+
'''Titanium Travel'''
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Crew Steel Stealth and Metal Maneuver.
  
 +
You can bring allies along when you use Steel Stealth and Metal Maneuver.
 
Now you and your allies can Prowl in places where your power is at home.  
 
Now you and your allies can Prowl in places where your power is at home.  
They still use their own Prowl action.
+
If they have to roll, they use their own Prowl action.
  
'''Transport:'''
+
'''Chromium Conduit'''
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
Crew teleport between Metal rooms.
  
How and where you use this is explained in each power.
+
You and allies teleport from one location dominated by Metal to another.
 
This takes you to places you are familiar with.
 
This takes you to places you are familiar with.
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less good for intrusion into an enemy's territory that you are unfamiliar with.
 +
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
'''Metal Mitigation'''
 +
Resist Harm from metal.
  
'''Skirmish Attack:'''
+
Absorb harm from Metal, including Metal powers, weapons, and bullets.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
{{ : Include Skirmish Damage Resistance Template (FiD) }}
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
'''Honed Hammer'''
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Attack like a fine, potent melee weapon or pistol.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
This only substitutes for equipment, a fine and potent mundane weapon is just as effective.
''Same as Skirmish Attack, except the weapon is fine and potent.
 
  
'''Obstruction:'''
+
'''Brass Blockade'''
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Honed Hammer, plus obstructions that prevent scale.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
Creates a maze of walls and spikes that isolate pairs of opponents, negating the advantage of numbers.
The effect is to deny your enemies the advantage of numbers.
 
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
'''Metal Mayhem'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
Metal attacks against all enemies in a wide area.
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all enemies in the skirmish.
  
 
=== Study ===
 
=== Study ===
 
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
 
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
 +
The effect required depends on range
 +
* Limited effect for touch.
 +
* Standard effect for line-of-sight.
 +
* Great effect to reach a target you know of or have some link to, but which is out of line-of-sight. 
 +
 +
Position depends on the situation.
 +
Safely in your base the position is controlled.
 +
In the middle of a fight or when pinned down the position is desperate.
 +
 +
'''Steel Scrutiny'''
 +
Identify metal objects and creatures.
 +
 +
This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.
 +
 +
'''Analyze Alloy'''
 +
Learn of powers and abilities.
 +
 +
You know the powers and abilities of something.
 +
You are not restricted to mundane information, you also learn of any powers or special abilities and relevant rules.
  
'''Analyze:'''
+
'''Metal Memory'''
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
You can read the past events of something you analyze.
  
'''Research:'''
+
This includes previous owners and how the object has been moved around as well as significant scenes from its history.
''You know the powers and abilities of something you analyze.
+
The power zooms in on events of interest to you.
  
'''Hindsight:'''
+
'''All-Knowing Alloy'''
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
Analyze Alloy everything you can see, then Metal Memory three times.
  
'''Omniscience:'''
+
Provides a detailed view of events involving metal as far as you can see, pinpointing locations of interest like bases and power nodes.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
You can then use Metal Memory to learn the history of up to three such locations.
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive and locate metal objects and creatures and Metal powers in use.
 +
The outcome you need depends on the target's concealment.
 +
* Limited outcome finds those hiding behind cover and in far places you can only barely see.
 +
* Standard outcome can look behind walls and into hard cover.
 +
* Great outcome can look into far-away places and spots you had no idea existed.
 +
 
 +
'''Iron Insight'''
 +
You can sense metal.
  
'''Detect:'''
+
This is a basic spotting power, selectively sensing things of metal.
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
You can look for specific metals or types of metal objects if you want.
 +
The more detailed your information is, the more precise the result.
  
'''Sensor:'''
+
'''Metal Monitor'''
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
+
Perceive from a Metal object.
  
'''Scry:'''
+
Choose a metal object; perceive as if you were at that spot.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Shift your perception to a Metal object you know about and sense as if you were physically there, while still maintaining awareness of your actual location, though dimly.
  
'''Omnipresence:'''
+
'''Iron Inquisition'''
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
Metal Monitor to see target.
  
