Difference between revisions of "Abyss Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}Abyss is the essence of mixed elements, energy, and corruption.
{{FiD-Powers}}
 
Abyss is the essence of elemental potential, energy, and corruption.
 
  
 
In some creation myths the Abyss is the first to form and the source of all elements and even of life itself.
 
In some creation myths the Abyss is the first to form and the source of all elements and even of life itself.
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All agree it holds energy and raw power, but also danger and potential destruction.
 
All agree it holds energy and raw power, but also danger and potential destruction.
  
In its pure form it manifests as malichor, a tarry black substance with aspects to all the elements, it is elastic like a mix of mud and water, can burn, and excludes energetic fumes.  
+
In its pure form it manifests as malichor, also known as crude oil, earthblood and various other names.
It adheres to all other things and is toxic, slowly killing living creatures unless they can free themselves of it.  
+
It is a tarry black substance with aspects of all the elements.  
 +
It adheres to other things and is toxic, slowly killing living creatures unless they can free themselves of it.  
 
This makes it hard to safely collect and store.
 
This makes it hard to safely collect and store.
Malichor is a powerful fuel useful in crafting both science and magic.
+
Malichor is a powerful fuel useful in crafting both technology and magic.
 
Those who Tinker Abyss seek this substance and often make their lair at a source.
 
Those who Tinker Abyss seek this substance and often make their lair at a source.
In some places it comes to the surface naturally, but more commonly it pools in underground places deep in the earth and has to be extracted with great effort.
+
In some places it comes to the surface naturally, but more commonly it pools deep in the earth and has to be extracted with great effort.
 +
 
 +
Abyss, malichor, and the names of many effects have a negative spin.
 +
This is by choice, as abyssal powers are seen as dangerous and corruptive in most fantasy settings.
 +
But in some setting Abyss might be recognized as a pillar of society.
 +
Yes, it has dangers, particularly to the environment, but it can be embraced and given a more positive spin.
  
 
Abyss attacks can smash, drown, crack, or corrode.
 
Abyss attacks can smash, drown, crack, or corrode.
 
Each Abyss user is likely to have their own distinctive attack, and going outside this style is risky and or less effective.
 
Each Abyss user is likely to have their own distinctive attack, and going outside this style is risky and or less effective.
  
Abyss creatures are called demons and are hostile and destructive in the extreme, but the power of Abyss also rules over all elemental creatures.
+
Abyss creatures are called demons and are destructive in the extreme, but the power of Abyss also rules over all elemental creatures.
  
== Abyss Power Effects Table ==
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== Abyss Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|valign=bottom | '''Action'''  
 
|valign=bottom | '''Action'''  
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|-
 
|-
 
|align="left" valign="top" | '''Attune'''
 
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Tide Tracker''' <br> Detect water creatures and powers.
+
|valign="top"| '''[[#Abyssal Aperture|Abyssal Aperture]]'''   <br> Detect elements.  
|valign="top"| '''Tide Tilt'''   <br> Dismiss a water creature. End a Abyss power.
+
|valign="top"| '''[[#Abyssal Abandonment|Abyssal Abandonment]]''' <br> Dismiss elements.
|valign="top"| '''Tide Tamer'''   <br> Summon a water creature.
+
|valign="top"| '''[[#Abyssal Avatar|Abyssal Avatar]]'''     <br> Summon demon.
|valign="top"| '''Tide Pool'''   <br> Create a portal to the plane of water.
+
|valign="top"| '''[[#Abyssal Ascension|Abyssal Ascension]]'''   <br> Gate to Abyss.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''
 
|align="left" valign="top" | '''Command'''
|valign="top"| '''Wave Wake'''   <br> Intimidate with Abyss.
+
|valign="top"| '''[[#Abyssal Authority|Abyssal Authority]]''' <br> Abyssal aura.
|valign="top"| '''Wave Whisper''' <br> Communicate with distant Abyss creatures.
+
|valign="top"| '''[[#Abyssal Apparition|Abyssal Apparition]]''' <br> Elemental signaling.
|valign="top"| '''Wave Words'''   <br> Command Abyss creatures as a superior.
+
|valign="top"| '''[[#Abyssal Authority|Abyssal Authority]]''' <br> Command elemental.
|valign="top"| '''Wave Warden''' <br> Permanently bind Abyss creatures to service.
+
|valign="top"| '''[[#Abyssal Anomie|Abyssal Anomie]]'''     <br> Bind elemental.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Fluid Fashions''' <br> Clothes and accessories of Abyss.
+
|valign="top"| '''[[#Abyssal Accessories|Abyssal Accessories]]''' <br> Elemental accessories.
|valign="top"| '''Fluid Form'''     <br> Assume the form of a Abyss creature.
+
|valign="top"| '''[[#Artery of the Abyss|Artery of the Abyss]]''' <br> Elemental transformation.
|valign="top"| '''Fluid Flux '''   <br> Fluid Form a willing or helpless creature.
+
|valign="top"| '''[[#Abyssal Apparition|Abyssal Apparition]]''' <br> Transform crew.
|valign="top"| '''Fluid Flock'''     <br> Fluid Forgery on crowds.
+
|valign="top"| '''[[#Abyssal Aurora|Abyssal Aurora]]'''     <br> Transform crowds.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Ripple Ride''' <br> Ride a swimming mount or water vehicle.
+
|valign="top"| '''[[#Abyssal Ambler|Abyssal Ambler]]'''     <br> Ride any elemental.
|valign="top"| '''Ripple Rend ''' <br> Fine and potent melee attack.
+
|valign="top"| '''[[#Abyssal Arc|Abyssal Arc]]'''       <br> Melee attack.
|valign="top"| '''Ripple Reach''' <br> Fine control of water.
+
|valign="top"| '''[[#Abyssal Assistance|Abyssal Assistance]]''' <br> Fine elemental control.
|valign="top"| '''Ripple Riot''' <br> Travel in and on water.
+
|valign="top"| '''[[#Abyssal Avenue|Abyssal Avenue]]'''     <br> Create elemental mounts.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Splash Search''' <br> Track in water.
+
|valign="top"| '''[[#Abyssal Anchor|Abyssal Anchor]]'''     <br> Track using link.
|valign="top"| '''Splash Shot'''   <br> Attack like a fine and potent rifle.
+
|valign="top"| '''[[#Abluent Abyss|Abluent Abyss]]'''     <br> Abyssal snipe.
|valign="top"| '''Splash Shape''' <br> Control water terrain.
+
|valign="top"| '''[[#Abyss Alley|Abyss Alley]]'''       <br> Disrupt terrain.
|valign="top"| '''Splash Storm''' <br> Abyss attack on an area.
+
|valign="top"| '''[[#Abyssal Apocalypse|Abyssal Apocalypse]]''' <br> Area Abluent Abyss.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Stream Stealth'''  <br> Hide in water.
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|valign="top"| '''[[#Malformation|Malformation]]'''  <br> Hide in small spaces.
|valign="top"| '''Stream Speed'''   <br> Breathe and move fast through water.
+
|valign="top"| '''[[#Maladaptation|Maladaptation]]''' <br> Viscous movement.
|valign="top"| '''Stream Strategy''' <br> Crew Stream Stealth and Stream Speed.
+
|valign="top"| '''[[#Malcontent|Malcontent]]'''   <br> Crew Prowling.
|valign="top"| '''Stream Step'''     <br> Teleport crew between water locations.
+
|valign="top"| '''[[#Malodor|Malodor]]'''       <br> Crew travel as fumes.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Current Cure'''   <br> Resist water damage.
+
|valign="top"| '''[[#Abyssal Abandon|Abyssal Abandon]]'''       <br> Resist Abyss.
|valign="top"| '''Current Cut'''     <br> Fine and potent melee attack.
+
|valign="top"| '''[[#Abyssal Attachment|Abyssal Attachment]]''' <br> Abyssal melee attack.
|valign="top"| '''Current Curbing''' <br> Prevent scale in melee.
+
|valign="top"| '''[[#Abyssal Arena|Abyssal Arena]]'''           <br> Gain Scale.
|valign="top"| '''Current Clash'''  <br> Strike out in all directions, attacking all nearby enemies.
+
|valign="top"| '''[[#Abyssal Alignment|Abyssal Alignment]]'''  <br> Group action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''
 
