Difference between revisions of "Light Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to [[Darkness_Powers_(FiD)|Darkness]].
Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to darkness.
 
  
 
Light is the power of ethics, inspiration, and enlightenment.  
 
Light is the power of ethics, inspiration, and enlightenment.  
It involves physical light, insight, and meaning.  
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It involves physical light, insight, and clarity.  
It gives meaning to the blind forces of order and flux, and drives away the darkness.  
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It gives meaning to the blind forces of [[Flux_Powers_(FiD)|Flux]] and [[Order_Powers_(FiD)|Order]], and drives away [[Darkness_Powers_(FiD)|Darkness]].  
 
Light powers serve to inspire, awe, and enlighten.
 
Light powers serve to inspire, awe, and enlighten.
  
 
Light attacks are beams of coherent light, like lasers, lights words, and holy light.  
 
Light attacks are beams of coherent light, like lasers, lights words, and holy light.  
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They are usually good against [[Darkness_Powers_(FiD)|Darkness]] but may have problems against massive physical targets.
  
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== Light Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
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|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" valign=bottom | '''Apex'''    
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|- 
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|valign=bottom | '''Dice '''
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|align="center" valign=bottom | —   
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|align="center" valign=bottom | Minimum 2d
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|align="center" valign=bottom | Minimum 4d 
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|align="center" valign=bottom | Minimum 6d      
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|-
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|valign=bottom | '''Stress'''
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|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
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|align="center" valign=bottom | Full success (6).
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|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Light Lens''' <br> You can detect creatures and powers of light. Creatures of light are called angels and have a halo of light.  
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|valign="top"| '''[[#Celestial Clarity|Celestial Clarity]]''' <br> Detect any Power.
|valign="top"| '''Dismiss''' <br> You can force any that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.  
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|valign="top"| '''[[#Celestial Concord|Celestial Concord]]''' <br> Negate any power.
|valign="top"| '''Summon'''   <br> You can call an angel from a place of your power. You never truly control angles, but they will cooperate in good deeds. Learning who to summon may require study or be a a score in itself.
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|valign="top"| '''[[#Celestial Call|Celestial Call]]''' <br> Call an angel.
|valign="top"| '''Gate'''     <br> You can create a portal that allows travel to and from the plane of light for a limited time.  
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|valign="top"| '''[[#Celestial Conduit|Celestial Conduit]]''' <br> Gate to Heaven.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate'''       <br> You can communicate with angels even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''[[#Angelic Anger|Angelic Anger]]''' <br> Intimidate with light.
|valign="top"| '''Radiant Rejection''' <br> You and allies can communicate with angels. You can communicate with normal folk to make break free of evil domination.
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|valign="top"| '''[[#Angelic Appeal|Angelic Appeal]]''' <br> Light signalling.
|valign="top"| '''Celestial Calling''' <br> You can give commands to angels, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
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|valign="top"| '''[[#Angelic Authority|Angelic Authority]]''' <br> Command angels.
|valign="top"| '''Angelic Archway'''   <br> You can permanently bind angels to stay on your plane. Unless affected by other powers, they will stay in one location and act according to your instructions, very loyal and very literal-minded.
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|valign="top"| '''[[#Angelic Allegiance|Angelic Allegiance]]''' <br> Bind angels.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Radiant Raiment'''     <br> You can change your clothes and accessories by imbuing them with light. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''[[#Radiant Raiment|Radiant Raiment]]''' <br> Light accessories.
|valign="top"| '''Angelic Alteration'''   <br> You assume the form of an angel. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''[[#Radiant Reflection|Radiant Reflection]]''' <br> Transform self.
|valign="top"| '''Celestial Conversion''' <br> You can shapechange a willing creature of good nature into an angel. A target can end the effect at any time.
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|valign="top"| '''[[#Radiant Revelation|Radiant Revelation]]''' <br> Transform Crew.
|valign="top"| '''Legion of Light'''     <br> You can transform a large number of willing and good-natured creatures into angels for a limited time.
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|valign="top"| '''[[#Radiant Rapture|Radiant Rapture]]''' <br> Transform crowd.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Radiant Roam'''   <br> You can move and see regardless of the level of light or darkness. Enemies can still hide in shadows.  
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|valign="top"| '''[[#Piercing Perception|Piercing Perception]]''' <br> See in Light or Darkness.
|valign="top"| '''Radiant Riposte''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
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|valign="top"| '''[[#Piercing Purity|Piercing Purity]]''' <br> Light attack.
|valign="top"| '''Radiant Reach'''   <br> You can do fine manipulation of light, allowing you to do small and exact manipulations at range. This allows you to trigger or hinder mechanisms or perform other minor manipulations, as long as the target is sensitive to light or heat.
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|valign="top"| '''[[#Piercing Projection|Piercing Projection]]''' <br> Manipulate light.
|valign="top"| '''Radiant Rain'''   <br> Your power manifests like a rain of searing rays, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''[[#Piercing Presence|Piercing Presence]]''' <br> Travel as a ray of light.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Ethereal Eye'''       <br> You can track creatures with strong good or bad intentions.
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|valign="top"| '''[[#Piercing Pursuit|Piercing Pursuit]]''' <br> Track good or evil.
|valign="top"| '''Radiant Ray'''         <br> You can use your power to attack, similar in effect to a fine and potent laser rifle.
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|valign="top"| '''[[#Piercing Precision|Piercing Precision]]''' <br> Light snipe.
|valign="top"| '''Celestial Cascade'''   <br> You can use your power to attack similar to a fine and potent laser bomb. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''[[#Piercing Proclamation|Piercing Proclamation]]''' <br> Create light.
|valign="top"| '''Celestial Cannonade''' <br> You call down the equivalent of a fine potent artillery laser barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''[[#Piercing Pronouncement|Piercing Pronouncement]]''' <br> Area Light attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Halo Haze'''           <br> You can become invisible in strong light.  
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|valign="top"| '''[[#Halo Haze|Halo Haze]]''' <br> Invisible in light.
|valign="top"| '''Luminous Leap'''       <br> You can move in a flash. This allows you to teleport short distances to a spot you can see.  
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|valign="top"| '''[[#Halo Helix|Halo Helix]]''' <br> Project yourself.
|valign="top"| '''Celestial Conveyance''' <br> You can bring allies along when you use Halo Haze and Luminous Leap.
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|valign="top"| '''[[#Halo Host|Halo Host]]''' <br> Crew Prowling.
|valign="top"| '''Ethereal Express'''     <br> You and allies can teleport from one brightly illuminated to another. This is regional travel, you stay within the same city or region.
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|valign="top"| '''[[#Halo Haven|Halo Haven]]''' <br> Teleport between lights.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Radiant Rapier'''     <br> You can use the power as a close-range laser attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''[[#Luminous Lock|Luminous Lock]]''' <br> Resist Light.
|valign="top"| '''Luminous Lance'''     <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''[[#Luminous Lance|Luminous Lance]]''' <br> Melee attack.
|valign="top"| '''Luminous Labyrinth''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''[[#Luminous Lash|Luminous Lash]]''' <br> Gain Scale.
|valign="top"| '''Bright Blitz'''       <br> Your light strikes out in all directions, attacking all enemies in a wide area.  
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|valign="top"| '''[[#Luminous Legion|Luminous Legion]]''' <br> Group Action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Angelic Appraisal''' <br> You can sense the use and result of powers.  
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|valign="top"| '''[[#Enlightened Examination|Enlightened Examination]]''' <br> Identify Light.
|valign="top"| '''Luminescent Lore''' <br> You know the powers and abilities of something you use Angelic Appraisal on.
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|valign="top"| '''[[#Enlightened Education|Enlightened Education]]''' <br> Analyze Light.
|valign="top"| '''Radiant Recall'''   <br> You read the past events of something you analyze with Luminescent Lore. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''[[#Enlightened Inquiry|Enlightened Inquiry]]''' <br> History of Light.
|valign="top"| '''Divine Discovery''' <br> You use Luminescent Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Radiant Recall on some of these targets.
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|valign="top"| '''[[#Enlightened Insight|Enlightened Insight]]''' <br> Analyze a large area.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Angelic Awareness'''   <br> You can sense strong good and evil intentions as well as physical illumination. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''[[#Illuminating Insight|Illuminating Insight]]''' <br> Sense Light and Darkness.
|valign="top"| '''Gleaming Gaze'''       <br> Choose a glowing object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
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|valign="top"| '''[[#Illuminating Impression|Illuminating Impression]]''' <br> Perceive from Light
|valign="top"| '''Radiant Revelation''' <br> Choose a location or creature. You gain a sensor at the nearest glowing object, which is often close enough to perceive the target.
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|valign="top"| '''[[#Illuminating Intersection|Illuminating Intersection]]''' <br> Spy from Light.
|valign="top"| '''Illuminated Insight''' <br> You perceive from all glowing objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''[[#Illuminating Immersion|Illuminating Immersion]]''' <br> Scan a large area
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Radiant Rapport'''     <br> You can communicate with angels even if normally couldn't, allowing you to use the sway action normally on them.  
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|valign="top"| '''[[#Radiant Rapport|Radiant Rapport]]''' <br> Understand Light.
|valign="top"| '''Luminous Lexicon'''     <br> You and allies can communicate with angels. You can communicate with normal folk to make them do good.
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|valign="top"| '''[[#Radiant Reassurance|Radiant Reassurance]]''' <br> Speak Light.
|valign="top"| '''Cricket Voice'''       <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. These suggestions must be to make them do good or to break free of evil domination.  
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|valign="top"| '''[[#Radiant Rally|Radiant Rally]]''' <br> Lasting good impulse.
|valign="top"| '''Seraphic Subjugation''' <br> You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
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|valign="top"| '''[[#Radiant Reminder|Radiant Reminder]]''' <br> Create a conscience.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Celestial Crafting''' <br> You can handle light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices.
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|valign="top"| '''[[#Celestial Crafting|Celestial Crafting]]''' <br> Work Light Paths.
|valign="top"| '''Radiant Reshaping'''   <br> You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as light and lasers.  
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|valign="top"| '''[[#Celestial Conduit|Celestial Conduit]]''' <br> Shape Light like clay.
|valign="top"| '''Radiant Creation'''   <br> You can handle light, lasers, and holiness out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.  
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|valign="top"| '''[[#Celestial Creation|Celestial Creation]]''' <br> Transmute light.
|valign="top"| '''Radiant Replication''' <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''[[#Celestial Construction|Celestial Construction]]''' <br> Mass construction.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Gleaming Grasp'''     <br> Light cuts and welds like a laser and chases darkness away. You can wield this power like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''[[#Searing Surge|Searing Surge]]''' <br> Cut like a laser.
|valign="top"| '''Radiant Ravage'''     <br> Similar to Gleaming Grasp but with increased effect. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''[[#Searing Scourge|Searing Scourge]]''' <br> Burn like a laser.
|valign="top"| '''Ethereal Erasure'''   <br> Similar to Radiant Ravage, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''[[#Searing Silence|Searing Silence]]''' <br> Silent Searing Scourge.
|valign="top"| '''Heavenly Holocaust''' <br> Similar to Radiant Ravage, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.  
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|valign="top"| '''[[#Searing Sun|Searing Sun]]''' <br> Area Searing Scourge.
 
