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


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


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


=== Metal Power Effects ===
== Metal Abilities ==
{| class="wikitable"  
{| class="wikitable"  
|align="center" | '''Action'''  
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
|align="center" valign=bottom | '''Apex'''    
|- 
|valign=bottom | '''Dice'''
|align="center" valign=bottom | —   
|align="center" valign=bottom | Minimum 2d
|align="center" valign=bottom | Minimum 4d 
|align="center" valign=bottom | Minimum 6d      
|-
|-
|align="left" valign="top" | '''Attune'''
|valign=bottom | '''Stress'''  
|valign="top"| '''Alloy Awareness''' <br> You can detect metal creatures and powers.  
|align="center" valign=bottom | Avoid fumble (2+).
|valign="top"| '''Allay Metal''' <br> You can force a metal creature that is native to another plane of existence to return to that plane, or to end the operation of a metal power.  
|align="center" valign=bottom | Succeed (4+).
|valign="top"| '''Manifest Metal''' <br> You can call a metal creature from a different plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
|align="center" valign=bottom | Full success (6).
|valign="top"| '''Brass Bridge''' <br> You can create a portal that allows travel to and from the plane of metal for a limited time.  
|align="center" valign=bottom | Critical (2 sixes).
|-
|-
|align="left" valign="top" | '''Command'''
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Chromium Command''' <br> You can command metal creatures even if normally couldn't. This does not make you comprehend them.
|valign="top"| '''[[#Mercurial Meridian|Mercurial Meridian]]''' <br> Detect Metal.
|valign="top"| '''Alloy  Interpretation'''   <br> You and allies can communicate with metal creatures.
|valign="top"| '''[[#Mercurial Medium|Mercurial Medium]]''' <br> Dismiss Metal.
|valign="top"| '''Master of Metal'''   <br> You can give commands to metal creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
|valign="top"| '''[[#Mercurial Merge|Mercurial Merge]]''' <br> Summon Metal.
|valign="top"| '''Brass Bondage'''   <br> You can permanently bind metal creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
|valign="top"| '''[[#Mercurial Messenger|Mercurial Messenger]]''' <br> Gate to Metal.
|-
|-
|align="left" valign="top" | '''Consort'''
|align="left" valign="top" | '''Command'''
|valign="top"| '''Metal Masquerade'''       <br> You can change your clothes and accessories by imbuing them with metal. This can mask your identity or create fabulous outfits.  
|valign="top"| '''[[#Chrome Command|Chrome Command]]''' <br> Intimidate with Metal.
|valign="top"| '''Metal Metamorphosis''' <br> You assume the form of a metal creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
|valign="top"| '''[[#Chrome Communication|Chrome Communication]]''' <br> Metal signaling.
|valign="top"| '''Iron Infusion'''   <br> You can shapechange a willing or helpless creatures into a metal creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
|valign="top"| '''[[#Chrome Control|Chrome Control]]''' <br> Command Metal.
|valign="top"| '''Steel Stampede'''   <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
|valign="top"| '''[[#Chrome Crush|Chrome Crush]]''' <br> Enslave Metal.
|-
|-
|align="left" valign="top" | '''Finesse'''
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Metal Mount'''               <br> If there is a mount or vehicle of metal, you can ride it as if it was domesticated and you have the keys.
|valign="top"| '''[[#Golden Gloss|Golden Gloss]]''' <br> Metal accessories.
|valign="top"| '''Brass Blade''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
|valign="top"| '''[[#Golden Grace|Golden Grace]]''' <br> Transform self.
|valign="top"| '''Manipulate Metal'''         <br> You can do fine manipulation of metal, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.
|valign="top"| '''[[#Golden Glamour|Golden Glamour]]''' <br> Transform Crew.
|valign="top"| '''Metal Maelstrom'''             <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
|valign="top"| '''[[#Golden Garland|Golden Garland]]''' <br> Transform crowd.
|-
|-
|align="left" valign="top" | '''Hunt'''
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Steel Steps'''             <br> You can track and pursue metal creatures and vehicles, or track anything across a metal surface, even if the quarry does not leave any mundane trail or clues.
|valign="top"| '''[[#Steel Steering|Steel Steering]]''' <br> Ride Metal.
|valign="top"| '''Metal Marksman''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
|valign="top"| '''[[#Steel Sting|Steel Sting]]''' <br> Metal melee attack.
|valign="top"| '''Steel Storm'''       <br> You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
|valign="top"| '''[[#Steel Spiral|Steel Spiral]]''' <br> Small manipulations.
|valign="top"| '''Iron Inferno'''           <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
|valign="top"| '''[[#Steel Streak|Steel Streak]]''' <br> Create metal steeds.
|-
|-
|align="left" valign="top" | '''Prowl'''
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Steel Stealth''' <br> You can hide in environments of metal. This allows you to hide in impossible places. 
|valign="top"| '''[[#Lead Leash|Lead Leash]]''' <br> Track Metal.
|valign="top"| '''Metal Maneuver'''       <br> You can move on and through metal. This allows you to climb on sheer metal walls, walk through walls of metal, and so on.  
|valign="top"| '''[[#Lead Longshot|Lead Longshot]]''' <br> Metal snipe.
|valign="top"| '''Titanium Travel'''         <br> You can bring allies along when you use Steel Stealth and Metal Maneuver.
|valign="top"| '''[[#Lead Landscape|Lead Landscape]]''' <br> Metal environment.
|valign="top"| '''Chromium Conduit'''     <br> You and allies can teleport from one location dominated by metal to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
