Difference between revisions of "Light Powers (FiD)"

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{{FiD}}
 
 
{{FiD-Powers}}
 
{{FiD-Powers}}
Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to darkness.
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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 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.  
They are usually good against Darkness but may have problems against purely physical creatures.
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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 ==
 
 
== Light Power Effects Table ==
 
 
{| 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'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|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 effects and creatures linked to any power, not just light.  
+
|valign="top"| '''[[#Celestial Clarity|Celestial Clarity]]''' <br> Detect any Power.
|valign="top"| '''Light Lattice''' <br> You can force a summoned creature to return to its plane of origin, or end the operation of an ability of any power.  
+
|valign="top"| '''[[#Celestial Concord|Celestial Concord]]''' <br> Negate any power.
|valign="top"| '''Celestial Call'''   <br> You can call an angel from heaven. You never truly control angels, but they will do good deeds.
+
|valign="top"| '''[[#Celestial Call|Celestial Call]]''' <br> Call an angel.
|valign="top"| '''Glorious Gate'''     <br> You can create a physical connection to heaven.  
+
|valign="top"| '''[[#Celestial Conduit|Celestial Conduit]]''' <br> Gate to Heaven.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Celestial Command'''       <br> You can use Command on angels even if you normally couldn't.  
+
|valign="top"| '''[[#Angelic Anger|Angelic Anger]]''' <br> Intimidate with light.
|valign="top"| '''Celestial Call''' <br> You can communicate over long distances with angels or to send messages of hope.
+
|valign="top"| '''[[#Angelic Appeal|Angelic Appeal]]''' <br> Light signalling.
|valign="top"| '''Angelic Authority''' <br> Command angels as if you were their superior.  
+
|valign="top"| '''[[#Angelic Authority|Angelic Authority]]''' <br> Command angels.
|valign="top"| '''Angelic Allegiance'''   <br> You can bind angels to permanent service.
+
|valign="top"| '''[[#Angelic Allegiance|Angelic Allegiance]]''' <br> Bind angels.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Radiant Raiment'''     <br> Change your clothes and accessories by imbuing them with light.  
+
|valign="top"| '''[[#Radiant Raiment|Radiant Raiment]]''' <br> Light accessories.
|valign="top"| '''Angelic Alteration'''   <br> You assume the form of an angel.
+
|valign="top"| '''[[#Radiant Reflection|Radiant Reflection]]''' <br> Transform self.
|valign="top"| '''Celestial Conversion''' <br> You can apply Radiant Raiment and Angelic Alteration to a willing creature of good nature.
+
|valign="top"| '''[[#Radiant Revelation|Radiant Revelation]]''' <br> Transform Crew.
|valign="top"| '''Legion of Light'''     <br> You can transform a large number of good-natured creatures into a host of angels.
+
|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.  
+
|valign="top"| '''[[#Piercing Perception|Piercing Perception]]''' <br> See in Light or Darkness.
|valign="top"| '''Radiant Riposte''' <br> Attack as a fine and potent weapon or give friends Radiant Roam.
+
|valign="top"| '''[[#Piercing Purity|Piercing Purity]]''' <br> Light attack.
|valign="top"| '''Radiant Reach'''   <br> Manipulate light with precision.
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|valign="top"| '''[[#Piercing Projection|Piercing Projection]]''' <br> Manipulate light.
|valign="top"| '''Radiant Rain'''   <br> Attack with a rain of searing rays, overcoming scale.  
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.
+
|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.  
+
|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.
+
|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.  
+
|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.
+
|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.
+
|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.  
+
|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.  
+
|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.  
+
|valign="top"| '''[[#Searing Sun|Searing Sun]]''' <br> Area Searing Scourge.
 
|}
 
|}
  
== Expanded Light 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 ===
The consequences depends entirely on what happens around you when you do it. If a powerful creature resists being dispelled or dismissed, its at least risky.  
+
Light is a high-utility expression of Attune, capable of revealing, dispelling, and dismissing powers and creatures tied to any Form.
In a general melee against strong opponents, the situation becomes desperate. Having helpers and bodyguards improves position, and sometimes the situation is calm or a creature wants to be dismissed and the position is controlled.  
+
 
 +
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.
  
Light is a very high-utility version of attune.
+
==== Celestial Clarity====
You can detect, dispel, and dismiss all powers and creatures tied to all powers.  
+
Detect any Power.
  