|align="left" valign="top" | '''Study'''
|valign="top"| '''Aqua Assessment''' <br> Identify liquids, Abyss creatures, and Abyss powers.
+
|valign="top"| '''[[#Abyssal Access|Abyssal Access]]'''   <br> Identify Elements.
|valign="top"| '''Aqua Analysis'''   <br> Learn the powers and abilities of Abyss.
+
|valign="top"| '''[[#Abyss Arcanum|Abyss Arcanum]]'''   <br> Analyze Elements.
|valign="top"| '''Aqua Archive'''   <br> Read the past events of Abyss.
+
|valign="top"| '''[[#Abyssal Ancestry|Abyssal Ancestry]]''' <br> History of Elements.
|valign="top"| '''Aqua Atlas'''      <br> Aqua Assessment on an area, then Aqua Archive.
+
|valign="top"| '''[[#Abyss Atlas|Abyss Atlas]]'''      <br> Wide elemental lore.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Stream Sight''' <br> Sense Abyss at a distance.
+
|valign="top"| '''[[#Malanalysis|Malanalysis]]''' <br> Sense Abyss at a distance.
|valign="top"| '''Stream Scope''' <br> Perceive from any liquid.
+
|valign="top"| '''[[#Malaesthesia|Malaesthesia]]''' <br> Sense from malichor.
|valign="top"| '''Stream Spy'''   <br> Spy from a liquid.
+
|valign="top"| '''[[#Malice|Malice]]'''       <br> Spy from malichor.
|valign="top"| '''Stream Sweep''' <br> Perceive from many liquids at once.
+
|valign="top"| '''[[#Malformation|Malformation]]''' <br> Area Malaesthesia.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''
 
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Fluid Friend''' <br> Understand Abyss creatures.
+
|valign="top"| '''[[#Primordial Perception|Primordial Perception]]''' <br> Understand elementals.
|valign="top"| '''Fluid Fluency'''   <br> Communicate with Abyss creatures.
+
|valign="top"| '''[[#Primordial Protocol|Primordial Protocol]]'''   <br> Crew talk to elementals.
|valign="top"| '''Fluid Fluster'''   <br> Post suggestions in a Abyss creature.
+
|valign="top"| '''[[#Primordial Principal|Primordial Principal]]''' <br> Suggest elementals.
|valign="top"| '''Fluid Fellowship''' <br> Permanently change personality.
+
|valign="top"| '''[[#Primordialism|Primordialism]]'''         <br> Improve personality.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''
 
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Fluid Fabrication''' <br> Emulate tools for liquids.
+
|valign="top"| '''[[#Maladaption|Maladaption]]''' <br> Emulate tools.
|valign="top"| '''Fluid Formation''' <br> Shaped liquids will retain their shape.
+
|valign="top"| '''[[#Malformation|Malformation]]''' <br> Energize devices.
|valign="top"| '''Fluid Fusion''' <br> Create liquids out of nothing.
+
|valign="top"| '''[[#Malification|Malification]]''' <br> Create earthblood.
|valign="top"| '''Fluid Foundry''' <br> Fluid Formation on a large scale.
+
|valign="top"| '''[[#Malignancy|Malignancy]]'''   <br> Malification en masse.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''
 
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Tide Tumble''' <br> Pollute liquids or strike with a watery sledgehammer.
+
|valign="top"| '''[[#Spilt Blood|Spilt Blood]]'''   <br> Smear or smash.
|valign="top"| '''Tide Tear'''   <br> Evaporate liquids, slice as a watery blade.
+
|valign="top"| '''[[#Torn Blood|Torn Blood]]'''     <br> Crack structures.
|valign="top"| '''Tide Tow'''     <br> Tide Tear, but destroyed targets disappear silently.
+
|valign="top"| '''[[#Vaporize Blood|Vaporize Blood]]''' <br> Disintegrate.
|valign="top"| '''Tide Tsunami''' <br> Tide Tear over a large area.
+
|valign="top"| '''[[#Burning Blood|Burning Blood]]''' <br> Area Torn Blood.
 
|}
 
|}
  
== Expanded Powers ==
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
== Expanded Abyss Abilities ==
  
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence dominated by Abyss.  
+
Harness the power of Attune to perceive and manipulate supernatural energies.  
 
As the ultimate elemental power, Abyss dominates other elemental forms, allowing you to affect  
 
As the ultimate elemental power, Abyss dominates other elemental forms, allowing you to affect  
 
[[Abyss Powers (FiD)#Attune|Abyss]],
 
[[Abyss Powers (FiD)#Attune|Abyss]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
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powers.
 
powers.
  
'''Abyssal Aperture'''
+
==== Abyssal Aperture ====
Detect elementa creatures and powers.
+
Detect elements.  
  
 +
Detect elemental creatures and powers.
 
This is usually done to see spirit or to spot a disguised creature.  
 
This is usually done to see spirit or to spot a disguised creature.  
 
Abyss can affect creatures and powers of all these forms:
 
Abyss can affect creatures and powers of all these forms:
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[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
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{{ : Include Attune Basic Detect Powers (FiD) }}
 
{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Abyssal Abandonment'''
+
==== Abyssal Abandonment ====
 +
Dismiss elements.
 +
 
 
Dismiss an elemental creature or power.
 
Dismiss an elemental creature or power.
 
+
Force a creature that is native to another plane to return to that plane, force a spirit to materialize, or end the operation of a power created by a form dominated by Abyss or affecting an Abyss creature or malichor.
Force a creature that is native to another plane to return to that plane, force a spirit to materialize, or to end the operation of a power created by a form dominated by Abyss or affecting an Abyss creature or Malichor.
+
Abyss dominates the elemental powers allowing you to affect creatures and powers of all these forms:
Abyss dominates the elemental powers:
 
Abyss can affect creatures and powers of all these forms:
 
 
[[Abyss Powers (FiD)#Attune|Abyss]],
 
[[Abyss Powers (FiD)#Attune|Abyss]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
 
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
'''Abyssal Avatar'''
+
==== Abyssal Avatar ====
Summon an elemental creature.
+
Summon demon.
  
 
Abyss creatures are called demons and come in three types, elementals, spirits, and creatures with powers.
 
Abyss creatures are called demons and come in three types, elementals, spirits, and creatures with powers.
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{{ : Include Attune Summon (FiD) }}
 
{{ : Include Attune Summon (FiD) }}
  
'''Abyssal Ascension'''
+
==== Abyssal Ascension ====
 +
Gate to Abyss.
 +
 
 
Create a portal to the plane of the Abyss.
 
Create a portal to the plane of the Abyss.
 
 
Opens a route of transport to a plane of Abyss.  
 
Opens a route of transport to a plane of Abyss.  
These are planes of ultimate chaos and confusion, dominated by demons.
+
These are places of ultimate chaos and confusion, dominated by demons.
  
