Difference between revisions of "Light Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to darkness.
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Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to [[Darkness_Powers_(FiD)|Darkness]].
  
 
Light is the power of ethics, inspiration, and enlightenment.  
 
Light is the power of ethics, inspiration, and enlightenment.  
It involves physical light, insight, and meaning.  
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It involves physical light, insight, and clarity.  
It gives meaning to the blind forces of order and flux, and drives away the darkness.  
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It gives meaning to the blind forces of [[Flux_Powers_(FiD)|Flux]] and [[Order_Powers_(FiD)|Order]], and drives away the darkness.  
 
Light powers serve to inspire, awe, and enlighten.
 
Light powers serve to inspire, awe, and enlighten.
  
 
Light attacks are beams of coherent light, like lasers, lights words, and holy light.  
 
Light attacks are beams of coherent light, like lasers, lights words, and holy light.  
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They are usually good against [[Darkness_Powers_(FiD)|Darkness]] but may have problems against massive physical targets.
  
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== Light Power Effects Table ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
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|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" valign=bottom | '''Apex'''    
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|- 
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|valign=bottom | '''Dice '''
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|align="center" valign=bottom | —   
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|align="center" valign=bottom | Minimum 2d
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|align="center" valign=bottom | Minimum 4d 
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|align="center" valign=bottom | Minimum 6d      
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|-
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|valign=bottom | '''Stress'''
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|align="center" valign=bottom | Avoid fumble (2+).
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|align="center" valign=bottom | Succeed (4+).
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|align="center" valign=bottom | Full success (6).
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|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Light Lens''' <br> You can detect creatures and powers of light. Creatures of light are called angels and have a halo of light.  
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|valign="top"| '''Light Lens'''     <br> Detect any power.  
|valign="top"| '''Dismiss'''  <br> You can force any that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.  
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|valign="top"| '''Light Lattice'''  <br> Dismiss any summon or power.
|valign="top"| '''Summon'''   <br> You can call an angel from a place of your power. You never truly control angles, but they will cooperate in good deeds. Learning who to summon may require study or be a a score in itself.
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|valign="top"| '''Celestial Call''' <br> Call an angel from heaven.  
|valign="top"| '''Gate'''     <br> You can create a portal that allows travel to and from the plane of light for a limited time.  
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|valign="top"| '''Glorious Gate''' <br> Open a path to heaven.  
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate'''       <br> You can communicate with angels even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''Angelic Anger'''     <br> Intimidate with light.  
|valign="top"| '''Radiant Rejection''' <br> You and allies can communicate with angels. You can communicate with normal folk to make break free of evil domination.
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|valign="top"| '''Celestial Call'''     <br> Message angels, send messages of hope.
|valign="top"| '''Celestial Calling''' <br> You can give commands to angels, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
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|valign="top"| '''Angelic Authority''' <br> Command angels as a superior.  
|valign="top"| '''Angelic Archway'''   <br> You can permanently bind angels to stay on your plane. Unless affected by other powers, they will stay in one location and act according to your instructions, very loyal and very literal-minded.
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|valign="top"| '''Angelic Allegiance''' <br> Bind angels to permanent service.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Radiant Raiment'''      <br> You can change your clothes and accessories by imbuing them with light. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''Radiant Raiment'''      <br> Imbue clothes and accessories with light.  
|valign="top"| '''Angelic Alteration'''  <br> You assume the form of an angel. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Angelic Alteration'''  <br> Assume the form of an angel.
|valign="top"| '''Celestial Conversion''' <br> You can shapechange a willing creature of good nature into an angel. A target can end the effect at any time. 
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|valign="top"| '''Celestial Conversion''' <br> Turn a good creature into an angel.  
|valign="top"| '''Legion of Light'''      <br> You can transform a large number of willing and good-natured creatures into angels for a limited time.
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|valign="top"| '''Legion of Light'''      <br> Turn a host of good creatures into angels.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Radiant Roam'''    <br> You can move and see regardless of the level of light or darkness. Enemies can still hide in shadows.  
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|valign="top"| '''Radiant Roam'''    <br> See regardless of the level of light or darkness.  
|valign="top"| '''Radiant Riposte''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
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|valign="top"| '''Radiant Riposte''' <br> Attack as a fine and potent weapon or give friends Radiant Roam.
|valign="top"| '''Radiant Reach'''  <br> You can do fine manipulation of light, allowing you to do small and exact manipulations at range. This allows you to trigger or hinder mechanisms or perform other minor manipulations, as long as the target is sensitive to light or heat.
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|valign="top"| '''Radiant Reach'''  <br> Manipulate light with precision.
|valign="top"| '''Radiant Rain'''   <br> Your power manifests like a rain of searing rays, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Radiant Route'''   <br> Travel as a ray of light.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Ethereal Eye'''       <br> You can track creatures with strong good or bad intentions.
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|valign="top"| '''Ethereal Eye'''     <br> Track strong good or bad intentions.
|valign="top"| '''Radiant Ray'''         <br> You can use your power to attack, similar in effect to a fine and potent laser rifle.