|}
 
|}
  
== Expanded Water Powers ==
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== Expanded Light Abilities ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
  
 
=== 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.
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Light is a high-utility expression of Attune, capable of revealing, dispelling, and dismissing powers and creatures tied to any Form.
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Light is the power of truth and revelation. Through Attune Light, you can detect powers, negate ongoing effects, dismiss summoned beings, and open paths to higher realms. As with all alignment Forms, Light functions as a universal dispeller and dismisser, but it does so through exposure and revelation rather than suppression or authority.
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The Position depends entirely on the situation. 
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If a powerful creature resists being dispelled or dismissed, the Position is at least '''Risky'''. 
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In a general melee against strong opponents, the situation becomes '''Desperate'''. 
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Having helpers or bodyguards can improve Position, and sometimes the situation is calm or a creature wishes to be dismissed, making the Position '''Controlled'''.
  
'''Perceive:'''
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Consequences will often come in the form of demands for action, such as promising to donate to charity or confront a specific Darkness.
''You can detect creatures and power use tied to your power.  
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These are not binding contracts, Light is about ambition and good will, but failure to strive will make future contact with Angels perilous as they can sense if you lived up to your promised ideals.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
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==== Celestial Clarity====
Naturally, effect is reduced as the creature is more heavily obscured.
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Detect any Power.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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Light Lens reveals powers and power-shaped creatures of any sort.
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
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This is so broad that it may be of less use than other similar powers, revealing information you are not interested in, but you can narrow the search to particular Power Forms or effects as desired.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
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Light Lens can reveal active powers, ongoing effects, and creatures sustained or shaped by power.
The consequences of this depends entirely on what happens around you when you do it.
 
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.
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{{ : Include Attune Basic Detect Powers (FiD) }}
Most powers only dispel effects of their own power.
 
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
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==== Celestial Concord ====
The position is controlled, possibly risky if there are a lot of other dangers around.
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Negate any power.
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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You can force any summoned creature to return to its plane of origin, force spirits to materialize, or halt the operation of any power effect, regardless of Form.
Against an opponent that uses power to fly or even breathe you can have a better effect.
 
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
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Light negates powers by exposing and unraveling them, rather than by command or binding.
  
'''Summon:'''
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
 
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
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==== Celestial Call ====
This is usually a parallel world or plane of existence, dominated by your power.
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Call an angel.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
+
You can call an angel from Heaven. You never truly control angels, but they will perform good deeds according to their own understanding of what is right.
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
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Angels come in many forms, some appearing as radiant elementals of light, others as glowing glyphs or text, and still others as animal, humanoid, or even mechanical beings.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
+
All angels are ethical, possessing intellect sufficient to judge ethics, or even a supernatural sense for what is good.
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
Angels act according to their own judgment, not yours.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.
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{{ : Include Attune Summon (FiD) }}
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
+
An angel may require you to promise future good deeds, accept a quest or mission, or submit to ethical testing.
An elemental is a simple creature totally dominated by its power.
+
* An angel might pose ethical questions or otherwise test your resolve before acting.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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==== Celestial Conduit ====
They can use sophisticated power effects and usually have an agenda of their own.
+
Gate to Heaven.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
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You can open a physical connection to Heaven.
A fire dragon is impossibly large, flies, and breathes fire.
+
This power is only useful under exceptional circumstances.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
Heaven may accept pilgrims or refugees for a time, but not permanently, and it does not function as a prison, vault, or dumping ground for unresolved problems.
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
 
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
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{{ : Gate Shared Rules (FiD) }}
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
 
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
The position is usually risky. The creature is being forced to serve and might lash out.
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=== Command ===
Typical consequences are:
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==== Angelic Anger ====
The creature strikes out at you once.
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Intimidate with light.
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
You can create Light effects such as a halo, aura, or staged illumination to heighten your authority, gaining leverage similar to a threat such as displaying a weapon. 
 +
This can provide the authority needed to use Command to intimidate without an actual threat of violence. 
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If you are genuinely a servant of Light, creatures of Light will recognize you as a figure of authority.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
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==== Angelic Appeal ====
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
+
Light signalling.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
You can communicate over long distances with angels or send messages of hope. 
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
You must know the name of the creature you communicate with, or have met them in person. 
 +
A message of hope is meant to lift spirits, morale, or encourage good deeds. This has no supernatural influence over the receiver; they choose their own actions.
  