'''Light Lens'''
+
Light Lens reveals powers and power-shaped creatures of any sort.
''You can detect effects and creatures linked to any power, not just light.''
+
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 is usually used to spot a disguised creature, but it can also help identify a creature's connection to powers. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect). The position usually starts controlled, with the usual consequence that you cannot try again or only try again at greater risk.
+
Light Lens can reveal active powers, ongoing effects, and creatures sustained or shaped by power.
If you have an additional level of effect, you can identify what power you are detecting, and gain some insight into what kind of creature it is. For more detailed informations, see Survey and Study.
 
  
'''Light Lattice'''
+
{{ : Include Attune Basic Detect Powers (FiD) }}
''You can force a summoned creature to return to its plane of origin, or end the operation of an ability of any power.''
 
  
Dispelling powers is usually easier, but not always. Dispelling can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
+
==== Celestial Concord ====
 +
Negate any power.
  
Dismissing a creature requires great effect, and if the creature is of a higher tier, as they often are,  might require that the creature is weakened by combat, interactions, or by being set up.  It is often used as a setup action to help another character in a situation when the opposition is using powers. 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.
+
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.
  
You usually don't have to play around with effect when dispelling, but the final result of your action depends on how vulnerable the target is to losing its powers, even momentarily.
+
Light negates powers by exposing and unraveling them, rather than by command or binding.
The result usually starts out at limited effect unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can have a better effect.
 
When a power is the crux of the situation, dispel wont end that power but instead give you a clue to what you need to do to resolve the situation.
 
  
'''Celestial Call'''
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
''You can call an angel from heaven. You never truly control angels, but they will do good deeds.''
 
  
Angels come in all forms, some looking light elementals made of light, sometimes forming glowing glyphs or text. Others have animal, humanoid, or even mechanical forms.
+
==== Celestial Call ====
All are moral, and have intellect enough to judge morality, or perhaps a supernatural sense for what is good.
+
Call an angel.
  
Depending on your degree of effect the creature is willing to do different things. 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 simply disappear.
+
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.
  
Standard effect allows you to ask for any service appropriate to an angel. The creature will heal, bless, carry messages of peace or challenges against evil, and give just judgement.
+
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.
This includes dangerous tasks such as combat if the angel has such abilities, which most of them do.
+
All angels are ethical, possessing intellect sufficient to judge ethics, or even a supernatural sense for what is good.
  
Great effect allows lengthy service, like summoning the creature to guard against evil for as long as it can, but still does not allow morally questionable actions.
+
Angels act according to their own judgment, not yours.
  
Different angels do different things and focus on different virtues. Study can find an angel that does what you want. In easy cases this can be done as a flashback, more specific angels are rarer and might require a long-term project.
+
{{ : Include Attune Summon (FiD) }}
  
The position is controlled unless the situation around you is dangerous.
+
An angel may require you to promise future good deeds, accept a quest or mission, or submit to ethical testing.
An angel may require you to promise future good deeds or to accept a quest or mission.
+
* An angel might pose ethical questions or otherwise test your resolve before acting.
It might pose moral questions that you need to answer.  
 
  
'''Glorious Gate'''
+
==== Celestial Conduit ====
''You can create a physical connection to heaven.''
+
Gate to Heaven.
  
This is only useful under exceptional circumstances.
+
You can open a physical connection to Heaven.
Heaven may accept pilgrims or refugees for a time, but not permanently.
+
This power is only useful under exceptional circumstances.
There are also things that are possible to do on in heaven that are not allowed in the regular world. Light effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master, opening the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside heaven, but if they affect creatures in heaven, some effect may remain when you return to the mundane world.
 
This may also apply to some other effects, such as Life used to heal.
 
  
Glorious Gate can allow access to angels too powerful to summon, instead you ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
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.
  
Using Glorious Gate to adventure in heaven is played out as a score, which means there is an engagement roll.
+
{{ : Gate Shared Rules (FiD) }}
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
'''Celestial Command'''
+
==== Angelic Anger ====
''You can use command on angels even if you normally couldn't.''
+
Intimidate with light.
  
You can admonish creatures and suggest a better path to them across language and culture barriers, but you gain no additional authority.
+
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 allows the use of the Command action restricted only by your intent, you must genuinely wish them well.
+
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.
  
