Difference between revisions of "Abyss Powers (FiD)"

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{{FiD}}
 
{{FiD}}
{{wip}}
 
 
{{FiD-Powers}}
 
{{FiD-Powers}}
 
Abyss is the essence of  elemental potential, energy, and corruption.
 
Abyss is the essence of  elemental potential, energy, and corruption.
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All agree it holds energy and raw power, but also danger and potential destruction.
 
All agree it holds energy and raw power, but also danger and potential destruction.
  
In its pure form it manifests as malichor, a tarry black substance with aspects to all the elements, it is elastic like a mix of mud and water, can burn, and excludes energetic fumes.
+
In its pure form it manifests as malichor, a tarry black substance with aspects to all the elements, it is elastic like a mix of mud and water, can burn, and excludes energetic fumes.  
 
It adheres to all other things and is toxic, slowly killing living creatures unless they can free themselves of it.  
 
It adheres to all other things and is toxic, slowly killing living creatures unless they can free themselves of it.  
 +
This makes it hard to safely collect and store.
 
Malichor is a powerful fuel useful in crafting both science and magic.
 
Malichor is a powerful fuel useful in crafting both science and magic.
 +
Those who Tinker Abyss seek this substance and often make their lair at a source.
 +
In some places it comes to the surface naturally, but more commonly it pools in underground places deep in the earth and has to be extracted with great effort.
 +
 +
Abyss, malichor, and the names of many effects have a negative spin.
 +
This is by choice, as abyssal powers are seen as dangerous and corruptive in most fantasy settings.
 +
But in some setting Abyss might be recognized as a pillar of society.
 +
Yes, it has dangers, particularly to the environment, but it can be embraced and given a more positive spin.
  
 
Abyss attacks can smash, drown, crack, or corrode.
 
Abyss attacks can smash, drown, crack, or corrode.
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|-
 
|-
 
|align="left" valign="top" | '''Attune'''
 
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Tide Tracker''' <br> Detect water creatures and powers.
+
|valign="top"| '''Abyssal Aperture'''   <br> Detect elementa creatures and powers.
|valign="top"| '''Tide Tilt'''   <br> Dismiss a water creature. End a Abyss power.
+
|valign="top"| '''Abyssal Abandonment''' <br> Dismiss an elemental creature or power.
|valign="top"| '''Tide Tamer'''   <br> Summon a water creature.
+
|valign="top"| '''Abyssal Avatar'''     <br> Summon an elemental creature.
|valign="top"| '''Tide Pool'''   <br> Create a portal to the plane of water.
+
|valign="top"| '''Abyssal Ascension'''   <br> Create a portal to the plane of the Abyss.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''
 
|align="left" valign="top" | '''Command'''
|valign="top"| '''Wave Wake'''   <br> Intimidate with Abyss.
+
|valign="top"| '''Abyssal Authority''' <br> Intimidate with Abyss.
|valign="top"| '''Wave Whisper''' <br> Communicate with distant Abyss creatures.
+
|valign="top"| '''Abyssal Apparition''' <br> Communicate with distant elemental creatures.
|valign="top"| '''Wave Words'''   <br> Command Abyss creatures as a superior.
+
|valign="top"| '''Abyssal Authority''' <br> Command Abyss creatures as a superior.
|valign="top"| '''Wave Warden''' <br> Permanently bind Abyss creatures to service.
+
|valign="top"| '''Abyssal Anomie'''     <br> Permanently bind Abyss creatures to service.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Fluid Fashions''' <br> Clothes and accessories of Abyss.
+
|valign="top"| '''Abyssal Accessories''' <br> Clothes and accessories of Abyss.
|valign="top"| '''Fluid Form'''     <br> Assume the form of a Abyss creature.
+
|valign="top"| '''Artery of the Abyss''' <br> Assume the form of any creature.
|valign="top"| '''Fluid Flux '''   <br> Fluid Form a willing or helpless creature.
+
|valign="top"| '''Abyssal Apparition''' <br> Artery of the Abyss a willing or helpless creature.
|valign="top"| '''Fluid Flock'''     <br> Fluid Forgery on crowds.
+
|valign="top"| '''Abyssal Aurora'''     <br> Abyssal Apparition on crowds.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Ripple Ride''' <br> Ride a swimming mount or water vehicle.
+
|valign="top"| '''Abyssal Ambler'''     <br> Ride any elemental mount.
|valign="top"| '''Ripple Rend ''' <br> Fine and potent melee attack.
+
|valign="top"| '''Abyssal Arc'''       <br> Fine and Potent melee attack.
|valign="top"| '''Ripple Reach''' <br> Fine control of water.
+
|valign="top"| '''Abyssal Assistance''' <br> Fine control of elemental matter.
|valign="top"| '''Ripple Riot''' <br> Travel in and on water.
+
|valign="top"| '''Abyssal Avenue'''     <br> Create elemental mounts.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Splash Search''' <br> Track in water.
+
|valign="top"| '''Abyssal Anchor'''     <br> Track anyone you have a link to.
|valign="top"| '''Splash Shot'''   <br> Attack like a fine and potent rifle.
+
|valign="top"| '''Abluent Abyss'''     <br> Attack like a fine and potent rifle.
|valign="top"| '''Splash Shape''' <br> Control water terrain.
+
|valign="top"| '''Abyss Alley'''       <br> Disrupt terrain.
|valign="top"| '''Splash Storm''' <br> Abyss attack on an area.
+
|valign="top"| '''Abyssal Apocalypse''' <br> Abluent Abyss on an area.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Stream Stealth'''  <br> Hide in water.
+
|valign="top"| '''Malformation'''  <br> Hide in small spaces.
|valign="top"| '''Stream Speed'''   <br> Breathe and move fast through water.
+
|valign="top"| '''Maladaptation''' <br> Turn yourself viscous to move through small spaces.
|valign="top"| '''Stream Strategy''' <br> Crew Stream Stealth and Stream Speed.
+
|valign="top"| '''Malcontent'''   <br> Crew Stream Stealth and Stream Speed.
|valign="top"| '''Stream Step'''     <br> Teleport crew between water locations.
+
|valign="top"| '''Malodor'''       <br> Turn yourself and your crew into fumes to travel.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Current Cure'''    <br> Resist water damage.
+
|valign="top"| '''Abyssal Abandon'''    <br> Resist damage from elemental powers.
|valign="top"| '''Current Cut'''     <br> Fine and potent melee attack.
+
|valign="top"| '''Abyssal Attachment''' <br> Fine and Potent melee attack.
|valign="top"| '''Current Curbing''' <br> Prevent scale in melee.
+
|valign="top"| '''Abyssal Arcade'''     <br> Prevent scale in melee.
|valign="top"| '''Current Clash'''   <br> Strike out in all directions, attacking all nearby enemies.
+
|valign="top"| '''Abyssal Arena'''     <br> Attack all nearby enemies.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''
 
