Difference between revisions of "Metal Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
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Metals are common in all but the most primitive culture, and metalworkers have often been associated with mystical powers.
 
Metals are common in all but the most primitive culture, and metalworkers have often been associated with mystical powers.
  
Metal is considered an element in some systems of thought, a mix of elements in others. It combines the resilience of earth with the flexibility and destructive potential of fire. It carries the mark of civilization, yet is used in wars of destruction. Metal, especially iron, is essential to technology and thus opposed to the fey and magic in general.
+
Metal is considered an element in some systems of thought, a mix of elements in others. It combines the resilience of earth with the flexibility and destructive potential of fire. It carries the mark of civilization, yet is used in wars of destruction. Metal, especially iron, is essential to technology and thus opposed to the fey and magic in general.
 +
In science, iron is the most stable material and changing it takes vast amounts of energy, making it hard to play around with.
  
 
Metal attacks are blades and bullets.
 
Metal attacks are blades and bullets.
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Metal elementals are made up of chunks of scrap metal, other metal creatures includes metallic robots, clockwork creatures, and animated armor and weapons.
 
Metal elementals are made up of chunks of scrap metal, other metal creatures includes metallic robots, clockwork creatures, and animated armor and weapons.
  
=== Metal Power Effects ===
+
=== Metal Power Abilities ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice'''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
+
|valign=bottom | '''Stress'''  
|valign="top"| '''Alloy Awareness''' <br> You can detect metal creatures and powers.  
+
|align="center" valign=bottom | Avoid fumble (2+).
|valign="top"| '''Allay Metal''' <br> You can force a metal creature that is native to another plane of existence to return to that plane, or to end the operation of a metal power.  
+
|align="center" valign=bottom | Succeed (4+).
|valign="top"| '''Manifest Metal''' <br> You can call a metal creature from a different plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
+
|align="center" valign=bottom | Full success (6).
|valign="top"| '''Brass Bridge''' <br> You can create a portal that allows travel to and from the plane of metal for a limited time.  
+
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Command'''
+
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Chromium Command''' <br> You can command metal creatures even if normally couldn't. This does not make you comprehend them.
+
|valign="top"| '''Mercurial Meridian''' <br> Detect Metal creatures and powers.  
|valign="top"| '''Alloy  Interpretation'''  <br> You and allies can communicate with metal creatures.
+
|valign="top"| '''Mercurial Medium'''  <br> Dismiss Metal creatures and powers.  
|valign="top"| '''Master of Metal'''   <br> You can give commands to metal creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
+
|valign="top"| '''Mercurial Merge'''   <br> Summon Metal creatures.  
|valign="top"| '''Brass Bondage'''   <br> You can permanently bind metal creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
|valign="top"| '''Mercurial Messenger''' <br> Open a portal to a plane of Metal.  
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
+
|align="left" valign="top" | '''Command'''
|valign="top"| '''Metal Masquerade'''       <br> You can change your clothes and accessories by imbuing them with metal. This can mask your identity or create fabulous outfits.  
+
|valign="top"| '''Chrome Command'''       <br> Intimidate with Metal.
|valign="top"| '''Metal Metamorphosis''' <br> You assume the form of a metal creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
|valign="top"| '''Chrome Communication''' <br> Talk to faraway Metal creatures.
|valign="top"| '''Iron Infusion'''   <br> You can shapechange a willing or helpless creatures into a metal creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
|valign="top"| '''Chrome Control'''       <br> Command Metal creatures as a superior.  
|valign="top"| '''Steel Stampede'''   <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
|valign="top"| '''Chrome Crush'''         <br> Enslave Metal creatures.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
+
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Metal Mount'''     <br> If there is a mount or vehicle of metal, you can ride it as if it was domesticated and you have the keys.
+
|valign="top"| '''Golden Gloss'''   <br> Imbue clothes and accessories with metal.  
|valign="top"| '''Brass Blade'''     <br> Attack like a fine and potent dueling sword or pistol, or give your friends Metal Mount.
+
|valign="top"| '''Golden Grace'''   <br> Assume the form of a metal creature.
|valign="top"| '''Manipulate Metal''' <br> You can do fine manipulation of metal, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.
+
|valign="top"| '''Golden Glamour''' <br> Golden Grace on others.
|valign="top"| '''Metal Maelstrom''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
+
|valign="top"| '''Golden Garland''' <br> Turn minions into Metal.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
+
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Steel Steps'''             <br> You can track and pursue metal creatures and vehicles, or track anything across a metal surface, even if the quarry does not leave any mundane trail or clues.
+
|valign="top"| '''Steel Steering''' <br> Ride a metal mount or vehicle.
|valign="top"| '''Metal Marksman''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
+
|valign="top"| '''Steel Sting'''   <br> Metal melee attack.
|valign="top"| '''Steel Storm'''       <br> You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
|valign="top"| '''Steel Spiral'''   <br> Small and exact manipulations at range.
|valign="top"| '''Iron Inferno'''           <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
+
|valign="top"| '''Steel Streak'''   <br> Create metal steeds.  
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
+
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Steel Stealth''' <br> You can hide in environments of metal. This allows you to hide in impossible places. 
+
|valign="top"| '''Lead Leash'''     <br> Track metal and movement across metal.  
|valign="top"| '''Metal Maneuver'''       <br> You can move on and through metal. This allows you to climb on sheer metal walls, walk through walls of metal, and so on.  
+
|valign="top"| '''Lead Longshot''' <br> Attack like a Fine and Potent rifle.
|valign="top"| '''Titanium Travel'''         <br> You can bring allies along when you use Steel Stealth and Metal Maneuver.
+
|valign="top"| '''Lead Landscape''' <br> Minor changes to metal over an Area.
|valign="top"| '''Chromium Conduit'''     <br> You and allies can teleport from one location dominated by metal to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
|valign="top"| '''Lead Lethality''' <br> Attack like a Fine and Potent grenade.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
+
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Metal Melee'''     <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''Tin Tread'''   <br> Hide in metal environments.  
|valign="top"| '''Honed Hammer''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''Tin Traverse''' <br> Move on and through metal.
|valign="top"| '''Brass Blockade'''         <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''Tin Tangle'''   <br> Crew Tin Tread and Tin Traverse.
|valign="top"| '''Metal Mayhem'''               <br> Your power strikes out in all directions, attacking all enemies in a wide area.
+
|valign="top"| '''Tin Tunnel'''  <br> Crew teleport between metal-dominant rooms.
 +
|-
 +
|align="left" valign="top" | '''Skirmish'''
 +
|valign="top"| '''Bronze Bulwark'''  <br> Resist Harm from Metal.
 +
|valign="top"| '''Bronze Beatdown''' <br> Fine and Potent melee attack.
 +
|valign="top"| '''Bronze Bars'''    <br> Obstructions prevent Scale.
 +
|valign="top"| '''Bronze Blitz'''   <br> Attacks all Enemies in a wide Area.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Steel Scrutiny'''     <br> You can identify metal objects and creatures and see the use of the abilities of the metal power.  
+
|valign="top"| '''Brass Brief'''       <br> Identify metal objects and creatures.  
|valign="top"| '''Analyze Alloy'''    <br> You know the powers and abilities of something you analyze.
+
|valign="top"| '''Brass Blueprint'''    <br> Learn of powers and abilities.
|valign="top"| '''Metal Memory'''   <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
|valign="top"| '''Brass Backstory'''   <br> Read the past events of an object.
|valign="top"| '''All-Knowing Alloy''' <br> You research all metal in a wide area. This is easy to do where you are, more difficult at range. You can then use Metal Memory on some of these targets.
+
|valign="top"| '''Brass Bibliography''' <br> Analyze everything in a wide area.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
+
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Iron Insight'''      <br> You can sense creatures and manifestations of the metal power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''Electrum Enquiry'''      <br> Sense metal.
|valign="top"| '''Metal Monitor'''       <br> Choose a metal object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
+
|valign="top"| '''Electrum Eye'''           <br> Perceive from a Metal object.  
|valign="top"| '''Iron Inquisition'''         <br> Choose a location or creature. You gain a sensor at the nearest metal object, which is often close enough to perceive the target.
+
|valign="top"| '''Electrum Eavesdropper''' <br> Electrum Eye to see a target.
|valign="top"| '''Copper Clarity''' <br> You perceive from all metal objects at once over a wide areaAs long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''Electrum Enlightenment''' <br> Perceive from all Metal in an Area.   
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
+
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Iron Insight''' <br> You can understand metal creatures even if normally couldn't, and to sense their mood and motivations.  
+
|valign="top"| '''Silver Sympathy''' <br> Understand Metal creatures.  
|valign="top"| '''Iron Interpreter''' <br> You and allies can communicate with metal creatures. You can make folk more precise, decisive, and confident.
+
|valign="top"| '''Silver Speech'''   <br> Talk to Metal creatures.  
|valign="top"| '''Iron Intrigue''' <br> You can post suggestions in the mind of a metal creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
|valign="top"| '''Silver Suggestion''' <br> Suggestions to Metal creatures.
|valign="top"| '''Metal Molding'''   <br> You change the personality and motivations of metal creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.   
+
|valign="top"| '''Silver Subtlety''' <br> Inculcate Metal creatures.   
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
+
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Iron Instrumentation''' <br> You can handle metal as if you had the appropriate tools and protective devices.
+
|valign="top"| '''Patch Pewter'''     <br> Emulate metalworking tools.
|valign="top"| '''Mold Metal''' <br> You can shape metal objects as if they were of clay.  
+
|valign="top"| '''Pour Pewter'''     <br> Emulate metalworking workshop.  
|valign="top"| '''Titanium Transmutation''' <br> You can create metal objects out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
|valign="top"| '''Provision Pewter''' <br> Emulate metalworking lab.
|valign="top"| '''Steel Structure'''  <br> This is similar to Mold Metal, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''Produce Pewter'''  <br> Emulate a metalworking factory.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
+
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Iron Impact'''       <br> Jimmy metal objects much like a sledgehammer. Noisy and leaves a twisted object in place.
+
|valign="top"| '''Iron Impulse'''   <br> Emulate a Metal sledgehammer.  
|valign="top"| '''Shatter Steel'''     <br> You can shatter metal as if it was wood.
+
|valign="top"| '''Iron Impact'''   <br> Shatter metal as if it were wood.
|valign="top"| '''Annihilate Alloys''' <br> Shatter Steel, plus the metal silently disappears or is reduced to a fine dust.
+
|valign="top"| '''Iron Implosion''' <br> Pulverize Metal.
|valign="top"| '''Alloy Apocalypse'''   <br> Shatter Steel over a large area.   
+
|valign="top"| '''Iron Invasion''' <br> Iron Implosion over a large area.   
 
