Difference between revisions of "Spirit (FiD)"

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{{FiD}}{{FiD-Powers}}
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A spirit is an immaterial creature, a manifestation of power.
 
Powers come very natural to you, but you have a hard time affecting the physical world and understanding its creatures.
 
Your general form is that of your race, but more extreme, with idealized physical features and borrowing features from other races, animals, and your powers.
 
As you learn to use more powers, your appearance is likely to change.
 
  
'''Trauma Condition—Immaterial
+
''That which does not kill us makes us stranger.''
Powers come very easy to you,  triggered by simple acts of will.
+
: Trevor Goodchild (''Æon Flux'' TV 1995)
The effects are subtle and seemingly natural when you are immaterial, highly visible and dramatic when you are Materializeed.
 
What troubles you is interacting with the physical world.
 
  
You are naturally immaterial and exist in a spirit world of your own.
+
Spirit is a complex playbook that creates a play experience outside normal expectations.  
This is a different plane that is partially parallel to physical reality.
 
Spirit worlds are personal. No other creature can exist in the spirit world you live in. Even plane travelers cannot access your spirit world, and other spirits are in their own personal spirit worlds.
 
  
You can only move about about in a small area such as a glen, pool, or alley.
+
As a spirit, you are immaterial by nature — a supernatural manifestation of Power.
You cannot travel to places in the physical world by following the terrain like a physical creature can.
+
Your abilities come instinctively, but you struggle to affect the physical world.
Instead you have to use Prowl powers or go to where you have personal connections.
 
You simply think of them, and there you are.
 
Connections can be to places like a favored shrine, your home, or the crew's lair, or to a creature. All members of your crew and others you have a close bond with.
 
When you travel in this way, you end up in the spirit world.
 
Even if you were using the Materializeation ability before, that ends when you travel this way.  
 
  
While immaterial you cannot physically interact with anything, but you can whisper in peoples' ears and show yourself as a translucent image.
+
Your general appearance resembles your Race, idealized and reshaped by your [[Powers (FiD)#Forms|Forms]].
You are faintly visible, people with high effect Survey actions or potent Survey action or wearing a spirit mask can see you.
+
A [[Fire_Powers_(FiD)|Fire]] spirit may have flame for hair and searing red skin,
 +
a [[Darkness_Powers_(FiD)|Darkness]] spirit may be a silhouette with star-dim eyes. 
 +
As you learn new [[Powers (FiD)#Forms|Forms]], your grow stranger and more otherworldly, mixing or shifting between [[Powers (FiD)#Forms|Forms]].
  
You always have a light load and can only use items specific to this playbook, not the general items available to all characters.
+
''If a character dies, they may continue play as a Spirit by selecting this playbook through Additional Playbook without the usual XP cost. They retain all abilities of their former playbook but begin fully immaterial and must rely on Powers to Materialize until they take a Spirit ability that grants materialization.''
This limitation on items applies even when you use Materializeation.
 
  
You can only use certain actions and the powers associated with them,
+
=== Trauma Condition — Immaterial ===
Attune,
+
You are normally immaterial, existing in the spirit world — an aspect of the ether. 
Command,
+
You cannot touch anything in the physical world, but you see and hear and can manifest as a faint, whispering image.
Consort,
+
You cannot be harmed unless an attack is Potent.
Prowl,
+
Others may [[Actions_(FiD)#Survey|Survey]] to sense you and [[Actions_(FiD)#Attune|Attune]] to see and interact with you.
Study,
+
Any action involving you as actor or target begins at '''Limited Effect''' and '''Controlled Position'''.
Sway, and
 
Survey.
 
There are many different powers you can have, so this rule needs to be applied so that it makes sense in the fiction.
 
The gamemaster may forbid particularly physical effects of these actions and allow subtle effects of other actions.
 
In particular you can often use advanced Hunt effects that change the environment.  
 