|valign="top"| '''[[#Lead Lethality|Lead Lethality]]''' <br> Area metal attack.
|-
|-
|align="left" valign="top" | '''Skirmish'''
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Metal Melee'''     <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
|valign="top"| '''[[#Tin Tread|Tin Tread]]''' <br> Hide in Metal.
|valign="top"| '''Honed Hammer''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
|valign="top"| '''[[#Tin Traverse|Tin Traverse]]''' <br> Move on/through metal.
|valign="top"| '''Brass Blockade'''         <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
|valign="top"| '''[[#Tin Tangle|Tin Tangle]]''' <br> Crew Prowling.
|valign="top"| '''Metal Mayhem'''               <br> Your power strikes out in all directions, attacking all enemies in a wide area.
|valign="top"| '''[[#Tin Tunnel|Tin Tunnel]]''' <br> Metal teleport.
|-
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''[[#Bronze Bulwark|Bronze Bulwark]]''' <br> Resist Metal.
|valign="top"| '''[[#Bronze Beatdown|Bronze Beatdown]]''' <br> Metal Melee Attack.
|valign="top"| '''[[#Bronze Blitz|Bronze Blitz]]''' <br> Gain Scale.
|valign="top"| '''[[#Bronze Bond|Bronze Bond]]''' <br> Group Action.
|-
|-
|align="left" valign="top" | '''Study'''   
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Steel Scrutiny'''     <br> You can identify metal objects and creatures and see the use of the abilities of the metal power.  
|valign="top"| '''[[#Brass Brief|Brass Brief]]''' <br> Identify Metal.
|valign="top"| '''Analyze Alloy'''   <br> You know the powers and abilities of something you analyze.
|valign="top"| '''[[#Brass Blueprint|Brass Blueprint]]''' <br> Analyze Metal.
|valign="top"| '''Metal Memory'''   <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
|valign="top"| '''[[#Brass Backstory|Brass Backstory]]''' <br> Metal history.
|valign="top"| '''All-Knowing Alloy''' <br> You research all metal in a wide area. This is easy to do where you are, more difficult at range. You can then use Metal Memory on some of these targets.
|valign="top"| '''[[#Brass Bibliography|Brass Bibliography]]''' <br> Analyze a wide area.
|-
|-
|align="left" valign="top" | '''Survey'''
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Iron Insight'''       <br> You can sense creatures and manifestations of the metal power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
|valign="top"| '''[[#Electrum Enquiry|Electrum Enquiry]]''' <br> Sense metal.
|valign="top"| '''Metal Monitor'''       <br> Choose a metal object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
|valign="top"| '''[[#Electrum Eye|Electrum Eye]]''' <br> Perceive from Metal.
|valign="top"| '''Iron Inquisition'''         <br> Choose a location or creature. You gain a sensor at the nearest metal object, which is often close enough to perceive the target.
|valign="top"| '''[[#Electrum Eavesdropper|Electrum Eavesdropper]]''' <br> Spy from Metal.
|valign="top"| '''Copper Clarity''' <br> You perceive from all metal objects at once over a wide area.  As long as you concentrate you retain this perception and can report what you see to others.
|valign="top"| '''[[#Electrum Enlightenment|Electrum Enlightenment]]''' <br> Area perception.
|-
|-
|align="left" valign="top" | '''Sway'''
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Iron Insight''' <br> You can understand metal creatures even if normally couldn't, and to sense their mood and motivations.  
|valign="top"| '''[[#Silver Sympathy|Silver Sympathy]]''' <br> Understand Metal.
|valign="top"| '''Iron Interpreter''' <br> You and allies can communicate with metal creatures. You can make folk more precise, decisive, and confident.
|valign="top"| '''[[#Silver Speech|Silver Speech]]''' <br> Talk to Metal.
|valign="top"| '''Iron Intrigue''' <br> You can post suggestions in the mind of a metal creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
|valign="top"| '''[[#Silver Suggestion|Silver Suggestion]]''' <br> Suggest Metal.
|valign="top"| '''Metal Molding'''   <br> You change the personality and motivations of metal creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
|valign="top"| '''[[#Silver Subtlety|Silver Subtlety]]''' <br> Inculcate Metal.
|-
|-
|align="left" valign="top" | '''Tinker'''
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Iron Instrumentation''' <br> You can handle metal as if you had the appropriate tools and protective devices.
|valign="top"| '''[[#Patch Pewter|Patch Pewter]]''' <br> Craft Metal.
|valign="top"| '''Mold Metal''' <br> You can shape metal objects as if they were of clay.  
|valign="top"| '''[[#Pour Pewter|Pour Pewter]]''' <br> Work Metal.
|valign="top"| '''Titanium Transmutation''' <br> You can create metal objects out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
|valign="top"| '''[[#Provision Pewter|Provision Pewter]]''' <br> Transumte Metal.
|valign="top"| '''Steel Structure'''   <br> This is similar to Mold Metal, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
|valign="top"| '''[[#Produce Pewter|Produce Pewter]]''' <br> Fabricate Metal.
|-
|-
|align="left" valign="top" | '''Wreck'''
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Iron Impact''' <br> You can jimmy metal objects much like a sledgehammer. Noisy and leaves a twisted object in place.  
|valign="top"| '''[[#Iron Impulse|Iron Impulse]]''' <br> Metal sledgehammer.
|valign="top"| '''Shatter Steel''' <br> Similar to Iron Impact.  When smashing metal objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
|valign="top"| '''[[#Iron Impact|Iron Impact]]''' <br> Shatter Metal.
|valign="top"| '''Alloy Annihilation''' <br> Similar to Shatter Steel, but destroyed targets silently disappear or are reduced to a fine dust.
|valign="top"| '''[[#Iron Implosion|Iron Implosion]]''' <br> Pulverize Metal.
|valign="top"| '''Alloy Apocalypse''' <br> Similar to Shatter Steel, but over a large area. This can level a city block, raze a metal wall, and similar massive destruction.
|valign="top"| '''[[#Iron Invasion|Iron Invasion]]''' <br> Area Iron Implosion.
|}
|}