This is rarely useful, but can be under exceptional circumstances.
+
==== Angelic Authority ====
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
Command angels.
There are also things that are possible to do on these planes that are not allowed in the regular world, most 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 where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
You can command angels and other creatures of Light as if you were their superior, even across language barriers. 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
This does not remove existing loyalties, which can lead to conflicts if they already have a task or master. 
 +
Angels will not perform evil deeds.
 +
They may perform neutral deeds if they see a chance of redemption or a positive outcome; this can be used to mislead them, though they will be actively attempting to redeem you in return.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
==== Angelic Allegiance ====
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Bind angels.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
You can bind angels to long-term or permanent service.
Command creatures based on your power with communication and authority.
+
They usually remain in one location and act according to your instructions, becoming loyal and benevolent guardians.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
They fulfill the spirit of a request rather than the letter and may spare the innocent even when this conflicts with your instructions.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
This does not work unless the task aligns with the principles of Light. 
''You can make creatures understand you, but you do not understand them.
+
The effect resembles Angelic Authority but is potentially permanent. An angel rarely breaks free, but may disobey specific instructions if doing so better serves the greater good.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Combined with the basic power of Sway allows two-way communication.
 
  
'''Translate:'''
+
=== Consort ===
You and allies can communicate with creatures based on your power.
+
Consort powers change your form and later that of other creatures. Often, Consort rolls are not made when you use the power to change your appearance or form; instead, the roll is made in the relevant social situation, when Effect and Position are determined. This may grant improved starting Effect, a better Position, or even allow an action that would otherwise be impossible.
This allows full conversation with creatures of the power.  
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
These powers may also be used as set-up actions for later Consort rolls.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
 
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
Consequences may reveal your disguise, but only if the Position is Risky or Desperate.
Creatures of the relevant type will understand your orders.
+
People may mistake you for an angel, fawn over you, attempt to tease or corrupt you, or otherwise react strongly to your unusual presence.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
==== Radiant Raiment ====
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
Light accessories.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
You alter your clothes and accessories by imbuing them with Light.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
This can mask your identity or create magnificent, symbolic attire.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
This allows effects such as halos, mandorlas, or even a mask of diffuse light bright enough to conceal your identity. 
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
You do not physically change; instead, you accessorize, alter your garments, or surround yourself with a luminous aura.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
You can use this on your entire Crew as an Advanced ability.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
 
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
=== Consort ===
+
==== Radiant Reflection ====
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Transform self.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
You assume the form of an angel. 
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
You do not need to mimic an existing being, provided the gamemaster agrees that the form is recognizably angelic.
  
You do not physically change yourself, you accessorize and change your outfit.
+
Radiant Reflection may function as a set-up action for other actions, but may also penalize certain actions depending on your new form.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
When appropriate, your angelic form may use Basic and Advanced Light powers inherently without risking Stress.
  
'''Shapechange:'''
+
* '''Limited''' outcome: You resemble how you might have been had you grown up as an angel; those familiar with you may still recognize you.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
* '''Standard''' outcome: You become a generic angelic being, difficult to recognize as yourself.
 +
* '''Great''' outcome: You assume the form and some of the personality of a specific angel you have studied.
  
This is a true physical transmutation.
+
==== Radiant Revelation ====
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Transform Crew.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
You apply Radiant Reflection to a willing creature of good nature.
You rating in the improved action increases by one.
+
The target may end the effect at any time.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
==== Radiant Rapture ====
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
Transform crowd.
  
'''Transform:'''
+
You transform a large number of good-natured creatures, or even natural songbirds, into a host of angels.
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
{{ : Apex Consort }} This host is angelic and will not consort with evil in any form.
 +
They are trusting and will usually agree to morally neutral deeds, assuming that you made the order out of benevolence.
  
This is the shapechange power applied to another creature.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The duration depends of the effect, limited effect is very temporary, more of a warning.
 
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
=== Finesse ===
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Exact control of physical light to move, fight, and illuminate your environment.
 +
Finesse has little relation to spiritual Light, though Light-based attacks may still be more effective against creatures of [[Darkness_Powers_(FiD)|Darkness]].
  
'''Wild Hunt:'''
+
==== Piercing Perception ====
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
See in Light or Darkness.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
You can move and see regardless of ambient light or darkness.
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
This avoids penalties to Position or Effect in dark, blinding, or overlit conditions.
Essentially you turn them into single-minded minions.
+
However, your vision remains sensitive to sharp contrasts between light and shadow, which may still allow creatures to hide unless the environment is uniformly lit or uniformly dark.
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
=== Finesse ===
+
==== Piercing Purity ====
Exercise finesse with your power, manipulating and attacking with precision.
+
Light attack.
  
'''Ride:'''
+
You attack in a manner similar in effect to a Fine and Potent dueling sword or pistol.
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
Light attacks may be extra effective against Darkness and Illusion, but may be less reliable against purely physical creatures.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
You may instead grant your crew the effect of Piercing Pursuit.
  
'''Duel:'''
+
==== Piercing Pulse ====
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
Manipulate light.
  
What this actually does depends on the power used.
+
You create focused beams or atmospheric lighting effects to illuminate areas or set a mood.
Fire burns, wind slices, ice pieces or freezes, and so on.
+
You can trigger light-sensitive devices such as photocells or laser sensors. {{ Include Finesse Master }}
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
==== Piercing Presence ====
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
Travel as a ray of light.
  
This allows you to manipulate small amounts of matter governed by your power.  
+
You transform yourself, your crew, mounts, and vehicles into rays of light.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
In this state, you can travel through clear air or vacuum almost instantly.
  
'''Surge:'''
+
Movement occurs in straight lines to a spot in your line of sight and within Range (p. 221). 
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
You may chain multiple movements by increasing Effect.
 +
You immediately return to normal form when you stop moving.
  
You create ans use weapon like Duel above, and also create distractions.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The effect is like having a number of trusty but entirely defensive allies in the fight.
 
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Track, attack, and unleash precise judgment with the power of Light.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
+
As you advance, the scope of your attacks increases, allowing you to control significant areas and cause widespread destruction.
At short range, this is dangerous to you and yours.
+
At short range, this can be dangerous to you and those near you.
 +
 
 +
==== Piercing Pursuit ====
 +
Track good or evil.
 +
 
 +
You can see and track creatures with strong benevolent or malevolent intentions.
 +
 
 +
Tracking is based on the present ethical disposition and emotional state of the target.
 +
Creatures exhibiting intense goodness or cruelty are easier to follow, as are those driven by violent, vengeful, or fanatical emotions. 
 +
A strong permanent disposition can be tracked.
 +
Casual bystanders and emotionally neutral creatures cannot be tracked this way, nor do they interfere with your ability to track.
  