  
While immaterial you cannot be damaged unless the attack is potent. Your effect always starts out limited, and your position always starts controlled.  
+
You may roll: '''Attune''', '''Command''', '''Consort''', '''Prowl''', '''Study''', '''Sway''', '''Survey'''.
When you assist someone else your position is always controlled, regardless of what position they are in.
+
You may not roll: 
There are effects, such as many Advanced Attune power effect and the Occultist's Ground Spirit, that can push you out of the spirit world and force you to Materialize, as the special ability below, and forces you to remain Materializeed for a minute or so.
+
<span style="text-decoration: line-through;background-color:red">Finesse</span>,
 +
<span style="text-decoration: line-through;background-color:red">Hunt</span>,
 +
<span style="text-decoration: line-through;background-color:red">Skirmish</span>,
 +
<span style="text-decoration: line-through;background-color:red">Tinker</span>,
 +
<span style="text-decoration: line-through;background-color:red">Wreck</span>,
 +
or use their associated [[Powers (FiD)|Powers]]. 
 +
'''Exception:''' Master-level Finesse and Hunt Power effects that alter the environment.
  
'''Special Abilities'''
+
Two immaterial Spirits interact with one another as if both were material.
# '''Materializeation:''' You can materialize in the physical world. This makes you a material creature, able to use all Actions and affect physical reality. This reduces the restrictions of Trauma Condition—Immaterial.
+
Non-spirits may enter the Spirit World temporarily through an appropriate Power or Ritual and can then fully interact with immaterial spirits.
# '''Alternate Form:''' You can assume another specific form chosen when this ability is taken. This is usually an animal or monster, but might be a different person or even an object or a terrain feature. It is always the same. You may use this ability at the same time you use Materializeation, so that you immediately materialize in your alternate form. You can select this ability multiple times to gain additional alternate forms.
 
# '''Invulnerability:''' You are highly resistant to damage. When you take physical harm, make a Wreck roll. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress. This stacks with the basic skirmish ability of many powers to absorb damage when both are relevant.
 
# '''Judge of Life:''' You can either add or subtract 2d to healing treatment rolls of those you spend time with. You do not need to materialize to use this ability.
 
# '''Materialize Object:''' You can select any load and materialize standard items beyond those on the list for this playbook. This reduces the restrictions of Trauma Condition—Immaterial.
 
# '''Resilience:''' You may expend your '''special armor''' to reduce a Resolve-related consequence or to push yourself on a Prowl or Survey action.
 
# '''Size Change:''' You can change size to become either much smaller or much larger than typical, less than half a meter or more than three meters in height. A large creature suffers one less level of physical harm either by rolling with blows or simply being tough. A small creature gains additional effect on Prowl actions. You can use this ability at the same time you use Materializeation, so that you immediately materialize as large or small.
 
# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], <span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>, [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], <span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>, [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], <span style="text-decoration: line-through;background-color:red">[[Mind Powers (FiD)|Mind]]</span>, [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], <span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>, <span style="text-decoration: line-through;background-color:red">[[Time Powers (FiD)|Time]]</span>, and [[Water Powers (FiD)|Water]].
 
  
'''Dramatic Encounters
+
==== Power Activation ====
: ˄ ˅ Alder, an animist
+
Your [[Powers (FiD)|Powers]] are triggered by will alone. 
: ˄ ˅ Ash, a child
+
While you are immaterial, powers manifest only faintly in the physical world, with Limited Effect and Controlled Position (see above).
 +
 
 +
==== Materializing ====
 +
You cannot materialize by default. 
 +
You must either use a Special Ability or be the target of an Advanced [[Actions_(FiD)#Attune|Attune]] Power. 
 +
When material, you function like any other creature. 
 +
You may become immaterial again when banished (such as by [[Actions_(FiD)#Attune|Attune]]) or at the end of a scene.
 +
You can use [[Actions_(FiD)#Attune|Attune]] powers to Banish or Manifest yourself.
 +
 