== Expanded Water Powers ==
== Expanded Metal Abilities ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].


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


'''Perceive:'''
Consequences usually depend on what happens around you when you do this. 
''You can detect creatures and power use tied to your power.  
In a safe and controlled environment, the Position is '''Controlled'''
When you lack control of the situation or face active opposition, the Position becomes '''Desperate'''.


This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
==== Mercurial Meridian ====
Naturally, effect is reduced as the creature is more heavily obscured.
Detect Metal.
The position usually starts controlled, with the usual consequence that you cannot try again.


'''Dismiss:'''
You can see Metal [[Spirit (FiD)|Spirits]] and detect Metal creatures and Metal-aligned powers. {{ : Include Attune Basic Detect Powers (FiD) }}
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.


Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
==== Mercurial Medium ====
The consequences of this depends entirely on what happens around you when you do it.
Dismiss Metal.
If a powerful creature resists being dispelled, its obviously dangerous.
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.


Dispelling is usually easier, but not always.
You can force a Metal creature that is native to another plane to return to that plane, force a Metal spirit to materialize demilitarize, or end the operation of a Metal power, including powers affecting a Metal item or creature.
Most powers only dispel effects of their own power.
Read this generously.
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  


Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
The position is controlled, possibly risky if there are a lot of other dangers around.
Limited effect creates an opening that makes the supported action potent.
Normal effect improves the position of the supported action.
Great effect improves both position and effect of the supported power.


When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
==== Mercurial Merge ====
Against an opponent that uses power to fly or even breathe you can have a better effect.
Summon Metal.


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


'''Summon:'''
A Metal elemental is a simple creature wholly dominated by metal. 
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
Most elementals possess animal-level intelligence and often take the shape of animals, though animated chunks of matter and crude humanoid forms are also common.
Many Metal elementals favor forms resembling tools, weapons, or machinery.


What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
Creatures with powers resemble ordinary creatures and typically possess a biological body and metabolism, functioning much like mundane life but with exceptional abilities tied to Metal.
This is usually a parallel world or plane of existence, dominated by your power.
A Metal dragon may be impossibly large, capable of flight, and able to generate powerful metal effects.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
A Metal turtle may possess a shell of steel and grow to such massive size that entire settlements can be built upon it.
These places can be unique to each power, or one big place where different places are dominated by different powers.
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
This is the usual explanation in the cosmic horror genre.
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
The Gate power of Attune is the usual way to get to these places.


Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
Not all creatures with powers are summonable or dismissible. Many are native to this world and have no special vulnerability to Attune effects.
They can also give advice and information related to their power.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
Such a creature is similar to a gang member.


To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
{{ : Include Attune Summon (FiD) }}
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.


It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
==== Mercurial Messenger ====
Gate to Metal.


Spirits generally come in three types, elementals, spirits, and creatures with powers.  
You can create a portal that allows travel to and from a plane of Metal. 
This plane is an iron-framed world covered in sheets of tin and copper, with fittings and structures of precious metals.


Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
{{ : Include Attune Gate (FiD) }}
An elemental is a simple creature totally dominated by its power.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.


Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
They can use sophisticated power effects and usually have an agenda of their own.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits. 


Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
=== Command ===
A fire dragon is impossibly large, flies, and breathes fire.  
Command and intimidate Metal creatures, projecting authority.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
Position and Effect depend on the situation and your relationship with the listeners.
An undead creature is a corpse animated by the powers of Death.
And so on.
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.


Depending on your degree of effect the creature is willing to do different things.
==== Chrome Command ====
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
Intimidate with Metal.


Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.  
You can create Metal effects, such as making nearby metal gleam or hover, to heighten your authority, gaining leverage similar to what could be achieved by a threat such as displaying a weapon. 
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
This can provide the leverage needed to use Command to intimidate without an actual threat of violence.
Metal creatures may recognize you as a figure of authority.


Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
==== Chrome Communication ====
Metal signaling.


The position is usually risky. The creature is being forced to serve and might lash out.
You can communicate with Metal creatures over any distance as long as you know the target, even without line of sight.
Typical consequences are:
You can communicate with the most powerful Metal creature in a vehicle or installation as long as you can see the exterior.
The creature strikes out at you once.
You can use a Metal item to communicate with its wearer.
A tightwire struggle to keep the creature under control
The communication is simple and direct, suitable for the Command Action.
The creature breaks things around you, demands concessions from you.
Overly literal interpretations of your commands.
The creature deliberately does its tasks poorly.


Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
==== Chrome Control ====
Command Metal.


Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
Metal creatures will understand your orders and are likely to obey.
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
Targets will perceive you as an officer, professional superior, alpha, or other leader type outranking them.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
This does not remove existing loyalties, which can lead to conflicts. 
Understanding the social order of your target helps avoid clashing with their established loyalties.


'''Gate:'''
* '''Limited''' Outcome might result in a creature doing something it might plausibly have done anyway, such as forgetting to report you or letting you pass without comment.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
* '''Standard''' Outcome makes the creature do what it should, but in a way you decide, such as a police officer escorting you to safety or performing a quick favor.
* '''Great''' Outcome causes targets to ignore their normal routines and go out of their way to please you, such as neutral faction warriors fighting on your behalf or enemies choosing to ignore or flee from you.


This is rarely useful, but can be under exceptional circumstances.
Ordering city guard drones to ignore a disturbance usually requires more Effect than ordering them to resolve it and move on, as their default role is to protect the city.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.


Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
Position depends on the creature’s actual relationship to you:
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
* '''Controlled''' Commanding a creature that agrees you outrank it, with consequences focused on limiting retries and misunderstanding details of your orders.
* '''Risky'''Ordering a creature that sees itself as your equal, potentially leading to Heat, misunderstood orders, or orneriness.
* '''Desperate'''Ordering a creature that sees itself as your superior.


Using a gate is usually played out as a score, which means there is an engagement roll.
==== Chrome Crush ====
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
Enslave Metal.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.


=== Command ===
You bind Metal creatures into obedient service.
Command creatures based on your power with communication and authority.
They remain in one location and act according to your instructions, like loyal and literal-minded enforcers, until the effect is broken.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
This still has the normal stress cost.


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


This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
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Combined with the basic power of Sway allows two-way communication.


'''Translate:'''
=== Consort ===
You and allies can communicate with creatures based on your power.
Consort powers change your form and later that of other creatures.
This allows full conversation with creatures of the power.  
These powers may also be used as a Set-Up action for a later Consort roll.
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
This will often grant improved Effect, improved Position, or allow actions a human body could not normally perform.


'''Authority:'''
Consequences may reveal your disguise, but only if the Position is Risky or Desperate.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
More common consequences are being mistaken for someone else, or attracting attention because your form is unnaturally glorious.


This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
==== Golden Gloss ====
Creatures of the relevant type will understand your orders.
Metal accessories.


Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
You do not physically change your body; instead, you alter your clothing and accessories.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
This can mask your identity or create extravagant, symbolic outfits.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
The Effect is usually Limited and the Position Controlled, though especially elaborate or conspicuous changes may require greater Effect.
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  


The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
You can use this on your entire Crew as an Advanced ability.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.


'''Enslave:'''
==== Golden Grace ====
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
Transform self.


Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
This is a true physical transmutation, transforming you into a metal creature.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
You need not assume the form of an existing being, as long as the table agrees that your new form fits the power being used.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.


=== Consort ===
Golden Grace may function as a Set-Up action for social interactions, but may penalize other actions depending on the nature of your new form.
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.


'''Mask:'''
* '''Limited Effect''' — You resemble how you might have been had you grown up as the metal creature who's form you assume; those familiar with you may still recognize you.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
* '''Standard Effect''' — You become a generic metal creature, very difficult to recognize as yourself.
* '''Great Effect''' — You assume the form and some of the mannerisms or presence of a specific metal creature you have studied.


You do not physically change yourself, you accessorize and change your outfit.
==== Golden Glamour ====
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
Transform Crew.


'''Shapechange:'''
You transform a willing or helpless creature into a metal creature.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
This is Golden Grace applied to another target.


This is a true physical transmutation.
The duration depends on Effect:
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
* '''Limited Effect''' — One scene.
This can give you new abilities, but these are things you could already do using the same power.
* '''Standard Effect''' — Lasts for the duration of a score.
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
* '''Great Effect''' — Lasts longer and may become permanent, depending on the fiction.
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.


If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
This is often used as poetic justice, a curse that is difficult to reverse.
You rating in the improved action increases by one.
Making the target unrecognizable requires additional Effect, as per Golden Grace.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.


''Example
==== Golden Garland ====
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
Transform crowd.