|}
 
|}
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
== Expanded Metal Powers ==
 
== Expanded Metal Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
  
 
=== Attune ===
 
=== Attune ===
'''Alloy Awareness'''
+
Harness the power of Attune to perceive and manipulate supernatural energies relating to metal, allowing you to detect and interact with metal-aligned beings and phenomena, whether native to this world or to other planes.
''You can detect metal creatures and powers.''
+
 
 +
Consequences usually depend on what happens around you when you do this. 
 +
In a safe and controlled environment, the Position is '''Controlled'''
 +
When you lack control of the situation or face active opposition, the Position becomes '''Desperate'''.
 +
 
 +
==== Mercurial Meridian ====
 +
Detect Metal creatures and powers.
 +
 
 +
You can see Metal [[Spirit (FiD)|Spirits]] and detect Metal creatures and Metal-aligned powers. {{ : Include Attune Basic Detect Powers (FiD) }}
 +
 
 +
==== Mercurial Medium ====
 +
Dismiss Metal creatures and powers.
 +
 
 +
You can force a Metal creature that is native to another plane to return to that plane, force a Metal spirit to materialize demilitarize, or end the operation of a Metal power, including powers affecting a Metal item or creature.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
Limited effect suffices against a creature you can clearly see.
 
You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Allay Metal'''
+
==== Mercurial Merge ====
''You can force a metal creature that is native to another plane of existence to return to that plane, or to end the operation of a metal power.''
+
Summon Metal creatures.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
+
Metal creatures generally fall into two broad categories: elementals and creatures with powers.
The consequences of this depends entirely on what happens around you when you do it.
 
If a powerful creature resists being dismissed, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the position is controlled. Consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling a metal power effect is usually easier, but not always.  
+
A Metal elemental is a simple creature wholly dominated by metal
This can be used as a defense against others' use of a metal power, or it can be used to break the continuing effects of metal powers.  
+
Most elementals possess animal-level intelligence and often take the shape of animals, though animated chunks of matter and crude humanoid forms are also common.
 +
Many Metal elementals favor forms resembling tools, weapons, or machinery.
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
+
Creatures with powers resemble ordinary creatures and typically possess a biological body and metabolism, functioning much like mundane life but with exceptional abilities tied to Metal.
The position is controlled, possibly risky if there are a lot of other dangers around.
+
A Metal dragon may be impossibly large, capable of flight, and able to generate powerful metal effects.
Limited effect creates an opening that makes the supported action potent.
+
A Metal turtle may possess a shell of steel and grow to such massive size that entire settlements can be built upon it.
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
Not all creatures with powers are summonable or dismissible. Many are native to this world and have no special vulnerability to Attune effects.
Against an opponent that uses power to fly or even breathe you can have a better 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.
+
{{ : Include Attune Summon (FiD) }}
  
'''Manifest Metal'''
+
==== Mercurial Messenger ====
''You can call a metal creature from a different plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.''
+
Open a portal to a plane of Metal.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.  
+
You can create a portal that allows travel to and from a plane of Metal.
This is usually a parallel world or plane of existence, dominated by metal and metal powers.  
+
This plane is an iron-framed world covered in sheets of tin and copper, with fittings and structures of precious metals.
  