'''Celestial Call'''
+
==== Angelic Appeal ====
''You can communicate over long distances with angels or to send messages of hope.''
+
Light signalling.
  
You must know the name of the creature you communicate with, or to have met them in person.  
+
You can communicate over long distances with angels or send messages of hope. 
A message of hope is a message to lift spirits, morals, or encourage good deeds. This has no supernatural influence over receivers, they choose their own actions.
+
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'''
+
==== Angelic Authority ====
''Command angels as if you were their superior.''
+
Command angels.
  
Angels won't do evil deeds. They might do neutral deeds if they seem a chance of redemption or other a positive result, which can be used to trick them.
+
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.
+
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'''
+
==== Angelic Allegiance ====
''You can bind angels to permanent service.''
+
Bind angels.
  
They will generally stay in one location and act according to your instructions, like very loyal and literal-minded stooges.
+
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 won’t work unless the task is one that aligns with the principles of light. The effect is similar to Angelic Authority but potentially permanent. An angel will not usually break free, but might disobey part of your instruction for the greater good.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
Consort powers changes your form and later that of other creatures. Often Consort rolls are not actually made when you use the power to change your appearance or form, it is rolled when in the social situation and effect and position is decided at this critical point. This will often give a bonus to effect or improved position or even allow an action that an outsider could not do.
+
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 might also be used as a set-up action for a later Consort roll.
 
  
Consequences might reveal your disguise, but only if the position is risky or desperate.  
+
These powers may also be used as set-up actions for later Consort rolls.
  
'''Radiant Raiment'''
+
Consequences may reveal your disguise, but only if the Position is Risky or Desperate. 
''Change your clothes and accessories by imbuing them with light.''
+
People may mistake you for an angel, fawn over you, attempt to tease or corrupt you, or otherwise react strongly to your unusual presence.
  
This can mask your identity or create fabulous outfits.
+
==== Radiant Raiment ====
Allows the creation of effects like halos and mandorlas or even a mask of diffuse light bright enough to conceal your identity. You do not physically change yourself, you accessorize and change your outfit or add an aura.  
+
Light accessories.
  
'''Angelic Alteration'''
+
You alter your clothes and accessories by imbuing them with Light. 
''You assume the form of an angel.''
+
This can mask your identity or create magnificent, symbolic attire.
  
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the table agrees your new form is appropriate for a creature of light. This can give you new abilities, but these are things you could already do using Light powers. 
+
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.
  
To represent what your new form is good at, you have the option to add 1d to one action appropriate to the assumed form and subtract 1d from all actions covered by an attribute. If the buffed action is covered by the penalized attribute, only apply the bonus, you are specializing that attribute on this particular action.
+
You can use this on your entire Crew as an Advanced ability.
  
''Example Yadech uses Angelic Alteration to turn himself into a cherub, of the winged head Christmas card variety. He gains a +1 bonus to the Consort action, but suffers a -1 penalty to Attune, Command, and Sway actions. He does not suffer the penalty on Consort, as that is the action that was improved. If the penalty had instead been applied to Insight, the Attune, Command, Consort, and Sway actions would all have suffered the penalty.
+
==== Radiant Reflection ====
 +
Transform self.
  
With limited effect you can transform into yourself into how you would look as an angel. Those familiar with you will recognize you. Standard effect can make you a generic angel, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific angel you have studied.
+
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.
  
'''Celestial Conversion'''
+
Radiant Reflection may function as a set-up action for other actions, but may also penalize certain actions depending on your new form. 
''You can apply Radiant Raiment and Angelic Alteration to a willing creature of good nature.''
+
When appropriate, your angelic form may use Basic and Advanced Light powers inherently without risking Stress.
  
Use the first two Consort Light powers on allies. A target can end the effect at any time.
+
* '''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.
  
'''Legion of Light'''
+
==== Radiant Revelation ====
''You can transform a large number of good-natured creatures into a host of angels.''
+
Transform Crew.
  
This power mimics the effects of Angelic Alteration and Angelic Authority. You can transform a group of willing or non-sentient creatures into an angelic host. Targets must be willing or non-sentient, and they cannot be evil or aligned with the Darkness power, nor several tiers below your own tier.  
+
You apply Radiant Reflection to a willing creature of good nature.
 +
The target may end the effect at any time.
  