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|valign="top"| '''Radiant Ray'''       <br> Attack like a fine and potent laser rifle.
|valign="top"| '''Celestial Cascade'''   <br> You can use your power to attack similar to a fine and potent laser bomb. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''Dazzling Daybreak''' <br> Create light as bright as a sunny day.
|valign="top"| '''Celestial Cannonade''' <br> You call down the equivalent of a fine potent artillery laser barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''Celestial Cascade''' <br> A fine and potent laser bomb.  
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Halo Haze'''            <br> You can become invisible in strong light.  
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|valign="top"| '''Halo Haze'''            <br> Become invisible in bright light.  
|valign="top"| '''Luminous Leap'''        <br> You can move in a flash. This allows you to teleport short distances to a spot you can see.  
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|valign="top"| '''Luminous Leap'''        <br> Travel as a ray of light.  
|valign="top"| '''Celestial Conveyance''' <br> You can bring allies along when you use Halo Haze and Luminous Leap.
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|valign="top"| '''Celestial Conveyance''' <br> Crew Halo Haze and Luminous Leap.
|valign="top"| '''Ethereal Express'''     <br> You and allies can teleport from one brightly illuminated to another. This is regional travel, you stay within the same city or region.
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|valign="top"| '''Glittering Gate'''     <br> Crew teleport from light to light.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Radiant Rapier'''     <br> You can use the power as a close-range laser attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Luminous Lock'''     <br> Resist Harm from Light.  
|valign="top"| '''Luminous Lance'''    <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Luminous Lance'''    <br> Fine and potent melee attack.
|valign="top"| '''Luminous Labyrinth''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Luminous Labyrinth''' <br> Prevent scale.
|valign="top"| '''Bright Blitz'''       <br> Your light strikes out in all directions, attacking all enemies in a wide area.  
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|valign="top"| '''Luminous Lash'''     <br> Attack all enemies in melee.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Angelic Appraisal''' <br> You can sense the use and result of powers.  
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|valign="top"| '''Angelic Appraisal'''   <br> Name angels and powers of Light and Darkness.  
|valign="top"| '''Luminescent Lore''' <br> You know the powers and abilities of something you use Angelic Appraisal on.
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|valign="top"| '''Luminescent Lore'''   <br> Fathom angels and powers of Light and Darkness.
|valign="top"| '''Radiant Recall'''   <br> You read the past events of something you analyze with Luminescent Lore. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Radiant Recall'''     <br> Read the past events of Light.
|valign="top"| '''Divine Discovery''' <br> You use Luminescent Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Radiant Recall on some of these targets.
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|valign="top"| '''Illuminated Insight''' <br> Area Luminescent Lore then thrice Radiant Recall.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Angelic Awareness'''  <br> You can sense strong good and evil intentions as well as physical illumination. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''Angelic Awareness'''  <br> Sense physical and ethical Light and Darkness.
|valign="top"| '''Gleaming Gaze'''      <br> Choose a glowing object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
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|valign="top"| '''Gleaming Gaze'''      <br> Perceive from a light you know of.  
|valign="top"| '''Radiant Revelation'''  <br> Choose a location or creature. You gain a sensor at the nearest glowing object, which is often close enough to perceive the target.
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|valign="top"| '''Radiant Revelation'''  <br> Perceive a target from nearest light.
|valign="top"| '''Illuminated Insight''' <br> You perceive from all glowing objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''Illuminated Insight''' <br> Gleaming Gaze from every light in an area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Radiant Rapport'''     <br> You can communicate with angels even if normally couldn't, allowing you to use the sway action normally on them.  
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|valign="top"| '''Radiant Rapport'''     <br> You understand angels.  
|valign="top"| '''Luminous Lexicon'''     <br> You and allies can communicate with angels. You can communicate with normal folk to make them do good.
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|valign="top"| '''Luminous Lexicon'''   <br> Talk to angels. Sway to good deeds.
|valign="top"| '''Cricket Voice'''       <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. These suggestions must be to make them do good or to break free of evil domination.  
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|valign="top"| '''Seraphic Suggestion''' <br> Suggestions to do good deeds.
|valign="top"| '''Seraphic Subjugation''' <br> You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
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|valign="top"| '''Cricket Voice'''       <br> Create an active conscience.  
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Celestial Crafting'''  <br> You can handle light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices.
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|valign="top"| '''Celestial Crafting'''  <br> Work materials of Light.
|valign="top"| '''Radiant Reshaping'''  <br> You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as light and lasers.  
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|valign="top"| '''Radiant Reshaping'''  <br> Shape Light like clay.  
|valign="top"| '''Radiant Creation'''    <br> You can handle light, lasers, and holiness out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.  
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|valign="top"| '''Radiant Creation'''    <br> Transmute light.  
|valign="top"| '''Radiant Replication''' <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''Radiant Replication''' <br> Mass Radiant Reshaping.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Gleaming Grasp'''    <br> Light cuts and welds like a laser and chases darkness away. You can wield this power like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Gleaming Grasp'''    <br> Cut like a laser.  
|valign="top"| '''Radiant Ravage'''    <br> Similar to Gleaming Grasp but with increased effect. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Radiant Ravage'''    <br> Burn like a laser torch.
|valign="top"| '''Ethereal Erasure'''   <br> Similar to Radiant Ravage, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Quiet Quench'''       <br> Silent Radiant Ravage to dust.
|valign="top"| '''Heavenly Holocaust''' <br> Similar to Radiant Ravage, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.  
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|valign="top"| '''Heavenly Holocaust''' <br> Radiant Ravage over an area.  
 