 +
==== Spirit Travel ====
 +
You cannot travel physically. 
 +
You exist in a parallel Spirit World anchored to a small Haunt such as a glen or alley. 
 +
You can move normally within any scene you are present in.
 +
 
 +
To go further you use Spirit Travel by focusing on things you Haunt. 
 +
Your '''starting Haunts''' are: your home, the crew’s lair, all crew members (including cohorts), and all your contacts. 
 +
A downtime action can place or item into a Haunt, or you can gain a new contact in the usual ways to act as a Haunt for you. 
 +
Creatures and objects are mobile Haunts — you may travel to them wherever they go.
 +
You have no sense of your physical location beyond the immediate vicinity after using Spirit Travel.
 +
 
 +
Spirit Travel is usually simple, but wards, rituals, or circumstances may demand an Attune roll. 
 +
You must be immaterial to travel; you may have to wait until the end of a scene if you are material.
 +
It is possible to exorcise a Haunt to sever its connection to you, usually only for the current score.
 +
 
 +
==== Vulnerabilities ====
 +
* You are vulnerable to [[Powers (FiD)|Powers]] that affect Spirits and extradimensional beings. 
 +
* You are tied to all [[Powers (FiD)|Powers]] you know, which influences how [[Actions_(FiD)#Command|Command]] and [[Actions_(FiD)#Sway|Sway]] effects can compel or manipulate you. 
 +
* You can be summoned or banished with [[Actions_(FiD)#Attune|Attune]] [[Powers (FiD)|Powers]]. 
 +
* Some effects force you to Materialize; this prevents Spirit Travel until you become immaterial again (normally at the end of a scene).
 +
 
 +
=== Special Abilities ===
 +
 
 +
==== Haunting Presence ====
 +
When a creature is one of your Haunts or within the area of one of your Haunts, you get an impression of what is happening around them and count as present for Assist and Set Up actions.
 +
You may Assist twice per score without spending Stress.
 +
You may also impose or ease an emotion — fear, calm, distraction, or curiosity — as part of the action.
 +
 
 +
When you use this to Set Up, you risk consequences, usually mental effects or temporary loss of that Haunt.
 +
 
 +
==== Invulnerability ====
 +
Your material forms are highly resistant to damage.
 +
When you are material and take physical Harm that is not Potent, make an [[Actions_(FiD)#Attune|Attune]] roll. '''1-3''': No reduction. '''4-6''': Reduce Harm by 1 level. '''Critical''': Reduce Harm by 2 levels. This stacks with the Skirmish ability of many [[Powers (FiD)#Forms|Forms]] to absorb damage when both are relevant.
 +
 
 +
''Remember: When immaterial you are immune to damage that is not Potent, and even Potent damage is affected by your starting Position, which is always Controlled. This always applies, even if you don't have Invulnerability.''
 +
 
 +
==== Judge of Life ====
 +
During downtime, you may add or subtract your Attune dice from the recovery roll of nearby creatures.
 +
If you penalize a roll and it results in '''1''', their Harm increases by 1 level instead of decreasing.
 +
You do not need to Materialize to use this ability.
 +
 
 +
''Remember that you cannot go anywhere you like — you need a Haunt to a place, object, or person to Spirit Travel there.''
 +
 
 +
==== Manifest Shape ====
 +
[[#Materialization|Materialize]] and assume a shape chosen when you learn this ability — a specific animal or a specific person. 
 +
An animal shape may grant natural capacities like flight, swimming, speed, and keen senses. 
 +
A shape can improve or worsen Position or Effect depending on circumstances.
 +
 
 +
You may take this ability multiple times to learn additional shapes.
 +
 
 +
==== Materialization ====
 +
You may assume a physical form. While Material, you act as a normal creature, reducing the restrictions of [[#Trauma Condition — Immaterial|Trauma Condition — Immaterial]].
 +
You may choose how much of your spiritual nature shows, but using Powers gradually reveals your true spirit form.
 +
You may become immaterial again at the end of any scene or when banished by an Attune effect.
 +
 