Summoning can bring you a group of allies to fight, but more commonly you summon a spirit to do some specific task related to metal. Summons can use most power effects and maintain power effects you have created.
+
{{ : Include Attune Gate (FiD) }}
They can also give advice and information related to metal.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doing this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
=== Command ===
 +
Command and intimidate Metal creatures, projecting authority.
 +
Position and Effect depend on the situation and your relationship with the listeners.
  
Summoned metal creatures generally come in two types, elementals and creatures with powers.  
+
==== Chrome Command ====
 +
Intimidate with Metal.
  
A metal elemental is a simple creature totally dominated by metal.  
+
You can create Metal effects, such as making nearby metal gleam or hover, to heighten your authority, gaining leverage similar to what could be achieved by a threat such as displaying a weapon.
Most elementals have animal intelligence, and often take the shape of animals, tough animated chunks of matter and humanoid forms are also common.
+
This can provide the leverage needed to use Command to intimidate without an actual threat of violence.
Many metal elementals like to take the forms of metal tools or machinery.  
+
Metal creatures may recognize you as a figure of authority.
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
+
==== Chrome Communication ====
A metal dragon is impossibly large, flies, and creates metal effects.
+
Talk to faraway Metal creatures.
A metal turtle has a shell of steel and can grow to massive size, to the point where a city can be built on top of them.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
You can communicate with Metal creatures over any distance as long as you know the target, even without line of sight.
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
+
You can communicate with the most powerful Metal creature in a vehicle or installation as long as you can see the exterior.
 +
You can use a Metal item to communicate with its wearer. 
 +
The communication is simple and direct, suitable for the Command Action.
  
Standard effect allows you to ask for any service appropriate to the type of creature.
+
==== Chrome Control ====
A metal creature is precise, decisive, and confident and will do short and demanding tasks gladly, but resents being bored.
+
Command Metal creatures as a superior.
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
 
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A metal elemental will dither or take on a dull guard job. Lengthy service also requires great effect, like summoning the creature to keep a machine in good repair.
+
Metal creatures will understand your orders and are likely to obey.
 +
Targets will perceive you as an officer, professional superior, alpha, or other leader type outranking them.
 +
This does not remove existing loyalties, which can lead to conflicts. 
 +
Understanding the social order of your target helps avoid clashing with their established loyalties.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
* '''Limited''' Outcome might result in a creature doing something it might plausibly have done anyway, such as forgetting to report you or letting you pass without comment.
Typical consequences include:
+
* '''Standard''' Outcome makes the creature do what it should, but in a way you decide, such as a police officer escorting you to safety or performing a quick favor.
The creature strikes out at you once.
+
* '''Great''' Outcome causes targets to ignore their normal routines and go out of their way to please you, such as neutral faction warriors fighting on your behalf or enemies choosing to ignore or flee from you.
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
Ordering city guard drones to ignore a disturbance usually requires more Effect than ordering them to resolve it and move on, as their default role is to protect the city.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
Position depends on the creature’s actual relationship to you:
If you are a priest of plants, or if the summon is three or more tiers above you, the position will be desperate.
+
* '''Controlled''' Commanding a creature that agrees you outrank it, with consequences focused on limiting retries and misunderstanding details of your orders.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
+
* '''Risky'''Ordering a creature that sees itself as your equal, potentially leading to Heat, misunderstood orders, or orneriness.
 +
* '''Desperate'''Ordering a creature that sees itself as your superior.
  
'''Brass Bridge'''
+
==== Chrome Crush ====
''You can create a portal that allows travel to and from the plane of metal for a limited time.''
+
Enslave Metal creatures.
  
This is situational, but can vital in exceptional circumstances.
+
You bind Metal creatures into obedient service.
As outlined under Manifest Metal above metal powers in most settings are linked to a different world where metal is dominant.  
+
They remain in one location and act according to your instructions, like loyal and literal-minded enforcers, until the effect is broken.
There are also things that are possible to do on these planes that are not allowed in the regular world, most metal 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 metal, but if they affect creatures or objects on that plane, the effect may remain when you return to the mundane world.
 
  
Brass Bridge can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
This will not work unless you are already in a position of power. 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
The effect is similar to Chrome Control, but potentially permanent.
 +
A creature under your enemies’ care may break free over time. 
 +
Strong emotions, conflicting authority, or external interference can also break your control; otherwise, the effect lasts until dispelled.
  
Travel using Brass Bridge is usually played out as a score, which means there is an engagement roll.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Depending on how quickly the matter is resolved, the game master may require a separate use of the power to return home again.
 
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position.
 
  
=== Command ===
+
=== Consort ===
Command and intimidate metal creatures, projecting authority.
+
Consort powers change your form and later that of other creatures.
Position and effect depend on the situation and your relationship with the listeners.  
+
These powers may also be used as a Set-Up action for a later Consort roll. 
 +
This will often grant improved Effect, improved Position, or allow actions a human body could not normally perform.
  
'''Chromium Command'''
+
Consequences may reveal your disguise, but only if the Position is Risky or Desperate.
''Metal creatures understand your commands even if normally couldn't. This does not let you comprehend them.''
+
More common consequences are being mistaken for someone else, or attracting attention because your form is unnaturally glorious.
  
This is useful for intimidating metal creatures and commanding metal subordinates.
+
==== Golden Gloss ====
Combined with the basic power of Sway, it allows two-way communication.
+
Imbue clothes and accessories with metal.
  
'''Chrome Connection:'''
+
You do not physically change your body; instead, you alter your clothing and accessories.
''You can communicate overlong range with metal creatures.
+
This can mask your identity or create extravagant, symbolic outfits.
 +
The Effect is usually Limited and the Position Controlled, though especially elaborate or conspicuous changes may require greater Effect.
  
You can communicate with metal creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful metal creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
+
You can use this on your entire Crew as an Advanced ability.
  
'''Master of Metal'''
+
==== Golden Grace ====
''Commands metal creatures as if you were their superior. This does not resolve loyalty conflicts.
+
Assume the form of a metal creature.
  
Metal creatures will understand your orders.
+
This is a true physical transmutation, transforming you into a metal creature.
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
You need not assume the form of an existing being, as long as the table agrees that your new form fits the power being used.
This does not remove existing loyalties, which can lead to conflicts.
 
Understanding the social order of your target helps avoid conflicting with their established loyalties.
 
Ordering city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.
 
  
Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket.
+
Golden Grace may function as a Set-Up action for social interactions, but may penalize other actions depending on the nature of your new form.
Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor.
 
Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
 
  
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position.
+
* '''Limited Effect''' — You resemble how you might have been had you grown up as the metal creature who's form you assume; those familiar with you may still recognize you.
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.
+
* '''Standard Effect''' — You become a generic metal creature, very difficult to recognize as yourself.
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.
+
* '''Great Effect''' — You assume the form and some of the mannerisms or presence of a specific metal creature you have studied.
  
'''Brass Bondage'''
+
==== Golden Glamour ====
''You can permanently bind metal creatures to service.''
+
Golden Grace on others.
  