|}
 
|}
  
== Expanded Water Powers ==
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== Expanded Light Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
 
 
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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Light is a high-utility version of Attune powers.
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You can detect, dispel, and dismiss any power and creatures tied to any power.
  
'''Perceive:'''
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The consequences depends entirely on what happens around you when you do it. If a powerful creature resists being dispelled or dismissed, its at least risky. In a general melee against strong opponents, the situation becomes desperate. Having helpers and bodyguards improves position, and sometimes the situation is calm or a creature wants to be dismissed and the position is controlled.
''You can detect creatures and power use tied to your power.  
 
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
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'''Light Lens'''
Naturally, effect is reduced as the creature is more heavily obscured.
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Detect any Power.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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Light is the power of truth and Light Lens reveals Powers and creatures of any sort.
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
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This is so broad that it may be of less use than other similar powers, giving you information you are not interested in, but you can narrow the search to particular Power Forms as desired.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
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{{ : Include Attune Basic Detect Powers (FiD) }}
The consequences of this depends entirely on what happens around you when you do it.
 
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.
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'''Light Lattice'''
Most powers only dispel effects of their own power.
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Negate any power.
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
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You can force any summoned creature to return to its plane of origin, force any kind of spirit to materialize, or to end the operation of an ability of any power.  
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.
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
Against an opponent that uses power to fly or even breathe you can have a better effect.
 
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
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'''Celestial Call'''
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You can call an angel from heaven. You never truly control angels, but they will do good deeds.
  