 
{{ : Include Attune Gate (FiD) }}
 
{{ : Include Attune Gate (FiD) }}
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
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[[Air Powers (FiD)#Command|Air]],
 
[[Air Powers (FiD)#Command|Air]],
 
[[Animal Powers (FiD)#Command|Animal]],
 
[[Animal Powers (FiD)#Command|Animal]],
[[Death Powers (FiD)#Command|Death]],
 
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
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Position and effect depend on the situation and your relationship with listeners.
 
Position and effect depend on the situation and your relationship with listeners.
  
'''Abyssal Authority'''
+
==== Abyssal Authority ====
Intimidate with Abyss.
+
Abyssal aura.
  
 
You can create Abyss effects such as a chaotic aura or melting nearby matter to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.  
 
You can create Abyss effects such as a chaotic aura or melting nearby matter to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.  
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Abyss creatures might recognize you as a figure of authority.
 
Abyss creatures might recognize you as a figure of authority.
  
'''Abyssal Apparition'''
+
==== Abyssal Apparition ====
 +
Elemental signaling.
 +
 
 
Communicate with distant elemental creatures.
 
Communicate with distant elemental creatures.
 
 
You can communicate with  
 
You can communicate with  
 
[[Air Powers (FiD)#Command|Air]],
 
[[Air Powers (FiD)#Command|Air]],
 
[[Animal Powers (FiD)#Command|Animal]],
 
[[Animal Powers (FiD)#Command|Animal]],
[[Death Powers (FiD)#Command|Death]],
 
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
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creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Abyss creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
 
creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Abyss creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
  
'''Abyssal Authority'''
+
==== Abyssal Authority ====
 +
Command elemental.
 +
 
 
Command elemental creatures as a superior.
 
Command elemental creatures as a superior.
 
 
Creatures of the [[Air Powers (FiD)#Command|Air]],
 
Creatures of the [[Air Powers (FiD)#Command|Air]],
 
[[Animal Powers (FiD)#Command|Animal]],
 
[[Animal Powers (FiD)#Command|Animal]],
[[Death Powers (FiD)#Command|Death]],
 
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
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[[Plant Powers (FiD)#Command|Plant]], and
 
[[Plant Powers (FiD)#Command|Plant]], and
 
[[Water Powers (FiD)#Command|Water]] forms
 
[[Water Powers (FiD)#Command|Water]] forms
will see you as a superior or alpha outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering a pod of sharks to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their nature is to hunt.
+
will see you as a superior or alpha outranking them.  
 +
This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. 
 +
This does not remove existing loyalties, which may lead to conflict.
 +
Understanding the social order of your targets helps avoid clashes with established hierarchies.
  
Limited outcome might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard outcome makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great outcome means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
+
==== Abyssal Anomie ====
 +
Bind elemental.
  
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
 
 
'''Abyssal Anomie'''
 
 
Permanently bind an elemental creatures to service.
 
Permanently bind an elemental creatures to service.
 
 
You can bind creatures of the
 
You can bind creatures of the
 
reatures of the [[Air Powers (FiD)#Command|Air]],
 
reatures of the [[Air Powers (FiD)#Command|Air]],
 
[[Animal Powers (FiD)#Command|Animal]],
 
[[Animal Powers (FiD)#Command|Animal]],
[[Death Powers (FiD)#Command|Death]],
 
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Earth Powers (FiD)#Command|Earth]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
 
[[Electricity Powers (FiD)#Command|Electricity]],
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Extreme emotions can break your control, and Abyssal creatures are naturally headstrong.
 
Extreme emotions can break your control, and Abyssal creatures are naturally headstrong.
 
Otherwise it lasts until dispelled.
 
Otherwise it lasts until dispelled.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
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A common consequences is that Abyssal forms are unstable or shifting and may include extra appendages or body parts alien to your desired form.
 
A common consequences is that Abyssal forms are unstable or shifting and may include extra appendages or body parts alien to your desired form.
  
'''Abyssal Accessories'''
+
==== Abyssal Accessories ====
 +
Elemental accessories.
 +
 
 
Clothes and accessories of Abyss.
 
Clothes and accessories of Abyss.
 
 
You do not physically change yourself, you change your accessorize and outfit.  
 
You do not physically change yourself, you change your accessorize and outfit.  
 
Abyssal accessories can include all elemental materials.
 
Abyssal accessories can include all elemental materials.
 
As an advanced ability, you can do this for another.
 
As an advanced ability, you can do this for another.
  
'''Artery of the Abyss'''
+
==== Artery of the Abyss ====
 +
Elemental transformation.
 +
 
 
Assume the form of any creature.
 
Assume the form of any creature.
 
 
This is a true physical transmutation.  
 
This is a true physical transmutation.  
 
You can assume any physical form, but minor details will vary over time even if there are no consequences, this is just the chaotic nature of the Abyss.
 
You can assume any physical form, but minor details will vary over time even if there are no consequences, this is just the chaotic nature of the Abyss.
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[[Air Powers (FiD)#Consort|Air]],
 
[[Air Powers (FiD)#Consort|Air]],
 
[[Animal Powers (FiD)#Consort|Animal]],
 
[[Animal Powers (FiD)#Consort|Animal]],
[[Death Powers (FiD)#Consort|Death]],
 
 
[[Earth Powers (FiD)#Consort|Earth]],
 
[[Earth Powers (FiD)#Consort|Earth]],
 
[[Electricity Powers (FiD)#Consort|Electricity]],
 
[[Electricity Powers (FiD)#Consort|Electricity]],
 
[[Fire Powers (FiD)#Consort|Fire]],
 
[[Fire Powers (FiD)#Consort|Fire]],
 
[[Ice Powers (FiD)#Consort|Ice]],
 
[[Ice Powers (FiD)#Consort|Ice]],
[[Life Powers (FiD)#Consort|Life]],
 
 
[[Light Powers (FiD)#Consort|Light]],
 
[[Light Powers (FiD)#Consort|Light]],
 
[[Metal Powers (FiD)#Consort|Metal]],
 
[[Metal Powers (FiD)#Consort|Metal]],
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* Great outcome: Assume the shape and some of the personality of a specific creature you have studied.
 
* Great outcome: Assume the shape and some of the personality of a specific creature you have studied.
  
'''Abyssal Apparition'''
+
==== Abyssal Apparition ====
Artery of the Abyss a willing or helpless creature.
+
Transform crew.
  
 +
Artery of the Abyss on a willing or helpless creature.
 
This is Artery of the Abyss applied to a willing or helpless creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Fluid Form.
 
This is Artery of the Abyss applied to a willing or helpless creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Fluid Form.
  
 
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
 
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
  
'''Abyssal Aurora'''
+
==== Abyssal Aurora ====
Abyssal Apparition on crowds.
+
Transform crowds.
  
 
{{ : Apex Consort }}
 
{{ : Apex Consort }}
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
Abyss doesn't confirm well to the exact control of Finesse, there is often worse consequences compared to Finesse used with other [[Powers_(FiD)#Forms|Forms]], but it is very flexible.
+
Abyss doesn't confirm well to the exact control of Finesse.
 +
Abyss hates being precisely controlled.
 +
There are often worse consequences compared to Finesse used with other [[Powers_(FiD)#Forms|Forms]], but it can control all elements, making it very flexible in what it can do.
  
'''Abyssal Ambler'''
+
==== Abyssal Ambler ====
Ride any elemental mount.
+
Ride any elemental.
  
 
This allows you to use Finesse with  
 
This allows you to use Finesse with  
Line 338: Line 350:
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
Line 350: Line 361:
 
You can ride beasts even if they are not trained to carry a rider.  
 
You can ride beasts even if they are not trained to carry a rider.  
 