The transformed creatures will enthusiastically carry out tasks assigned by you.
+
==== Radiant Rapture ====
They primarily excel in pursuit and containment rather than direct combat.  
+
Transform crowd.
Alternatively, they can serve as obedient servants, akin to an angelic choir depicted in a nativity scene painting.
+
 
 +
You transform a large number of good-natured creatures, or even natural songbirds, into a host of angels. 
 +
{{ : 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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
Exact control of physical light to move, fight, and control your environment.  
+
Exact control of physical light to move, fight, and illuminate your environment.
Finesse has little relation to spiritual alight, but Light attacks might still work better against creatures of the Dark.
+
Finesse has little relation to spiritual Light, though Light-based attacks may still be more effective against creatures of [[Darkness_Powers_(FiD)|Darkness]].
  
'''Radiant Roam'''
+
==== Piercing Perception ====
''You can move and see regardless of the level of light or darkness.''
+
See in Light or Darkness.
  
Enables you to ignore darkness or blinding light. However, your vision remains sensitive to contrasts between light and darkness, which may allow creatures to hide from you unless the environment is uniformly dark.
+
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.
  
This avoid penalties to effect or position in dark or blinding conditions.
+
==== Piercing Purity ====
 +
Light attack.
  
'''Radiant Riposte'''
+
You attack in a manner similar in effect to a Fine and Potent dueling sword or pistol. 
''Attack as a fine and potent weapon or give friends Radiant Roam.''
+
Light attacks may be extra effective against Darkness and Illusion, but may be less reliable against purely physical creatures.
  
The attack is similar in effect to a fine potent dueling sword or pistol.
+
You may instead grant your crew the effect of Piercing Pursuit.
Light attacks are usually good against Darkness but may have problems against purely physical creatures.
 
You can instead grant your crew the Radiant Roam effect.
 
  
'''Radiant Reach'''
+
==== Piercing Pulse ====
''Manipulate light with precision.''
+
Manipulate light.
  
Create sunspots and atmospheric light effects to set the mood.
+
You create focused beams or atmospheric lighting effects to illuminate areas or set a mood.
Trigger light-sensitive devices such as photocells and laser sensors.
+
You can trigger light-sensitive devices such as photocells or laser sensors. {{ Include Finesse Master }}
Replicate the functionality of a laser communications device you are familiar with.
 
  
Usually used as a set-up. Consequences are likely partial results, really bad consequences might actually ruin the mood or create undesired an effect.
+
==== Piercing Presence ====
 +
Travel as a ray of light.
  
'''Radiant Rain'''
+
You transform yourself, your crew, mounts, and vehicles into rays of light. 
''Attack with a rain of searing rays, overcoming scale.''
+
In this state, you can travel through clear air or vacuum almost instantly.
  
You create and use weapon like Radiant Riposte above, and also create distractions. The effect is like having a number of trusty defensive allies in the fight. This negates any scale advantage enemies might have.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Light. As you advance, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and yours.
+
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.
  
'''Ethereal Eye'''
+
==== Piercing Pursuit ====
''You can track creatures with strong good or bad intentions.''
+
Track good or evil.
  
Track based on the moral disposition and emotional state of your target. Creatures displaying strong goodness or malevolence are easier to track, as are those in violent or vengeful moods. Casual strollers cannot be tracked this way.
+
You can see and track creatures with strong benevolent or malevolent intentions.
  
Consequences mainly involve losing the trail, serious consequences potentially leading to getting lost, falling into traps, or walking into an ambush.
+
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.
  
'''Radiant Ray'''
+
Consequences usually involve losing the trail. Serious consequences may draw attention due to your overt holiness or lead you into an ambush.
''You can use your power to attack, similar in effect to a fine and potent laser rifle.''
 
  
Perform precise, long-range attacks using light. Effective against creatures of Darkness but may have limitations against purely physical beings.
+
==== Piercing Precision ====
 +
Light snipe.
  
'''Dazzling Daybreak'''
+
You perform precise, long-range attacks using focused Light. 
''Create light as bright as a sunny day.  
+
These attacks are especially effective against creatures of Darkness, but may be less reliable against purely physical beings.
  
Dispel all forms of darkness, including those created by Darkness powers. Does not affect other Darkness effects. Control the light to diffuse it, preventing blinding and minimizing shadows for better visibility, or intensify it like sunlight, potentially causing temporary blindness.
+
==== Piercing Proclamation ====
 +
Create light.
  