|align="left" valign="top" | '''Study'''
|valign="top"| '''Aqua Assessment''' <br> Identify liquids, Abyss creatures, and Abyss powers.
+
|valign="top"| '''Abyssal Access'''   <br> Identify elemental materials and powers.
|valign="top"| '''Aqua Analysis'''   <br> Learn the powers and abilities of Abyss.
+
|valign="top"| '''Abyss Arcanum'''   <br> Learn the powers and abilities of all things elemental.
|valign="top"| '''Aqua Archive'''   <br> Read the past events of Abyss.
+
|valign="top"| '''Abyssal Ancestry''' <br> Read the past events of elemental objects and creatures.
|valign="top"| '''Aqua Atlas'''      <br> Aqua Assessment on an area, then Aqua Archive.
+
|valign="top"| '''Abyss Atlas'''      <br> Abyss Arcanum on an area, then Abyssal Ancestry.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Stream Sight''' <br> Sense Abyss at a distance.
+
|valign="top"| '''Malanalysis''' <br> Sense Abyss at a distance.
|valign="top"| '''Stream Scope''' <br> Perceive from any liquid.
+
|valign="top"| '''Malaesthesia''' <br> Move your senses to a place with abyssal influence.
|valign="top"| '''Stream Spy'''   <br> Spy from a liquid.
+
|valign="top"| '''Malice'''       <br> Spy from malichor.
|valign="top"| '''Stream Sweep''' <br> Perceive from many liquids at once.
+
|valign="top"| '''Malformation''' <br> Perceive Abyss over a very wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''
 
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Fluid Friend''' <br> Understand Abyss creatures.
+
|valign="top"| '''Primordial Perception''' <br> Understand elemental creatures.
|valign="top"| '''Fluid Fluency'''   <br> Communicate with Abyss creatures.
+
|valign="top"| '''Primordial Protocol'''   <br> Communicate with elemental creatures.
|valign="top"| '''Fluid Fluster'''   <br> Post suggestions in a Abyss creature.
+
|valign="top"| '''Primordial Principal''' <br> Post suggestions in a elemental creature.
|valign="top"| '''Fluid Fellowship''' <br> Permanently change personality.
+
|valign="top"| '''Primordialism'''         <br> Permanently change personality.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''
 
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Fluid Fabrication''' <br> Emulate tools for liquids.
+
|valign="top"| '''Maladaptation''' <br> Emulate tools to use with earthblood.
|valign="top"| '''Fluid Formation''' <br> Shaped liquids will retain their shape.
+
|valign="top"| '''Malformation''' <br> Use earthblood to energize devices.
|valign="top"| '''Fluid Fusion''' <br> Create liquids out of nothing.
+
|valign="top"| '''Malification''' <br> Create earthblood out of nothing.
|valign="top"| '''Fluid Foundry''' <br> Fluid Formation on a large scale.
+
|valign="top"| '''Malignancy'''   <br> Malification on a large scale.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''
 
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Tide Tumble''' <br> Pollute liquids or strike with a watery sledgehammer.
+
|valign="top"| '''Spilt Blood'''   <br> Smear or smash with malichor.
|valign="top"| '''Tide Tear'''   <br> Evaporate liquids, slice as a watery blade.
+
|valign="top"| '''Torn Blood'''     <br> Extract earthblood to crack things.
|valign="top"| '''Tide Tow'''     <br> Tide Tear, but destroyed targets disappear silently.
+
|valign="top"| '''Vaporize Blood''' <br> Turn things to earthblood which quickly evaporates.
|valign="top"| '''Tide Tsunami''' <br> Tide Tear over a large area.
+
|valign="top"| '''Burning Blood''' <br> Torn Blood over a large area.
 
|}
 
|}
  
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[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
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'''Abyssal Aperture'''
 
'''Abyssal Aperture'''
Detect water creatures and powers.
+
Detect elementa creatures and powers.
  
 
This is usually done to see spirit or to spot a disguised creature.  
 
This is usually done to see spirit or to spot a disguised creature.  
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[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
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'''Abyssal Abandonment'''
 
'''Abyssal Abandonment'''
Dismiss a creature. End a power.
+
Dismiss an elemental creature or power.
  
 
Force a creature that is native to another plane to return to that plane, force a spirit to materialize, or to end the operation of a power created by a form dominated by Abyss or affecting an Abyss creature or Malichor.
 
Force a creature that is native to another plane to return to that plane, force a spirit to materialize, or to end the operation of a power created by a form dominated by Abyss or affecting an Abyss creature or Malichor.
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[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
Line 171: Line 175:
  
 
'''Abyssal Avatar'''
 
'''Abyssal Avatar'''
Summon a creature.
+
Summon an elemental creature.
  
 
Abyss creatures are called demons and come in three types, elementals, spirits, and creatures with powers.
 
Abyss creatures are called demons and come in three types, elementals, spirits, and creatures with powers.
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Most elementals have animal intelligence, and often take the shape of animals as well, tough monsters, amoeba-like, and humanoid forms are also common, often with additional appendages or tentacles.
 
Most elementals have animal intelligence, and often take the shape of animals as well, tough monsters, amoeba-like, and humanoid forms are also common, often with additional appendages or tentacles.
  
Spirits are immaterial, ephemeral, less physically oriented, focused on liberating creatures from whatever is restraining their actions; willpower, self-discipline, morale, or consistency.  
+
Spirits are immaterial, ephemeral, less physically oriented, focused on liberating creatures from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.  
 
Spirits are more intelligent than elementals, they use sophisticated powers and may have an agenda of their own.
 
Spirits are more intelligent than elementals, they use sophisticated powers and may have an agenda of their own.
  
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[[Air Powers (FiD)#Command|Air]],
 
[[Air Powers (FiD)#Command|Air]],
 
[[Animal Powers (FiD)#Command|Animal]],
 
[[Animal Powers (FiD)#Command|Animal]],
[[Death Powers (FiD)#Command|Death]],
 
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
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[[Air Powers (FiD)#Command|Air]],
 
[[Air Powers (FiD)#Command|Air]],
 
[[Animal Powers (FiD)#Command|Animal]],
 
[[Animal Powers (FiD)#Command|Animal]],
[[Death Powers (FiD)#Command|Death]],
 
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
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'''Abyssal Authority'''
 
'''Abyssal Authority'''
Command Abyss creatures as a superior.
+
Command elemental creatures as a superior.
  
 
Creatures of the [[Air Powers (FiD)#Command|Air]],
 
Creatures of the [[Air Powers (FiD)#Command|Air]],
 
[[Animal Powers (FiD)#Command|Animal]],
 
[[Animal Powers (FiD)#Command|Animal]],
[[Death Powers (FiD)#Command|Death]],
 
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
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'''Abyssal Anomie'''
 
'''Abyssal Anomie'''
Permanently bind Abyss creatures to service.
+
Permanently bind an elemental creatures to service.
  