'''Track:'''
+
Consequences usually involve losing the trail. Serious consequences may draw attention due to your overt holiness or lead you into an ambush.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
 
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
==== Piercing Precision ====
 +
Light snipe.
  
'''Potent Snipe:'''
+
You perform precise, long-range attacks using focused Light. 
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
These attacks are especially effective against creatures of Darkness, but may be less reliable against purely physical beings.
  
The effect of this action varies depending on the nature of your power.
+
==== Piercing Proclamation ====
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Create light.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
You control ambient illumination over an area. 
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
This is commonly used to diffuse light, reducing glare and minimizing shadows for clear visibility, or to intensify illumination to the level of direct sunlight, potentially causing temporary blindness.
 +
You cannot create darkness, but you can enforce stark contrast between brightly lit and shadowed areas.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
==== Piercing Pronouncement ====
Environmental Control does not inflict any direct damage.
+
Area Light attack.
  
'''Area Attack:'''
+
This functions like Piercing Precision on a massive scale. 
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
You can overcome Scale and harm many enemies at once.
 +
Collateral damage is likely, and careless use will endanger allies or bystanders.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Sneak, move, and teleport with stealth and agility.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
+
In a Controlled position, consequences often involve lost time as you are forced to lie low. 
 +
More serious consequences may involve opponents catching flashes of light that alert them or provide clues, or leaving you in a precarious position.
 +
 
 +
==== Halo Haze ====
 +
Invisible in light.
 +
 
 +
You can vanish within glare and hide in brightly lit places where concealment would normally be impossible. 
 +
Otherwise, this functions like a normal use of Prowl to avoid notice.
 +
 
 +
==== Halo Helix ====
 +
Project yourself.
 +
 
 +
You project yourself to a location you can see along a path you can pass.
 +
This involves light, often involving shining wings or aura.
 +
Travel follows a straight line unless redirected by a mirror, lens, or similar reflective surface.
 +
After moving, you can remain hovering in place or choose to softly descend to the ground.
  
'''Reconnaissance:'''
+
This is subtle in bright light; in darkness, the effect is conspicuous. 
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
The required Outcome depends on visibility: distant, obscured, or murky locations require '''Great Outcome''', while a '''Limited Outcome''' suffices for nearby, well-lit destinations.
  
This provides you cover to hide in places you ordinarily could not.
+
You may pass through transparent walls and [[Barrier Powers (FiD)|Barriers]].
Where you can use this is explained in each specific power.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
==== Halo Host ====
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
Crew Prowling.
  
Again, each power will explain how it can use this mobility.
+
You allow allies you can clearly see to use Halo Haze and Halo Helix.
Your friends and allies cannot use this unless you employ Travel, which is described later
+
This uses your Stress, but each ally rolls their own Prowl action. 
 +
The result is usually a Group Action.
  
'''Travel:'''
+
==== Halo Haven ====
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Teleport between lights.
  
Now you and your allies can Prowl in places where your power is at home.  
+
You and your allies can teleport from one brightly illuminated area to another.
They still use their own Prowl action.
+
This allows regional travel within the same city or region.
  
'''Transport:'''
+
Halo Haven can be used to escape nearly any situation, though finding a safe arrival point in unfamiliar or hostile territory is uncertain.
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
On a fumble, you may arrive in a similar but incorrect location, potentially placing you in immediate danger.
  
How and where you use this is explained in each power.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
Engage in close combat and create opportunities with the power of Light.
 +
This uses the normal combat rules typical to consequences.
 +
 
 +
==== Luminous Lock ====
 +
Resist Light.
 +
 
 +
Absorb Light energy.
 +
This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm.
 +
{{ : Damage Resistance Template (FiD)}}
  
'''Skirmish Attack:'''
+
==== Luminous Lance ====
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Melee attack.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
An attack similar to a fine and potent laser pistol or laser sword.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Light attacks are good against Darkness but may have problems against purely physical creatures.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
==== Luminous Leash ====
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Gain Scale.
  
'''Obstruction:'''
+
Bands of light fight with you, giving you Scale (p. 221).
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Otherwise as Luminous Lance.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
==== Luminous Legion ====
The effect is to deny your enemies the advantage of numbers.
+
Group Action.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
Enable a Group Action when acting in blinding brilliance, acting out of mercy, or under intense scrutiny. {{ : Apex Skirmish Include (FiD) }}
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Enlighten yourself on the subject of Light.
 +
 
 +
The Outcome required depends on range.
 +
* '''Limited''' outcome for touch.
 +
* '''Standard''' outcome for line-of-sight.
 +
* '''Great''' outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 
 +
Position depends on the situation. 
 +
Safely in your base, the Position is '''Controlled'''. 
 +
In the middle of a fight or when pinned down, the Position is '''Desperate'''. 
 +
Sometimes the subject of your research is dangerous in itself, worsening Position. Consequences may provide knowledge that lacks crucial details or context.
 +
 
 +
==== Enlightened Examination ====
 +
Identify Light.
 +
 
 +
Identify creatures and powers of Light and Darkness.
 +
You gain precise mundane information about creatures, objects, and effects tied to Light and Darkness. 
 +
This does not reveal supernatural abilities, Power mechanics, or specific rules.
  
'''Analyze:'''
+
==== Enlightened Education ====
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
Analyze Light.
  
'''Research:'''
+
Fathom creatures and powers of Light and Darkness.
''You know the powers and abilities of something you analyze.
+
You learn the exact nature of a creature, power, or ability of Light or Darkness. 
 +
This reveals occult details, Power interactions, and relevant rules.
  
'''Hindsight:'''
+
==== Enlightened Inquiry ====
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
History of Light.
  
'''Omniscience:'''
+
Read past events involving Light and Darkness.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
You uncover past events related to creatures or powers of Light or Darkness. 
 +
This reveals previous owners, significant encounters, and notable scenes in the subject’s history, especially those with ethical significance.
 +
 
 +
==== Enlightened Insight ====
 +
Analyze a large area.
 +
 
 +
You gain a detailed understanding of events and influences involving Light and Darkness within an Area (p. 221). 
 +
This highlights locations of interest such as searchlights, illuminated streets, sanctified areas, and unusually dark cellars or alleys.
 +
 
 +
You may then use Enlightened Inquiry on up to three highlighted targets.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive and locate angels, devils, spectres, and power effects of Light, Darkness, and Illusion.
 +
 
 +
Many Survey Light abilities need to use a '''Light Path'''.
 +
This includes anything that transfers, reflects, or directs light, such as a window, lens, mirror, polished surface, or beam of sunlight.
 +
Anything in direct sunlight qualifies.
 +
 
 +
The outcome you need depends on the target’s concealment.
 +
* '''Limited Outcome''' finds those hiding behind cover and in far places you can only barely see.
 +
* '''Standard Outcome''' can look behind walls and into hard cover.
 +
* '''Great Outcome''' can look into far-away places and spots you had no idea existed, as long as Light Paths are present.
 +
 
 +
==== Illuminating Insight ====
 +
Sense Light and Darkness.
 +
 
 +
Sense physical and ethical Light and Darkness.
 +
This is a basic spotting power, selectively sensing things related to Light.
 +
You can sense strong benevolent or malevolent intentions.
 +
You can choose to detect all such intentions, those directed toward you, or those directed at a specific creature or group you know well.
 +
You can also detect [[Darkness_Powers_(FiD)|Darkness]], [[Illusion_Powers_(FiD)|Illusion]], and [[Light_Powers_(FiD)|Light]] effects, but not thoughts, plans, or beliefs.
 +
 
 +
==== Illuminating Impression ====
 +
Perceive from Light
 +
 
 +
Perceive from a Light Path you know of.
 +
Shift your vision to a Light Path you know is present and sense as if you were physically there, while still maintaining dim awareness of your actual location.
 +
 
 +
==== Illuminating Intersection ====
 +
Spy from Light.
  