They must still be physically able to carry you.
 
They must still be physically able to carry you.
 +
You gain no facility with vehicles of any kind.
  
'''Abyssal Arc'''
+
==== Abyssal Arc ====
Fine and Potent melee attack.
+
Melee attack.
  
 
Select a style of attack, burn, smash, drown, crack, or corrode your victims.
 
Select a style of attack, burn, smash, drown, crack, or corrode your victims.
Line 358: Line 370:
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
  
'''Abyssal Assistance'''
+
==== Abyssal Assistance ====
Fine control of elemental matter.
+
Fine elemental control.
  
 
This allows you to manipulate small amounts of  
 
This allows you to manipulate small amounts of  
 
[[Air Powers (FiD)#Finesse|Air]],
 
[[Air Powers (FiD)#Finesse|Air]],
 
[[Animal Powers (FiD)#Finesse|Animal]],
 
[[Animal Powers (FiD)#Finesse|Animal]],
[[Death Powers (FiD)#Finesse|Death]],
 
 
[[Earth Powers (FiD)#Finesse|Earth]],
 
[[Earth Powers (FiD)#Finesse|Earth]],
 
[[Electricity Powers (FiD)#Finesse|Electricity]],
 
[[Electricity Powers (FiD)#Finesse|Electricity]],
Line 373: Line 384:
 
[[Plant Powers (FiD)#Finesse|Plant (vegetate matter)]], or
 
[[Plant Powers (FiD)#Finesse|Plant (vegetate matter)]], or
 
[[Water Powers (FiD)#Finesse|Water]]
 
[[Water Powers (FiD)#Finesse|Water]]
at short range and with little attention, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act through.  
+
at short range and with little attention, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act through. {{ Include Finesse Master }}
This can substitute for simple Tinker actions, but nothing complicated.
 
This takes almost no time and can be used as a set-up for yourself or quickly between other actions.
 
  
'''Abyssal Avenue'''
+
==== Abyssal Avenue ====
 
Create elemental mounts.
 
Create elemental mounts.
  
 
Create mounts for you and your crew.
 
Create mounts for you and your crew.
 
This also provides survival needs such as breathable air and protection from pressure and extremes of pressure and temperature.
 
This also provides survival needs such as breathable air and protection from pressure and extremes of pressure and temperature.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
 
Track, attack, and unleash devastating barrages with the power of the Abyss.  
 
Track, attack, and unleash devastating barrages with the power of the Abyss.  
  
'''Abyssal Anchor'''
+
==== Abyssal Anchor ====
 +
Track using link.
 +
 
 
Track anyone you have a link to.
 
Track anyone you have a link to.
 
 
As long as you have a former body part of your quarry, you can track any creature over any terrain.  
 
As long as you have a former body part of your quarry, you can track any creature over any terrain.  
Typical body parts used are hairs, spoor, excrement, blood, and even very intimately physical items.
+
Typical body parts used are hairs, spoor, excrement, blood, and even very intimately physical items.  
Things you have eaten or consumed provide such links for you.
 
  
'''Abluent Abyss'''
+
==== Abluent Abyss ====
Attack like a fine and potent rifle.
+
Abyssal snipe.
  
 
Create and project a drop or malichor to use as an attack..
 
Create and project a drop or malichor to use as an attack..
Line 400: Line 411:
 
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
  
'''Abyss Alley'''
+
==== Abyss Alley ====
Control terrain.
+
Disrupt terrain.
  
 
Cause chaos and disruption to the terrain, destroying roads, creating barriers and badlands such as mudslides, smog, or pollution.
 
Cause chaos and disruption to the terrain, destroying roads, creating barriers and badlands such as mudslides, smog, or pollution.
Line 407: Line 418:
 
This does not inflict any direct damage.
 
This does not inflict any direct damage.
  
'''Abyssal Apocalypse'''
+
==== Abyssal Apocalypse ====
Abluent Abyss on an area.
+
Area Abluent Abyss.
  
An escalation of Abluent Abyss.  
+
An escalation of Abluent Abyss to cover an Area (p. 221).
 
Less precise, this affects all creatures at a location, with almost guaranteed collateral damage.  
 
Less precise, this affects all creatures at a location, with almost guaranteed collateral damage.  
 
Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
 
Abyss prowls by making the body elastic, even flowing like malichor.   
 
Abyss prowls by making the body elastic, even flowing like malichor.   
  
'''Malformation '''
+
==== Malformation ====
Hide in small hollow spaces.
+
Hide in small spaces.
  
 
Makes your body extra flexible, allowing you to fit into smaller hiding spaces.
 
Makes your body extra flexible, allowing you to fit into smaller hiding spaces.
  
'''Maladaptation'''
+
==== Maladaptation ====
Turn yourself liquid to move through small spaces.
+
Viscous movement.
  
Turn yourself into a viscous liquid, able to slowly seep through small openings and along any surface.
+
Turn yourself viscous to move through small spaces.
 +
Turn yourself into a viscous liquid while retaining your basic form, able to slowly seep through small cracks and along any surface.
  
'''Malcontent'''
+
==== Malcontent ====
Crew Stream Stealth and Stream Speed.
+
Crew Prowling.
  
 
Give your crew the ability to use Malformation and Maladaptation.  
 
Give your crew the ability to use Malformation and Maladaptation.  
Line 434: Line 448:
 
This is commonly a group action.
 
This is commonly a group action.
  
'''Malodor'''
+
==== Malodor ====
 +
Crew travel as fumes.
 +
 
 
Turn yourself and your crew into fumes to travel.
 
Turn yourself and your crew into fumes to travel.
 
 
You and your crew turn into noxious fumes that can quickly travel through open spaces as well as along any construction fault, flaw, or damage.
 
You and your crew turn into noxious fumes that can quickly travel through open spaces as well as along any construction fault, flaw, or damage.
 
This is almost instantaneous travel that leaves a trail of miasma along your path.
 
This is almost instantaneous travel that leaves a trail of miasma along your path.
 
It is not a form of teleportation but the effect is similar.
 
It is not a form of teleportation but the effect is similar.
 
You must be familiar with the destination and have some idea of the path to take, so it works well to escape after an intrusion but is almost useless for intrusion into unfamiliar territory.
 
You must be familiar with the destination and have some idea of the path to take, so it works well to escape after an intrusion but is almost useless for intrusion into unfamiliar territory.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
 
Introduce chaos into battle.
 
Introduce chaos into battle.
  
'''Abyssal Abandon'''
+
==== Abyssal Abandon ====
Resist elemental damage.
+
Resist Abyss.
  
 
Absorb energies related to Abyss.  
 
Absorb energies related to Abyss.  
This means damage from the following forms: [[Abyss Powers (FiD)#Skirmish|Abyss]],
+
This means damage from the following forms:  
 +
[[Abyss Powers (FiD)#Skirmish|Abyss]],
 
[[Air Powers (FiD)#Skirmish|Air]],
 
[[Air Powers (FiD)#Skirmish|Air]],
 
[[Animal Powers (FiD)#Skirmish|Animal]],
 
[[Animal Powers (FiD)#Skirmish|Animal]],
[[Death Powers (FiD)#Skirmish|Death]],
 
 
[[Earth Powers (FiD)#Skirmish|Earth]],
 
[[Earth Powers (FiD)#Skirmish|Earth]],
 
[[Electricity Powers (FiD)#Skirmish|Electricity]],
 
[[Electricity Powers (FiD)#Skirmish|Electricity]],
 
[[Fire Powers (FiD)#Skirmish|Fire]],
 
[[Fire Powers (FiD)#Skirmish|Fire]],
 
[[Ice Powers (FiD)#Skirmish|Ice]],
 
[[Ice Powers (FiD)#Skirmish|Ice]],
[[Life Powers (FiD)#Skirmish|Life]],
 
[[Light Powers (FiD)#Skirmish|Light]],
 
 
[[Metal Powers (FiD)#Skirmish|Metal]],
 
[[Metal Powers (FiD)#Skirmish|Metal]],
 
[[Plant Powers (FiD)#Skirmish|Plant]], and
 
[[Plant Powers (FiD)#Skirmish|Plant]], and
 
[[Water Powers (FiD)#Skirmish|Water]].
 