'''Transform:'''
{{ : Apex Consort }}
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.


This is the shapechange power applied to another creature.
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The duration depends of the effect, limited effect is very temporary, more of a warning.
Standard effect lasts for the duration of a score.
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
Other abilities can be used to reverse such a transformation.


You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
=== Finesse ===
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
'''Wild Hunt:'''
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.


This is where Consort becomes a combination of the Shapechange and Summon power effects.
==== Steel Steering ====
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
Ride Metal.
Essentially you turn them into single-minded minions.
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
This is usually used to create a host of goons that will fight and chase for you.
Such goons are more interested in chasing and cornering targets than in actual combat.
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.


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


'''Ride:'''
You can grant this ability to your crew as an '''Advanced''' effect.
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.


This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
==== Steel Sting ====
Metal melee attack.


'''Duel:'''
Attack in a manner similar in effect to a '''Fine''' and '''Potent''' dueling sword or pistol. 
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
This only substitutes for equipment; a fine and potent finesse weapon is just as effective. 
In combat, using this does not take additional time — activating the power is equivalent to drawing a weapon.


What this actually does depends on the power used.
==== Steel Spiral ====
Fire burns, wind slices, ice pieces or freezes, and so on.
Small manipulations.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.


'''Manipulate:'''
You can precisely manipulate small amounts of metal at short range, similar to what you could do by hand.
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
This allows you to push buttons, trigger devices, and perform acts of legerdemain. {{ Include Finesse Master }}


This allows you to manipulate small amounts of matter governed by your power.
==== Steel Streak ====
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
Create metal steeds.


'''Surge:'''
You create metal mounts or vehicles for your crew. 
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
These are untiring and durable, but otherwise function like mundane means of transportation.


You create ans use weapon like Duel above, and also create distractions.
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The effect is like having a number of trusty but entirely defensive allies in the fight.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.


=== Hunt ===
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
==== Lead Leash ====
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
Track Metal.
At short range, this is dangerous to you and yours.


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


Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
==== Lead Longshot ====
Metal snipe.


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


The effect of this action varies depending on the nature of your power.
==== Lead Landscape ====
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
Metal environment.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.


'''Environmental Control
Alter the environment by making minor changes to metal over a wide area.
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
You can corrode or polish metal to make it dull and pitted or smooth and reflective.
You can gather, disperse, or alter slag and metallic pollution, changing its color and consistency.
This does not inflict direct damage, but can significantly reshape the battleground and is often useful as a Set Up action, as long as the terrain or opponents’ gear includes metal.


This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
==== Lead Lethality ====
Environmental Control does not inflict any direct damage.
Area metal attack.


'''Area Attack:'''
Attack in a manner similar to a '''Fine''' and '''Potent''' grenade, harming many creatures at once while risking collateral damage.
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
This is an escalation of Lead Longshot.
Less precise, it affects all creatures at a location.
Targets in trenches, behind walls, or otherwise shielded are not directly damaged, but are forced to keep their heads down, giving your side the initiative.


An escalation of Potent Snipe, this affects all enemies in a single location.
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The effect is more powerful but less precise.
This means it does more collateral damage, but no more effect on enemies.
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.


=== Prowl ===
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
Sneak and move with stealth and agility.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
==== Tin Tread ====
Hide in Metal.


'''Reconnaissance:'''
You can hide in impossible places as long as the environment is predominantly metal (tin roofs, ship hulls, airframes, city pipes/gutters of lead). Otherwise resolve as a normal Prowl to avoid notice.
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
Only you benefit unless you use Tin Tangle.


This provides you cover to hide in places you ordinarily could not.
==== Tin Traverse ====
Where you can use this is explained in each specific power.
Move on/through metal.
It otherwise works just like any other attempt to use Prowl to avoid notice.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.


'''Maneuver:'''
You can climb sheer metal, pass through thin sheets, and slip gaps.
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
* '''Limited effect:''' cling to metal surfaces.
* '''Standard effect:''' pass through grilles, wire, bars.
* '''Great effect:''' pass through thin hulls/walls (not structural members or armor plate).
Only you benefit unless you use Tin Tangle.


Again, each power will explain how it can use this mobility.
==== Tin Tangle ====
Your friends and allies cannot use this unless you employ Travel, which is described later
Crew Prowling.


'''Travel:'''
You can bring allies when you use Tin Tread or Tin Traverse.
''You can bring allies along when you use Reconnaissance and Maneuver.
Allies roll their own Prowl if needed.
Often resolved as a Group Action.


Now you and your allies can Prowl in places where your power is at home.
==== Tin Tunnel ====
They still use their own Prowl action.
Metal teleport.


'''Transport:'''
Teleport from one location dominated by metal to another you’re familiar with (foundry, forge, mine with rich ore, metal-walled room). Position and effect are worse if you don’t know the destination—excellent for escapes, risky for blind intrusion. Regional only (same city/region) but enough to exit almost any situation.
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.


How and where you use this is explained in each power.
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This takes you to places you are familiar with.
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.


=== Skirmish ===
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
Skirmish focuses on endurance, tactics, and teamwork.
 