They will stay in one location and act according to your instructions, like very loyal and literal-minded goons, until something breaks the effect.
+
You transform a willing or helpless creature into a metal creature.
 +
This is Golden Grace applied to another target.
  
This won’t work unless you are already in a position of power. The effect is similar to Master of Metal but potentially permanent. A creature under your enemies' care may break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.
+
The duration depends on Effect:
 +
* '''Limited Effect''' — One scene.
 +
* '''Standard Effect''' — Lasts for the duration of a score.
 +
* '''Great Effect''' — Lasts longer and may become permanent, depending on the fiction.
  
=== Consort ===
+
This is often used as poetic justice, a curse that is difficult to reverse.
'''Metal Masquerade'''
+
Making the target unrecognizable requires additional Effect, as per Golden Grace.
''You can change your clothes and accessories by imbuing them with metal. This can mask your identity or create fabulous outfits.''
 
  
'''Metal Metamorphosis'''
+
==== Golden Garland ====
''You assume the form of a metal creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.''
+
Turn minions into Metal.
  
'''Iron Infusion'''
+
{{ : Apex Consort }}
''You can shapechange a willing or helpless creature into a metal creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.''
 
  
'''Steel Stampede'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.''
 
  
 
=== Finesse ===
 
=== Finesse ===
'''Metal Mount'''
 
''If there is a mount or vehicle of metal, you can ride it as if it was domesticated and you have the keys.''
 
  
'''Brass Blade'''
+
==== Steel Steering ====
''Attack like a fine and potent dueling sword or pistol, or give your friends Metal Mount.''
+
Ride a metal mount or vehicle.
 +
 
 +
If a metal mount or vehicle is present, you can ride it as if it were domesticated and you had the keys. 
 +
This allows you to use Finesse with mounts and vehicles you are not familiar with. 
 +
You can overcome simple locks, but not locks that require Tinker.
 +
 
 +
You can grant this ability to your crew as an '''Advanced''' effect.
 +
 
 +
==== Steel Sting ====
 +
Metal melee attack.
 +
 
 +
Attack in a manner similar in effect to a '''Fine''' and '''Potent''' dueling sword or pistol. 
 +
This only substitutes for equipment; a fine and potent finesse weapon is just as effective. 
 +
In combat, using this does not take additional time — activating the power is equivalent to drawing a weapon.
 +
 
 +
==== Steel Spiral ====
 +
Small and exact manipulations at range.
 +
 
 +
You can precisely manipulate small amounts of metal at short range, similar to what you could do by hand. 
 +
This allows you to push buttons, trigger devices, and perform acts of legerdemain. 
 +
 
 +
Such minor manipulation takes almost no time and can be used as a Set-Up for yourself or slipped in between other actions. 
 +
If metal fencing or sheet metal is available, you can shape it into simple obstacles. 
 +
 
 +
This can substitute for simple Tinker actions, but not for complex or delicate work.
 +
 
 +
==== Steel Streak ====
 +
Create metal steeds.
  
'''Manipulate Metal'''
+
You create metal mounts or vehicles for your crew. 
''You can do fine manipulation of metal, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.''
+
These are untiring and durable, but otherwise function like mundane means of transportation.
  
'''Metal Maelstrom'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.''
 
  
 
=== Hunt ===
 
=== Hunt ===
'''Steel Steps'''
+
==== Lead Leash ====
''You can track and pursue metal creatures and vehicles, or track anything across a metal surface, even if the quarry does not leave any mundane trail or clues.''
+
Track metal and movement across metal.
 +
 
 +
You can track and pursue metal creatures and vehicles, or track anything across a metal surface.
 +
This works even if the quarry does not leave any mundane trail or clues.
 +
Consequences are usually losing the trail, but depending on the environment and the target, they may include getting lost, losing traction and skidding, or colliding with an obstacle at speed.
 +
 
 +
==== Lead Longshot ====
 +
Attack like a Fine and Potent rifle.
  
'''Metal Marksman'''
+
You can use your power to attack at range, similar in effect to a '''Fine''' and '''Potent''' rifle.
''You can use your power to attack, similar in effect to a fine and potent rifle.''
+
This serves as a replacement for traditional equipment; a Fine and Potent ranged weapon provides the same Effect.
  
'''Steel Storm'''
+
==== Lead Landscape ====
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.''
+
Minor changes to metal over an Area.
  
'''Iron Inferno'''
+
Alter the environment by making minor changes to metal over a wide area.
''You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.''
+
You can corrode or polish metal to make it dull and pitted or smooth and reflective.
 +
You can gather, disperse, or alter slag and metallic pollution, changing its color and consistency.
 +
This does not inflict direct damage, but can significantly reshape the battleground and is often useful as a Set Up action, as long as the terrain or opponents’ gear includes metal.
 +
 
 +
==== Lead Lethality ====
 +
Attack like a Fine and Potent grenade.
 +
 
 +
Attack in a manner similar to a '''Fine''' and '''Potent''' grenade, harming many creatures at once while risking collateral damage.
 +
This is an escalation of Lead Longshot.
 +
Less precise, it affects all creatures at a location.
 +
Targets in trenches, behind walls, or otherwise shielded are not directly damaged, but are forced to keep their heads down, giving your side the initiative.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
'''Steel Stealth'''
+
Sneak and move with stealth and agility.
''You can hide in environments of metal. This allows you to hide in impossible places.''
+
 
 +
==== Tin Tread ====
 +
Hide in metal environments.
 +
You can hide in impossible places as long as the environment is predominantly metal (tin roofs, ship hulls, airframes, city pipes/gutters of lead). Otherwise resolve as a normal Prowl to avoid notice.
 +
Only you benefit unless you use Tin Tangle.
  
'''Metal Maneuver'''
+
==== Tin Traverse ====
''You can move on and through metal. This allows you to climb on sheer metal walls, walk through walls of metal, and so on.''
+
Move on/through metal.
 +
You can climb sheer metal, pass through thin sheets, and slip gaps.
 +
* '''Limited effect:''' cling to metal surfaces.
 +
* '''Standard effect:''' pass through grilles, wire, bars.
 +
* '''Great effect:''' pass through thin hulls/walls (not structural members or armor plate).
 +
Only you benefit unless you use Tin Tangle.
  
'''Titanium Travel'''
+
==== Tin Tangle ====
''You can bring allies along when you use Steel Stealth and Metal Maneuver.''
+
Crew Steel Stealth and Metal Maneuver.
 +
You can bring allies when you use Tin Tread or Tin Traverse. Allies roll their own Prowl if needed. Often resolved as a Group Action.
  