'''Summon:'''
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Angels come in all forms, some looking light elementals made of light, sometimes forming glowing glyphs or text. Others have animal, humanoid, or even mechanical forms.  
''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.
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All are moral, and have intellect enough to judge morality, or even a supernatural sense for what is good.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
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{{ : Include Attune Summon (FiD) }} An angel may require you to promise future good deeds or to accept a quest or mission.
This is usually a parallel world or plane of existence, dominated by your power.
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* An angel might pose moral questions that you need to answer or otherwise test your ethical resolve.  
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
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'''Glorious Gate'''
They can also give advice and information related to their power.
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You can create a physical connection to heaven.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
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This is only useful under exceptional circumstances.  
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.
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Heaven may accept pilgrims or refugees for a time, but not permanently.
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.
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{{ : Gate Shared Rules (FiD) }}
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
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=== Command ===
 +
'''Angelic Anger'''
 +
Intimidate with light.
  
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.
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You can create Light effects such as a halo, aura, or staged light to heighten your authority, gaining leverage similar to a threat such as displaying a weapon.
An elemental is a simple creature totally dominated by its power.  
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This can provide the authority needed to use Command to intimidate without actual threat of violence.  
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.
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If you are genuinely a servant of light, creatures of Light will recognize you as a figure of authority.
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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'''Celestial Call'''
They can use sophisticated power effects and usually have an agenda of their own.
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Message angels, send messages of hope.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
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You can communicate over long distances with angels or to send messages of hope.
A fire dragon is impossibly large, flies, and breathes fire.
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You must know the name of the creature you communicate with, or have met them in person.  
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
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A message of hope is a message to lift spirits, morals, or encourage good deeds. This has no supernatural influence over receivers, they choose their own actions.
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.
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'''Angelic Authority'''
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.
+
Command angels as a superior.
  
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.  
+
Command angels, creatures of light, as if you were their superior and across language barriers.
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
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This does not remove existing loyalties, which can lead to conflicts if they already have a task or master.
 +
Angels won't do evil deeds.  
 +
They might do neutral deeds if they see a chance of redemption or other a positive result, this can be used to trick them.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
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'''Angelic Allegiance'''
 +
Bind angels to permanent service.
  
The position is usually risky. The creature is being forced to serve and might lash out.  
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You can bind angels to permanent service.
Typical consequences are:
+
They will generally stay in one location and act according to your instructions, like very loyal and literal-minded stooges.
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
This won’t work unless the task is one that aligns with the principles of light. The effect is similar to Angelic Authority but potentially permanent. An angel will not usually break free, but might disobey part of your instruction for the greater good.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
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=== Consort ===
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.
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Consort powers changes your form and later that of other creatures. Often Consort rolls are not actually made when you use the power to change your appearance or form, it is rolled when in the social situation and effect and position is decided at this critical point. This may give a bonus to effect or improved position or even allow an action that would otherwise be impossible.
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.  
+
These powers might also be used as a set-up action for a later Consort roll.
  
'''Gate:'''
+
Consequences might reveal your disguise, but only if the position is risky or desperate.  
''You can create a portal that allows travel to and from the plane of your power for a limited time.
 
  
This is rarely useful, but can be under exceptional circumstances.
+
'''Radiant Raiment'''
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
Imbue clothes and accessories with light.
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.  
+
Change your clothes and accessories by imbuing them with light.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
This can mask your identity or create fabulous outfits.
 +
Mask allows the creation of effects like halos and mandorlas or even a mask of diffuse light bright enough to conceal your identity. You do not physically change, you accessorize and change your outfit or add an aura.  
 +
You can apply this to allies as an advanced effect.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
'''Angelic Alteration'''
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Assume the form of an angel.
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 assume the form of an angel.
Command creatures based on your power with communication and authority.
+
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form makes a good angel.  
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:'''
+
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
''You can make creatures understand you, but you do not understand them.
+
When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
* Limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
Combined with the basic power of Sway allows two-way communication.
+
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
 +
* Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
  
'''Translate:'''
+
'''Celestial Conversion'''
You and allies can communicate with creatures based on your power.
+
Turn a good creature into an angel.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
You can apply Angelic Alteration to a willing creature of good nature.
''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.
+
The target can end the effect at any time.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
'''Legion of Light'''
Creatures of the relevant type will understand your orders.
+
Turn a host of good creatures into angels.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
Transform a large number of good-natured creatures into a host of angels.
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.
+
{{ : Apex Consort }}
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.  
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
=== Finesse ===
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
Exact control of physical light to move, fight, and control your environment.  
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.
+
Finesse has little relation to spiritual alight, but Light attacks might still work better against creatures of [[Darkness_Powers_(FiD)|Darkness]].
  