=== Sway ===
+
Choose a location or creature. Gain sensory perception from the nearest metal object.
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Similar to Metal Monitor but allows you to focus on a specific creature or position.  
Sway creatures based on your power with persuasion and cajoling.
+
This is typically close enough to observe the target.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
Automatically directs towards the best vantage point provided by a glowing object.  
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
+
Fails if no suitable viewpoint is available.
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all.
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
'''Copper Clarity'''
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
Perceive from all Metal in area.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
You perceive from all metal objects at once over a wide area.
 +
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.  
 +
Creates a comprehensive mental image of the area, revealing numerous details simultaneously.
 +
It's challenging for targets to hide unless they are aware of the need to conceal themselves.
  
'''Translate:'''
+
=== Sway ===
''You and allies can communicate with creatures based on your power.
+
'''Iron Insight'''
 +
Understand Metal creatures.
  
This allows you to use the Sway power to its full effect.  
+
You can gauge the mood and motivations of metal creatures and understand what they are saying. This does not allow you to be understood.  
You are still wheedling unless you also use Command the advanced Command effect.
+
You can also sense if a creature of any kind of is confident, precise, or decisive.  
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
'''Iron Interpreter'''
 +
Talk to Metal creatures.
  
'''Mesmerize:'''
+
You and allies can communicate with metal creatures. You can make folk more precise, decisive, and confident.
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers as long as you are speaking to Metal creatures. You are persuading, not speaking with authority.
 +
You can instead influence creatures of any kind to be precise, decisive, or confident.
  
Essentially this is an attempt to Sway with two advantages.
+
'''Iron Intrigue'''
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
Suggestions to Metal creatures.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
Implant suggestions in the minds of Metal creatures.
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
This is an enhanced Sway attempt, allowing you to implant suggestions in metal creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a specified situation.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
'''Metal Molding'''
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
Inculcate Metal creatures.
Exceptional creatures and exceptional circumstances can break this change.
+
 
This depends more on role-playing than die rolls.
+
You permanently change the personality and motivations of metal creatures.
 +
This power is permanent, but blatant. The target remembers their past, but regards it as unimportant compared to their new motivations.
 +
This changes the target on a deep level, altering their priorities and loyalties.  
 +
There are limits to this power, you cannot make a metal creature indecisive or deliberately clumsy. Exceptional creatures and circumstances can break this change.
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and create metal objects. The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long.  
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
{{ : Include Tinker (FiD) }}
  
'''Handle:'''
+
'''Iron Instrumentation'''
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Emulate metalworking tools.
  
This mainly substitutes for tools, up to a small workshop.
+
You can handle metal as if you had the appropriate tools.
You are also protected from any dangerous effects of working with the elements of your power.
+
This ability substitutes for tools and protection devices typical of a small workshop.
  
'''Shape:'''
+
'''Mold Metal'''
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Emulate metalworking workshop.
  
You can now do more than normal craft could do.  
+
You can shape metal objects as if they were of clay.
You can work elements of your power that normally cannot be shaped, and it will remain in the shape you set it in.  
+
This surpasses normal crafting, letting you manipulate elements that are not stable, like quicksilver and molten metals, making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
+
You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
'''Titanium Transmutation'''
The effect determines the effectiveness of your construction, but also how long it will last.
+
Emulate metalworking lab.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
You can shape metal objects as if they were of clay.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
This surpasses normal crafting, letting you manipulate elements that are not stable, like quicksilver and molten metals, making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
'''Steel Structure'''
 +
Emulate metalworking factory.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.  
+
This is similar to Mold Metal, above, but on a larger scale.
The result will maintain its form as if affected by the Shape ability.
+
You mass produce objects, even a set of different objects, or create large structures like ships or buildings that normally require a work force and facilities.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
+
In long-term projects involving construction or crafting, Steel Structure makes many dozens of items with the same effort as one item, but remember the stress cost.
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
=== Wreck ===
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
Destroy, dismantle, and obliterate metal or using metal as an implement of destruction.
  
Pretty self-explanatory, this is Create on a larger scale.
+
The effect required depends on the size and structural strength of your target.
This is useful for equipping a large band or building something large out of nothing.
+
* Limited outcome is a car-sized hole in a flimsy metal barrier, like foil or netting.  
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
* Standard outcome is a car-sized hole in a thin metal wall. A smaller hole still need the same effect.
 +
* Great outcome can affect something larger and/or stronger.
  