 +
==== Possession ====
 +
When immaterial, you may touch a creature and roll [[Actions_(FiD)#Attune|Attune]] to enter and control its body, becoming Material.
 +
 
 +
''Remember: as an immaterial Spirit, your starting Effect is always Limited.''
 +
 
 +
The target’s role determines the Effect required.
 +
The [[GM]] assigns roles to NPCs similar to crew positions.
 +
 
 +
* ''Limited'': a bystander 
 +
* ''Standard'': a member of a cohort gang 
 +
* ''Great'': a cohort expert
 +
* You can never possess a core crew member (PC-equivalent).
 +
 
 +
While possessing, you use '''your''' Actions, Attributes, and Special Abilities, but keep the host’s appearance; imitating their mannerisms requires Consort.
 +
Using Powers gradually warps the host, revealing signs of your true nature.
 +
All Harm to the host also affects you.
 +
 
 +
Possession lasts for the score unless dismissed, the host falls unconscious, or you release it at the end of a scene.
 +
This leaves you briefly disoriented and unable to act.
 +
When it ends, the host returns to normal; only memories and physical Harm remain.
 +
 
 +
You may take this ability multiple times.
 +
When a possession ends, reduce all Harm you suffered while possessing by one level for each additional time you took this ability.
 +
 
 +
==== Size Change ====
 +
You can change size to become either much smaller or much larger,
 +
less than half a meter or more than three meters in height. As a large creature you suffer one less level of physical harm from weapons. As a small creature you gain additional effect on Prowl.
 +
 
 +
==== Additional Playbook ====
 +
Select another playbook. You gain immediate access to its Inventory and XP conditions.
 +
From now on, you can choose its Special Abilities.
 +
You can take this special ability multiple times, each time selecting a new playbook.
 +
''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
 +
 
 +
==== Powers ====
 +
You can learn these powers, expending a Special Ability for each.
 +
[[Air Powers (FiD)|Air]],
 +
[[Animal Powers (FiD)|Animal]],
 +
[[Barrier Powers (FiD)|Barrier]],
 +
[[Darkness Powers (FiD)|Darkness]],
 +
[[Death Powers (FiD)|Death]],
 +
[[Earth Powers (FiD)|Earth]],
 +
[[Electricity Powers (FiD)|Electricity]],
 +
[[Fire Powers (FiD)|Fire]],
 +
[[Ice Powers (FiD)|Ice]],
 +
[[Flux Powers (FiD)|Flux]],
 +
[[Illusion Powers (FiD)|Illusion]],
 +
[[Kinesis Powers (FiD)|Kinesis]],
 +
[[Life Powers (FiD)|Life]],
 +
[[Light Powers (FiD)|Light]],
 +
[[Metal Powers (FiD)|Metal]],
 +
[[Mind Powers (FiD)|Mind]],
 +
[[Order Powers (FiD)|Order]],
 +
[[Plant Powers (FiD)|Plant]],
 +
[[Space Powers (FiD)|Space]],
 +
[[Time Powers (FiD)|Time]],
 +
and [[Water Powers (FiD)|Water]].
 +
 
 +
=== Dramatic Encounters ===
 +
: ˄ ˅ Adler, an animist
 +
: ˄ ˅ Ash, a child medium
 +
: ˄ ˅ Cress, an inquisitor
 +
: ˄ ˅ Thorne, a lunatic with potent vision
 
: ˄ ˅ Wicko, an occultist
 
: ˄ ˅ Wicko, an occultist
: ˄ ˅ Cress, an inquisitor
 
: ˄ ˅ Thorne, a lunatic who can see you
 
  
'''Items
+
=== Inventory ===
: ☐ Fine clothes and accessories.
+
You do not carry normal gear. You only have the items in this playbook, each a manifestation of your nature that appears when needed and fades when not.
: ☐, ☐, ☐ Natural object related to your powers, such as a branch for plant or a rock for earth.  
+
 