==== Bronze Bulwark ====
Resist Metal.


'''Skirmish Attack:'''
Absorb Harm from Metal sources (Metal Powers, melee Weapons, Bullets).
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
{{ : Include Skirmish Damage Resistance Template (FiD) }}


What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
==== Bronze Beatdown ====
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
Metal Melee Attack.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.


'''Fine Skirmish Attack:'''
This substitutes for Equipment; a Fine and Potent mundane Weapon is equally effective.
''Same as Skirmish Attack, except the weapon is fine and potent.


'''Obstruction:'''
==== Bronze Blitz ====
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Gain Scale.


This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
You attack with furor, overwhelm multiple Foes at once — this gives you Scale (p 221).
The effect is to deny your enemies the advantage of numbers.
Otherwise the same as Bronze Beatdown.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.


'''Flurry:'''
==== Bronze Bond ====
''Your power strikes out in all directions, attacking all enemies in a wide area.
Group Action.


This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
Enable a Group Action when using flexible resilience or overcoming rigid structure or mechanical opposition — allowing coordinated effort despite entrenched resistance that would normally prevent meaningful contribution. {{ : Apex Skirmish Include (FiD) }}
 
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=== Study ===
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
The Outcome required depends on range:
* Limited Effect for touch.
* Standard Effect for line-of-sight.
* Great Effect to reach a target you know of or have some link to, but which is out of line-of-sight.


'''Analyze:'''
Position depends on the situation.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
Safely in your base, the Position is Controlled.
In the middle of a fight or when pinned down, the Position is Desperate.


'''Research:'''
==== Brass Brief ====
''You know the powers and abilities of something you analyze.
Identify Metal.


'''Hindsight:'''
This gives precise mundane information, but not supernatural or exceptional abilities such as Powers.
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.


'''Omniscience:'''
==== Brass Blueprint ====
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
Analyze Metal.
 
Learn of powers and abilities.
You learn the powers and abilities of a target.
This is not restricted to mundane information; you also learn of any Powers, special abilities, and relevant rules.
 
==== Brass Backstory ====
Metal history.
 
Read the past events of an object.
You learn previous owners, how the object has been moved or used, and significant scenes from its history.
The power focuses on events of interest to you.
 
==== Brass Bibliography ====
Analyze a wide area.
 
Provides a detailed view of events involving metal within an Area (p. 221), pinpointing locations of interest that contain large amounts of metal or complex metal formations.
This can detect things such as tanks, railroads, vaults, and similar structures.
You can then use Brass Backstory to learn the history of up to three such locations.


=== Survey ===
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
Perceive and locate metal objects and creatures and Metal powers in use.
The outcome you need depends on the target's concealment.
* '''Limited Outcome''' finds those hiding behind cover and in far places you can only barely see.
* '''Standard Outcome''' can look behind walls and into hard cover.
* '''Great Outcome''' can look into far-away places and spots you had no idea existed.
 
==== Electrum Enquiry ====
Sense metal.


'''Detect:'''
This is a basic spotting power, selectively sensing things of Metal.
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
You can look for specific metals or types of metal objects if you want, as well as Metal creatures.
The more detailed your information about what you are seeking is, the more precise the result.


'''Sensor:'''
==== Electrum Eye ====
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
Perceive from Metal.


'''Scry:'''
Choose a metal object; perceive as if you were at that spot.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
Shift your perception to a Metal object you know about and sense as if you were physically there, while still maintaining a dim awareness at your actual location.


'''Omnipresence:'''
==== Electrum Eavesdropper ====
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
Spy from Metal.
 
Choose a location or creature. Gain sensory perception from the nearest metal object.
Similar to Electrum Eye but allows you to focus on a specific creature or position.
Automatically directs towards the best vantage point provided by a glowing object.
This is typically close enough to observe the target.
Fails if no suitable viewpoint is available.
 
==== Electrum Enlightenment ====
Area perception.
 
You perceive from all metal objects within Range (p 221).
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.
Creates a comprehensive mental image of the area, revealing numerous details simultaneously.  
It's challenging to hide in this area unless they are aware of the need to conceal themselves.
 
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=== Sway ===
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
==== Silver Sympathy ====
Sway creatures based on your power with persuasion and cajoling.
Understand Metal.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
You need not select a specific type of creature in advance.
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
This still has the normal stress cost.


'''Communicate:'''
You can converse with and gauge the mood and motivations of Metal creatures.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
You can also sense if a creature of any kind is confident, precise, or decisive.  


This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
==== Silver Speech ====
Talk to Metal.


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


This allows you to use the Sway power to its full effect.
==== Silver Suggestion ====
You are still wheedling unless you also use Command the advanced Command effect.
Suggest Metal.


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


'''Mesmerize:'''
==== Silver Subtlety ====
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
Inculcate Metal.


Essentially this is an attempt to Sway with two advantages.
You permanently change the personality and motivations of Metal creatures.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
This takes a while to use and the target must be willing or unable to resist.  
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
The power is permanent, but blatant.
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.  
This changes the target on a deep level, altering their priorities and loyalties.  
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
They remember their past, but regards it as unimportant compared to their new motivations.
There are limits to this power, you cannot make a metal creature indecisive or deliberately clumsy.  
Exceptional creatures and circumstances can break the charm.