'''Enslave:'''
+
'''Radiant Roam'''
''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.
+
See regardless of the level of light or darkness.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
You can move and see regardless of the level of light or darkness.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
Enables you to ignore darkness or blinding light.  
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.
+
However, your vision remains sensitive to contrasts between light and darkness, which may allow creatures to hide from you unless the environment is uniformly dark.
  
=== Consort ===
+
This avoid penalties to effect or position in dark or blinding conditions.
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:'''
+
'''Radiant Riposte'''
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
Attack as a fine and potent weapon or give friends Radiant Roam.
  
You do not physically change yourself, you accessorize and change your outfit.
+
The attack is similar in effect to a fine potent dueling sword or pistol.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Light attacks are usually good against Darkness but may have problems against purely physical creatures.
 +
You can instead grant your crew the Radiant Roam effect.
  
'''Shapechange:'''
+
'''Radiant Reach'''
''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.
+
Manipulate light with precision.
  
This is a true physical transmutation.
+
Create focused light or atmospheric light effects to set the mood.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
+
You can trigger light-sensitive devices such as photocells and laser sensors to replicate the functionality of a laser communications device you are familiar with.
This can give you new abilities, but these are things you could already do using the same power.
+
Usually used as a set-up. Consequences are likely partial results, really bad consequences might actually ruin the mood or create undesired an effect.  
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
'''Radiant Route'''
You rating in the improved action increases by one.
+
Travel as a ray of light.
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
+
Turn yourself, your crew, mounts, and vehicles into rays of light.
''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.
+
In this form you can travel through clear air and vacuum almost instantly.
 +
You travel in straight lines to the extent of your line of sight and can do so repeatedly.
 +
You can do nothing else while in light form.
  
'''Transform:'''
+
=== Hunt ===
''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.
+
Track, attack, and unleash devastating barrages with the power of Light. As you advance, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and yours.
  
This is the shapechange power applied to another creature.
+
'''Ethereal Eye'''
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
Track strong good or bad intentions.
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.
+
You can see and track creatures with strong good or bad intentions.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
  
'''Wild Hunt:'''
+
Track based on the moral disposition and emotional state of your target. Creatures displaying strong goodness or malevolence are easier to track, as are those in violent or vengeful moods.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
Casual strollers cannot be tracked this way, nor do they conceal the track you are following.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
Consequences mainly involve losing the trail, serious consequences potentially leading to getting lost, falling into traps, or walking into an ambush.
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.
 
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 ===
+
'''Radiant Ray'''
Exercise finesse with your power, manipulating and attacking with precision.
+
Attack like a fine and potent laser rifle.
  
'''Ride:'''
+
Perform precise, long-range attacks using light. Effective against creatures of Darkness but may have limitations against purely physical beings.
''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.
+
'''Dazzling Daybreak'''
 +
Create light as bright as a sunny day.
  
'''Duel:'''
+
Dispel all forms of darkness, including those created by Darkness powers. Does not affect other Darkness effects. Control the light to diffuse it, preventing blinding and minimizing shadows for better visibility, or intensify it like sunlight, potentially causing temporary blindness.
''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.
 
  
What this actually does depends on the power used.
+
'''Celestial Cascade'''
Fire burns, wind slices, ice pieces or freezes, and so on.
+
A fine and potent laser bomb.
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:'''
+
Similar to Radiant Ray, but massive, can both overcome scale and hurt many enemies at once.
''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.
+
Be careful with collateral damage.
  
This allows you to manipulate small amounts of matter governed by your power.  
+
=== Prowl ===
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.
+
Sneak, move, and even teleport with stealth and agility. Consequences in a controlled position are often the loss of time because you have to lie low. More serious consequences might give opponents some information, possibly making them more alert or giving them clues to what you are doing, or you might stumble and take some minor injury or end up in a tricky spot.
  