'''Detect:'''
+
Perceive a target from the nearest Light Path.
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
Similar to Gleaming Gaze, but allows you to focus on a specific creature or location rather than a specific Light Path.
 +
Choose a creature or position. You can see from the Light Path nearest to the target.
 +
This automatically selects the best available vantage point.
 +
Fails if no suitable Light Path is available.
  
'''Sensor:'''
+
==== Illuminating Immersion ====
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
+
Scan a large area
  
'''Scry:'''
+
Gleaming Gaze from every Light Path in an Area.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
You perceive from all Light Paths at once over a wide area.
 +
Your senses are enhanced impossibly, forming a comprehensive mental image of the scene and revealing many details simultaneously.
 +
Targets find it extremely difficult to hide unless they are able to avoid all Light Paths in the area.
  
'''Omnipresence:'''
+
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''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
 
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, fascinate, and motivate creatures of Light, and inspire Light in any type of creature.
Sway creatures based on your power with persuasion and cajoling.
+
Position and Effect are determined normally, depending on the situation and your relationship to the audience.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.  
+
Because Light is an ethical power, Sway Light does not allow mind control.   
You need not select a specific type of creature in advance.
+
You influence others through inspiration, reassurance, and ethical alignment rather than social pressure.
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all.   
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
==== Radiant Rapport ====
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
Understand Light.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
You can converse with angels and gauge their mood, outlook, and immediate motivations.
  
'''Translate:'''
+
==== Radiant Reassurance ====
''You and allies can communicate with creatures based on your power.
+
Speak Light.
  
This allows you to use the Sway power to its full effect.  
+
Speak to angels. Sway toward good deeds.
You are still wheedling unless you also use Command the advanced Command effect.
+
You and your crew can communicate with angels using Sway with full Effect.
 +
You can also overcome cultural and linguistic barriers to motivate any creature in good faith.  
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
==== Radiant Rally ====
 +
Lasting good impulse.
  
'''Mesmerize:'''
+
You implant gentle suggestions encouraging benevolent action in any type of creature
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
This is an enhanced Sway attempt, allowing you to define conditions under which the suggestion activates.
 +
The suggestion remains subtle until triggered, and may persist for up to a few days. 
 +
The target does not remember being influenced.
  
Essentially this is an attempt to Sway with two advantages.
+
==== Radiant Reminder ====
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
Create a conscience.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
You instill an active ethical awareness that alerts the target when they are about to commit an evil act. 
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
The Radiant Reminder reflects a blend of your values and the target’s existing ethics, leaning toward goodness without feeling alien or intrusive.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
If the target follows the guidance, their behavior gradually improves.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
To commit a clearly evil action, the target must Resist, which silences the Radiant Reminder for the remainder of the score.
Exceptional creatures and exceptional circumstances can break this change.
+
Repeated resistance weakens the effect and will eventually cause it to fade entirely.
This depends more on role-playing than die rolls.
+
 
 +
NPCs Resist when it creates an interesting story.
 +
 
 +
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=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and create physical Light.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
While the ethical aspect of Light is still present, Tinker has little direct ethical effect.
 +
{{ : Include Tinker (FiD) }}
  
'''Handle:'''
+
==== Celestial Crafting ====
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Work Light Paths.
  
This mainly substitutes for tools, up to a small workshop.
+
You can craft materials that function as [[#Survey|Light Paths]]. 
You are also protected from any dangerous effects of working with the elements of your power.
+
This includes anything that transfers, reflects, or directs light, such as windows, lenses, mirrors, polished surfaces, and prisms.
  
'''Shape:'''
+
You can craft lamps, laser mechanisms, and light-sensitive devices as if you had the appropriate tools and protective equipment. 
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
You can repair, recharge, and maintain sanctified items that possess Light powers, and possibly other powers designed to fight Darkness.
 +
A common example of a Light device is light crystals that glow without fire or fuel.
  
You can now do more than normal craft could do.
+
==== Celestial Conduit ====
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
+
Shape Light like clay.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
You can shape [[#Survey|Light Paths]], light, lasers, and supernatural Light as if they were clay.
The effect determines the effectiveness of your construction, but also how long it will last.
+
These forms retain their shape for a time, even when they normally would not.
Devices that are more powerful are harder to contain, and thus wont last as long.  
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
This allows normally instantaneous effects to gain duration. 
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
You may manipulate light as if it were a moldable solid, store light within objects, or perfectly absorb incoming light.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
This surpasses normal crafting and facilitates the construction of traps or devices without extensive equipment.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
==== Celestial Creation ====
The result will maintain its form as if affected by the Shape ability.
+
Transmute light.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
You can conjure Light from nothing or transmute Light into the material of another Form you know.
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
  
Pretty self-explanatory, this is Create on a larger scale.
+
You may create Light without raw materials.
This is useful for equipping a large band or building something large out of nothing.
+
You master Light at the Celestial Conduit level, allowing the creation of '''Fine''' and '''Potent''' items.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
 
 +
If you possess multiple Forms, you can transform Light into materials associated with another Form you know. 
 +
This allows complex transformations, such as turning a metal sword into Light while it still functions as a sword, or converting a wooden door into a curtain of Light that can be passed through before reverting.
 +
 
 +
You can also send, intercept, and interpret radiation used for communication, such as radio signals, signal lights, and lasers. 
 +
As the element of enlightenment, Light allows you to decode such transmissions: '''Limited''' Outcome for open communication or simple signals, up to '''Great''' Outcome for complex encrypted information.
 +
 
 +
==== Celestial Construction ====
 +
Mass construction.
 +
 
 +
Mass Light construction.
 +
You can mass-produce objects created through Celestial Crafting and Celestial Conduit, or construct large Light-based structures such as cathedrals, lighthouses, or telescopes that would normally require a workforce and specialized facilities.
 +
 
 +
In long-term projects involving construction or crafting, you can produce many dozens of items with the effort of a single item, at the usual Apex Stress cost.
 +
 
 +
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=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
This is about using Light to wreck, not wrecking light.
 +
 
 +
Like most Forms, Wreck Light can inflict physical damage, in this case through searing rays of high-intensity illumination. 
 +
In addition, Wreck Light can burn away the physical manifestations of abilities from certain other Forms.
 +
 
 +
You can use Light to destroy, dismantle, and obliterate objects and abilities associated with the [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Illusion Powers (FiD)|Illusion]] Forms.
 +
 
 +
Light wrecks these abilities according to their nature. 
 +
Transparent Barriers are overloaded by total transmission, while solid barriers resist Light attacks like any other physical attack. 
 +
Physical Darkness collapses when saturated with illumination. 
 +
Illusions are revealed by the light of truth, causing them to dissolve.
 +
 
 +
Wreck Light can destroy physical manifestations of these abilities, including ephemeral effects such as areas of physical Darkness. 
 +
It cannot destroy Command or Sway abilities, or other abilities that directly alter mood, emotion, or thought. 
 +
In most cases, wrecking the result of an ability destroys it in its entirety.
 +
 
 +
==== Searing Surge ====
 +
Cut like a laser.
  