: ☐ Potent weapon adapted to your size and abilities.
+
: ☐,☐,☐ Natural Object.
: ☐ Simple disguise that avoids attention as long as you lie low.
+
: ☐ or ☐☐ Potent Weapon.
: ☐, ☐ Gift given to you. This is the only way you can pick up objects.
+
: ☐,☐,☐ Second Sight Potion.
 +
: ☐ Spirit Clothes.
 +
 
 +
'''Natural Object''' ☐: A simple item tied to your Forms — a sprig, ember, shard, clod of earth, wisp of mist. You conjure it from the Spirit World; it is never valuable or manufactured but might be useful as an ingredient in Rituals or Crafting. '''Playbook.'''
 +
* '''Potent Weapon''' ☐ or ☐☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This can be either a hand or heavy ☐☐ weapon.
 +
* '''Second Sight Potion''' ☐: Gives the ability to see spirits and the invisible. Lasts several hours. '''Alchemical, Consumable, Unreliable/Volatile.''' You may see things that are not there. 
 +
* '''Spirit Clothes''' ☐: A stylish outfit. Without these, you have only minimal clothing which may scandalize people.
 +
 
 +
=== Inventory ===
 +
You do not carry normal gear. You only have the items from playbooks — each a manifestation of your nature that appears when needed and fades when not.
 +
If you have more than one playbook, you can access items from any of them.
 +
 
 +
: ☐,☐,☐ Natural Object 
 +
: ☐ Potent Weapon 
 +
: ☐,☐,☐ Second Sight Potion 
 +
: ☐ Spirit Clothes 
 +
 
 +
* '''Natural Object''' ☐: A simple item tied to your Forms — a sprig, ember, shard, clod of earth, wisp of mist, handful of water. You conjure it from the Spirit World. Unlike other manifested items, it remains in the physical world until used or discarded. It is never valuable or manufactured, but may serve as a pure, natural ingredient for Rituals or Crafting. '''Playbook.'''
 +
 
 +
* '''Potent Weapon''' ☐ or ☐☐: A manifested weapon potent against the supernatural. Certain creatures take little or no damage from mundane arms. This appears when selected and fades when the score ends. Available as a hand ☐ or heavy ☐☐ weapon.
 +
 
 +
* '''Second Sight Potion''' ☐: Gives the ability to see spirits and the invisible. Lasts several hours. '''Alchemical, Consumable, Unreliable/Volatile.''' You may see things that are not there.
 +
 
 +
* '''Spirit Clothes''' ☐: An elaborate outfit. Without this, you have only minimal clothing which may scandalize people.
  
'''XP
+
=== XP ===
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
At the end of each session, for each item below, mark 1 xp (in your playbook or
 
At the end of each session, for each item below, mark 1 xp (in your playbook or
 
an attribute) or 2 xp if that item occurred multiple times.
 
an attribute) or 2 xp if that item occurred multiple times.
* ''You addressed a challenge using advice or powers.
+
* ''You addressed a challenge advising others or using powers.
 
* ''You expressed your beliefs, drives, heritage, or background.
 
* ''You expressed your beliefs, drives, heritage, or background.
 
* ''You struggled with issues from your vice or traumas during the session.
 
* ''You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
+
=== Starting Actions ===
 
: Attune 2
 
: Attune 2
: Prowl 1
+
: Survey 1
: 4 points by choice, no higher than 2 in any one
+
: 4 points by choice, no higher than 2 in any one.

Latest revision as of 19:48, 28 November 2025

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

That which does not kill us makes us stranger.

Trevor Goodchild (Æon Flux TV 1995)

Spirit is a complex playbook that creates a play experience outside normal expectations.

As a spirit, you are immaterial by nature — a supernatural manifestation of Power. Your abilities come instinctively, but you struggle to affect the physical world.