 
You can bind creatures of the
 
You can bind creatures of the
 
reatures of the [[Air Powers (FiD)#Command|Air]],
 
reatures of the [[Air Powers (FiD)#Command|Air]],
 
[[Animal Powers (FiD)#Command|Animal]],
 
[[Animal Powers (FiD)#Command|Animal]],
[[Death Powers (FiD)#Command|Death]],
 
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
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A common consequences is that Abyssal forms are unstable or shifting and may include extra appendages or body parts alien to your desired form.
 
A common consequences is that Abyssal forms are unstable or shifting and may include extra appendages or body parts alien to your desired form.
  
'''Abyssal Accessory'''
+
'''Abyssal Accessories'''
 
Clothes and accessories of Abyss.
 
Clothes and accessories of Abyss.
  
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[[Air Powers (FiD)#Consort|Air]],
 
[[Air Powers (FiD)#Consort|Air]],
 
[[Animal Powers (FiD)#Consort|Animal]],
 
[[Animal Powers (FiD)#Consort|Animal]],
[[Death Powers (FiD)#Consort|Death]],
 
 
[[Earth Powers (FiD)#Consort|Earth]],
 
[[Earth Powers (FiD)#Consort|Earth]],
 
[[Electricity Powers (FiD)#Consort|Electricity]],
 
[[Electricity Powers (FiD)#Consort|Electricity]],
 
[[Fire Powers (FiD)#Consort|Fire]],
 
[[Fire Powers (FiD)#Consort|Fire]],
 
[[Ice Powers (FiD)#Consort|Ice]],
 
[[Ice Powers (FiD)#Consort|Ice]],
[[Life Powers (FiD)#Consort|Life]],
 
 
[[Light Powers (FiD)#Consort|Light]],
 
[[Light Powers (FiD)#Consort|Light]],
 
[[Metal Powers (FiD)#Consort|Metal]],
 
[[Metal Powers (FiD)#Consort|Metal]],
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Abyss doesn't confirm well to the exact control of Finesse, there is often worse consequences compared to Finesse used with other [[Powers_(FiD)#Forms|Forms]], but it is very flexible.
 
Abyss doesn't confirm well to the exact control of Finesse, there is often worse consequences compared to Finesse used with other [[Powers_(FiD)#Forms|Forms]], but it is very flexible.
  
'''Abyssal Assistance'''
+
'''Abyssal Ambler'''
Ride any material mount or water vehicle.
+
Ride any elemental mount.
  
 
This allows you to use Finesse with  
 
This allows you to use Finesse with  
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[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
Line 348: Line 345:
 
You can ride beasts even if they are not trained to carry a rider.  
 
You can ride beasts even if they are not trained to carry a rider.  
 
They must still be physically able to carry you.
 
They must still be physically able to carry you.
 +
You gain no facility with vehicles of any kind.
  
'''Ripple Rend'''
+
'''Abyssal Arc'''
Fine and potent melee attack.
+
Fine and Potent melee attack.
  
 
Select a style of attack, burn, smash, drown, crack, or corrode your victims.
 
Select a style of attack, burn, smash, drown, crack, or corrode your victims.
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Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. 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 powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
  
'''Abyssal Arc'''
+
'''Abyssal Assistance'''
Fine control of matter.
+
Fine control of elemental matter.
  
 
This allows you to manipulate small amounts of  
 
This allows you to manipulate small amounts of  
 
[[Air Powers (FiD)#Finesse|Air]],
 
[[Air Powers (FiD)#Finesse|Air]],
 
[[Animal Powers (FiD)#Finesse|Animal]],
 
[[Animal Powers (FiD)#Finesse|Animal]],
[[Death Powers (FiD)#Finesse|Death]],
 
 
[[Earth Powers (FiD)#Finesse|Earth]],
 
[[Earth Powers (FiD)#Finesse|Earth]],
 
[[Electricity Powers (FiD)#Finesse|Electricity]],
 
[[Electricity Powers (FiD)#Finesse|Electricity]],
Line 376: Line 373:
  
 
'''Abyssal Avenue'''
 
'''Abyssal Avenue'''
Travel in and on water.
+
Create elemental mounts.
  
 
Create mounts for you and your crew.
 
Create mounts for you and your crew.
Line 392: Line 389:
  
 
'''Abluent Abyss'''
 
'''Abluent Abyss'''
Attack like a fine and potent rifle.
+
Attack like a Fine and Potent rifle.
  
 
Create and project a drop or malichor to use as an attack..
 
Create and project a drop or malichor to use as an attack..
Line 399: Line 396:
  
 
'''Abyss Alley'''
 
'''Abyss Alley'''
Control terrain.
+
Disrupt terrain.
  
 
Cause chaos and disruption to the terrain, destroying roads, creating barriers and badlands such as mudslides, smog, or pollution.
 
Cause chaos and disruption to the terrain, destroying roads, creating barriers and badlands such as mudslides, smog, or pollution.
Line 416: Line 413:
  
 
'''Malformation '''
 
'''Malformation '''
Hide in small hollow spaces.
+
Hide in small spaces.
  
 
Makes your body extra flexible, allowing you to fit into smaller hiding spaces.
 
Makes your body extra flexible, allowing you to fit into smaller hiding spaces.
  
 
'''Maladaptation'''
 
'''Maladaptation'''
Turn yourself liquid to move through small spaces.
+
Turn yourself viscous to move through small spaces.
  
Turn yourself into a viscous liquid, able to slowly seep through small openings and along any surface.
+
Turn yourself into a viscous liquid while retaining your basic form, able to slowly seep through small cracks and along any surface.
  
 
'''Malcontent'''
 
'''Malcontent'''
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'''Abyssal Abandon'''
 
'''Abyssal Abandon'''
Resist elemental damage.
+
Resist damage from elemental powers.
  
 
Absorb energies related to Abyss.  
 
Absorb energies related to Abyss.  
Line 450: Line 447:
 
[[Air Powers (FiD)#Skirmish|Air]],
 
[[Air Powers (FiD)#Skirmish|Air]],
 
[[Animal Powers (FiD)#Skirmish|Animal]],
 
[[Animal Powers (FiD)#Skirmish|Animal]],
[[Death Powers (FiD)#Skirmish|Death]],
 
 
[[Earth Powers (FiD)#Skirmish|Earth]],
 
[[Earth Powers (FiD)#Skirmish|Earth]],
 
[[Electricity Powers (FiD)#Skirmish|Electricity]],
 
[[Electricity Powers (FiD)#Skirmish|Electricity]],
 
[[Fire Powers (FiD)#Skirmish|Fire]],
 
[[Fire Powers (FiD)#Skirmish|Fire]],
 
[[Ice Powers (FiD)#Skirmish|Ice]],
 
[[Ice Powers (FiD)#Skirmish|Ice]],
[[Life Powers (FiD)#Skirmish|Life]],
 
 
[[Light Powers (FiD)#Skirmish|Light]],
 
[[Light Powers (FiD)#Skirmish|Light]],
 
[[Metal Powers (FiD)#Skirmish|Metal]],
 
[[Metal Powers (FiD)#Skirmish|Metal]],
Line 465: Line 460:
  
 
'''Abyssal Attachment'''
 
'''Abyssal Attachment'''
Fine and potent melee attack.
+
Fine and Potent melee attack.
  