'''Surge:'''
+
'''Halo Haze'''
''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.
+
Become invisible in bright light.
  
You create ans use weapon like Duel above, and also create distractions.
+
Allows you to hide in places you ordinarily couldn't. Functions similarly to other attempts to use Prowl to avoid notice.
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 ===
+
'''Luminous Leap'''
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Travel as a ray of light.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
Momentarily transform into a ray of light to teleport to a visible location. Works best in bright light; in darkness, it's quite visible. The required effect varies based on visibility: distant or murky locations require greater outcome, while limited outcome suffices for close and well-lit areas. You can teleport through transparent walls and [[Barrier Powers (FiD)|Barrier]]s as long as they let light through.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
 
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
'''Celestial Conveyance'''
 +
Crew Halo Haze and Luminous Leap.
  
'''Potent Snipe:'''
+
You can allow allies you can clearly to use Halo Haze and Luminous Leap.
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
This uses your stress, but each ally uses their own Prowl action.
  
The effect of this action varies depending on the nature of your power.
+
'''Glittering Gate'''
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Crew teleport from light to light.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
You and allies can teleport from one brightly illuminated area to another.
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
This is regional travel within the same city or region. Can be used to escape nearly any situation, though finding a suitable location in unfamiliar or hostile territory is unlikely. A fumble might leave you in a similar but different location, potentially placing you in danger.
  
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.
+
=== Skirmish ===
Environmental Control does not inflict any direct damage.
+
Engage in close combat and create opportunities with the power of Light.
 +
This uses the normal combat rules typical to consequences.
  
'''Area Attack:'''
+
'''Luminous Lock'''
''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.
+
Resist harm from light.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
Absorb Light energy.
The effect is more powerful but less precise.
+
This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm.
This means it does more collateral damage, but no more effect on enemies.
+
{{ : Damage Resistance Template (FiD)}}
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 ===
+
'''Luminous Lance'''
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Fine and potent melee attack.
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.
 
  
'''Reconnaissance:'''
+
An attack similar to a fine and potent laser pistol or laser sword.
''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.
+
Light attacks are good against Darkness but may have problems against purely physical creatures.
  
This provides you cover to hide in places you ordinarily could not.
+
'''Luminous Labyrinth'''
Where you can use this is explained in each specific power.
+
Prevent scale.
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:'''
+
Create distractions and obstructions that prevent the enemy from benefiting from numbers/scale.  
''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.
+
Otherwise as Luminous Lance.
  
Again, each power will explain how it can use this mobility.
+
'''Luminous Lash'''
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Attack all enemies in melee.
  
'''Travel:'''
+
Prevents opponents from using scale and allows you to strike multiple targets.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Otherwise as Luminous Lance.
  
Now you and your allies can Prowl in places where your power is at home.  
+
=== Study ===
They still use their own Prowl action.
+
Study and analyze objects and creatures of Light to gain insight and knowledge.
 +
The effect required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but cannot see.
  
'''Transport:'''
+
Position varies depending on the situation. In a safe or secret location, the position is controlled. In the midst of conflict or when under pressure, the position becomes desperate.
''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.
+
'''Angelic Appraisal'''
This takes you to places you are familiar with.
+
Name angels and powers of Light and Darkness.
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 ===
+
This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.
Engage in close combat and create chaos with the power to Skirmish.
 
  
'''Skirmish Attack:'''
+
'''Luminescent Lore'''
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Fathom angels and powers of Light and Darkness.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
You learn the powers and abilities of something you use Angelic Appraisal on.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
This gives you information on powers and other obscure or occult information and the rules for them.
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:'''
+
'''Radiant Recall'''
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Read the past events of Light.
  
'''Obstruction:'''
+
Learn events related to creatures or powers of Light or Darkness.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Reveals previous owners or encounters of the target and significant scenes from its history, focusing on events of interest to you.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
'''Illuminated Insight'''
The effect is to deny your enemies the advantage of numbers.
+
Area Luminescent Lore then thrice Radiant Recall.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
Provides a detailed view of events involving Light and Darkness in the area, pinpointing locations of interest like bases and power nodes.
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
You can then use Radiant Recall on three targets.
  