Your general appearance resembles your Race, idealized and reshaped by your Forms. A Fire spirit may have flame for hair and searing red skin, a Darkness spirit may be a silhouette with star-dim eyes. As you learn new Forms, your grow stranger and more otherworldly, mixing or shifting between Forms.

If a character dies, they may continue play as a Spirit by selecting this playbook through Additional Playbook without the usual XP cost. They retain all abilities of their former playbook but begin fully immaterial and must rely on Powers to Materialize until they take a Spirit ability that grants materialization.

Trauma Condition — Immaterial

You are normally immaterial, existing in the spirit world — an aspect of the ether. You cannot touch anything in the physical world, but you see and hear and can manifest as a faint, whispering image. You cannot be harmed unless an attack is Potent. Others may Survey to sense you and Attune to see and interact with you. Any action involving you as actor or target begins at Limited Effect and Controlled Position.

You may roll: Attune, Command, Consort, Prowl, Study, Sway, Survey. You may not roll: Finesse, Hunt, Skirmish, Tinker, Wreck, or use their associated Powers. Exception: Master-level Finesse and Hunt Power effects that alter the environment.

Two immaterial Spirits interact with one another as if both were material. Non-spirits may enter the Spirit World temporarily through an appropriate Power or Ritual and can then fully interact with immaterial spirits.

Power Activation

Your Powers are triggered by will alone. While you are immaterial, powers manifest only faintly in the physical world, with Limited Effect and Controlled Position (see above).

Materializing

You cannot materialize by default. You must either use a Special Ability or be the target of an Advanced Attune Power. When material, you function like any other creature. You may become immaterial again when banished (such as by Attune) or at the end of a scene. You can use Attune powers to Banish or Manifest yourself.

Spirit Travel

You cannot travel physically. You exist in a parallel Spirit World anchored to a small Haunt such as a glen or alley. You can move normally within any scene you are present in.

To go further you use Spirit Travel by focusing on things you Haunt. Your starting Haunts are: your home, the crew’s lair, all crew members (including cohorts), and all your contacts. A downtime action can place or item into a Haunt, or you can gain a new contact in the usual ways to act as a Haunt for you. Creatures and objects are mobile Haunts — you may travel to them wherever they go. You have no sense of your physical location beyond the immediate vicinity after using Spirit Travel.

Spirit Travel is usually simple, but wards, rituals, or circumstances may demand an Attune roll. You must be immaterial to travel; you may have to wait until the end of a scene if you are material. It is possible to exorcise a Haunt to sever its connection to you, usually only for the current score.

Vulnerabilities

  • You are vulnerable to Powers that affect Spirits and extradimensional beings.
  • You are tied to all Powers you know, which influences how Command and Sway effects can compel or manipulate you.
  • You can be summoned or banished with Attune Powers.
  • Some effects force you to Materialize; this prevents Spirit Travel until you become immaterial again (normally at the end of a scene).

Special Abilities

Haunting Presence

When a creature is one of your Haunts or within the area of one of your Haunts, you get an impression of what is happening around them and count as present for Assist and Set Up actions. You may Assist twice per score without spending Stress. You may also impose or ease an emotion — fear, calm, distraction, or curiosity — as part of the action.

When you use this to Set Up, you risk consequences, usually mental effects or temporary loss of that Haunt.

Invulnerability

Your material forms are highly resistant to damage. When you are material and take physical Harm that is not Potent, make an Attune roll. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. This stacks with the Skirmish ability of many Forms to absorb damage when both are relevant.

Remember: When immaterial you are immune to damage that is not Potent, and even Potent damage is affected by your starting Position, which is always Controlled. This always applies, even if you don't have Invulnerability.

Judge of Life

During downtime, you may add or subtract your Attune dice from the recovery roll of nearby creatures. If you penalize a roll and it results in 1, their Harm increases by 1 level instead of decreasing. You do not need to Materialize to use this ability.

Remember that you cannot go anywhere you like — you need a Haunt to a place, object, or person to Spirit Travel there.