'''Celestial Cascade'''
+
You control ambient illumination over an area. 
''A fine and potent laser bomb. Hurt many targets, but there is a risk of collateral damage.''
+
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.
  
Similar to Radiant Ray, but massive, can both overcome scale and hurt many enemies at once.
+
==== Piercing Pronouncement ====
be careful with collateral damage.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and even teleport with stealth and agility. Consequences in a controlled position are often the loss of time because you have to lie low. More serious consequences might give opponents some information, possibly making them more alert or giving them clues to what you are doing, or you might stumble and take some minor injury or end up in a tricky spot.
+
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'''
+
==== Halo Haze ====
''Become invisible in bright light.''
+
Invisible in light.
  
Allows you to hide in places you ordinarily couldn't. Functions similarly to other attempts to use Prowl to avoid notice.  
+
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.
  
'''Luminous Leap'''
+
==== Halo Helix ====
''In a flash you teleport to a spot you can see.''
+
Project yourself.
  
Momentarily transform into a ray of light to teleport to a visible location. Works best in bright light; in darkness, it's quite visible. The required effect varies based on visibility: distant or murky locations require greater effect, while limited effect suffices for close and well-lit areas.
+
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.
  
'''Celestial Conveyance'''
+
This is subtle in bright light; in darkness, the effect is conspicuous. 
''Bring allies along when you use Halo Haze and Luminous Leap.''
+
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 can allow allies you can clearly to use Halo Haze and Luminous Leap.
+
You may pass through transparent walls and [[Barrier Powers (FiD)|Barriers]].
This uses your stress, but each ally uses their own Prowl action.
 
  
'''Glittering Gate'''
+
==== Halo Host ====
''You and allies can teleport from one brightly illuminated area to another.''
+
Crew Prowling.
  
Regional travel within the same city or region. Can be used to escape nearly any situation, though finding a suitable location in unfamiliar or hostile territory is unlikely. A fumble might leave you in a similar but different location, potentially placing you in danger.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
 
Engage in close combat and create opportunities with the power of Light.
 
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)}}
  
'''Radiant Rapier'''
+
==== Luminous Lance ====
''You can use the power as a close-range laser attack, similar in effect to a melee weapon or pistol.''
+
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.
 
Light attacks are good against Darkness but may have problems against purely physical creatures.
  
'''Luminous Lance'''
+
==== Luminous Leash ====
''Same as Skirmish Attack, except the weapon is fine and potent.''
+
Gain Scale.
  
'''Luminous Labyrinth'''
+
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.''
+
Otherwise as Luminous Lance.
  
Prevents penalties from using scale.
+
==== Luminous Legion ====
Otherwise as Luminous Lance.
+
Group Action.
  
'''Bright Blitz'''
+
Enable a Group Action when acting in blinding brilliance, acting out of mercy, or under intense scrutiny. {{ : Apex Skirmish Include (FiD) }}
''Your light strikes out in all directions, attacking all enemies in a wide area.''
 
  
Prevents opponents from using scale and allows you to strike multiple targets.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures of Light to gain insight and knowledge.
+
Enlighten yourself on the subject of Light.
The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but cannot see.   
+
 
 +
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.
  
Position varies depending on the situation. In a safe or secret location, the position is controlled. In the midst of conflict or when under pressure, the position becomes desperate.
+
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.
  
'''Angelic Appraisal'''
+
==== Enlightened Education ====
''You can analyze angels and powers of Light and Darkness.''
+
Analyze Light.
  
This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.
+
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.
  
'''Luminescent Lore'''
+
==== Enlightened Inquiry ====
''You know the powers and abilities of something you use Angelic Appraisal on.''
+
History of Light.
  
This gives you information on powers and other obscure or occult information.
+
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.
  
'''Radiant Recall'''
+
==== Enlightened Insight ====
''View past events of something analyzed with Luminescent Lore.''
+
Analyze a large area.
  
Reveals previous owners or encounters of the target and significant scenes from its history, focusing on events of interest to you.
+
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.
  
'''Divine Discovery'''
+
You may then use Enlightened Inquiry on up to three highlighted targets.
''You use Luminescent Lore on everything in a wide area. You then use Radiant Recall on some of these targets.''
 