 
Create a dueling weapon out of solidified malichor, that attacks much like a Fine and Potent dueling weapon.
 
Create a dueling weapon out of solidified malichor, that attacks much like a Fine and Potent dueling weapon.
Line 479: Line 474:
  
 
'''Abyssal Arena'''
 
'''Abyssal Arena'''
Strike out in all directions, attacking all nearby enemies.
+
Attack all nearby enemies.
  
 
An escalated Abyssal Arcade, this twists the battlescape to attack creatures near you with gouts of malichor.
 
An escalated Abyssal Arcade, this twists the battlescape to attack creatures near you with gouts of malichor.
Line 485: Line 480:
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with Abyss to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
+
Study and analyze objects and creatures imbued with Abyss to gain insight and knowledge.  
 +
Abyss dominates elemental [[Powers (FiD)#Forms|Forms]], and this allows it to Study
 +
creatures and powers related to the
 +
[[Abyss Powers (FiD)#Study|Abyss]],
 +
[[Air Powers (FiD)#Study|Air]],
 +
[[Animal Powers (FiD)#Study|Animal]],
 +
[[Earth Powers (FiD)#Study|Earth]],
 +
[[Electricity Powers (FiD)#Study|Electricity]],
 +
[[Fire Powers (FiD)#Study|Fire]],
 +
[[Ice Powers (FiD)#Study|Ice]],
 +
[[Light Powers (FiD)#Study|Light]],
 +
[[Metal Powers (FiD)#Study|Metal]],
 +
[[Plant Powers (FiD)#Study|Plant]], and
 +
[[Water Powers (FiD)#Study|Water]]
 +
[[Powers (FiD)#Forms|Forms]].
 +
 
 +
The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome 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.  
 
Position depends on the situation.  
Safely in your base the position is controlled.  
+
Safely in your lair the position is controlled.  
 
In the middle of a fight or when pinned down the position is desperate.  
 
In the middle of a fight or when pinned down the position is desperate.  
 
Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
 
Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
  
'''Aqua Assessment'''
+
'''Abyssal Access'''
Identify liquids, Abyss creatures, and Abyss powers.
+
Identify elemental materials and powers.
  
 
This gives the name and very basic information in narrative terms, but not details or actual rules.
 
This gives the name and very basic information in narrative terms, but not details or actual rules.
  
'''Aqua Analysis'''
+
'''Abyss Arcanum'''
Learn the powers and abilities of Abyss.
+
Learn the powers and abilities of all things elemental.
  
 
You learn of any powers or special abilities the target has.  
 
You learn of any powers or special abilities the target has.  
 
This includes actual rules and game result.
 
This includes actual rules and game result.
  
'''Aqua Archive'''
+
'''Abyssal Ancestry'''
Read the past events of Abyss.
+
Read the past events of elemental objects and creatures.
  
 
This includes previous owners and how the object has been moved around as well as significant scenes from its history.  
 
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.
 
The power zooms in on events of interest to you.
  
'''Aqua Atlas'''
+
'''Abyss Atlas'''
Aqua Assessment on an area, then Aqua Archive.
+
Abyss Arcanum on an area, then Abyssal Ancestry.
  
Provides a detailed view of events involving your power as far as you can see, pinpointing locations of interest like bases and power nodes.  
+
Provides a detailed view of events involving the elements as far as you can see, pinpointing locations of interest like bases and power nodes.  
You can then use Hindsight to learn the history of up to three such locations.
+
You can then use Abyssal Ancestry to learn the history of up to three such locations.
  
 
=== Survey ===
 
=== Survey ===
Perceive and locate manifestations of your power.   
+
Perceive and locate manifestations of the Abyss.   
 
The outcome you need depends on the target's concealment.  
 
The outcome you need depends on the target's concealment.  
 +
Abyssal energies are rare but blatant, making them easy to detect and sense from even over long distances.
 
* Limited outcome finds those hiding behind cover and in far places you can only barely see.  
 
* 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.
+
* Standard outcome can look deep into hard cover over very long range, but you must still direct your gaze to a location.
 
* Great outcome can look into far-away places and spots you had no idea existed.
 
* Great outcome can look into far-away places and spots you had no idea existed.
  
'''Stream Sight'''
+
'''Malanalysis'''
 
Sense Abyss at a distance.
 
Sense Abyss at a distance.
  
This is a basic spotting power, selectively sensing things related to your power.
+
This is a basic spotting power, selectively sensing various types of malichor, demons, and Abyss powers.
  
'''Stream Scope'''
+
'''Malaesthesia'''
Perceive from any liquid.
+
Move your senses to a place with abyssal influence.
  
You move your perception to an object or place with water or other liquid and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
+
You move your perception to an object or place with malichor, demonic influence, or Abyssal power and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
  
'''Stream Spy'''
+
'''Malice'''
Spy from a liquid.
+
Spy from malichor.
  
Similar to Stream Scope but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Stream Scope, typically close enough to observe the target. Fails if no suitable viewpoint is available.
+
Similar to Malaesthesia but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Malaesthesia. This may be close enough to observe the target, but Abyssal influences is pretty rare and so it may well fail. It can be used to sense from a position you do not know of, which is useful when you want to find such a source.
  
'''Stream Sweep'''
+
'''Malformation'''
Perceive from many liquids at once.
+
Perceive Abyss over a very wide area.
  
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.
+
Detects and maps abyssal influences and malichor over an entire region.
You sense from every bit of liquid in a wide area.
 
Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.
 
  
 
=== Sway ===
 
=== Sway ===
 
Communicate, mesmerize, and manipulate Abyss creatures.  
 
Communicate, mesmerize, and manipulate Abyss creatures.  
 +
Free minds from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.
 +
 +
Abyss dominates other elements, allowing you to Sway them.
 +
 
Position is determined normally, depending on the situation and your relation to listeners.   
 
Position is determined normally, depending on the situation and your relation to listeners.   
  
Line 552: Line 566:
 
* Great Outcome will convince a reluctant target, but not a passionate one.
 
* Great Outcome will convince a reluctant target, but not a passionate one.
  
'''Fluid Friend'''
+
'''Primordial Perception'''
Understand Abyss creatures.
+
Understand elemental creatures.
  