[[Water Powers (FiD)#Skirmish|Water]].
It does nto protect from mundane damage.
+
It does not protect from mundane damage.
  
 
{{ : Damage Resistance Template (FiD)}}
 
{{ : Damage Resistance Template (FiD)}}
  
'''Abyssal Attachment'''
+
==== Abyssal Attachment ====
Fine and potent melee attack.
+
Abyssal melee attack.
  
 
Create a dueling weapon out of solidified malichor, that attacks much like a Fine and Potent dueling weapon.
 
Create a dueling weapon out of solidified malichor, that attacks much like a Fine and Potent dueling weapon.
 
Harm is a mix of puncture, corrosion, and toxic effects.  
 
Harm is a mix of puncture, corrosion, and toxic effects.  
Besides variety in the type of damage, this only substitutes for equipment, a Fine and Potent is just as powerful.  
+
Besides variety in the type of damage, this only substitutes for equipment, a Fine and Potent weapon is just as powerful.  
 
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
  
'''Abyssal Arcade'''
+
==== Abyssal Arena ====
Prevent scale in melee.
+
Gain Scale.
 +
 
 +
An escalated Abyssal Arcade, this twists the battlescape to attack creatures near you with animated malichor, giving you Scale.
  
Pollutes an area with malichor, making it randomly sticky, slick, and unstable in various areas.
+
==== Abyssal Alignment ====
Makes it impossible to coordinate to use Scale in the area.
+
Coordinate against Abyss.
  
'''Abyssal Arena'''
+
This allows you and allies to initiate a Group Action to work natural hazards, pollution, and riots. {{ : Apex Skirmish Include (FiD) }}
Strike out in all directions, attacking all nearby enemies.
 
  
An escalated Abyssal Arcade, this twists the battlescape to attack creatures near you with gouts of malichor.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Not only does this negate scale, it also has the potential to harm entire groups of creatures.
 
  
 
=== Study ===
 
=== Study ===
Line 493: Line 508:
 
[[Air Powers (FiD)#Study|Air]],
 
[[Air Powers (FiD)#Study|Air]],
 
[[Animal Powers (FiD)#Study|Animal]],
 
[[Animal Powers (FiD)#Study|Animal]],
[[Death Powers (FiD)#Study|Death]],
 
 
[[Earth Powers (FiD)#Study|Earth]],
 
[[Earth Powers (FiD)#Study|Earth]],
 
[[Electricity Powers (FiD)#Study|Electricity]],
 
[[Electricity Powers (FiD)#Study|Electricity]],
Line 504: Line 518:
 
[[Powers (FiD)#Forms|Forms]].
 
[[Powers (FiD)#Forms|Forms]].
  
The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
+
The Outcome required depends on range.
 +
* '''Limited Outcome''': Touch.
 +
* '''Standard Outcome''': Line of sight.
 +
* '''Great Outcome''': A target you know of or have some link to, but which is out of line of sight.
  
Position depends on the situation.
+
==== Abyssal Access ====
Safely in your lair the position is controlled.
+
Identify Elements.
In the middle of a fight or when pinned down the position is desperate.
 
Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
 
  
'''Abyssal Access'''
 
 
Identify elemental materials and powers.
 
Identify elemental materials and powers.
 +
This gives the name and very basic information in narrative terms, but not details or actual rules.
  
This gives the name and very basic information in narrative terms, but not details or actual rules.
+
==== Abyss Arcanum ====
 +
Analyze Elements.
  
'''Abyss Arcanum'''
 
 
Learn the powers and abilities of all things elemental.
 
Learn the powers and abilities of all things elemental.
 
 
You learn of any powers or special abilities the target has.  
 
You learn of any powers or special abilities the target has.  
 
This includes actual rules and game result.
 
This includes actual rules and game result.
  
'''Abyssal Ancestry'''
+
==== Abyssal Ancestry ====
 +
History of Elements.
 +
 
 
Read the past events of elemental objects and creatures.
 
Read the past events of elemental objects and creatures.
 
 
This includes previous owners and how the object has been moved around as well as significant scenes from its history.  
 
This includes previous owners and how the object has been moved around as well as significant scenes from its history.  
 
The power zooms in on events of interest to you.
 
The power zooms in on events of interest to you.
  
'''Abyss Atlas'''
+
==== Abyss Atlas ====
 +
Wide elemental lore.
 +
 
 
Abyss Arcanum on an area, then Abyssal Ancestry.
 
Abyss Arcanum on an area, then Abyssal Ancestry.
 +
Provides a detailed view of events involving the elements as far as you can see within an Area (p. 221), pinpointing locations of interest like bases and power nodes.
 +
You can then use Abyssal Ancestry to learn the history of up to three such locations.
  
Provides a detailed view of events involving the elements as far as you can see, pinpointing locations of interest like bases and power nodes.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You can then use Abyssal Ancestry to learn the history of up to three such locations.
 
  
 
=== Survey ===
 
=== Survey ===
Line 542: Line 560:
 
* Great outcome can look into far-away places and spots you had no idea existed.
 
* Great outcome can look into far-away places and spots you had no idea existed.
  
'''Malanalysis'''
+
==== Malanalysis ====
 
Sense Abyss at a distance.
 
Sense Abyss at a distance.
  
 
This is a basic spotting power, selectively sensing various types of malichor, demons, and Abyss powers.
 
This is a basic spotting power, selectively sensing various types of malichor, demons, and Abyss powers.
  
'''Malaesthesia'''
+
==== Malaesthesia ====
 +
Sense from malichor.
 +
 
 
Move your senses to a place with abyssal influence.
 
Move your senses to a place with abyssal influence.
 
 
You move your perception to an object or place with malichor, demonic influence, or Abyssal power and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
 
You move your perception to an object or place with malichor, demonic influence, or Abyssal power and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
  
'''Malice'''
+
==== Malice ====
 
Spy from malichor.
 
Spy from malichor.
  
 
Similar to Malaesthesia but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Malaesthesia. This may be close enough to observe the target, but Abyssal influences is pretty rare and so it may well fail. It can be used to sense from a position you do not know of, which is useful when you want to find such a source.
 
Similar to Malaesthesia but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Malaesthesia. This may be close enough to observe the target, but Abyssal influences is pretty rare and so it may well fail. It can be used to sense from a position you do not know of, which is useful when you want to find such a source.
  
'''Malformation'''
+
==== Malformation ====
Perceive Abyss over a very wide area.
+
Area Malaesthesia.
  
Detects and maps abyssal influences and malichor over an entire region.
+
Detects and maps abyssal influences and malichor within Range (p. 221).
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Line 568: Line 589:
 
Abyss dominates other elements, allowing you to Sway them.
 
Abyss dominates other elements, allowing you to Sway them.
  
Position is determined normally, depending on the situation and your relation to listeners.   
+
Position and initial Effect is determined normally, depending on the situation and your relation to listeners.   
  
* Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
+
==== Primordial Perception ====
* Standard Outcome can convince a target with no particular stake in the matter.
+
Understand elementals.
* Great Outcome will convince a reluctant target, but not a passionate one.
 