'''Jimmy:'''
+
Cuts like a laser and disperses physical Darkness. 
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
This power functions like a laser welding torch: noisy and leaving twisted or scarred material behind.
  
Just as crude as it sounds.
+
==== Searing Scourge ====
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Burn like a laser.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
An intensified Searing Surge that works as a '''Fine''' and '''Potent''' sledgehammer in combat.
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
It can also smash physical manifestations of abilities from the [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Illusion Powers (FiD)|Illusion]] Forms as explained above, destroying them entirely with Standard Effect.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
==== Searing Silence ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
Silent Searing Scourge.
  
'''Disintegrate:'''
+
As Searing Scourge, but destroyed targets silently disappear or are reduced to fine dust
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Abilities of the [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Illusion Powers (FiD)|Illusion]] Forms destroyed this way do not alert their creators that they have failed.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
==== Searing Sun ====
You also leave less traces, as what you wreck disappears.
+
Area Searing Scourge.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
Light causes destruction, and Searing Scourge applies this over a wide Area (p. 221). 
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
The resulting destruction to mundane objects burns creatures structures across the scene.
 +
This is not selective, everything in the area risks destruction.
 +
Does full damage to consort gangs and will end physical [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Illusion Powers (FiD)|Illusion]] abilities.
  
Rather straightforward, this just scales things up.
+
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Latest revision as of 16:45, 13 February 2026

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

Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to Darkness.

Light is the power of ethics, inspiration, and enlightenment. It involves physical light, insight, and clarity. It gives meaning to the blind forces of Flux and Order, and drives away Darkness. Light powers serve to inspire, awe, and enlighten.

Light attacks are beams of coherent light, like lasers, lights words, and holy light. They are usually good against Darkness but may have problems against massive physical targets.

Light 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 Celestial Clarity
Detect any Power.
Celestial Concord
Negate any power.
Celestial Call
Call an angel.
Celestial Conduit
Gate to Heaven.
Command Angelic Anger
Intimidate with light.
Angelic Appeal
Light signalling.
Angelic Authority
Command angels.
Angelic Allegiance
Bind angels.
Consort Radiant Raiment
Light accessories.
Radiant Reflection
Transform self.
Radiant Revelation
Transform Crew.
Radiant Rapture
Transform crowd.
Finesse Piercing Perception
See in Light or Darkness.
Piercing Purity
Light attack.
Piercing Projection
Manipulate light.
Piercing Presence
Travel as a ray of light.
Hunt Piercing Pursuit
Track good or evil.
Piercing Precision
Light snipe.
Piercing Proclamation
Create light.
Piercing Pronouncement
Area Light attack.
Prowl Halo Haze
Invisible in light.
Halo Helix
Project yourself.
Halo Host
Crew Prowling.
Halo Haven
Teleport between lights.
Skirmish Luminous Lock
Resist Light.
Luminous Lance
Melee attack.
Luminous Lash
Gain Scale.
Luminous Legion
Group Action.
Study Enlightened Examination
Identify Light.
Enlightened Education
Analyze Light.
Enlightened Inquiry
History of Light.
Enlightened Insight
Analyze a large area.
Survey Illuminating Insight
Sense Light and Darkness.
Illuminating Impression
Perceive from Light
Illuminating Intersection
Spy from Light.
Illuminating Immersion
Scan a large area
Sway Radiant Rapport
Understand Light.
Radiant Reassurance
Speak Light.
Radiant Rally
Lasting good impulse.
Radiant Reminder
Create a conscience.
Tinker Celestial Crafting
Work Light Paths.
Celestial Conduit
Shape Light like clay.
Celestial Creation
Transmute light.
Celestial Construction
Mass construction.
Wreck Searing Surge
Cut like a laser.
Searing Scourge
Burn like a laser.
Searing Silence
Silent Searing Scourge.
Searing Sun
Area Searing Scourge.

Expanded Light Abilities

Attune

Light is a high-utility expression of Attune, capable of revealing, dispelling, and dismissing powers and creatures tied to any Form.

Light is the power of truth and revelation. Through Attune Light, you can detect powers, negate ongoing effects, dismiss summoned beings, and open paths to higher realms. As with all alignment Forms, Light functions as a universal dispeller and dismisser, but it does so through exposure and revelation rather than suppression or authority.

The Position depends entirely on the situation. If a powerful creature resists being dispelled or dismissed, the Position is at least Risky. In a general melee against strong opponents, the situation becomes Desperate. Having helpers or bodyguards can improve Position, and sometimes the situation is calm or a creature wishes to be dismissed, making the Position Controlled.

Consequences will often come in the form of demands for action, such as promising to donate to charity or confront a specific Darkness. These are not binding contracts, Light is about ambition and good will, but failure to strive will make future contact with Angels perilous as they can sense if you lived up to your promised ideals.

Celestial Clarity

Detect any Power.

Light Lens reveals powers and power-shaped creatures of any sort. This is so broad that it may be of less use than other similar powers, revealing information you are not interested in, but you can narrow the search to particular Power Forms or effects as desired.

Light Lens can reveal active powers, ongoing effects, and creatures sustained or shaped by power.

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.

Celestial Concord

Negate any power.

You can force any summoned creature to return to its plane of origin, force spirits to materialize, or halt the operation of any power effect, regardless of Form.

Light negates powers by exposing and unraveling them, rather than by command or binding.

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.

Celestial Call

Call an angel.

You can call an angel from Heaven. You never truly control angels, but they will perform good deeds according to their own understanding of what is right.

Angels come in many forms, some appearing as radiant elementals of light, others as glowing glyphs or text, and still others as animal, humanoid, or even mechanical beings. All angels are ethical, possessing intellect sufficient to judge ethics, or even a supernatural sense for what is good.

Angels act according to their own judgment, not yours.

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

An angel may require you to promise future good deeds, accept a quest or mission, or submit to ethical testing.

  • An angel might pose ethical questions or otherwise test your resolve before acting.

Celestial Conduit

Gate to Heaven.

You can open a physical connection to Heaven. This power is only useful under exceptional circumstances.

Heaven may accept pilgrims or refugees for a time, but not permanently, and it does not function as a prison, vault, or dumping ground for unresolved problems.

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

Angelic Anger

Intimidate with light.

You can create Light effects such as a halo, aura, or staged illumination to heighten your authority, gaining leverage similar to a threat such as displaying a weapon. This can provide the authority needed to use Command to intimidate without an actual threat of violence. If you are genuinely a servant of Light, creatures of Light will recognize you as a figure of authority.

Angelic Appeal

Light signalling.

You can communicate over long distances with angels or send messages of hope. You must know the name of the creature you communicate with, or have met them in person. A message of hope is meant to lift spirits, morale, or encourage good deeds. This has no supernatural influence over the receiver; they choose their own actions.

Angelic Authority

Command angels.

You can command angels and other creatures of Light as if you were their superior, even across language barriers. This does not remove existing loyalties, which can lead to conflicts if they already have a task or master. Angels will not perform evil deeds. They may perform neutral deeds if they see a chance of redemption or a positive outcome; this can be used to mislead them, though they will be actively attempting to redeem you in return.

Angelic Allegiance

Bind angels.

You can bind angels to long-term or permanent service. They usually remain in one location and act according to your instructions, becoming loyal and benevolent guardians. They fulfill the spirit of a request rather than the letter and may spare the innocent even when this conflicts with your instructions.