'''Chromium Conduit'''
+
==== Tin Tunnel ====
''You and allies can teleport from one location dominated by metal to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.''
+
Crew teleport between metal-dominant rooms.
 +
Teleport from one location dominated by metal to another you’re familiar with (foundry, forge, mine with rich ore, metal-walled room). Position and effect are worse if you don’t know the destination—excellent for escapes, risky for blind intrusion. Regional only (same city/region) but enough to exit almost any situation.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
'''Metal Melee'''
+
Skirmish focuses on Endurance tactics and Teamwork.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.''
+
 
 +
==== Bronze Bulwark ====
 +
Resist Harm from Metal.
 +
 
 +
Absorb Harm from Metal sources (Metal Powers, melee Weapons, Bullets).
 +
{{ : Include Skirmish Damage Resistance Template (FiD) }}
 +
 
 +
==== Bronze Beatdown ====
 +
Fine and Potent Melee Attack.
 +
 
 +
This substitutes for Equipment; a Fine and Potent mundane Weapon is equally effective.
 +
 
 +
==== Bronze Bars ====
 +
Obstructions prevent Scale.
 +
 
 +
Creates a shifting Maze of Walls and Spikes that isolate opponents into one-on-one engagements, negating the advantage of Scale (p 221).
 +
You can also attack like Bronze Beatdown.
  
'''Honed Hammer'''
+
==== Bronze Blitz ====
''Same as Skirmish Attack, except the weapon is fine and potent.''
+
Attacks all Enemies in a wide Area.
  
'''Brass Blockade'''
+
You overwhelm multiple Foes at once—negating their Scale advantage and spreading your Effect across all Enemies in the Skirmish as appropriate to Area and Scale (p 221).
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.''
 
  
'''Metal Mayhem'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''Your power strikes out in all directions, attacking all enemies in a wide area.''
 
  
 
=== Study ===
 
=== Study ===
'''Steel Scrutiny'''
+
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
''You can identify metal objects and creatures and see the use of the abilities of the metal power.''
+
The Outcome required depends on range:
 +
* Limited Effect for touch.
 +
* Standard Effect for line-of-sight.
 +
* Great Effect to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 
 +
Position depends on the situation.
 +
Safely in your base, the Position is Controlled.
 +
In the middle of a fight or when pinned down, the Position is Desperate.
 +
 
 +
==== Brass Brief ====
 +
Identify metal objects and creatures.
 +
 
 +
This gives precise mundane information, but not supernatural or exceptional abilities such as Powers.
 +
 
 +
==== Brass Blueprint ====
 +
Learn of powers and abilities.
  
'''Analyze Alloy'''
+
You learn the powers and abilities of a target.
''You know the powers and abilities of something you analyze.''
+
This is not restricted to mundane information; you also learn of any Powers, special abilities, and relevant rules.
  
'''Metal Memory'''
+
==== Brass Backstory ====
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.''
+
Read the past events of an object.
  
'''All-Knowing Alloy'''
+
You learn previous owners, how the object has been moved or used, and significant scenes from its history.
''You research all metal in a wide area. This is easy to do where you are, more difficult at range. You can then use Metal Memory on some of these targets.''
+
The power focuses on events of interest to you.
 +
 
 +
==== Brass Bibliography ====
 +
Analyze everything in a wide area.
 +
 
 +
Provides a detailed view of events involving metal within Range (p. 221), pinpointing locations of interest that contain large amounts of metal or complex metal formations.
 +
This can detect things such as tanks, railroads, vaults, and similar structures.
 +
You can then use Brass Backstory to learn the history of up to three such locations.
  
 
=== Survey ===
 
=== Survey ===
'''Iron Insight'''
+
Perceive and locate metal objects and creatures and Metal powers in use.
''You can sense creatures and manifestations of the metal power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.''
+
The outcome you need depends on the target's concealment.
 +
* '''Limited Outcome''' finds those hiding behind cover and in far places you can only barely see.
 +
* '''Standard Outcome''' can look behind walls and into hard cover.
 +
* '''Great Outcome''' can look into far-away places and spots you had no idea existed.
 +
 
 +
==== Electrum Enquiry ====
 +
You can sense metal.
 +
 
 +
This is a basic spotting power, selectively sensing things of Metal.
 +
You can look for specific metals or types of metal objects if you want, as well as Metal creatures.
 +
The more detailed your information about what you are seeking is, the more precise the result.
 +
 
 +
==== Electrum Eye ====
 +
Perceive from a Metal object.
 +
 
 +
Choose a metal object; perceive as if you were at that spot.
 +
Shift your perception to a Metal object you know about and sense as if you were physically there, while still maintaining a dim awareness at your actual location.
 +
 
 +
==== Electrum Eavesdropper ====
 +
Electrum Eye to see a target.
 +
 
 +
Choose a location or creature. Gain sensory perception from the nearest metal object.
 +
Similar to Electrum Eye but allows you to focus on a specific creature or position.
 +
Automatically directs towards the best vantage point provided by a glowing object.
 +
This is typically close enough to observe the target.  
 +
Fails if no suitable viewpoint is available.
  
'''Metal Monitor'''
+
==== Electrum Enlightenment ====
''Choose a metal object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.''
+
Perceive from all Metal in area.
  
'''Iron Inquisition'''
+
You perceive from all metal objects within Range (p 221).
''Choose a location or creature. You gain a sensor at the nearest metal object, which is often close enough to perceive the target.''
+
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.  
 +
Creates a comprehensive mental image of the area, revealing numerous details simultaneously.
 +
It's challenging to hide in this area unless they are aware of the need to conceal themselves.
  
'''Copper Clarity'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''You perceive from all metal objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.''
 
  
 
=== Sway ===
 
=== Sway ===
'''Iron Insight'''
+
==== Silver Sympathy ====
''You can understand metal creatures even if normally couldn't, and to sense their mood and motivations.''
+
Understand Metal creatures.
 +
 
 +
You can converse with and gauge the mood and motivations of Metal creatures.
 +
You can also sense if a creature of any kind is confident, precise, or decisive.
 +
 
 +
==== Silver Speech ====
 +
Talk to Metal creatures.
 +
 
 +
You and your crew can communicate with Metal creatures.
 +
This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers as long as you are speaking to Metal creatures. You are persuading, not speaking with authority.
 +
You can instead influence creatures of any kind to be precise, decisive, or confident. 
 +
 
 +
==== Silver Suggestion ====
 +
Suggestions to Metal creatures.
 +
 
 +
This is an enhanced Sway attempt, allowing you to implant suggestions in Metal creatures that will trigger under conditions you set.
 +
The power remains subtle until the suggestion is activated.
 +
The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a specified situation.
 +
This is still a Sway attempt and absurd suggestions will be ignored.
  
'''Iron Interpreter'''
+
==== Silver Subtlety ====
''You and allies can communicate with metal creatures. You can make folk more precise, decisive, and confident.''
+
Inculcate Metal creatures.
  
'''Iron Intrigue'''
+
You permanently change the personality and motivations of Metal creatures.
''You can post suggestions in the mind of a metal creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.''
+
This takes a while to use and the target must be willing or unable to resist.  
 +
The power is permanent, but blatant.  
 +
This changes the target on a deep level, altering their priorities and loyalties.
 +
They remember their past, but regards it as unimportant compared to their new motivations.
 +
There are limits to this power, you cannot make a metal creature indecisive or deliberately clumsy.
 +
Exceptional creatures and circumstances can break the charm.
  