You can gauge the mood and motivations of Abyss creatures and understand what they are saying. This does not allow you to be understood.  
+
You can gauge the mood and motivations of creatures linked to the [[Powers (FiD)#Forms|Forms]] of
 +
[[Abyss Powers (FiD)#Attune|Abyss]],
 +
[[Air Powers (FiD)#Attune|Air]],
 +
[[Animal Powers (FiD)#Attune|Animal]],
 +
[[Earth Powers (FiD)#Attune|Earth]],
 +
[[Electricity Powers (FiD)#Attune|Electricity]],
 +
[[Fire Powers (FiD)#Attune|Fire]],
 +
[[Ice Powers (FiD)#Attune|Ice]],
 +
[[Light Powers (FiD)#Attune|Light]],
 +
[[Metal Powers (FiD)#Attune|Metal]],
 +
[[Plant Powers (FiD)#Attune|Plant]], and
 +
[[Water Powers (FiD)#Attune|Water]] and understand what they are saying. This does not allow you to be understood.  
 
You can also sense when any kind of creature is in a mood to be caring, mercurial, or spiritual.
 
You can also sense when any kind of creature is in a mood to be caring, mercurial, or spiritual.
  
'''Fluid Fluency'''
+
'''Primordial Protocol'''
Communicate with Abyss creatures.
+
Communicate with elemental creatures.
  
This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.  
+
This allows you and your crew to talk to and use the Sway action at full power against [[Powers (FiD)#Forms|Forms]] of
 +
[[Abyss Powers (FiD)#Attune|Abyss]],
 +
[[Air Powers (FiD)#Attune|Air]],
 +
[[Animal Powers (FiD)#Attune|Animal]],
 +
[[Earth Powers (FiD)#Attune|Earth]],
 +
[[Electricity Powers (FiD)#Attune|Electricity]],
 +
[[Fire Powers (FiD)#Attune|Fire]],
 +
[[Ice Powers (FiD)#Attune|Ice]],
 +
[[Light Powers (FiD)#Attune|Light]],
 +
[[Metal Powers (FiD)#Attune|Metal]],
 +
[[Plant Powers (FiD)#Attune|Plant]], and
 +
[[Water Powers (FiD)#Attune|Water]], overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.  
  
In addition, you can make any creature feel caring, mercurial, and spiritual, which is commonly used as a setup for a Sway going along with these moods.
+
In addition, you can free any creature from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.
  
'''Fluid Fluster'''
+
'''Primordial Principal'''
Post suggestions in a Abyss creature.
+
Post suggestions in a elemental creature.
  
This is essentially an enhanced Sway attempt, allowing you to implant suggestions in Abyss creatures that will trigger under conditions you set.  
+
An enhanced Primordial Primacy, allowing you to implant suggestions in elemental creatures that will trigger under conditions you set.  
 
The power remains subtle until the suggestion is activated.  
 
The power remains subtle until the suggestion is activated.  
 
The target will not remember being swayed.
 
The target will not remember being swayed.
  
'''Fluid Fellowship'''
+
'''Primordialism '''
 
Permanently change personality.
 
Permanently change personality.
  
This is permanent but blatant. It changes the mind of a Abyss creature on a deep level, altering their priorities and loyalties.  
+
This is permanent but blatant. It changes the mind of an elemental creature on a deep level, altering their priorities and loyalties.  
 
Target remembers their past but considers it unimportant compared to their new motivations.  
 
Target remembers their past but considers it unimportant compared to their new motivations.  
There are limits to this power, especially for creatures linked to a power — you cannot make a Abyss creature love Fire or stop being caring, mercurial, or spiritual.  
+
There are limits to this power, especially for creatures linked to a power — you make the creatures adore someone, but you also free them from whatever else is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.  
 
Exceptional creatures and circumstances can break this change.
 
Exceptional creatures and circumstances can break this change.
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and concoct liquids to suit your needs.  
+
Manipulate, shape, and draw energy from malichor, tough tinkerers generally prefer the more positive term earthblood.
This can lubricate, cushion, and exert pressure with great precision.  
+
This might seem like an overly tight focus, but since malichor is such an energetic substance, it can be used to enhance any kind of creation, making this quite powerful.
{{ : Include Tinker (FiD) }}
+
 
 +
* Limited Outcome solves an immediate problem, then ends.
 +
* 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.
 +
Earthblood is inherently dangerous and unstable, requiring an advanced workspace to make the position controlled. In the feild it is always at least risky.
 +
 
 +
Earthblood is a dirty substance, even when there is no formal consequence it stains you and the work area.
 +
Common consequences include smearing, clogging, ignition, corrosion, toxic fumes, or lasting environmental damage over an area that escalates in size with the more advanced powers.
  
'''Fluid Fabrication'''
+
'''Maladaptation'''
Emulate tools for liquids.
+
Emulate tools to use with earthblood.
  
 
This ability substitutes for tools and protection devices typical of a small workshop.
 
This ability substitutes for tools and protection devices typical of a small workshop.
 +
The main use of this is to collect and store earthblood.
  
'''Fluid Formation'''
+
'''Malformation '''
Shaped liquids will retain their shape.
+
Use earthblood to energize devices.
 
 
This surpasses normal crafting, letting you shape liquids and making them stay in the new shape while still flowing, creating conduits without pipes.
 
You can work liquids without having to have them in a container, which allows faster and more exact chemistry.
 
You don't need tools to build complex fine and potent items.
 
This can facilitate the construction of traps or devices, avoiding the need for extensive equipment.
 
  
'''Fluid Fusion'''
+
Infuse a device with earthblood, empowering it and restoring any energy loss.
Create liquids out of nothing.
+
For devices that use or project energy, which includes most weapons and devices using [[Powers (FiD)|Powers]], this temporarily turns it into a Fine device.
 +
You need earthblood to be able to do this.
  
You can create liquids from nothing. This is like Fluid Formation, above, but needs no raw materials.
+
'''Malification'''
 +
Create earthblood out of nothing.
  
With multiple powers you can transform liquids into material linked to another power. This allows intricate transformations where a metal sword can be transmuted into liquid and still work as a sword, or a wooden door can be changed to liquid but retain its form so it can remain in place while you  walk through and the door then returns to normal.
+
You can create earthblood from nothing, but this has a limited duration.
 +
This is like Fluid Formation, above, but needs no raw materials.
 +
You can transform earthblood into any elemental substance and give the result any desired shape.
 +
If the earthblood is permanent, so is the resulting substance.
 +
This allows you to create all kinds of material objects, even complex or powered devices.
 +
Earthblood used in downtime crafting permanently turns the result Fine without increasing the difficulty of the process.
  
'''Fluid Foundry'''
+
'''Malignancy'''
Fluid Formation on a large scale.
+
Malification on a large scale.
  