=== Wreck ===
+
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
 
  
'''Jimmy:'''
+
'''Iron Impact'''
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Emulate a Metal sledgehammer.
  
Just as crude as it sounds.  
+
Just as crude as it sounds. You destroy metal and strike with the force of a sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
'''Shatter Steel'''
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
Shatter metal as if it was wood.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.  
+
This bypasses the strength of metal, allowing you to break even the strongest barrier.  
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
You can also use this to smash other things or as a fine, potent sledgehammer.
  
'''Disintegrate:'''
+
'''Annihilate Alloys'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Transmute Metal.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
The real difference here is that wrecking metal is now silent.  
 
You also leave less traces, as what you wreck disappears.  
 
You also leave less traces, as what you wreck disappears.  
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
Get rid of evidence, as long as that evidence is of metal.
  
'''Obliterate:'''
+
'''Alloy Apocalypse'''
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
Shatter Steel over a large area.
  
Rather straightforward, this just scales things up.
+
This can level a city block, raze a metal wall, destroy a mass of vehicles, and similar large-scale destruction.
 +
Metal is an ubiquitous support material in modern construction, wrecking the metal makes that construction unstable and causes it to slowly crumble.

Latest revision as of 16:35, 17 July 2025

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

Metals are common in all but the most primitive culture, and metalworkers have often been associated with mystical powers.

Metal is considered an element in some systems of thought, a mix of elements in others. It combines the resilience of earth with the flexibility and destructive potential of fire. It carries the mark of civilization, yet is used in wars of destruction. Metal, especially iron, is essential to technology and thus opposed to the fey and magic in general.

Metal attacks are blades and bullets.

Metal elementals are made up of chunks of scrap metal, other metal creatures includes metallic robots, clockwork creatures, and animated armor and weapons.

Metal Power Effects

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Alloy Awareness
Detect Metal creatures and powers.
Allay Metal
Dismiss Metal creatures and powers.
Manifest Metal
Summon Metal creatures.
Brass Bridge
Portal to a plane of Metal.
Command Chromium Command
Intimidate with Metal.
Chrome Connection
Talk to faraway Metal creatures.
Master of Metal
Command Metal creatures as a superior.
Brass Bondage
Enslave Metal creatures.
Consort Metal Masquerade
Imbue clothes and accessories with metal.
Metalize
Assume the form of a metal creature.
Iron Infusion
Metalize a willing or helpless creature.
Steel Stampede
Turn minions into Metal.
Finesse Metal Mount
Ride a metal mount or vehicle.
Brass Blade
Metal melee attack.
Manipulate Metal
Small and exact manipulations at range.
Metal March
Create metal steeds.
Hunt Steel Steps
Track Metal and across Metal.
Metal Marksman
Attack like a fine and potent rifle.
Rain of Rust
Minor changes to metal over an area.
Steel Storm
Attack like a fine and potent grenade.
Prowl Steel Stealth
Hide in environments of metal.
Metal Maneuver
Move on and through metal.
Titanium Travel
Crew Steel Stealth and Metal Maneuver.
Chromium Conduit
Crew teleport between Metal rooms.
Skirmish Metal Mitigation
Attack similar to a melee weapon or pistol.
Honed Hammer
Attack like a fine, potent melee weapon or pistol.
Brass Blockade
Honed Hammer, plus obstructions that prevent scale.
Metal Mayhem
Metal attacks against all enemies in a wide area.
Study Steel Scrutiny
Identify metal objects and creatures.
Analyze Alloy
Learn of powers and abilities.
Metal Memory
You can read the past events of something you analyze.
All-Knowing Alloy
Analyze Alloy everything you can see, then Metal Memory three times.
Survey Iron Insight
You can sense metal.
Metal Monitor
Perceive from a Metal object.
Iron Inquisition
Metal Monitor to see target.
Copper Clarity
Perceive from all Metal in area.
Sway Iron Insight
Understand metal creatures.
Iron Interpreter
Crew talk to metal creatures.
Iron Intrigue
Suggestions to Metal creatures.
Metal Molding
Inculcate Metal creatures.
Tinker Iron Instrumentation
Emulate metalworking tools.
Mold Metal
Emulate metalworking workshop.
Titanium Transmutation
Emulate metalworking lab.
Steel Structure
Emulate metalworking factory.
Wreck Iron Impact
Emulate Metal sledgehammer.
Shatter Steel
Shatter metal as if it was wood.
Annihilate Alloys
Transmute Metal.
Alloy Apocalypse
Shatter Steel over a large area.