'''Metal Molding'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''You change the personality and motivations of metal creatures. This power is permanent, but blatant. The target remembers their past, but regards it as unimportant compared to their new motivations.''
 
  
 
=== Tinker ===
 
=== Tinker ===
'''Iron Instrumentation'''
+
Manipulate, shape, and create metal objects.
''You can handle metal as if you had the appropriate tools and protective devices.''
+
The names all include "pewter", but that is just a name scheme, Tinker Metal is not focused on working pewter.
 +
 
 +
The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long.
 +
{{ : Include Tinker (FiD) }}
 +
 
 +
==== Patch Pewter ====
 +
Emulate metalworking tools.
  
'''Mold Metal'''
+
You can handle metal as if you had the appropriate tools.
''You can shape metal objects as if they were of clay.''
+
This ability substitutes for tools and protection devices typical of a small workshop.
  
'''Titanium Transmutation'''
+
==== Pour Pewter ====
''You can create metal objects out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.''
+
Emulate metalworking workshop.
  
'''Steel Structure'''
+
Shape metal objects as if they were of clay.
''This is similar to Mold Metal, above, but you mass produce objects, even a set
+
This surpasses normal crafting, letting you manipulate elements that are not stable, like quicksilver and molten metals, making them stay in a new shape or maintaining a flow without a pipe or mold.
 +
This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
 +
 
 +
==== Provision Pewter ====
 +
Emulate metalworking lab.
 +
 
 +
This is two distinct effects. The first allows you to create metal out of nothing. This can be fairly complex, to the level of Fine and Potent effects, but won't last past the end of a score.
 +
 
 +
The second can only be used if you know multiple Forms. You transmute metal into material connected to another Form. The result will maintain its form as if affected by Pour Pewter. The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 +
 
 +
Combining this with Air, a metal door could be changed from metal to mist, you then pass through and the door reverts to metal. 
 +
Likewise, a metal sword can be turned into Fire to create a burning weapon.
 +
 
 +
==== Produce Pewter ====
 +
Emulate a metalworking factory.
 +
 
 +
This is similar to Pour Pewter above, but on a larger scale.
 +
You mass produce objects, even a set of different objects, or create large structures like ships or buildings that normally require a workforce and facilities.
 +
In long-term projects involving construction or crafting, Produce Pewter makes many dozens of items with the same effort as one item, but remember the stress cost.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
 
Destroy, dismantle, and obliterate metal or using metal as an implement of destruction.
 
Destroy, dismantle, and obliterate metal or using metal as an implement of destruction.
  
The effect required depends on the size and structural strength of your target. Standard effect is a car-sized hole in a thin metal wall.
+
The effect required depends on the size and structural strength of your target.
Construction significantly weaker than this only demands limited effect. A smaller hole stil need the same effect.  
+
* Limited outcome is a car-sized hole in a flimsy metal barrier, like foil or netting.
Something larger and/or stronger requires great effect.
+
* Standard outcome is a car-sized hole in a thin metal wall. A smaller hole still need the same effect.  
 +
* Great outcome can affect something larger and/or stronger.
  
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
+
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.
  
'''Iron Impact'''
+
==== Iron Impulse ====
''Jimmy metal objects much like a sledgehammer. Noisy and leaves a twisted object in place.''
+
Emulate a Metal sledgehammer.
  
Just as crude as it sounds. You destroy metal and strike with the force of a sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
+
Just as crude as it sounds. You destroy metal and strike with the force of a sledgehammer in combat.  
 +
This relies on brute force, it does not bypass the inherent strength of a metal target.
 +
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
  
'''Shatter Steel'''
+
==== Iron Impact ====
''You can shatter metal as if it was wood.''
+
Shatter metal as if it was wood.
  
 
This bypasses the strength of metal, allowing you to break even the strongest barrier.  
 
This bypasses the strength of metal, allowing you to break even the strongest barrier.  
You can also use this to smash other things or as a fine, potent sledgehammer.
+
You can also use this to smash people and things as a fine, potent sledgehammer.
  
'''Annihilate Alloys'''
+
==== Iron Implosion ====
''Shatter Steel, plus the metal silently disappears or is reduced to a fine dust.''
+
Pulverize Metal.
  
The real difference here is that wrecking metal is now silent.
+
Like Iron Impact, but silent and reduces remains to fine metal filings, destroying most clues to what it was.
You also leave less traces, as what you wreck disappears.  
+
Gets rid of evidence, as long as that evidence is of metal.
Get rid of evidence, as long as that evidence is of metal.
 
  
'''Alloy Apocalypse'''
+
==== Iron Invasion ====
''Shatter Steel over a large area.  
+
Iron Implosion over a large area.
  
 
This can level a city block, raze a metal wall, destroy a mass of vehicles, and similar large-scale destruction.
 
This can level a city block, raze a metal wall, destroy a mass of vehicles, and similar large-scale destruction.
Metal is an ubiquitous support material in modern construction, wrecking the metal makes that construction unstable and causes it to slowly crumble.
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Metal is a ubiquitous support material in modern construction, wrecking the metal makes that construction unstable and causes it to slowly crumble.
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Latest revision as of 21:33, 26 January 2026

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

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

Metal is considered an element in some systems of thought, a mix of elements in others. It combines the resilience of earth with the flexibility and destructive potential of fire. It carries the mark of civilization, yet is used in wars of destruction. Metal, especially iron, is essential to technology and thus opposed to the fey and magic in general. In science, iron is the most stable material and changing it takes vast amounts of energy, making it hard to play around with.

Metal attacks are blades and bullets.