Manifest Shape

Materialize and assume a shape chosen when you learn this ability — a specific animal or a specific person. An animal shape may grant natural capacities like flight, swimming, speed, and keen senses. A shape can improve or worsen Position or Effect depending on circumstances.

You may take this ability multiple times to learn additional shapes.

Materialization

You may assume a physical form. While Material, you act as a normal creature, reducing the restrictions of Trauma Condition — Immaterial. You may choose how much of your spiritual nature shows, but using Powers gradually reveals your true spirit form. You may become immaterial again at the end of any scene or when banished by an Attune effect.

Possession

When immaterial, you may touch a creature and roll Attune to enter and control its body, becoming Material.

Remember: as an immaterial Spirit, your starting Effect is always Limited.

The target’s role determines the Effect required. The GM assigns roles to NPCs similar to crew positions.

  • Limited: a bystander
  • Standard: a member of a cohort gang
  • Great: a cohort expert
  • You can never possess a core crew member (PC-equivalent).

While possessing, you use your Actions, Attributes, and Special Abilities, but keep the host’s appearance; imitating their mannerisms requires Consort. Using Powers gradually warps the host, revealing signs of your true nature. All Harm to the host also affects you.

Possession lasts for the score unless dismissed, the host falls unconscious, or you release it at the end of a scene. This leaves you briefly disoriented and unable to act. When it ends, the host returns to normal; only memories and physical Harm remain.

You may take this ability multiple times. When a possession ends, reduce all Harm you suffered while possessing by one level for each additional time you took this ability.

Size Change

You can change size to become either much smaller or much larger, less than half a meter or more than three meters in height. As a large creature you suffer one less level of physical harm from weapons. As a small creature you gain additional effect on Prowl.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Powers

You can learn these powers, expending a Special Ability for each. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dramatic Encounters

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

Inventory

You do not carry normal gear. You only have the items in this playbook, each a manifestation of your nature that appears when needed and fades when not.

☐,☐,☐ Natural Object.
☐ or ☐☐ Potent Weapon.
☐,☐,☐ Second Sight Potion.
☐ Spirit Clothes.

Natural Object ☐: A simple item tied to your Forms — a sprig, ember, shard, clod of earth, wisp of mist. You conjure it from the Spirit World; it is never valuable or manufactured but might be useful as an ingredient in Rituals or Crafting. Playbook.

  • Potent Weapon ☐ or ☐☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This can be either a hand ☐ or heavy ☐☐ weapon.
  • Second Sight Potion ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Alchemical, Consumable, Unreliable/Volatile. You may see things that are not there.
  • Spirit Clothes ☐: A stylish outfit. Without these, you have only minimal clothing which may scandalize people.

Inventory

You do not carry normal gear. You only have the items from playbooks — each a manifestation of your nature that appears when needed and fades when not. If you have more than one playbook, you can access items from any of them.

☐,☐,☐ Natural Object
☐ Potent Weapon
☐,☐,☐ Second Sight Potion
☐ Spirit Clothes
  • Natural Object ☐: A simple item tied to your Forms — a sprig, ember, shard, clod of earth, wisp of mist, handful of water. You conjure it from the Spirit World. Unlike other manifested items, it remains in the physical world until used or discarded. It is never valuable or manufactured, but may serve as a pure, natural ingredient for Rituals or Crafting. Playbook.
  • Potent Weapon ☐ or ☐☐: A manifested weapon potent against the supernatural. Certain creatures take little or no damage from mundane arms. This appears when selected and fades when the score ends. Available as a hand ☐ or heavy ☐☐ weapon.
  • Second Sight Potion ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Alchemical, Consumable, Unreliable/Volatile. You may see things that are not there.
  • Spirit Clothes ☐: An elaborate outfit. Without this, you have only minimal clothing which may scandalize people.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge advising others or using powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Attune 2
Survey 1
4 points by choice, no higher than 2 in any one.