'''Inculcate:'''
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''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.


This changes the target on a deep level, changing their loyalties and priorities.
=== Tinker ===
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
Manipulate, shape, and create metal objects.  
Exceptional creatures and exceptional circumstances can break this change.
The names all include "pewter", but that is just a name scheme, Tinker Metal is not focused on working pewter.
This depends more on role-playing than die rolls.


=== Tinker ===
The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long.
Manipulate, shape, and create objects imbued with your power to suit your needs.
{{ : Include Tinker (FiD) }}
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
 
==== Patch Pewter ====
Craft Metal.


'''Handle:'''
You can handle metal as if you had the appropriate tools.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
This ability substitutes for tools and protection devices typical of a small workshop.


This mainly substitutes for tools, up to a small workshop.
==== Pour Pewter ====
You are also protected from any dangerous effects of working with the elements of your power.
Work Metal.


'''Shape:'''
Shape metal objects as if they were of clay.
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
This surpasses normal crafting, letting you manipulate elements that are not stable, like quicksilver and molten metals, making them stay in a new shape or maintaining a flow without a pipe or mold.
This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.


You can now do more than normal craft could do.
==== Provision Pewter ====
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
Transumte Metal.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
This may allow you to set up traps or devices that would normally require extensive equipment.


The position depends on how quiet your workplace is and how much time you have to work with.
This is two distinct effects. The first allows you to create metal out of nothing. This can be fairly complex, to the level of Fine and Potent effects, but won't last past the end of a score.
The effect determines the effectiveness of your construction, but also how long it will last.
Devices that are more powerful are harder to contain, and thus wont last as long.
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.


'''Create:'''
The second can only be used if you know multiple Forms. You transmute metal into material connected to another Form. The result will maintain its form as if affected by Pour Pewter. The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.


This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
Combining this with Air, a metal door could be changed from metal to mist, you then pass through and the door reverts to metal.
Likewise, a metal sword can be turned into Fire to create a burning weapon.


The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
==== Produce Pewter ====
The result will maintain its form as if affected by the Shape ability.
Fabricate Metal.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
This can transform something like a sword from metal to fire, and it would still be a functional sword.
A door could be changed from wood to air, you then pass through and the door reverts to wood.


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


Pretty self-explanatory, this is Create on a larger scale.
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This is useful for equipping a large band or building something large out of nothing.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.


=== Wreck ===
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
Destroy, dismantle, and obliterate metal or using metal as an implement of destruction.
 
The effect required depends on the size and structural strength of your target.
* Limited outcome is a car-sized hole in a flimsy metal barrier, like foil or netting.
* Standard outcome is a car-sized hole in a thin metal wall. A smaller hole still need the same effect.
* Great outcome can affect something larger and/or stronger.
 
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with direct attacks, massive crowds, or dangerous construction is desperate.
 
==== Iron Impulse ====
Metal sledgehammer.


'''Jimmy:'''
Just as crude as it sounds. You destroy metal and strike with the force of a sledgehammer in combat.
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
This relies on brute force, it does not bypass the inherent strength of a metal target.
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.


Just as crude as it sounds.
==== Iron Impact ====
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
Shatter Metal.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.


'''Smash:'''
This bypasses the strength of metal, allowing you to break even the strongest barrier.  
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
You can also use this to smash people and things as a fine, potent sledgehammer.


This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
==== Iron Implosion ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
Pulverize Metal.


'''Disintegrate:'''
Like Iron Impact, but silent and reduces remains to fine metal filings, destroying most clues to what it was.
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
Gets rid of evidence, as long as that evidence is of metal.


The real difference here is that wrecking things is now silent when you have the right power.
==== Iron Invasion ====
You also leave less traces, as what you wreck disappears.
Area Iron Implosion.
This can also be used to get rid of evidence, as long as that evidence matches your power.


'''Obliterate:'''
This can level a city block, raze a metal wall, destroy a mass of vehicles, and similar large-scale destruction over an Area (p. 221).
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
Metal is a ubiquitous support material in modern construction, wrecking the metal makes that construction unstable and causes it to slowly crumble.


Rather straightforward, this just scales things up.
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Latest revision as of 16:46, 13 February 2026

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

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

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

Metal attacks are blades and bullets.