Expanded Metal Powers

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Alloy Awareness Detect Metal creatures and powers.

You can see Metal Spirits and detect Metal creatures and powers. This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). This does not locate creatures and power effects, it merely shows they are present. The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Allay Metal Dismiss Metal creatures and powers.

Force a Metal creature that is native to another plane to return to that plane, force a Metal spirit to materialize, or to end the operation of a Metal power or a power affecting a Metal item or creature.

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

Manifest Metal Summon Metal creatures.

Metal creatures generally come in two types, elementals and creatures with powers.

A Metal elemental is a simple creature totally dominated by metal. Most elementals have animal intelligence, and often take the shape of animals, tough animated chunks of matter and humanoid forms are also common. Many metal elementals like to take the forms of metal tools or machinery.

Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power. A metal dragon is impossibly large, flies, and creates metal effects. A metal turtle has a shell of steel and can grow to massive size, to the point where a city can be built on top of them. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.

Summons are Chohorts: Creatures you summon function as temporary cohorts — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature: The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • General sulkiness
  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • Overly literal interpretations of your commands
  • A test attack to assert dominance
  • Deliberate sabotage of tasks
  • A constant struggle to maintain control

Brass Bridge Portal to a plane of Metal.

You can create a portal that allows travel to and from the plane of metal. This is an iron-frame world covered in sheets of tin and copper, with fittings of precious metals.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

Command

Command and intimidate metal creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.

Chromium Command Intimidate with Metal.

You can create Metal effects such as making nearby metal gleam or hover to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. Metal creatures might recognize you as a figure of authority.

Chrome Connection Talk to faraway Metal creatures.

You can communicate with metal creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful metal creature in a vehicle or installation as long as you can see the exterior. You can use a metal item to communicate with its wearer. The communication is simple and direct, suitable for the Command skill.

Master of Metal Command Metal creatures as a superior.

Metal creatures will understand your orders and likely obey. Targets will see you as an officer, professional superior, alpha, or other leader type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your target helps avoid conflicting with their established loyalties.

Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you. Ordering city guard drones to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.

The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.

Brass Bondage Enslave Metal creatures.

They will stay in one location and act according to your instructions, like very loyal and literal-minded goons, until something breaks the effect.

This won’t work unless you are already in a position of power. The effect is similar to Master of Metal but potentially permanent. A creature under your enemies' care may break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.

Consort

Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.

Consequences might reveal your disguise, but only if the position is risky or desperate. More common consequences is that you are mistaken for someone, or that your form is somehow odd or exceptional.

Metal Masquerade Imbue clothes and accessories with metal.

You do not physically change yourself, you change your accessorize and outfit. This can mask your identity or create fabulous outfits. The effect is usually limited and the position controlled, but some changes might require more effort.

Metalize Assume the form of a metal creature.

This is a true physical transmutation, turning you into a metal creature. You need not assume the form of an existing creature, as long as the table agrees your new form matches the power you use.

Metalize can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.

  • Limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
  • Standard effect can make you a generic creature, very hard to recognize as yourself.
  • Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Iron Infusion Metalize a willing or helpless creature.

You can shapechange a willing or helpless creature into a metal creature. This is Metalize applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Metalize.

This is sometimes used as a kind of poetic justice, a curse that is very hard to break.

Steel Stampede Turn minions into Metal.

This is where Consort becomes similar to an Attune Summon power effect. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This is usually used to create a host of goons that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

Finesse

Metal Mount Ride a metal mount or vehicle.