  
Provides a detailed view of events involving Light and Darkness in the area, pinpointing locations of interest like bases and power nodes.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Perceive and locate angels, devils, and power effects of Light and Darkness.
+
Perceive and locate angels, devils, spectres, and power effects of Light, Darkness, and Illusion.
The effect you need depends on the targets concealment.
+
 
Limited effect finds targets the open.
+
Many Survey Light abilities need to use a '''Light Path'''.
Standard effect finds those hiding behind corners, cover, and far places you can only barely see.
+
This includes anything that transfers, reflects, or directs light, such as a window, lens, mirror, polished surface, or beam of sunlight.
Great effect can look behind walls and into hard cover.
+
Anything in direct sunlight qualifies.
  
'''Angelic Awareness'''
+
The outcome you need depends on the target’s concealment.
''You can sense strong good and evil intentions as well as physical light.  
+
* '''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.
  
This is a basic spotting power, selectively sensing things related to your power.
+
==== Illuminating Insight ====
You can choose to detect all such intentions, those directed towards you, or those directed at a specific creature or group you know well.
+
Sense Light and Darkness.
  
'''Gleaming Gaze'''
+
Sense physical and ethical Light and Darkness.
''Choose a glowing object you know of; you can perceive as if you were at that spot.
+
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.
  
Shift your perception to a brightly shining object and sense as if you were physically there, while still maintaining awareness of your actual location, though dimly.
+
==== Illuminating Impression ====
 +
Perceive from Light
  
'''Radiant Revelation'''
+
Perceive from a Light Path you know of.
''Choose a location or creature. Gain sensory perception from the nearest glowing object, typically close enough to observe the target.''
+
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.
  
Similar to Gleaming Gaze but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a glowing object. Fails if no suitable viewpoint is available.
+
==== Illuminating Intersection ====
 +
Spy from Light.
  
'''Illuminated Insight'''
+
Perceive a target from the nearest Light Path.
''You perceive from all glowing objects at once over a wide area.''
+
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.
  
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves.
+
==== 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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures of light. Position and effect are determined normally, depending on the situation and your relation to listeners
+
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.
  
'''Radiant Rapport'''
+
Because Light is an ethical power, Sway Light does not allow mind control. 
''You can understand angels.''
+
You influence others through inspiration, reassurance, and ethical alignment rather than social pressure.
  
You can and gauge the mood and motivations of angels and understand what they are saying.
+
==== Radiant Rapport ====
This does not allow you to be understood.
+
Understand Light.
Used together with Celestial Command, this allows full communication.
 
  
'''Luminous Lexicon'''
+
You can converse with angels and gauge their mood, outlook, and immediate motivations.
''You and allies can communicate with angels. You can Sway normal folk to make them do good.''
 
  
This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers as long as you are speaking to angels or trying to convince people to do good.
+
==== Radiant Reassurance ====
Unless you also use Angelic Authority you are persuading, not speaking with authority.
+
Speak Light.
  
'''Seraphic Suggestion'''
+
Speak to angels. Sway toward good deeds.
''Implant suggestions in the minds of creatures to make them do good.
+
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.  
  
This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a specified situation.
+
==== Radiant Rally ====
 +
Lasting good impulse.
  
Suggestions cannot be absurd to the target and must have beneficial effects. Typical suggestions include avoiding harm or performing minor sacrifices for the benefit of others.
+
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.
  
'''Cricket Voice '''
+
==== Radiant Reminder ====
''You imbue a creature with an active conscience that will alert them when they are about to do evil.
+
Create a conscience.
  
The morality aligns with a mix of yours and their own, leaning towards goodness without being entirely alien to them. If they follow the Cricket Voice's advice, they will gradually improve their behavior. To commit a decidedly evil action, the target must resist, which silences the Cricket Voice for the rest of the score. Repeated resistance weakens and eventually dissipates the Cricket Voice.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create light. The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score. Long-lasting and permanent effects require downtime projects.
+
Manipulate, shape, and create physical Light.
 +
While the ethical aspect of Light is still present, Tinker has little direct ethical effect.
 +
{{ : Include Tinker (FiD) }}
  
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
+
==== Celestial Crafting ====
 +
Work Light Paths.
  
'''Celestial Crafting'''
+
You can craft materials that function as [[#Survey|Light Paths]]. 
''Work materials imbued with Light''
+
This includes anything that transfers, reflects, or directs light, such as windows, lenses, mirrors, polished surfaces, and prisms.
  