You can mass produce liquids or create large structures like a lake or canal that normally require a work force and facilities.  
+
You can process earthblood on a large scale to empower many items, or create large structures like a ship or fort that normally require a work force and facilities.  
In long-term projects involving construction or crafting, Fluid Foundry makes many dozens of items with the same effort as one item, but with a stress cost for the Apex power.
+
In long-term projects involving construction or crafting, Malignancy makes many dozens of items with the same effort as one item, but with a stress cost for the Apex power.
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate liquids, or smash stuff using Abyss.  
+
Destroy malichor or smash stuff using Abyss.
 +
This gives Wreck Abyss a positive aspect in cleaning up pollution.
 +
You can also corrupt things, smearing and corroding them and making them hard and dangerous to work with.
  
 
The outcome required depends on the size and structural strength of your target.  
 
The outcome required depends on the size and structural strength of your target.  
* Limited Outcome: Construction significantly weaker than a brick wall. Destroy any liquid occurring in nature.
+
* Limited Outcome: Construction significantly weaker than a brick wall.  
* Standard Outcome is a car-sized hole in a brick or mortar wall.  A smaller hole still needs standard outcome. Destroy any liquid that can be made using mundane technology.
+
* Standard Outcome is a car-sized hole in a brick or mortar wall.  A smaller hole still needs standard outcome.  
* Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct. Destroy any liquid, even one incorporating powers.
+
* Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct.  
  
 
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with direct attacks, massive crowds, or dangerous construction is desperate.
 
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with direct attacks, massive crowds, or dangerous construction is desperate.
  
'''Tide Tumble'''
+
'''Spilt Blood'''
Pollute liquids or strike with a watery sledgehammer.
+
Smear or smash with malichor.
  
Just as crude as it sounds. You destroy up to a cubic meter of liquids and strike with the force of a watery sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
+
Pollute or smear an item or small area, worsening the consequences of using it.
 +
Spray corrosive malichor as an attack effective against both creatures and objects.
 +
The effect is to
 +
As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse and Skirmish, depending on the situation.
  
'''Tide Tear'''
+
'''Torn Blood'''
Evaporate liquids, slice as a watery blade.
+
Extract earthblood to crack things.
  
Destroy 1000 cubic meters of liquid.  
+
Crack objects made of elemental materials from the inside, the cracks seeping earthblood.
You can also use this to smash other things or as a fine, potent sledgehammer.
+
This works to destroy objects or as a Fine potent demolition tool in combat.
  
'''Tide Tow'''
+
'''Vaporize Blood'''
Tide Tear, but destroyed targets disappear silently.
+
Turn things to earthblood which quickly evaporates.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
The real difference here is that wrecking things is now silent.  
Leave less traces, as what you wreck disappears.  
 
 
Get rid of evidence, as long as that evidence matches your power.
 
Get rid of evidence, as long as that evidence matches your power.
  
'''Tide Tsunami'''
+
'''Burning Blood'''
Tide Tear over a large area.
+
Torn Blood over a large area.
  
Rather straightforward, this just scales things up to a billion cubic meters.
+
Spread earthblood in the air, then ignite it creating a great explosion and a rain of corrosive droplets.
This can empty a harbor of water or temporarily dry out a river.
+
Rather straightforward, this scales Torn Blood up to a large area.
Used in the sea, it creates an empty space that, when the sea rushes back in, creates a local tsunami.
 
You can also use liquids to destroy other things, causing a mayor flood, break levees, or even create a tsunami, tough there is a delay for truly large effects to form.
 

Latest revision as of 12:19, 31 July 2025

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Powers (FiD)Fox in the Dark logo

Abyss is the essence of elemental potential, energy, and corruption.

In some creation myths the Abyss is the first to form and the source of all elements and even of life itself. Others see it as the end state of corruption, when everything has been mixed and confused into a shapeless slurry. All agree it holds energy and raw power, but also danger and potential destruction.

In its pure form it manifests as malichor, a tarry black substance with aspects to all the elements, it is elastic like a mix of mud and water, can burn, and excludes energetic fumes. It adheres to all other things and is toxic, slowly killing living creatures unless they can free themselves of it. This makes it hard to safely collect and store. Malichor is a powerful fuel useful in crafting both science and magic. Those who Tinker Abyss seek this substance and often make their lair at a source. In some places it comes to the surface naturally, but more commonly it pools in underground places deep in the earth and has to be extracted with great effort.

Abyss, malichor, and the names of many effects have a negative spin. This is by choice, as abyssal powers are seen as dangerous and corruptive in most fantasy settings. But in some setting Abyss might be recognized as a pillar of society. Yes, it has dangers, particularly to the environment, but it can be embraced and given a more positive spin.

Abyss attacks can smash, drown, crack, or corrode. Each Abyss user is likely to have their own distinctive attack, and going outside this style is risky and or less effective.

Abyss creatures are called demons and are hostile and destructive in the extreme, but the power of Abyss also rules over all elemental creatures.

Abyss Power Effects Table

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 Abyssal Aperture
Detect elementa creatures and powers.
Abyssal Abandonment
Dismiss an elemental creature or power.
Abyssal Avatar
Summon an elemental creature.
Abyssal Ascension
Create a portal to the plane of the Abyss.
Command Abyssal Authority
Intimidate with Abyss.
Abyssal Apparition
Communicate with distant elemental creatures.
Abyssal Authority
Command Abyss creatures as a superior.
Abyssal Anomie
Permanently bind Abyss creatures to service.
Consort Abyssal Accessories
Clothes and accessories of Abyss.
Artery of the Abyss
Assume the form of any creature.
Abyssal Apparition
Artery of the Abyss a willing or helpless creature.
Abyssal Aurora
Abyssal Apparition on crowds.
Finesse Abyssal Ambler
Ride any elemental mount.
Abyssal Arc
Fine and Potent melee attack.
Abyssal Assistance
Fine control of elemental matter.
Abyssal Avenue
Create elemental mounts.
Hunt Abyssal Anchor
Track anyone you have a link to.
Abluent Abyss
Attack like a fine and potent rifle.
Abyss Alley
Disrupt terrain.
Abyssal Apocalypse
Abluent Abyss on an area.
Prowl Malformation
Hide in small spaces.
Maladaptation
Turn yourself viscous to move through small spaces.
Malcontent
Crew Stream Stealth and Stream Speed.
Malodor
Turn yourself and your crew into fumes to travel.
Skirmish Abyssal Abandon
Resist damage from elemental powers.
Abyssal Attachment
Fine and Potent melee attack.
Abyssal Arcade
Prevent scale in melee.
Abyssal Arena
Attack all nearby enemies.
Study Abyssal Access
Identify elemental materials and powers.
Abyss Arcanum
Learn the powers and abilities of all things elemental.
Abyssal Ancestry
Read the past events of elemental objects and creatures.
Abyss Atlas
Abyss Arcanum on an area, then Abyssal Ancestry.
Survey Malanalysis
Sense Abyss at a distance.
Malaesthesia
Move your senses to a place with abyssal influence.
Malice
Spy from malichor.
Malformation
Perceive Abyss over a very wide area.
Sway Primordial Perception
Understand elemental creatures.
Primordial Protocol
Communicate with elemental creatures.
Primordial Principal
Post suggestions in a elemental creature.
Primordialism
Permanently change personality.
Tinker Maladaptation
Emulate tools to use with earthblood.
Malformation
Use earthblood to energize devices.
Malification
Create earthblood out of nothing.
Malignancy
Malification on a large scale.
Wreck Spilt Blood
Smear or smash with malichor.
Torn Blood
Extract earthblood to crack things.
Vaporize Blood
Turn things to earthblood which quickly evaporates.
Burning Blood
Torn Blood over a large area.