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.
+
=== Survey ===
 +
Unhindered sight in any natural light condition, from blinding sun to starlight.
 +
Perceive and locate angels, devils, and power effects of Light and Darkness.
 +
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.
  
=== Study ===
+
'''Angelic Awareness'''
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Sense physical and ethical Light and Darkness.
  
'''Analyze:'''
+
You can sense strong good and evil intentions as well as physical light and darkness.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
This is a basic spotting power, selectively sensing things related to your power.
 +
You can choose to detect all such intentions, those directed towards you, or those directed at a specific creature or group you know well.
  
'''Research:'''
+
'''Gleaming Gaze'''
''You know the powers and abilities of something you analyze.
+
Perceive from a light you know of.
  
'''Hindsight:'''
+
Shift your perception to a glowing object you know is there and sense as if you were physically there, while still maintaining awareness of your actual location, though dimly.
''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.
+
A glowing object for this power and Radiant Revelation includes things that transfer or direct light, such as a window, lens, or mirror.
 +
Anything in direct sunlight qualifies.  
  
'''Omniscience:'''
+
'''Radiant Revelation'''
''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.
+
Perceive a target from nearest light.
  
=== Survey ===
+
Similar to Gleaming Gaze but allows you to focus on a specific creature or position.
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Choose a location or creature. Gain sensory perception from the glowing object nearest to it.
 +
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.
  
'''Detect:'''
+
'''Illuminated Insight'''
''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.
+
Gleaming Gaze from every light in an area.
  
'''Sensor:'''
+
You perceive from all glowing objects at once over a wide area.
''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.
+
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves.
 
 
'''Scry:'''
 
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
 
 
 
'''Omnipresence:'''
 
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
 
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate creatures of light and later in any type of creature.  
Sway creatures based on your power with persuasion and cajoling.
+
Position and effect are determined normally, depending on the situation and your relation to listeners.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
Because light is an ethical power, Sway Light does not allow mind control, but you can influence others in more subtle ways.
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:'''
+
'''Radiant Rapport'''
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
You understand angels.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
You can and gauge the mood and motivations of angels and understand what they are saying.
 +
This does not allow you to be understood.  
  
'''Translate:'''
+
'''Luminous Lexicon'''
''You and allies can communicate with creatures based on your power.
+
Talk to angels. Sway to good deeds.
  
This allows you to use the Sway power to its full effect.  
+
You and allies can communicate with angels.
You are still wheedling unless you also use Command the advanced Command effect.
+
This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers as long as you are speaking to angels or trying to convince people to do good deeds.
 +
You are persuading, not speaking with authority.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
'''Seraphic Suggestion'''
 +
Suggestions to do good deeds.
  
'''Mesmerize:'''
+
Implant suggestions in the minds of any type of creature to make them do good deeds.
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a specified situation.
  
Essentially this is an attempt to Sway with two advantages.
+
Suggestions cannot be absurd to the target and must be likely to bring beneficial effects.  
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.
+
Typical suggestions include avoiding harm or performing minor sacrifices for the benefit of others.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
'''Cricket Voice'''
''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.
+
Create an active conscience.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
Create an active conscience that will alert the target when they are about to do evil.
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.
+
The Cricket Voice's morality aligns with a mix of yours and the target's, leaning towards goodness without being entirely alien.
Exceptional creatures and exceptional circumstances can break this change.
+
If the target follows the Cricket Voice's advice, they will gradually improve their behavior. To commit a decidedly evil action, the target must resist, which silences the Cricket Voice for the rest of that score. Repeated resistance weakens and eventually dissipates the Cricket Voice.
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and create physical light.  
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
While the ethical aspect of light is still present, Tinker has the least ethical Light effects.
 +
{{ : Include Tinker (FiD) }}
  
'''Handle:'''
+
Position depends on the tranquility of your workspace and if you are working on something inherently dangerous.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
  
This mainly substitutes for tools, up to a small workshop.
+
'''Celestial Crafting'''
You are also protected from any dangerous effects of working with the elements of your power.
+
Work materials of Light.
  
