Difference between revisions of "Spirit (FiD)"

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{{FiD}}{{FiD-Powers}}
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As a spirit you are an immaterial creature, a spiritual manifestation of power.
 
Powers come very natural to you, but you have a hard time affecting the physical world and understanding its creatures.
 
Your general form is that of your race, but with idealized physical features and borrowing features from  your powers.
 
As you learn to use more powers, your appearance is likely to change and become more exotic.
 
  
=== Trauma Condition—Immaterial ===
+
''That which does not kill us makes us stranger.''
'''Your powers come easily, triggered by mere acts of will.'''
+
: Trevor Goodchild (''Æon Flux'' TV 1995)
When '''Immaterial''', your effects are subtle and natural; when '''Materialized''', they are dramatic and visible.
 
  
However, interacting with the physical world is a challenge.
+
Spirit is a complex playbook that creates a play experience outside normal expectations.  
You are naturally immaterial and exist in a parallel spirit world. In this realm, you interact with other spirits as if they were material beings.
 
  
You are bound to a small area defined by terrain (e.g., a glen, pool, or alley) and cannot physically travel across the land. Instead, you '''spirit travel''' to places you have a personal connection to—by simply thinking of them. These connections include your home, the crew's lair, or a person. Your crew and contacts are automatically connections, and as you gain more, your range of destinations expands. When you spirit travel, you arrive in the spirit world, any Materialization ends.
+
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.
  
While immaterial, you cannot physically interact with anything but can whisper in ears or appear as a translucent image.
+
Your general appearance resembles your Race, idealized and reshaped by your [[Powers (FiD)#Forms|Forms]]. 
People with potent '''Survey''' abilities 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 playbook-specific items, even when Materialized. General items are unavailable to you.
+
''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.''
  
In your immaterial form, you can use the following actions:
+
=== 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
+
You may roll: '''Attune''', '''Command''', '''Consort''', '''Prowl''', '''Study''', '''Sway''', '''Survey'''.
'''Survey  
+
You may not roll: 
actions.
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<span style="text-decoration: line-through;background-color:red">Finesse</span>,
You cannot use the
 
<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">Hunt</span>,   
<span style="text-decoration: line-through;background-color:red">Skirmish</span>,  
+
<span style="text-decoration: line-through;background-color:red">Skirmish</span>,
<span style="text-decoration: line-through;background-color:red">Tinker</span>, and
+
<span style="text-decoration: line-through;background-color:red">Tinker</span>,
<span style="text-decoration: line-through;background-color:red">Wreck</span>,  
+
<span style="text-decoration: line-through;background-color:red">Wreck</span>,
actions and the powers associated with them.
+
or use their associated [[Powers (FiD)|Powers]]. 
 +
'''Exception:''' Master-level Finesse and Hunt Power effects that alter the environment.
  
Certain powers may work differently depending on context; the GM may allow or disallow certain effects based on the fiction. For example, Advanced '''Hunt''' effects that alter the environment may still be permitted.  
+
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.
  
While immaterial, you cannot be harmed unless the attack is '''potent'''. Your effect always starts as limited, and your position is always controlled.
+
==== Power Activation ====
 +
Your [[Powers (FiD)|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).
  
Some effects, like Advanced '''Attune''' powers or the Occultist's '''Ground Spirit''' ability, can force you to Materialize, keeping you in material form and preventing '''spirit travel''' for a few minutes.
+
==== 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 ===
 
=== Special Abilities ===
# '''Alternate Form:''' You can assume a specific form chosen when this ability is taken. This is usually an animal or monster, but might be a different person or even an object or a terrain feature. It is always the same. You can select this ability multiple times to gain additional alternate forms. Alternate form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your form.
+
 
# '''Invulnerability:''' You are highly resistant to damage. When you take physical harm, make an Attune roll. '''1-3''': Nothing. '''4-5''': Reduce level of harm by one. '''6''': Reduce level of harm by two. '''Crit''': Negate all harm and recover 1 stress. This stacks with the basic skirmish ability of many powers to absorb damage when both are relevant.
+
==== Haunting Presence ====
# '''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.
+
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.
# '''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.  
+
You may Assist twice per score without spending Stress.
# '''Materialization:''' You can materialize in the physical world. This makes you a material creature, able to use all Actions and affect physical reality, reducing the restrictions of Trauma Condition—Immaterial. Even with materialization, you cannot travel from scene to scene in material form unless you have a friend to follow.
+
You may also impose or ease an emotion — fear, calm, distraction, or curiosity — as part of the action.
# '''Resilience:''' You may expend your '''special armor''' to reduce a Resolve-related consequence or to push yourself on a Attune or Survey action.
+
 
# '''Size Change:''' You can change size to become either much smaller or much larger than typical, less than half a meter or more than three meters in height. A large creature suffers one less level of physical harm. A small creature gains additional effect on Prowl actions.
+
When you use this to Set Up, you risk consequences, usually mental effects or temporary loss of that Haunt.
# '''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]].
+
 
 +
==== 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 ===
 
=== Dramatic Encounters ===
: ˄ ˅ Alder, an animist
+
: ˄ ˅ Adler, an animist
: ˄ ˅ Ash, a child that makes you material
+
: ˄ ˅ Ash, a child medium
: ˄ ˅ Wicko, an occultist
 
 
: ˄ ˅ Cress, an inquisitor
 
: ˄ ˅ Cress, an inquisitor
 
: ˄ ˅ Thorne, a lunatic with potent vision
 
: ˄ ˅ Thorne, a lunatic with potent vision
 +
: ˄ ˅ Wicko, an occultist
  
 
=== Inventory ===
 
=== Inventory ===
: ☐, ☐, ☐, Gift.
+
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.
: ☐, ☐, ☐, ☐ Hunter's Body Paint.
+
 
: ☐ Monster clothes.
+
: ☐,☐,☐ Natural Object.
: ☐, ☐, ☐ Natural object.
+
: or ☐☐ Potent Weapon.
: ◯ Pet.
+
: ☐,☐,☐ Second Sight Potion.
: ☐ or ☐-Potent weapon.
+
: ☐ 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.  
  
* '''Gift''' ☐: An object someone gave you. This can be something you were offered in the past, or something you are given right now. An immaterial spirit cannot pick up or receive items, it has to be given and counts as a gift, even if it is your crew handing it to you.
+
* '''Spirit Clothes''' ☐: An elaborate outfit. Without this, you have only minimal clothing which may scandalize people.
* '''Hunter's Body Paint''' ☐: Smells nice and friendly to animals, makes them treat you like one of them. '''Alchemical, Consumable'''.
 
* '''Monster Clothes''' ☐: Monsters and spirits only come with the minimum clothes required for decency. These clothes cover you up decently and are adapted to your physique. This does not disguise your monstrous nature, it makes you presentable or even well-dressed to people willing to accept that you are a monster.
 
* '''Natural Object''' ☐:  An object related to your powers, such as a branch for plant or a rock for earth. This can be a rare item like a medicinal herb or rock crystal, but not one worth coins. '''Playbook.'''
 
* '''Pet''' ◯: An animal, tiny monster, or item that is [[Mind_Powers_(FiD)|Intelligent]] and can talk but is not especially capable.
 
* '''Potent Weapon''' ☐ or ☐-☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This is one specific item, but can be either a hand or heavy weapon.
 
  
 
=== XP ===
 
=== XP ===

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.