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

Metal Power Abilities

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 Mercurial Meridian
Detect Metal creatures and powers.
Mercurial Medium
Dismiss Metal creatures and powers.
Mercurial Merge
Summon Metal creatures.
Mercurial Messenger
Open a portal to a plane of Metal.
Command Chrome Command
Intimidate with Metal.
Chrome Communication
Talk to faraway Metal creatures.
Chrome Control
Command Metal creatures as a superior.
Chrome Crush
Enslave Metal creatures.
Consort Golden Gloss
Imbue clothes and accessories with metal.
Golden Grace
Assume the form of a metal creature.
Golden Glamour
Golden Grace on others.
Golden Garland
Turn minions into Metal.
Finesse Steel Steering
Ride a metal mount or vehicle.
Steel Sting
Metal melee attack.
Steel Spiral
Small and exact manipulations at range.
Steel Streak
Create metal steeds.
Hunt Lead Leash
Track metal and movement across metal.
Lead Longshot
Attack like a Fine and Potent rifle.
Lead Landscape
Minor changes to metal over an Area.
Lead Lethality
Attack like a Fine and Potent grenade.
Prowl Tin Tread
Hide in metal environments.
Tin Traverse
Move on and through metal.
Tin Tangle
Crew Tin Tread and Tin Traverse.
Tin Tunnel
Crew teleport between metal-dominant rooms.
Skirmish Bronze Bulwark
Resist Harm from Metal.
Bronze Beatdown
Fine and Potent melee attack.
Bronze Bars
Obstructions prevent Scale.
Bronze Blitz
Attacks all Enemies in a wide Area.
Study Brass Brief
Identify metal objects and creatures.
Brass Blueprint
Learn of powers and abilities.
Brass Backstory
Read the past events of an object.
Brass Bibliography
Analyze everything in a wide area.
Survey Electrum Enquiry
Sense metal.
Electrum Eye
Perceive from a Metal object.
Electrum Eavesdropper
Electrum Eye to see a target.
Electrum Enlightenment
Perceive from all Metal in an Area.
Sway Silver Sympathy
Understand Metal creatures.
Silver Speech
Talk to Metal creatures.
Silver Suggestion
Suggestions to Metal creatures.
Silver Subtlety
Inculcate Metal creatures.
Tinker Patch Pewter
Emulate metalworking tools.
Pour Pewter
Emulate metalworking workshop.
Provision Pewter
Emulate metalworking lab.
Produce Pewter
Emulate a metalworking factory.
Wreck Iron Impulse
Emulate a Metal sledgehammer.
Iron Impact
Shatter metal as if it were wood.
Iron Implosion
Pulverize Metal.
Iron Invasion
Iron Implosion over a large area.
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Expanded Metal Powers

Attune

Harness the power of Attune to perceive and manipulate supernatural energies relating to metal, allowing you to detect and interact with metal-aligned beings and phenomena, whether native to this world or to other planes.

Consequences usually depend on what happens around you when you do this. In a safe and controlled environment, the Position is Controlled. When you lack control of the situation or face active opposition, the Position becomes Desperate.

Mercurial Meridian

Detect Metal creatures and powers.

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

Mercurial Medium

Dismiss Metal creatures and powers.

You can force a Metal creature that is native to another plane to return to that plane, force a Metal spirit to materialize demilitarize, or end the operation of a Metal power, including powers affecting a Metal item or creature.

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

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Mercurial Merge

Summon Metal creatures.

Metal creatures generally fall into two broad categories: elementals and creatures with powers.

A Metal elemental is a simple creature wholly dominated by metal. Most elementals possess animal-level intelligence and often take the shape of animals, though animated chunks of matter and crude humanoid forms are also common. Many Metal elementals favor forms resembling tools, weapons, or machinery.

Creatures with powers resemble ordinary creatures and typically possess a biological body and metabolism, functioning much like mundane life but with exceptional abilities tied to Metal. A Metal dragon may be impossibly large, capable of flight, and able to generate powerful metal effects. A Metal turtle may possess a shell of steel and grow to such massive size that entire settlements can be built upon it.

Not all creatures with powers are summonable or dismissible. Many are native to this world and have no special vulnerability to Attune effects.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — 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:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Mercurial Messenger

Open a portal to a plane of Metal.

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

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

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

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Command

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

Chrome Command

Intimidate with Metal.

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

Chrome Communication

Talk to faraway Metal creatures.

You can communicate with Metal creatures over any distance as long as you know the target, even without line of sight. You can communicate with the most powerful Metal creature in a vehicle or installation as long as you can see the exterior. You can use a Metal item to communicate with its wearer. The communication is simple and direct, suitable for the Command Action.

Chrome Control

Command Metal creatures as a superior.

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

  • Limited Outcome might result in a creature doing something it might plausibly have done anyway, such as forgetting to report you or letting you pass without comment.
  • Standard Outcome makes the creature do what it should, but in a way you decide, such as a police officer escorting you to safety or performing a quick favor.
  • Great Outcome causes targets to ignore their normal routines and go out of their way to please you, such as neutral faction warriors fighting on your behalf or enemies choosing to ignore or flee from you.

Ordering city guard drones to ignore a disturbance usually requires more Effect than ordering them to resolve it and move on, as their default role is to protect the city.

Position depends on the creature’s actual relationship to you:

  • Controlled Commanding a creature that agrees you outrank it, with consequences focused on limiting retries and misunderstanding details of your orders.
  • RiskyOrdering a creature that sees itself as your equal, potentially leading to Heat, misunderstood orders, or orneriness.
  • DesperateOrdering a creature that sees itself as your superior.

Chrome Crush

Enslave Metal creatures.

You bind Metal creatures into obedient service. They remain in one location and act according to your instructions, like loyal and literal-minded enforcers, until the effect is broken.

This will not work unless you are already in a position of power. The effect is similar to Chrome Control, but potentially permanent. A creature under your enemies’ care may break free over time. Strong emotions, conflicting authority, or external interference can also break your control; otherwise, the effect lasts until dispelled.

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Consort

Consort powers change your form and later that of other creatures. These powers may also be used as a Set-Up action for a later Consort roll. This will often grant improved Effect, improved Position, or allow actions a human body could not normally perform.

Consequences may reveal your disguise, but only if the Position is Risky or Desperate. More common consequences are being mistaken for someone else, or attracting attention because your form is unnaturally glorious.

Golden Gloss

Imbue clothes and accessories with metal.

You do not physically change your body; instead, you alter your clothing and accessories. This can mask your identity or create extravagant, symbolic outfits. The Effect is usually Limited and the Position Controlled, though especially elaborate or conspicuous changes may require greater Effect.

You can use this on your entire Crew as an Advanced ability.

Golden Grace

Assume the form of a metal creature.

This is a true physical transmutation, transforming you into a metal creature. You need not assume the form of an existing being, as long as the table agrees that your new form fits the power being used.

Golden Grace may function as a Set-Up action for social interactions, but may penalize other actions depending on the nature of your new form.

  • Limited Effect — You resemble how you might have been had you grown up as the metal creature who's form you assume; those familiar with you may still recognize you.
  • Standard Effect — You become a generic metal creature, very difficult to recognize as yourself.
  • Great Effect — You assume the form and some of the mannerisms or presence of a specific metal creature you have studied.

Golden Glamour

Golden Grace on others.

You transform a willing or helpless creature into a metal creature. This is Golden Grace applied to another target.

The duration depends on Effect:

  • Limited Effect — One scene.
  • Standard Effect — Lasts for the duration of a score.
  • Great Effect — Lasts longer and may become permanent, depending on the fiction.

This is often used as poetic justice, a curse that is difficult to reverse. Making the target unrecognizable requires additional Effect, as per Golden Grace.

Golden Garland

Turn minions into Metal.

This is where Consort becomes similar to an Attune ability to summon. 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.

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Finesse

Steel Steering

Ride a metal mount or vehicle.

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

You can grant this ability to your crew as an Advanced effect.

Steel Sting

Metal melee attack.

Attack in a manner similar in effect to a Fine and Potent dueling sword or pistol. This only substitutes for equipment; a fine and potent finesse weapon is just as effective. In combat, using this does not take additional time — activating the power is equivalent to drawing a weapon.

Steel Spiral

Small and exact manipulations at range.