Expanded 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 dominated by Abyss. As the ultimate elemental power, Abyss dominates other elemental forms, allowing you to affect Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water powers.

Abyssal Aperture Detect elementa creatures and powers.

This is usually done to see spirit or to spot a disguised creature. Abyss can affect creatures and powers of all these forms: Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water.

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.

Abyssal Abandonment Dismiss an elemental creature or power.

Force a creature that is native to another plane to return to that plane, force a spirit to materialize, or to end the operation of a power created by a form dominated by Abyss or affecting an Abyss creature or Malichor. Abyss dominates the elemental powers: Abyss can affect creatures and powers of all these forms: Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water.

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.

Abyssal Avatar Summon an elemental creature.

Abyss creatures are called demons and come in three types, elementals, spirits, and creatures with powers.

An Abyss elemental is a simple creature made of malichor. Most elementals have animal intelligence, and often take the shape of animals as well, tough monsters, amoeba-like, and humanoid forms are also common, often with additional appendages or tentacles.

Spirits are immaterial, ephemeral, less physically oriented, focused on liberating creatures from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency. Spirits are more intelligent than elementals, they use sophisticated powers and may have an agenda of their own.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. An Abyss dragon is impossibly large, constantly morphing, and corrupts whatever it touches.

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

Abyssal Ascension Create a portal to the plane of the Abyss.

Opens a route of transport to a plane of Abyss. These are planes of ultimate chaos and confusion, dominated by demons.

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 demons and elemental creatures, projecting authority. Abyss dominates creatures of the Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms, allowing you to affect such creatures. Position and effect depend on the situation and your relationship with listeners.

Abyssal Authority Intimidate with Abyss.

You can create Abyss effects such as a chaotic aura or melting nearby matter 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. Abyss creatures might recognize you as a figure of authority.

Abyssal Apparition Communicate with distant elemental creatures.

You can communicate with Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water 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 Abyss creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

Abyssal Authority Command elemental creatures as a superior.

Creatures of the Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms will see you as a superior or alpha outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering a pod of sharks to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their nature is to hunt.

Limited outcome 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 outcome 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 outcome 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.

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.

Abyssal Anomie Permanently bind an elemental creatures to service.

You can bind creatures of the reatures of the Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms into permanent slavery. This won’t work unless you are already in a position of power. It is similar to Wave Whisper but permanent. Extreme emotions can break your control, and Abyssal creatures are naturally headstrong. Otherwise it lasts until dispelled.

Consort

Consort powers change your form and later that of other creatures. This often works as a set-up action, giving you a bonus to effect or improved position, make success automatic, or even allow an action that a human could not even attempt.

A common consequences is that Abyssal forms are unstable or shifting and may include extra appendages or body parts alien to your desired form.

Abyssal Accessories Clothes and accessories of Abyss.

You do not physically change yourself, you change your accessorize and outfit. Abyssal accessories can include all elemental materials. As an advanced ability, you can do this for another.

Artery of the Abyss Assume the form of any creature.

This is a true physical transmutation. You can assume any physical form, but minor details will vary over time even if there are no consequences, this is just the chaotic nature of the Abyss.

Artery of the Abyss can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, or Water, powers appropriate to your assumed form inherently, without risking stress.

  • Limited outcome: 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 outcome: A generic creature, very hard to recognize as yourself.
  • Great outcome: Assume the shape and some of the personality of a specific creature you have studied.

Abyssal Apparition Artery of the Abyss a willing or helpless creature.

This is Artery of the Abyss applied to a willing or helpless creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome 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 outcome, see Fluid Form.

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

Abyssal Aurora Abyssal Apparition on crowds.

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 creates a gang cohort (p 96) 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

Abyss doesn't confirm well to the exact control of Finesse, there is often worse consequences compared to Finesse used with other Forms, but it is very flexible.

Abyssal Ambler Ride any elemental mount.

This allows you to use Finesse with Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water, creature mounts. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you. You gain no facility with vehicles of any kind.

Abyssal Arc Fine and Potent melee attack.

Select a style of attack, burn, smash, drown, crack, or corrode your victims. This is your signature style and you can use it as a Fine Potent dueling weapon such as a rapier or pistol. Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Abyssal Assistance Fine control of elemental matter.

This allows you to manipulate small amounts of Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant (vegetate matter), or Water at short range and with little attention, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act through. 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.

Abyssal Avenue Create elemental mounts.

Create mounts for you and your crew. This also provides survival needs such as breathable air and protection from pressure and extremes of pressure and temperature.

Hunt

Track, attack, and unleash devastating barrages with the power of the Abyss.

Abyssal Anchor Track anyone you have a link to.

As long as you have a former body part of your quarry, you can track any creature over any terrain. Typical body parts used are hairs, spoor, excrement, blood, and even very intimately physical items. Things you have eaten or consumed provide such links for you.

Abluent Abyss Attack like a Fine and Potent rifle.

Create and project a drop or malichor to use as an attack.. Essentially, this serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

Abyss Alley Disrupt terrain.

Cause chaos and disruption to the terrain, destroying roads, creating barriers and badlands such as mudslides, smog, or pollution. This is usually used as a setup, but may also change how people act in reaction to the environment—make the area disgusting enough and people will try and avoid it. This does not inflict any direct damage.

Abyssal Apocalypse Abluent Abyss on an area.

An escalation of Abluent Abyss. Less precise, this affects all creatures at a location, with almost guaranteed collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

Prowl

Abyss prowls by making the body elastic, even flowing like malichor.

Malformation Hide in small spaces.

Makes your body extra flexible, allowing you to fit into smaller hiding spaces.

Maladaptation Turn yourself viscous to move through small spaces.

Turn yourself into a viscous liquid while retaining your basic form, able to slowly seep through small cracks and along any surface.

Malcontent Crew Stream Stealth and Stream Speed.

Give your crew the ability to use Malformation and Maladaptation. They still use their own Prowl action. This is commonly a group action.

Malodor Turn yourself and your crew into fumes to travel.