If there is a mount or vehicle of metal, you can ride it as if it was domesticated and you have the keys. This allows you to use Finesse with mounts and vehicles you are not familiar with. You overcome simple locks but not ones that require Tinker.

You can give this ability to your crew as an advanced ability.

Brass Blade Metal melee attack.

Attack like a fine and potent dueling sword or pistol. This only substitutes for equipment, fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Manipulate Metal Small and exact manipulations at range.

This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is metal. Allows you to manipulate small amounts of metal, similar to what you could do by hand, and you can do so at short range, allowing you to push buttons, trigger devices, and perform legerdemain. This can substitute for simple Tinker actions, but nothing complicated. This takes almost no time and can be used as a set-up for yourself or quickly between other actions.

Metal March Create metal steeds.

Create metal mounts or vehicles for your crew. These are untiring and tough, but otherwise similar to mundane transportation.

Hunt

Steel Steps Track Metal and across Metal.

You can track and pursue metal creatures and vehicles, or track anything across a metal surface. This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Metal Marksman Attack like a fine and potent rifle.

You can use your power to attack, similar to a fine and potent rifle. This serves as a replacement for traditional equipment; a fine and potent ranged weapon does the same.

Rain of Rust Minor changes to metal over an area.

Alter the environment by doing minor changes to metal over a large area. You can corrode or polish metal to make it dull and pitted or smooth and shiny. You can change slag and metallic pollution, gathering it up or changing its color and consistency. This does not inflict any direct damage but can change the battleground and might be useful as a set up action.

Steel Storm Attack like a fine and potent grenade.

Attack like a fine and potent grenade. Hurt many creatures but risk collateral damage. An escalation of Metal Marksman. Less precise, this affects all creatures at a location. Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.

Prowl

Sneak and move with stealth and agility.

Steel Stealth Hide in environments of metal.

This allows you to hide in impossible places as long as the environment is metal. Tin roofs and metal construction like ships and airframes comes to mind. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Titanium Travel, below.

Metal Maneuver Move on and through metal.

This allows you to climb on sheer metal walls, walk through walls of metal, and so on.

  • Limited effect can pass a metal grille or net.
  • Standard effect can walk through metal foil.
  • Great effect through metal walls or a metal hull but not structural metal or armor plate.

Your friends and allies cannot use this unless you employ Titanium Travel, below.

Titanium Travel Crew Steel Stealth and Metal Maneuver.

You can bring allies along when you use Steel Stealth and Metal Maneuver. Now you and your allies can Prowl in places where your power is at home. If they have to roll, they use their own Prowl action.

Chromium Conduit Crew teleport between Metal rooms.

You and allies teleport from one location dominated by Metal to another. This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less good for intrusion into an enemy's territory that you are unfamiliar with. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.

Skirmish

Metal Mitigation Resist Harm from metal.

Absorb harm from Metal, including Metal powers, weapons, and bullets. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Targets roll their own Skirmish dice.

Honed Hammer Attack like a fine, potent melee weapon or pistol.

This only substitutes for equipment, a fine and potent mundane weapon is just as effective.

Brass Blockade Honed Hammer, plus obstructions that prevent scale.

Creates a maze of walls and spikes that isolate pairs of opponents, negating the advantage of numbers.

Metal Mayhem Metal attacks against all enemies in a wide area.

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all enemies in the skirmish.

Study

Study and analyze objects and creatures imbued with your power to gain insight and knowledge. The effect required depends on range

  • Limited effect for touch.
  • Standard effect for line-of-sight.
  • Great effect to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate.

Steel Scrutiny Identify metal objects and creatures.

This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.

Analyze Alloy Learn of powers and abilities.

You know the powers and abilities of something. You are not restricted to mundane information, you also learn of any powers or special abilities and relevant rules.

Metal Memory You can read the past events of something you analyze.

This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.

All-Knowing Alloy Analyze Alloy everything you can see, then Metal Memory three times.

Provides a detailed view of events involving metal as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Metal Memory to learn the history of up to three such locations.

Survey

Perceive and locate metal objects and creatures and Metal powers in use. The outcome you need depends on the target's concealment.