 
 
'''Primordial Perception'''
 
Understand Abyss creatures.
 
  
 
You can gauge the mood and motivations of creatures linked to the [[Powers (FiD)#Forms|Forms]] of
 
You can gauge the mood and motivations of creatures linked to the [[Powers (FiD)#Forms|Forms]] of
Line 581: Line 598:
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
Line 590: Line 606:
 
[[Plant Powers (FiD)#Attune|Plant]], and
 
[[Plant Powers (FiD)#Attune|Plant]], and
 
[[Water Powers (FiD)#Attune|Water]] and understand what they are saying. This does not allow you to be understood.  
 
[[Water Powers (FiD)#Attune|Water]] and understand what they are saying. This does not allow you to be understood.  
You can also sense when any kind of creature is in a mood to be caring, mercurial, or spiritual.
+
You can also sense when any kind of creature restrained by their mood to be caring, mercurial, or spiritual.
  
'''Primordial Primacy'''
+
==== Primordial Protocol ====
Communicate with elemental creatures.
+
Crew talk to elementals.
  
 
This allows you and your crew to talk to and use the Sway action at full power against [[Powers (FiD)#Forms|Forms]] of
 
This allows you and your crew to talk to and use the Sway action at full power against [[Powers (FiD)#Forms|Forms]] of
Line 599: Line 615:
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Air Powers (FiD)#Attune|Air]],
 
[[Animal Powers (FiD)#Attune|Animal]],
 
[[Animal Powers (FiD)#Attune|Animal]],
[[Death Powers (FiD)#Attune|Death]],
 
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Earth Powers (FiD)#Attune|Earth]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
 
[[Electricity Powers (FiD)#Attune|Electricity]],
Line 611: Line 626:
 
In addition, you can free any creature from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.
 
In addition, you can free any creature from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.
  
'''Primordial Principal'''
+
==== Primordial Principal ====
Post suggestions in a Abyss creature.
+
Suggest elementals.
  
 +
Post suggestions in a elemental creature.
 
An enhanced Primordial Primacy, allowing you to implant suggestions in elemental creatures that will trigger under conditions you set.  
 
An enhanced Primordial Primacy, allowing you to implant suggestions in elemental creatures that will trigger under conditions you set.  
 
The power remains subtle until the suggestion is activated.  
 
The power remains subtle until the suggestion is activated.  
 
The target will not remember being swayed.
 
The target will not remember being swayed.
  
'''Primordialism '''
+
==== Primordialism ====
Permanently change personality.
+
Improve personality.
  
This is permanent but blatant. It changes the mind of an elemental creature on a deep level, altering their priorities and loyalties.  
+
This changes the mind of an elemental creature on a deep level, creating sympathy and loyalty.  
 
Target remembers their past but considers it unimportant compared to their new motivations.  
 
Target remembers their past but considers it unimportant compared to their new motivations.  
 
There are limits to this power, especially for creatures linked to a power — you make the creatures adore someone, but you also free them from whatever else is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.  
 
There are limits to this power, especially for creatures linked to a power — you make the creatures adore someone, but you also free them from whatever else is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.  
 
Exceptional creatures and circumstances can break this change.
 
Exceptional creatures and circumstances can break this change.
 +
The effect fades over the next few days, but depending on the response from others long-term attitudes may change.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and draw energy from malichor, tough tinkerers generally prefer the more positive term earthblood.  
+
Manipulate, shape, and draw energy from '''earthblood''', also known as '''crude oil''' or '''malichor''' to those who fear its destructive side.
This might seem like an overly tight focus, but since malichor is such an energetic substance, it can be used to enhance any kind of creation, making this quite powerful.  
+
 
 +
Earthblood is an energetic, corrupting substance. While its raw form is sticky and toxic, it can be used to enhance nearly any kind of creation, making Tinker Abyss extremely powerful when earthblood is available. 
 +
It is inherently dangerous and unstable. An advanced workspace is required for a '''Controlled''' Position; in the field, the Position is always at least '''Risky'''.
  
* Limited Outcome solves an immediate problem, then ends. 
+
Common Consequences include smearing, clogging, ignition, corrosion, toxic fumes, and environmental damage represented by escalating clocks.
* Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, repairs, construction.
 
* Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.
 
Earthblood is inherently dangerous and unstable, requiring an advanced workspace to make the position controlled. In the feild it is always at least risky.  
 
  
Earthblood is a dirty substance, even when there is no formal consequence it stains you and the work area.  
+
Earthblood can energize other items, but it can also be refined into fuels, asphalt, petrochemicals such as synthetic polymers and plastics, and other high-utility industrial materials.
Common consequences include smearing, clogging, ignition, corrosion, toxic fumes, or lasting environmental damage over an area that escalates in size with the more advanced powers.
+
In settings where such materials exist, they are governed by Abyss. These substances are difficult for Life to break down and cause severe environmental harm when mishandled.
  
'''Maladaptation'''
+
==== Maladaption ====
Emulate tools to use with earthblood.
+
Emulate tools.
  
This ability substitutes for tools and protection devices typical of a small workshop.
+
Emulate tools to work earthblood.
The main use of this is to collect and store earthblood.
+
This ability substitutes for tools and protective equipment typical of a field kit.
 +
Its most common use is collecting, storing, and handling earthblood.
 +
 
 +
==== Malformation ====
 +
Energize devices.
  
'''Malformation '''
 
 
Use earthblood to energize devices.
 
Use earthblood to energize devices.
 +
Infuse a device with earthblood, restoring energy or empowering it. 
 +
This can recharge a depleted item or power a mundane device.
 +
For devices that use or project energy — including most weapons and devices using [[Powers (FiD)|Powers]] — you can temporarily make the device '''Fine'''.
 +
 +
You can also work earthblood and petrochemicals as if you were in a workshop. 
 +
Earthblood used in downtime crafting permanently makes the result '''Fine''' without increasing the difficulty of the process.
 +
 +
==== Malification ====
 +
Create earthblood.
 +
 +
Create earthblood from nothing.
 +
You can create earthblood without raw materials, but it has a limited duration. 
 +
This functions like Malformation, above, but without needing a source.
 +
 +
You can shape earthblood into petrochemicals you are familiar with. 
 +
If the earthblood is somehow made permanent, the resulting object is also permanent.
  
Infuse a device with earthblood, empowering it and restoring any energy loss.
+
You can turn earthblood into a substance linked to another [[Powers_(FiD)#Forms|Form]], but other Forms' materials cannot be turned into earthblood.
For devices that use or project energy, which includes most weapons and devices using [[Powers (FiD)|Powers]], this temporarily turns it into a Fine device.
 
You need earthblood to be able to do this.
 
  
'''Malification'''
+
==== Malignancy ====
Create earthblood out of nothing.
+
Malification en masse.
  
You can create earthblood from nothing, but this has a limited duration.
+
You can process earthblood in bulk to empower many items or construct large works such as ships or fortifications that would normally require a workforce and facilities.
This is like Fluid Formation, above, but needs no raw materials.
 
You can transform earthblood into any elemental substance and give the result any desired shape.
 
If the earthblood is permanent, so is the resulting substance.
 
This allows you to create all kinds of material objects, even complex or powered devices.
 
Earthblood used in downtime crafting permanently turns the result Fine without increasing the difficulty of the process.
 
  
'''Malignancy'''
+
In Long-Term Projects involving construction or crafting, Malignancy allows you to produce many dozens of items with the effort of one, at the usual Stress cost for Apex powers.
Malification on a large scale.
 