This does not work unless the task aligns with the principles of Light. The effect resembles Angelic Authority but is potentially permanent. An angel rarely breaks free, but may disobey specific instructions if doing so better serves the greater good.

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Consort

Consort powers change your form and later that of other creatures. Often, Consort rolls are not made when you use the power to change your appearance or form; instead, the roll is made in the relevant social situation, when Effect and Position are determined. This may grant improved starting Effect, a better Position, or even allow an action that would otherwise be impossible.

These powers may also be used as set-up actions for later Consort rolls.

Consequences may reveal your disguise, but only if the Position is Risky or Desperate. People may mistake you for an angel, fawn over you, attempt to tease or corrupt you, or otherwise react strongly to your unusual presence.

Radiant Raiment

Light accessories.

You alter your clothes and accessories by imbuing them with Light. This can mask your identity or create magnificent, symbolic attire.

This allows effects such as halos, mandorlas, or even a mask of diffuse light bright enough to conceal your identity. You do not physically change; instead, you accessorize, alter your garments, or surround yourself with a luminous aura.

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

Radiant Reflection

Transform self.

You assume the form of an angel. You do not need to mimic an existing being, provided the gamemaster agrees that the form is recognizably angelic.

Radiant Reflection may function as a set-up action for other actions, but may also penalize certain actions depending on your new form. When appropriate, your angelic form may use Basic and Advanced Light powers inherently without risking Stress.

  • Limited outcome: You resemble how you might have been had you grown up as an angel; those familiar with you may still recognize you.
  • Standard outcome: You become a generic angelic being, difficult to recognize as yourself.
  • Great outcome: You assume the form and some of the personality of a specific angel you have studied.

Radiant Revelation

Transform Crew.

You apply Radiant Reflection to a willing creature of good nature. The target may end the effect at any time.

Radiant Rapture

Transform crowd.

You transform a large number of good-natured creatures, or even natural songbirds, into a host of angels. 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. This host is angelic and will not consort with evil in any form. They are trusting and will usually agree to morally neutral deeds, assuming that you made the order out of benevolence.

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Finesse

Exact control of physical light to move, fight, and illuminate your environment. Finesse has little relation to spiritual Light, though Light-based attacks may still be more effective against creatures of Darkness.

Piercing Perception

See in Light or Darkness.

You can move and see regardless of ambient light or darkness. This avoids penalties to Position or Effect in dark, blinding, or overlit conditions. However, your vision remains sensitive to sharp contrasts between light and shadow, which may still allow creatures to hide unless the environment is uniformly lit or uniformly dark.

Piercing Purity

Light attack.

You attack in a manner similar in effect to a Fine and Potent dueling sword or pistol. Light attacks may be extra effective against Darkness and Illusion, but may be less reliable against purely physical creatures.

You may instead grant your crew the effect of Piercing Pursuit.

Piercing Pulse

Manipulate light.

You create focused beams or atmospheric lighting effects to illuminate areas or set a mood. You can trigger light-sensitive devices such as photocells or laser sensors. 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.

Piercing Presence

Travel as a ray of light.

You transform yourself, your crew, mounts, and vehicles into rays of light. In this state, you can travel through clear air or vacuum almost instantly.

Movement occurs in straight lines to a spot in your line of sight and within Range (p. 221). You may chain multiple movements by increasing Effect. You immediately return to normal form when you stop moving.

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Hunt

Track, attack, and unleash precise judgment with the power of Light. As you advance, the scope of your attacks increases, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and those near you.

Piercing Pursuit

Track good or evil.

You can see and track creatures with strong benevolent or malevolent intentions.

Tracking is based on the present ethical disposition and emotional state of the target. Creatures exhibiting intense goodness or cruelty are easier to follow, as are those driven by violent, vengeful, or fanatical emotions. A strong permanent disposition can be tracked. Casual bystanders and emotionally neutral creatures cannot be tracked this way, nor do they interfere with your ability to track.

Consequences usually involve losing the trail. Serious consequences may draw attention due to your overt holiness or lead you into an ambush.

Piercing Precision

Light snipe.

You perform precise, long-range attacks using focused Light. These attacks are especially effective against creatures of Darkness, but may be less reliable against purely physical beings.

Piercing Proclamation

Create light.

You control ambient illumination over an area. This is commonly used to diffuse light, reducing glare and minimizing shadows for clear visibility, or to intensify illumination to the level of direct sunlight, potentially causing temporary blindness. You cannot create darkness, but you can enforce stark contrast between brightly lit and shadowed areas.

Piercing Pronouncement

Area Light attack.

This functions like Piercing Precision on a massive scale. You can overcome Scale and harm many enemies at once. Collateral damage is likely, and careless use will endanger allies or bystanders.

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Prowl

Sneak, move, and teleport with stealth and agility. In a Controlled position, consequences often involve lost time as you are forced to lie low. More serious consequences may involve opponents catching flashes of light that alert them or provide clues, or leaving you in a precarious position.

Halo Haze

Invisible in light.

You can vanish within glare and hide in brightly lit places where concealment would normally be impossible. Otherwise, this functions like a normal use of Prowl to avoid notice.

Halo Helix

Project yourself.

You project yourself to a location you can see along a path you can pass. This involves light, often involving shining wings or aura. Travel follows a straight line unless redirected by a mirror, lens, or similar reflective surface. After moving, you can remain hovering in place or choose to softly descend to the ground.

This is subtle in bright light; in darkness, the effect is conspicuous. The required Outcome depends on visibility: distant, obscured, or murky locations require Great Outcome, while a Limited Outcome suffices for nearby, well-lit destinations.

You may pass through transparent walls and Barriers.

Halo Host

Crew Prowling.

You allow allies you can clearly see to use Halo Haze and Halo Helix. This uses your Stress, but each ally rolls their own Prowl action. The result is usually a Group Action.

Halo Haven

Teleport between lights.

You and your allies can teleport from one brightly illuminated area to another. This allows regional travel within the same city or region.

Halo Haven can be used to escape nearly any situation, though finding a safe arrival point in unfamiliar or hostile territory is uncertain. On a fumble, you may arrive in a similar but incorrect location, potentially placing you in immediate danger.

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Skirmish

Engage in close combat and create opportunities with the power of Light. This uses the normal combat rules typical to consequences.

Luminous Lock

Resist Light.

Absorb Light energy. This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm. 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.

Luminous Lance

Melee attack.

An attack similar to a fine and potent laser pistol or laser sword. Light attacks are good against Darkness but may have problems against purely physical creatures.

Luminous Leash

Gain Scale.

Bands of light fight with you, giving you Scale (p. 221). Otherwise as Luminous Lance.

Luminous Legion

Group Action.

Enable a Group Action when acting in blinding brilliance, acting out of mercy, or under intense scrutiny. 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

Enlighten yourself on the subject of Light.

The Outcome required depends on range.

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

Position depends on the situation. Safely in your base, the Position is Controlled. In the middle of a fight or when pinned down, the Position is Desperate. Sometimes the subject of your research is dangerous in itself, worsening Position. Consequences may provide knowledge that lacks crucial details or context.

Enlightened Examination

Identify Light.

Identify creatures and powers of Light and Darkness. You gain precise mundane information about creatures, objects, and effects tied to Light and Darkness. This does not reveal supernatural abilities, Power mechanics, or specific rules.

Enlightened Education

Analyze Light.

Fathom creatures and powers of Light and Darkness. You learn the exact nature of a creature, power, or ability of Light or Darkness. This reveals occult details, Power interactions, and relevant rules.