  • Limited outcome finds those hiding behind cover and in far places you can only barely see.
  • Standard outcome can look behind walls and into hard cover.
  • Great outcome can look into far-away places and spots you had no idea existed.

Iron Insight You can sense metal.

This is a basic spotting power, selectively sensing things of metal. You can look for specific metals or types of metal objects if you want. The more detailed your information is, the more precise the result.

Metal Monitor Perceive from a Metal object.

Choose a metal object; perceive as if you were at that spot. Shift your perception to a Metal object you know about and sense as if you were physically there, while still maintaining awareness of your actual location, though dimly.

Iron Inquisition Metal Monitor to see target.

Choose a location or creature. Gain sensory perception from the nearest metal object. Similar to Metal Monitor but allows you to focus on a specific creature or position. This is typically close enough to observe the target. Automatically directs towards the best vantage point provided by a glowing object. Fails if no suitable viewpoint is available.

Copper Clarity Perceive from all Metal in area.

You perceive from all metal objects at once over a wide area. Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves.

Sway

Iron Insight Understand Metal creatures.

You can gauge the mood and motivations of metal creatures and understand what they are saying. This does not allow you to be understood. You can also sense if a creature of any kind of is confident, precise, or decisive.

Iron Interpreter Talk to Metal creatures.

You and allies can communicate with metal creatures. You can make folk more precise, decisive, and confident. This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers as long as you are speaking to Metal creatures. You are persuading, not speaking with authority. You can instead influence creatures of any kind to be precise, decisive, or confident.

Iron Intrigue Suggestions to Metal creatures.

Implant suggestions in the minds of Metal creatures. This is an enhanced Sway attempt, allowing you to implant suggestions in metal creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a specified situation.

Metal Molding Inculcate Metal creatures.

You permanently change the personality and motivations of metal creatures. This power is permanent, but blatant. The target remembers their past, but regards it as unimportant compared to their new motivations. This changes the target on a deep level, altering their priorities and loyalties. There are limits to this power, you cannot make a metal creature indecisive or deliberately clumsy. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and create metal objects. The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long.

  • Limited Outcome solves an immediate problem, then ends. A tool to repair something, a weapon for one fight, a bridge to quickly cross.
  • Standard Outcome lasts for the duration of a score. Lasting construction, repair, or item.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, repairs, construction.
  • Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Fabricate.

Iron Instrumentation Emulate metalworking tools.

You can handle metal as if you had the appropriate tools. This ability substitutes for tools and protection devices typical of a small workshop.

Mold Metal Emulate metalworking workshop.

You can shape metal objects as if they were of clay. This surpasses normal crafting, letting you manipulate elements that are not stable, like quicksilver and molten metals, making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment. You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.

Titanium Transmutation Emulate metalworking lab.

You can shape metal objects as if they were of clay. This surpasses normal crafting, letting you manipulate elements that are not stable, like quicksilver and molten metals, making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.

Steel Structure Emulate metalworking factory.

This is similar to Mold Metal, above, but on a larger scale. You mass produce objects, even a set of different objects, or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Steel Structure makes many dozens of items with the same effort as one item, but remember the stress cost.

Wreck

Destroy, dismantle, and obliterate metal or using metal as an implement of destruction.

The effect required depends on the size and structural strength of your target.

  • Limited outcome is a car-sized hole in a flimsy metal barrier, like foil or netting.
  • Standard outcome is a car-sized hole in a thin metal wall. A smaller hole still need the same effect.
  • Great outcome can affect something larger and/or stronger.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.

Iron Impact Emulate a Metal sledgehammer.

Just as crude as it sounds. You destroy metal and strike with the force of a sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.

Shatter Steel Shatter metal as if it was wood.

This bypasses the strength of metal, allowing you to break even the strongest barrier. You can also use this to smash other things or as a fine, potent sledgehammer.

Annihilate Alloys Transmute Metal.

The real difference here is that wrecking metal is now silent. You also leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence is of metal.

Alloy Apocalypse Shatter Steel over a large area.

This can level a city block, raze a metal wall, destroy a mass of vehicles, and similar large-scale destruction. Metal is an ubiquitous support material in modern construction, wrecking the metal makes that construction unstable and causes it to slowly crumble.