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

Metal Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Mercurial Meridian
Detect Metal.
Mercurial Medium
Dismiss Metal.
Mercurial Merge
Summon Metal.
Mercurial Messenger
Gate to Metal.
Command Chrome Command
Intimidate with Metal.
Chrome Communication
Metal signaling.
Chrome Control
Command Metal.
Chrome Crush
Enslave Metal.
Consort Golden Gloss
Metal accessories.
Golden Grace
Transform self.
Golden Glamour
Transform Crew.
Golden Garland
Transform crowd.
Finesse Steel Steering
Ride Metal.
Steel Sting
Metal melee attack.
Steel Spiral
Small manipulations.
Steel Streak
Create metal steeds.
Hunt Lead Leash
Track Metal.
Lead Longshot
Metal snipe.
Lead Landscape
Metal environment.
Lead Lethality
Area metal attack.
Prowl Tin Tread
Hide in Metal.
Tin Traverse
Move on/through metal.
Tin Tangle
Crew Prowling.
Tin Tunnel
Metal teleport.
Skirmish Bronze Bulwark
Resist Metal.
Bronze Beatdown
Metal Melee Attack.
Bronze Blitz
Gain Scale.
Bronze Bond
Group Action.
Study Brass Brief
Identify Metal.
Brass Blueprint
Analyze Metal.
Brass Backstory
Metal history.
Brass Bibliography
Analyze a wide area.
Survey Electrum Enquiry
Sense metal.
Electrum Eye
Perceive from Metal.
Electrum Eavesdropper
Spy from Metal.
Electrum Enlightenment
Area perception.
Sway Silver Sympathy
Understand Metal.
Silver Speech
Talk to Metal.
Silver Suggestion
Suggest Metal.
Silver Subtlety
Inculcate Metal.
Tinker Patch Pewter
Craft Metal.
Pour Pewter
Work Metal.
Provision Pewter
Transumte Metal.
Produce Pewter
Fabricate Metal.
Wreck Iron Impulse
Metal sledgehammer.
Iron Impact
Shatter Metal.
Iron Implosion
Pulverize Metal.
Iron Invasion
Area Iron Implosion.

Expanded Metal Abilities

Attune

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

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

Mercurial Meridian

Detect Metal.

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

Mercurial Medium

Dismiss Metal.

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

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

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

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

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

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

Mercurial Merge

Summon Metal.

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

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

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

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

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

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

Mercurial Messenger

Gate to Metal.

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

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

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

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Command

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

Chrome Command

Intimidate with Metal.

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

Chrome Communication

Metal signaling.

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

Chrome Control

Command Metal.

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

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

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

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

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

Chrome Crush

Enslave Metal.

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

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

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Consort

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

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

Golden Gloss

Metal accessories.

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

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

Golden Grace

Transform self.

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

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

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

Golden Glamour

Transform Crew.

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

The duration depends on Effect:

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

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

Golden Garland

Transform crowd.

This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

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Finesse

Steel Steering

Ride Metal.

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

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

Steel Sting

Metal melee attack.

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

Steel Spiral

Small manipulations.

You can precisely manipulate small amounts of metal at short range, similar to what you could do by hand. This allows you to push buttons, trigger devices, and perform acts of legerdemain. The effect is small, precise, and momentary. When it makes sense in the story that this creates leverage, you may roll Finesse without expending any time. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Steel Streak

Create metal steeds.

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

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Hunt

Lead Leash

Track Metal.

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

Lead Longshot

Metal snipe.

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

Lead Landscape

Metal environment.

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

Lead Lethality

Area metal attack.

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

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Prowl

Sneak and move with stealth and agility.

Tin Tread

Hide in Metal.

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

Tin Traverse

Move on/through metal.

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

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

Only you benefit unless you use Tin Tangle.

Tin Tangle

Crew Prowling.

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

Tin Tunnel

Metal teleport.

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

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Skirmish

Skirmish focuses on endurance, tactics, and teamwork.

Bronze Bulwark

Resist Metal.

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

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

Bronze Beatdown

Metal Melee Attack.

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

Bronze Blitz

Gain Scale.

You attack with furor, overwhelm multiple Foes at once — this gives you Scale (p 221). Otherwise the same as Bronze Beatdown.

Bronze Bond

Group Action.

Enable a Group Action when using flexible resilience or overcoming rigid structure or mechanical opposition — allowing coordinated effort despite entrenched resistance that would normally prevent meaningful contribution. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

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

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Study

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

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

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

Brass Brief

Identify Metal.

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

Brass Blueprint

Analyze Metal.

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

Brass Backstory

Metal history.

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

Brass Bibliography

Analyze a wide area.

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

Survey

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

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

Electrum Enquiry

Sense metal.

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

Electrum Eye

Perceive from Metal.

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

Electrum Eavesdropper

Spy from Metal.

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

Electrum Enlightenment

Area perception.

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

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Sway

Silver Sympathy

Understand Metal.

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

Silver Speech

Talk to Metal.

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

Silver Suggestion

Suggest Metal.

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

Silver Subtlety

Inculcate Metal.

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

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Tinker

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

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

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

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

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

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

Patch Pewter

Craft Metal.

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

Pour Pewter

Work Metal.

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

Provision Pewter

Transumte Metal.

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

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

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

Produce Pewter

Fabricate Metal.

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

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Wreck

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

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

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

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

Iron Impulse

Metal sledgehammer.

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

Iron Impact

Shatter Metal.

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

Iron Implosion

Pulverize Metal.

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

Iron Invasion

Area Iron Implosion.

This can level a city block, raze a metal wall, destroy a mass of vehicles, and similar large-scale destruction over an Area (p. 221). Metal is a ubiquitous support material in modern construction, wrecking the metal makes that construction unstable and causes it to slowly crumble.

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