  
You can process earthblood on a large scale to empower many items, or create large structures like a ship or fort that normally require a work force and facilities.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
In long-term projects involving construction or crafting, Malignancy makes many dozens of items with the same effort as one item, but with a stress cost for the Apex power.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy malichor or smash stuff using Abyss.  
+
Destroy earthblood or use it to smash and corrupt.
This gives Wreck Abyss a positive aspect in cleaning up pollution.
+
Wreck Abyss has a positive role in breaking down pollution and removing abyssal contamination.
You can also corrupt things, smearing and corroding them and making them hard and dangerous to work with.
+
It can also be used to smear, corrode, and destabilize materials, making them dangerous or impossible to work with.
 +
 
 +
The Outcome required depends on the size and structural strength of the target:
 +
 
 +
* '''Limited Outcome''': Construction significantly weaker than a brick wall. 
 +
* '''Standard Outcome''': A car-sized hole in a brick or mortar wall. Smaller damage still requires Standard Outcome. 
 +
* '''Great Outcome''': Affect something larger or stronger, up to the scale of a house, ship, or similar structure.
 +
 
 +
Position depends on the situation. 
 +
A quiet workspace is '''Controlled'''. 
 +
The general chaos of adventure is '''Risky'''. 
 +
Direct attacks, massive crowds, or dangerous construction are '''Desperate'''.
  
The outcome required depends on the size and structural strength of your target.
+
==== Spilt Blood ====
* Limited Outcome: Construction significantly weaker than a brick wall.
+
Smear or smash.
* Standard Outcome is a car-sized hole in a brick or mortar wall.  A smaller hole still needs standard outcome.
 
* Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct.  
 
  
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with direct attacks, massive crowds, or dangerous construction is desperate.
+
Pollute or smear an item or small area, worsening the Consequences of using it. 
 +
Break down petrochemicals with increased Effect. 
 +
Spray corrosive earthblood as an attack effective against both creatures and objects.
  
'''Spilt Blood'''
+
As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse, or Skirmish, depending on the situation.
Smear or smash with malichor.
 
  
Pollute or smear an item or small area, worsening the consequences of using it.
+
==== Torn Blood ====
Spray corrosive malichor as an attack effective against both creatures and objects.
+
Crack structures.
The effect is to
 
As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse and Skirmish, depending on the situation.
 
  
'''Torn Blood'''
+
Extract earthblood to crack structures.
Extract earthblood to crack things.
+
Crack objects made of elemental materials 
 +
([[Air Powers (FiD)#Attune|Air]], [[Animal Powers (FiD)#Attune|Animal]], [[Earth Powers (FiD)#Attune|Earth]], [[Electricity Powers (FiD)#Attune|Electricity]], [[Fire Powers (FiD)#Attune|Fire]], [[Ice Powers (FiD)#Attune|Ice]], [[Light Powers (FiD)#Attune|Light]], [[Metal Powers (FiD)#Attune|Metal]], [[Plant Powers (FiD)#Attune|Plant]], [[Water Powers (FiD)#Attune|Water]]) 
 +
from the inside, the cracks seeping earthblood.
  
Crack objects made of elemental materials from the inside, the cracks seeping earthblood.
+
This can be used to as a '''Fine''' and '''Potent''' demolition tool in combat.
This works to destroy objects or as a Fine potent demolition tool in combat.
 
  
'''Vaporize Blood'''
+
==== Vaporize Blood ====
Turn things to earthblood which quickly evaporates.
+
Disintegrate.
  
The real difference here is that wrecking things is now silent.  
+
Reduce targets to evaporating earthblood.
Get rid of evidence, as long as that evidence matches your power.
+
Wrecking is now silent, reducing destroyed targets to a tarry sludge that evaporates over time.
 +
This destroys evidence and is less polluting than other uses of earthblood, though some residue remains.
  
'''Burning Blood'''
+
==== Burning Blood ====
Tide Tear over a large area.
+
Area Torn Blood.
  
Spread earthblood in the air, then ignite it creating a great explosion and a rain of corrosive droplets.
+
Apply Torn Blood over a wide area.
Rather straightforward, this scales Torn Blood up to a large area.
+
Disperse earthblood into the air and ignite it, creating a massive explosion followed by a rain of corrosive droplets.
 +
This causes severe damage over a large area, can collapse buildings, and can rapidly deplete breathable air in enclosed or protected spaces.

Latest revision as of 15:43, 13 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark Powers

Abyss is the essence of mixed elements, energy, and corruption.

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

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

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

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

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

Abyss 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 Abyssal Aperture
Detect elements.
Abyssal Abandonment
Dismiss elements.
Abyssal Avatar
Summon demon.
Abyssal Ascension
Gate to Abyss.
Command Abyssal Authority
Abyssal aura.
Abyssal Apparition
Elemental signaling.
Abyssal Authority
Command elemental.
Abyssal Anomie
Bind elemental.
Consort Abyssal Accessories
Elemental accessories.
Artery of the Abyss
Elemental transformation.
Abyssal Apparition
Transform crew.
Abyssal Aurora
Transform crowds.
Finesse Abyssal Ambler
Ride any elemental.
Abyssal Arc
Melee attack.
Abyssal Assistance
Fine elemental control.
Abyssal Avenue
Create elemental mounts.
Hunt Abyssal Anchor
Track using link.
Abluent Abyss
Abyssal snipe.
Abyss Alley
Disrupt terrain.
Abyssal Apocalypse
Area Abluent Abyss.
Prowl Malformation
Hide in small spaces.
Maladaptation
Viscous movement.
Malcontent
Crew Prowling.
Malodor
Crew travel as fumes.
Skirmish Abyssal Abandon
Resist Abyss.
Abyssal Attachment
Abyssal melee attack.
Abyssal Arena
Gain Scale.
Abyssal Alignment
Group action.
Study Abyssal Access
Identify Elements.
Abyss Arcanum
Analyze Elements.
Abyssal Ancestry
History of Elements.
Abyss Atlas
Wide elemental lore.
Survey Malanalysis
Sense Abyss at a distance.
Malaesthesia
Sense from malichor.
Malice
Spy from malichor.
Malformation
Area Malaesthesia.
Sway Primordial Perception
Understand elementals.
Primordial Protocol
Crew talk to elementals.
Primordial Principal
Suggest elementals.
Primordialism
Improve personality.
Tinker Maladaption
Emulate tools.
Malformation
Energize devices.
Malification
Create earthblood.
Malignancy
Malification en masse.
Wreck Spilt Blood
Smear or smash.
Torn Blood
Crack structures.
Vaporize Blood
Disintegrate.
Burning Blood
Area Torn Blood.
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Expanded Abyss Abilities

Attune

Harness the power of Attune to perceive and manipulate supernatural energies. As the ultimate elemental power, Abyss dominates other elemental forms, allowing you to affect Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water powers.

Abyssal Aperture

Detect elements.

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

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

Abyssal Abandonment

Dismiss elements.

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

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

Forcing a spirit to materialize 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.

Abyssal Avatar

Summon demon.

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

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

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

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

Summons are 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

Abyssal Ascension

Gate to Abyss.

Create a portal to the plane of the Abyss. Opens a route of transport to a plane of Abyss. These are places of ultimate chaos and confusion, dominated by demons.

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

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

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Command

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

Abyssal Authority

Abyssal aura.

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

Abyssal Apparition

Elemental signaling.

Communicate with distant elemental creatures. You can communicate with Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Abyss creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

Abyssal Authority

Command elemental.

Command elemental creatures as a superior. Creatures of the Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms will see you as a superior or alpha outranking them. This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.

Abyssal Anomie

Bind elemental.

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

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Consort

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

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

Abyssal Accessories

Elemental accessories.