You can precisely manipulate small amounts of metal at short range, similar to what you could do by hand. This allows you to push buttons, trigger devices, and perform acts of legerdemain.

Such minor manipulation takes almost no time and can be used as a Set-Up for yourself or slipped in between other actions. If metal fencing or sheet metal is available, you can shape it into simple obstacles.

This can substitute for simple Tinker actions, but not for complex or delicate work.

Steel Streak

Create metal steeds.

You create metal mounts or vehicles for your crew. These are untiring and durable, but otherwise function like mundane means of transportation.

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Hunt

Lead Leash

Track metal and movement across metal.

You can track and pursue metal creatures and vehicles, or track anything across a metal surface. This works even if the quarry does not leave any mundane trail or clues. Consequences are usually losing the trail, but depending on the environment and the target, they may include getting lost, losing traction and skidding, or colliding with an obstacle at speed.

Lead Longshot

Attack like a Fine and Potent rifle.

You can use your power to attack at range, similar in effect to a Fine and Potent rifle. This serves as a replacement for traditional equipment; a Fine and Potent ranged weapon provides the same Effect.

Lead Landscape

Minor changes to metal over an Area.

Alter the environment by making minor changes to metal over a wide area. You can corrode or polish metal to make it dull and pitted or smooth and reflective. You can gather, disperse, or alter slag and metallic pollution, changing its color and consistency. This does not inflict direct damage, but can significantly reshape the battleground and is often useful as a Set Up action, as long as the terrain or opponents’ gear includes metal.

Lead Lethality

Attack like a Fine and Potent grenade.

Attack in a manner similar to a Fine and Potent grenade, harming many creatures at once while risking collateral damage. This is an escalation of Lead Longshot. Less precise, it affects all creatures at a location. Targets in trenches, behind walls, or otherwise shielded are not directly damaged, but are forced to keep their heads down, giving your side the initiative.

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Prowl

Sneak and move with stealth and agility.

Tin Tread

Hide in metal environments. You can hide in impossible places as long as the environment is predominantly metal (tin roofs, ship hulls, airframes, city pipes/gutters of lead). Otherwise resolve as a normal Prowl to avoid notice. Only you benefit unless you use Tin Tangle.

Tin Traverse

Move on/through metal. You can climb sheer metal, pass through thin sheets, and slip gaps.

  • Limited effect: cling to metal surfaces.
  • Standard effect: pass through grilles, wire, bars.
  • Great effect: pass through thin hulls/walls (not structural members or armor plate).

Only you benefit unless you use Tin Tangle.

Tin Tangle

Crew Steel Stealth and Metal Maneuver. You can bring allies when you use Tin Tread or Tin Traverse. Allies roll their own Prowl if needed. Often resolved as a Group Action.

Tin Tunnel

Crew teleport between metal-dominant rooms. Teleport from one location dominated by metal to another you’re familiar with (foundry, forge, mine with rich ore, metal-walled room). Position and effect are worse if you don’t know the destination—excellent for escapes, risky for blind intrusion. Regional only (same city/region) but enough to exit almost any situation.

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Skirmish

Skirmish focuses on Endurance tactics and Teamwork.

Bronze Bulwark

Resist Harm from Metal.

Absorb Harm from Metal sources (Metal Powers, melee Weapons, Bullets). You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Bronze Beatdown

Fine and Potent Melee Attack.

This substitutes for Equipment; a Fine and Potent mundane Weapon is equally effective.

Bronze Bars

Obstructions prevent Scale.

Creates a shifting Maze of Walls and Spikes that isolate opponents into one-on-one engagements, negating the advantage of Scale (p 221). You can also attack like Bronze Beatdown.

Bronze Blitz

Attacks all Enemies in a wide Area.

You overwhelm multiple Foes at once—negating their Scale advantage and spreading your Effect across all Enemies in the Skirmish as appropriate to Area and Scale (p 221).

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Study

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

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

Position depends on the situation. Safely in your base, the Position is Controlled. In the middle of a fight or when pinned down, the Position is Desperate.

Brass Brief

Identify metal objects and creatures.

This gives precise mundane information, but not supernatural or exceptional abilities such as Powers.

Brass Blueprint

Learn of powers and abilities.

You learn the powers and abilities of a target. This is not restricted to mundane information; you also learn of any Powers, special abilities, and relevant rules.

Brass Backstory

Read the past events of an object.

You learn previous owners, how the object has been moved or used, and significant scenes from its history. The power focuses on events of interest to you.

Brass Bibliography

Analyze everything in a wide area.

Provides a detailed view of events involving metal within Range (p. 221), pinpointing locations of interest that contain large amounts of metal or complex metal formations. This can detect things such as tanks, railroads, vaults, and similar structures. You can then use Brass Backstory to learn the history of up to three such locations.

Survey

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

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

Electrum Enquiry

You can sense metal.

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

Electrum Eye

Perceive from a Metal object.

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

Electrum Eavesdropper

Electrum Eye to see a target.

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

Electrum Enlightenment

Perceive from all Metal in area.

You perceive from all metal objects within Range (p 221). Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging to hide in this area unless they are aware of the need to conceal themselves.

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Sway

Silver Sympathy

Understand Metal creatures.

You can converse with and gauge the mood and motivations of Metal creatures. You can also sense if a creature of any kind is confident, precise, or decisive.

Silver Speech

Talk to Metal creatures.

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

Silver Suggestion

Suggestions to Metal creatures.

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

Silver Subtlety

Inculcate Metal creatures.

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

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Tinker

Manipulate, shape, and create metal objects. The names all include "pewter", but that is just a name scheme, Tinker Metal is not focused on working pewter.

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

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

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

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

Patch Pewter

Emulate metalworking tools.

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

Pour Pewter

Emulate metalworking workshop.

Shape metal objects as if they were of clay. This surpasses normal crafting, letting you manipulate elements that are not stable, like quicksilver and molten metals, making them stay in a new shape or maintaining a flow without a pipe or mold. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.

Provision Pewter

Emulate metalworking lab.

This is two distinct effects. The first allows you to create metal out of nothing. This can be fairly complex, to the level of Fine and Potent effects, but won't last past the end of a score.

The second can only be used if you know multiple Forms. You transmute metal into material connected to another Form. The result will maintain its form as if affected by Pour Pewter. The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.

Combining this with Air, a metal door could be changed from metal to mist, you then pass through and the door reverts to metal. Likewise, a metal sword can be turned into Fire to create a burning weapon.

Produce Pewter

Emulate a metalworking factory.

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

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Wreck

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

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

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

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

Iron Impulse

Emulate a Metal sledgehammer.

Just as crude as it sounds. You destroy metal and strike with the force of a sledgehammer in combat. This relies on brute force, it does not bypass the inherent strength of a metal target. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.

Iron Impact

Shatter metal as if it was wood.

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

Iron Implosion

Pulverize Metal.

Like Iron Impact, but silent and reduces remains to fine metal filings, destroying most clues to what it was. Gets rid of evidence, as long as that evidence is of metal.

Iron Invasion

Iron Implosion over a large area.

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

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