You and your crew turn into noxious fumes that can quickly travel through open spaces as well as along any construction fault, flaw, or damage. This is almost instantaneous travel that leaves a trail of miasma along your path. It is not a form of teleportation but the effect is similar. You must be familiar with the destination and have some idea of the path to take, so it works well to escape after an intrusion but is almost useless for intrusion into unfamiliar territory.

Skirmish

Introduce chaos into battle.

Abyssal Abandon Resist damage from elemental powers.

Absorb energies related to Abyss. This means damage from the following forms: Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water. It does nto protect from mundane damage.

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.

Abyssal Attachment Fine and Potent melee attack.

Create a dueling weapon out of solidified malichor, that attacks much like a Fine and Potent dueling weapon. Harm is a mix of puncture, corrosion, and toxic effects. Besides variety in the type of damage, this only substitutes for equipment, a Fine and Potent is just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.

Abyssal Arcade Prevent scale in melee.

Pollutes an area with malichor, making it randomly sticky, slick, and unstable in various areas. Makes it impossible to coordinate to use Scale in the area.

Abyssal Arena Attack all nearby enemies.

An escalated Abyssal Arcade, this twists the battlescape to attack creatures near you with gouts of malichor. Not only does this negate scale, it also has the potential to harm entire groups of creatures.

Study

Study and analyze objects and creatures imbued with Abyss to gain insight and knowledge. Abyss dominates elemental Forms, and this allows it to Study creatures and powers related to the Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water Forms.

The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome 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 lair the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.

Abyssal Access Identify elemental materials and powers.

This gives the name and very basic information in narrative terms, but not details or actual rules.

Abyss Arcanum Learn the powers and abilities of all things elemental.

You learn of any powers or special abilities the target has. This includes actual rules and game result.

Abyssal Ancestry Read the past events of elemental objects and creatures.

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.

Abyss Atlas Abyss Arcanum on an area, then Abyssal Ancestry.

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

Survey

Perceive and locate manifestations of the Abyss. The outcome you need depends on the target's concealment. Abyssal energies are rare but blatant, making them easy to detect and sense from even over long distances.

  • Limited outcome finds those hiding behind cover and in far places you can only barely see.
  • Standard outcome can look deep into hard cover over very long range, but you must still direct your gaze to a location.
  • Great outcome can look into far-away places and spots you had no idea existed.

Malanalysis Sense Abyss at a distance.

This is a basic spotting power, selectively sensing various types of malichor, demons, and Abyss powers.

Malaesthesia Move your senses to a place with abyssal influence.

You move your perception to an object or place with malichor, demonic influence, or Abyssal power and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

Malice Spy from malichor.

Similar to Malaesthesia but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Malaesthesia. This may be close enough to observe the target, but Abyssal influences is pretty rare and so it may well fail. It can be used to sense from a position you do not know of, which is useful when you want to find such a source.

Malformation Perceive Abyss over a very wide area.

Detects and maps abyssal influences and malichor over an entire region.

Sway

Communicate, mesmerize, and manipulate Abyss creatures. Free minds from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.

Abyss dominates other elements, allowing you to Sway them.

Position is determined normally, depending on the situation and your relation to listeners.

  • Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome will convince a reluctant target, but not a passionate one.

Primordial Perception Understand elemental creatures.

You can gauge the mood and motivations of creatures linked to the Forms of Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water and understand what they are saying. This does not allow you to be understood. You can also sense when any kind of creature is in a mood to be caring, mercurial, or spiritual.

Primordial Protocol Communicate with elemental creatures.

This allows you and your crew to talk to and use the Sway action at full power against Forms of Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.

In addition, you can free any creature from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.

Primordial Principal Post suggestions in a elemental creature.

An enhanced Primordial Primacy, allowing you to implant suggestions in elemental creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Primordialism Permanently change personality.

This is permanent but blatant. It changes the mind of an elemental creature on a deep level, altering their priorities and loyalties. Target remembers their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power — you make the creatures adore someone, but you also free them from whatever else is restraining their actions; empathy, willpower, self-discipline, morale, or consistency. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and draw energy from malichor, tough tinkerers generally prefer the more positive term earthblood. This might seem like an overly tight focus, but since malichor is such an energetic substance, it can be used to enhance any kind of creation, making this quite powerful.

  • Limited Outcome solves an immediate problem, then ends.
  • 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.

Earthblood is inherently dangerous and unstable, requiring an advanced workspace to make the position controlled. In the feild it is always at least risky.

Earthblood is a dirty substance, even when there is no formal consequence it stains you and the work area. Common consequences include smearing, clogging, ignition, corrosion, toxic fumes, or lasting environmental damage over an area that escalates in size with the more advanced powers.

Maladaptation Emulate tools to use with earthblood.

This ability substitutes for tools and protection devices typical of a small workshop. The main use of this is to collect and store earthblood.

Malformation Use earthblood to energize devices.

Infuse a device with earthblood, empowering it and restoring any energy loss. For devices that use or project energy, which includes most weapons and devices using Powers, this temporarily turns it into a Fine device. You need earthblood to be able to do this.

Malification Create earthblood out of nothing.

You can create earthblood from nothing, but this has a limited duration. This is like Fluid Formation, above, but needs no raw materials. You can transform earthblood into any elemental substance and give the result any desired shape. If the earthblood is permanent, so is the resulting substance. This allows you to create all kinds of material objects, even complex or powered devices. Earthblood used in downtime crafting permanently turns the result Fine without increasing the difficulty of the process.

Malignancy Malification on a large scale.

You can process earthblood on a large scale to empower many items, or create large structures like a ship or fort that normally require a work force and facilities. In long-term projects involving construction or crafting, Malignancy makes many dozens of items with the same effort as one item, but with a stress cost for the Apex power.

Wreck

Destroy malichor or smash stuff using Abyss. This gives Wreck Abyss a positive aspect in cleaning up pollution. You can also corrupt things, smearing and corroding them and making them hard and dangerous to work with.

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

  • Limited Outcome: Construction significantly weaker than a brick wall.
  • Standard Outcome is a car-sized hole in a brick or mortar wall. A smaller hole still needs standard outcome.
  • Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct.

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

Spilt Blood Smear or smash with malichor.

Pollute or smear an item or small area, worsening the consequences of using it. Spray corrosive malichor as an attack effective against both creatures and objects. The effect is to As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse and Skirmish, depending on the situation.

Torn Blood Extract earthblood to crack things.

Crack objects made of elemental materials from the inside, the cracks seeping earthblood. This works to destroy objects or as a Fine potent demolition tool in combat.

Vaporize Blood Turn things to earthblood which quickly evaporates.

The real difference here is that wrecking things is now silent. Get rid of evidence, as long as that evidence matches your power.

Burning Blood Torn Blood over a large area.

Spread earthblood in the air, then ignite it creating a great explosion and a rain of corrosive droplets. Rather straightforward, this scales Torn Blood up to a large area.