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

Artery of the Abyss

Elemental transformation.

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

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

  • Limited outcome: Transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
  • Standard outcome: A generic creature, very hard to recognize as yourself.
  • Great outcome: Assume the shape and some of the personality of a specific creature you have studied.

Abyssal Apparition

Transform crew.

Artery of the Abyss on a willing or helpless creature. This is Artery of the Abyss applied to a willing or helpless creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Fluid Form.

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

Abyssal Aurora

Transform crowds.

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

Abyss doesn't confirm well to the exact control of Finesse. Abyss hates being precisely controlled. There are often worse consequences compared to Finesse used with other Forms, but it can control all elements, making it very flexible in what it can do.

Abyssal Ambler

Ride any elemental.

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

Abyssal Arc

Melee attack.

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

Abyssal Assistance

Fine elemental control.

This allows you to manipulate small amounts of Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant (vegetate matter), or Water at short range and with little attention, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act through. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Abyssal Avenue

Create elemental mounts.

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

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Hunt

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

Abyssal Anchor

Track using link.

Track anyone you have a link to. As long as you have a former body part of your quarry, you can track any creature over any terrain. Typical body parts used are hairs, spoor, excrement, blood, and even very intimately physical items.

Abluent Abyss

Abyssal snipe.

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

Abyss Alley

Disrupt terrain.

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

Abyssal Apocalypse

Area Abluent Abyss.

An escalation of Abluent Abyss to cover an Area (p. 221). Less precise, this affects all creatures at a location, with almost guaranteed collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

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Prowl

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

Malformation

Hide in small spaces.

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

Maladaptation

Viscous movement.

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

Malcontent

Crew Prowling.

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

Malodor

Crew travel as fumes.

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

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Skirmish

Introduce chaos into battle.

Abyssal Abandon

Resist Abyss.

Absorb energies related to Abyss. This means damage from the following forms: Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Metal, Plant, and Water. It does not protect from mundane damage.

You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

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

Abyssal Attachment

Abyssal melee attack.

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

Abyssal Arena

Gain Scale.

An escalated Abyssal Arcade, this twists the battlescape to attack creatures near you with animated malichor, giving you Scale.

Abyssal Alignment

Coordinate against Abyss.

This allows you and allies to initiate a Group Action to work natural hazards, pollution, and riots. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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Study

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

The Outcome required depends on range.

  • Limited Outcome: Touch.
  • Standard Outcome: Line of sight.
  • Great Outcome: A target you know of or have some link to, but which is out of line of sight.

Abyssal Access

Identify Elements.

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

Abyss Arcanum

Analyze Elements.

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

Abyssal Ancestry

History of Elements.

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

Abyss Atlas

Wide elemental lore.

Abyss Arcanum on an area, then Abyssal Ancestry. Provides a detailed view of events involving the elements as far as you can see within an Area (p. 221), pinpointing locations of interest like bases and power nodes. You can then use Abyssal Ancestry to learn the history of up to three such locations.

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Survey

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

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

Malanalysis

Sense Abyss at a distance.

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

Malaesthesia

Sense from malichor.

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

Malice

Spy from malichor.

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

Malformation

Area Malaesthesia.

Detects and maps abyssal influences and malichor within Range (p. 221).

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Sway

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

Abyss dominates other elements, allowing you to Sway them.

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

Primordial Perception

Understand elementals.

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

Primordial Protocol

Crew talk to elementals.

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

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

Primordial Principal

Suggest elementals.

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

Primordialism

Improve personality.

This changes the mind of an elemental creature on a deep level, creating sympathy and loyalty. Target remembers their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power — you make the creatures adore someone, but you also free them from whatever else is restraining their actions; empathy, willpower, self-discipline, morale, or consistency. Exceptional creatures and circumstances can break this change. The effect fades over the next few days, but depending on the response from others long-term attitudes may change.

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Tinker

Manipulate, shape, and draw energy from earthblood, also known as crude oil or malichor to those who fear its destructive side.

Earthblood is an energetic, corrupting substance. While its raw form is sticky and toxic, it can be used to enhance nearly any kind of creation, making Tinker Abyss extremely powerful when earthblood is available. It is inherently dangerous and unstable. An advanced workspace is required for a Controlled Position; in the field, the Position is always at least Risky.

Common Consequences include smearing, clogging, ignition, corrosion, toxic fumes, and environmental damage represented by escalating clocks.

Earthblood can energize other items, but it can also be refined into fuels, asphalt, petrochemicals such as synthetic polymers and plastics, and other high-utility industrial materials. In settings where such materials exist, they are governed by Abyss. These substances are difficult for Life to break down and cause severe environmental harm when mishandled.

Maladaption

Emulate tools.

Emulate tools to work earthblood. This ability substitutes for tools and protective equipment typical of a field kit. Its most common use is collecting, storing, and handling earthblood.

Malformation

Energize devices.

Use earthblood to energize devices. Infuse a device with earthblood, restoring energy or empowering it. This can recharge a depleted item or power a mundane device. For devices that use or project energy — including most weapons and devices using Powers — you can temporarily make the device Fine.

You can also work earthblood and petrochemicals as if you were in a workshop. Earthblood used in downtime crafting permanently makes the result Fine without increasing the difficulty of the process.

Malification

Create earthblood.

Create earthblood from nothing. You can create earthblood without raw materials, but it has a limited duration. This functions like Malformation, above, but without needing a source.

You can shape earthblood into petrochemicals you are familiar with. If the earthblood is somehow made permanent, the resulting object is also permanent.

You can turn earthblood into a substance linked to another Form, but other Forms' materials cannot be turned into earthblood.

Malignancy

Malification en masse.

You can process earthblood in bulk to empower many items or construct large works such as ships or fortifications that would normally require a workforce and facilities.

In Long-Term Projects involving construction or crafting, Malignancy allows you to produce many dozens of items with the effort of one, at the usual Stress cost for Apex powers.

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Wreck

Destroy earthblood or use it to smash and corrupt. Wreck Abyss has a positive role in breaking down pollution and removing abyssal contamination. It can also be used to smear, corrode, and destabilize materials, making them dangerous or impossible to work with.

The Outcome required depends on the size and structural strength of the target:

  • Limited Outcome: Construction significantly weaker than a brick wall.
  • Standard Outcome: A car-sized hole in a brick or mortar wall. Smaller damage still requires Standard Outcome.
  • Great Outcome: Affect something larger or stronger, up to the scale of a house, ship, or similar structure.

Position depends on the situation. A quiet workspace is Controlled. The general chaos of adventure is Risky. Direct attacks, massive crowds, or dangerous construction are Desperate.

Spilt Blood

Smear or smash.

Pollute or smear an item or small area, worsening the Consequences of using it. Break down petrochemicals with increased Effect. Spray corrosive earthblood as an attack effective against both creatures and objects.

As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse, or Skirmish, depending on the situation.

Torn Blood

Crack structures.

Extract earthblood to crack structures. Crack objects made of elemental materials (Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, Water) from the inside, the cracks seeping earthblood.

This can be used to as a Fine and Potent demolition tool in combat.

Vaporize Blood

Disintegrate.

Reduce targets to evaporating earthblood. Wrecking is now silent, reducing destroyed targets to a tarry sludge that evaporates over time. This destroys evidence and is less polluting than other uses of earthblood, though some residue remains.

Burning Blood

Area Torn Blood.

Apply Torn Blood over a wide area. Disperse earthblood into the air and ignite it, creating a massive explosion followed by a rain of corrosive droplets. This causes severe damage over a large area, can collapse buildings, and can rapidly deplete breathable air in enclosed or protected spaces.