Enlightened Inquiry

History of Light.

Read past events involving Light and Darkness. You uncover past events related to creatures or powers of Light or Darkness. This reveals previous owners, significant encounters, and notable scenes in the subject’s history, especially those with ethical significance.

Enlightened Insight

Analyze a large area.

You gain a detailed understanding of events and influences involving Light and Darkness within an Area (p. 221). This highlights locations of interest such as searchlights, illuminated streets, sanctified areas, and unusually dark cellars or alleys.

You may then use Enlightened Inquiry on up to three highlighted targets.

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Survey

Perceive and locate angels, devils, spectres, and power effects of Light, Darkness, and Illusion.

Many Survey Light abilities need to use a Light Path. This includes anything that transfers, reflects, or directs light, such as a window, lens, mirror, polished surface, or beam of sunlight. Anything in direct sunlight qualifies.

The outcome you need depends on the target’s concealment.

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

Illuminating Insight

Sense Light and Darkness.

Sense physical and ethical Light and Darkness. This is a basic spotting power, selectively sensing things related to Light. You can sense strong benevolent or malevolent intentions. You can choose to detect all such intentions, those directed toward you, or those directed at a specific creature or group you know well. You can also detect Darkness, Illusion, and Light effects, but not thoughts, plans, or beliefs.

Illuminating Impression

Perceive from Light

Perceive from a Light Path you know of. Shift your vision to a Light Path you know is present and sense as if you were physically there, while still maintaining dim awareness of your actual location.

Illuminating Intersection

Spy from Light.

Perceive a target from the nearest Light Path. Similar to Gleaming Gaze, but allows you to focus on a specific creature or location rather than a specific Light Path. Choose a creature or position. You can see from the Light Path nearest to the target. This automatically selects the best available vantage point. Fails if no suitable Light Path is available.

Illuminating Immersion

Scan a large area

Gleaming Gaze from every Light Path in an Area. You perceive from all Light Paths at once over a wide area. Your senses are enhanced impossibly, forming a comprehensive mental image of the scene and revealing many details simultaneously. Targets find it extremely difficult to hide unless they are able to avoid all Light Paths in the area.

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Sway

Communicate, fascinate, and motivate creatures of Light, and inspire Light in any type of creature. Position and Effect are determined normally, depending on the situation and your relationship to the audience.

Because Light is an ethical power, Sway Light does not allow mind control. You influence others through inspiration, reassurance, and ethical alignment rather than social pressure.

Radiant Rapport

Understand Light.

You can converse with angels and gauge their mood, outlook, and immediate motivations.

Radiant Reassurance

Speak Light.

Speak to angels. Sway toward good deeds. You and your crew can communicate with angels using Sway with full Effect. You can also overcome cultural and linguistic barriers to motivate any creature in good faith.

Radiant Rally

Lasting good impulse.

You implant gentle suggestions encouraging benevolent action in any type of creature. This is an enhanced Sway attempt, allowing you to define conditions under which the suggestion activates. The suggestion remains subtle until triggered, and may persist for up to a few days. The target does not remember being influenced.

Radiant Reminder

Create a conscience.

You instill an active ethical awareness that alerts the target when they are about to commit an evil act. The Radiant Reminder reflects a blend of your values and the target’s existing ethics, leaning toward goodness without feeling alien or intrusive.

If the target follows the guidance, their behavior gradually improves. To commit a clearly evil action, the target must Resist, which silences the Radiant Reminder for the remainder of the score. Repeated resistance weakens the effect and will eventually cause it to fade entirely.

NPCs Resist when it creates an interesting story.

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Tinker

Manipulate, shape, and create physical Light. While the ethical aspect of Light is still present, Tinker has little direct ethical effect.

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

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

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

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

Celestial Crafting

Work Light Paths.

You can craft materials that function as Light Paths. This includes anything that transfers, reflects, or directs light, such as windows, lenses, mirrors, polished surfaces, and prisms.

You can craft lamps, laser mechanisms, and light-sensitive devices as if you had the appropriate tools and protective equipment. You can repair, recharge, and maintain sanctified items that possess Light powers, and possibly other powers designed to fight Darkness. A common example of a Light device is light crystals that glow without fire or fuel.

Celestial Conduit

Shape Light like clay.

You can shape Light Paths, light, lasers, and supernatural Light as if they were clay. These forms retain their shape for a time, even when they normally would not.

This allows normally instantaneous effects to gain duration. You may manipulate light as if it were a moldable solid, store light within objects, or perfectly absorb incoming light.

This surpasses normal crafting and facilitates the construction of traps or devices without extensive equipment.

Celestial Creation

Transmute light.

You can conjure Light from nothing or transmute Light into the material of another Form you know.

You may create Light without raw materials. You master Light at the Celestial Conduit level, allowing the creation of Fine and Potent items.

If you possess multiple Forms, you can transform Light into materials associated with another Form you know. This allows complex transformations, such as turning a metal sword into Light while it still functions as a sword, or converting a wooden door into a curtain of Light that can be passed through before reverting.

You can also send, intercept, and interpret radiation used for communication, such as radio signals, signal lights, and lasers. As the element of enlightenment, Light allows you to decode such transmissions: Limited Outcome for open communication or simple signals, up to Great Outcome for complex encrypted information.

Celestial Construction

Mass construction.

Mass Light construction. You can mass-produce objects created through Celestial Crafting and Celestial Conduit, or construct large Light-based structures such as cathedrals, lighthouses, or telescopes that would normally require a workforce and specialized facilities.

In long-term projects involving construction or crafting, you can produce many dozens of items with the effort of a single item, at the usual Apex Stress cost.

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Wreck

This is about using Light to wreck, not wrecking light.

Like most Forms, Wreck Light can inflict physical damage, in this case through searing rays of high-intensity illumination. In addition, Wreck Light can burn away the physical manifestations of abilities from certain other Forms.

You can use Light to destroy, dismantle, and obliterate objects and abilities associated with the Barrier, Darkness, and Illusion Forms.

Light wrecks these abilities according to their nature. Transparent Barriers are overloaded by total transmission, while solid barriers resist Light attacks like any other physical attack. Physical Darkness collapses when saturated with illumination. Illusions are revealed by the light of truth, causing them to dissolve.

Wreck Light can destroy physical manifestations of these abilities, including ephemeral effects such as areas of physical Darkness. It cannot destroy Command or Sway abilities, or other abilities that directly alter mood, emotion, or thought. In most cases, wrecking the result of an ability destroys it in its entirety.

Searing Surge

Cut like a laser.

Cuts like a laser and disperses physical Darkness. This power functions like a laser welding torch: noisy and leaving twisted or scarred material behind.

Searing Scourge

Burn like a laser.

An intensified Searing Surge that works as a Fine and Potent sledgehammer in combat. It can also smash physical manifestations of abilities from the Barrier, Darkness, and Illusion Forms as explained above, destroying them entirely with Standard Effect.

Searing Silence

Silent Searing Scourge.

As Searing Scourge, but destroyed targets silently disappear or are reduced to fine dust. Abilities of the Barrier, Darkness, and Illusion Forms destroyed this way do not alert their creators that they have failed.

Searing Sun

Area Searing Scourge.

Light causes destruction, and Searing Scourge applies this over a wide Area (p. 221). The resulting destruction to mundane objects burns creatures structures across the scene. This is not selective, everything in the area risks destruction. Does full damage to consort gangs and will end physical Barrier, Darkness, and Illusion abilities.

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