You can craft light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices. This level of tinkering has little utility if your setting doesn't have these things. "Holiness" items have Light powers and possibly other powers made to fight evil and planar invaders. A common type of light items are light crystals that glow without fire or fuel.
+
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.
  
'''Radiant Reshaping'''
+
==== Celestial Conduit ====
''Work Light as if it was clay.
+
Shape Light like clay.
  
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. This surpasses normal crafting, letting you manipulate light as if it were solid or a liquid. This can substitute for mirrors and prisms and facilitate the construction of traps or devices, avoiding extensive equipment.
+
You can shape [[#Survey|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.
  
'''Radiant Creation'''
+
This allows normally instantaneous effects to gain duration. 
''You can conjure light from nothing or transmute materials from one form to another.
+
You may manipulate light as if it were a moldable solid, store light within objects, or perfectly absorb incoming light.
  
You don't need tools to build complex fine and potent items from light. You can create light from nothing. This is like Shaping, above, but needs no raw materials. This lets you make fine and potent items from light.
+
This surpasses normal crafting and facilitates the construction of traps or devices without extensive equipment.
  
With multiple powers, you can transform light into material linked to another power you know. This allows intricate transformations where a metal sword can be transmuted into Light and still work as a sword, or a wooden door can be changed to air so you can walk through and the door then returns to normal.
+
==== Celestial Creation ====
 +
Transmute light.
  
'''Radiant Creation'''
+
You can conjure Light from nothing or transmute Light into the material of another Form you know.
''Similar to Radiant Reshaping, but on a larger scale.
 
  
You can mass-produce objects made of light and create large structures like ships or buildings that normally require a workforce and facilities. In long-term projects involving construction or crafting, Radiant Replication makes many dozens of items with the same effort as one item, but with a stress cost.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
This is more about using light to wreck than about wrecking light. Use Light to destroy, dismantle, and obliterate objects and effects of the [[Barrier Powers (FiD)|Barrier]] and [[Darkness Powers (FiD)|Darkness]] powers.
+
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.
  
Wrecking [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Light Powers (FiD)|Light]] works against physical manifestations of those powers. This is only a small part of all effects, but [[Barrier Powers (FiD)|Barrier]] in particular has many physical effects that [[Light (FiD)|Light]] can destroy.  
+
Light wrecks these abilities according to their nature. 
In most cases, wrecking a power effect destroys it in its entirety.
+
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.
  
The reason [[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]] is that they are made to be transparent. It is possible to create a barrier impervious to light, but that would be a black shell impenetrable to light, thus making those inside blind.
+
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.
  
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
+
==== Searing Surge ====
 +
Cut like a laser.
  
'''Gleaming Grasp'''
+
Cuts like a laser and disperses physical Darkness.
''Light cuts like a laser and chases darkness away. You can wield this power 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.
  
This has no particular effect against powers and basically is just that sledgehammer.
+
==== Searing Scourge ====
 +
Burn like a laser.
  
'''Radiant Ravage'''
+
An intensified Searing Surge that works as a '''Fine''' and '''Potent''' sledgehammer in combat.
''Similar to Gleaming Grasp and can smash certain power effects. 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 is where you can start to wreck physical manifestations of the powers of [[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]]. Such effects can be smashed as if they were wood. To do this, you must be able to visualize the effect as a material object. This works for visible effects like walls, glowing points, or spheres of darkness. 
+
==== Searing Silence ====
 +
Silent Searing Scourge.
  
'''Ethereal Erasure'''
+
As Searing Scourge, but destroyed targets silently disappear or are reduced to fine dust.
''Similar to Radiant Ravage, 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.
  
Power effects destroyed this way simply fade and leave no trace at all, and don't even alert their creators that they failed.
+
==== Searing Sun ====
 +
Area Searing Scourge.
  
'''Heavenly Holocaust'''
+
Light causes destruction, and Searing Scourge applies this over a wide Area (p. 221). 
''Similar to Radiant Ravage, but over a large area.''
+
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.
  
Light can cause some destruction, and Heavenly Holocaust does this over a large area, but the material destruction is limited to common vandalism, like smashing stuff with a hammer all over the area.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Against physical manifestations of [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Light Powers (FiD)|Light]] this has more dramatic effects.
 

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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