'''Shape:'''
+
You can craft light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices. Common things you emulate are lenses, mirrors, and prisms. You can repair and recharge "holiness" items have Light powers and possibly other powers made to fight evil and planar invaders. A common type of light items are light crystals that glow without fire or fuel.
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
 
  
You can now do more than normal craft could do.
+
'''Radiant Reshaping'''
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
+
Shape Light like clay.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not. Allows you to give what is normally instant effects a duration.  This surpasses normal crafting, letting you manipulate light as if it were solid or a liquid, storing light in an object, or perfectly absorbing light. This facilitate the construction of traps or devices, avoiding the need for extensive equipment.
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:'''
+
'''Radiant Creation'''
''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.
+
Transmute light.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
Conjure light from nothing or transmute materials light and material of a power you know.
 +
You don't need tools to build complex fine and potent items from light. You can create light from nothing. This is like Radiant Reshaping, above, but needs no raw materials. This lets you make fine and potent items from light.
  
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.
+
With multiple powers, you can transform light into material linked to another power you know. This allows intricate transformations where a metal sword can be transmuted into Light and still work as a sword, or a wooden door can be changed to air so you can walk through and the door then returns to normal.
The result will maintain its form as if affected by the Shape ability.
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
You can send, intercept, and interpret radiation light used for communication, such as like radio and light, requiring limited outcome for open communication to great outcome for advanced military codes.
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
  
Pretty self-explanatory, this is Create on a larger scale.
+
'''Radiant Replication'''
This is useful for equipping a large band or building something large out of nothing.
+
Mass Radiant Reshaping.
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.
+
 
 +
You can mass-produce objects made of light and create large structures like ships or buildings that normally require a workforce and facilities. In long-term projects involving construction or crafting, Radiant Replication makes many dozens of items with the same effort as one item, but with a stress cost.
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
This is more about using light to wreck than about wrecking light. Use Light to destroy, dismantle, and obliterate objects and effects of the [[Barrier Powers (FiD)|Barrier]] and [[Darkness Powers (FiD)|Darkness]] powers.
 +
 
 +
Wreck Light can destroy physical manifestations of [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Light Powers (FiD)|Light]].
 +
In most cases, wrecking a power effect destroys it in its entirety. This is only a small part of all effects, but [[Barrier Powers (FiD)|Barrier]] in particular has many physical effects that [[Light Powers (FiD)|Light]] can destroy.
 +
The reason [[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]] is that they are made to be transparent. It is possible to create a barrier impervious to light, but that would be a black shell impenetrable to light, thus making those inside blind.
 +
 
 +
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
  
'''Jimmy:'''
+
'''Gleaming Grasp'''
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Cut like a laser.
  
Just as crude as it sounds.  
+
Cuts like a laser and chases darkness away. This power is like a laser torch, noisy and leaves a twisted object in place.  
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
'''Radiant Ravage'''
''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.
+
Burn like a laser torch.
  
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.  
+
Gleaming Grasp that can smash some power effects. Works as a fine potent sledgehammer in combat.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
This is where you can start to wreck physical manifestations of the powers of [[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]]. Such effects can be smashed as if they were wood. To do this, you must be able to visualize the effect as a material object. This works for visible effects like walls, glowing points, or spheres of darkness but not against dark moods or ephemeral barriers.
  
'''Disintegrate:'''
+
'''Quiet Quench'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Silent Radiant Ravage to dust.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
Radiant Ravage, and destroyed targets silently disappear or are reduced to a fine dust.
You also leave less traces, as what you wreck disappears.
+
[[Barrier Powers (FiD)|Barriers]] and [[Darkness Powers (FiD)|Darkness]] power effects destroyed this way simply fade and leave no trace at all, and don't even alert their creators that they failed.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
'''Heavenly Holocaust'''
''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.
+
Radiant Ravage over an area.
  
Rather straightforward, this just scales things up.
+
Light causes destruction, and Heavenly Holocaust does the same over a large area, but the material destruction is limited to common vandalism, like smashing stuff with a hammer all over the area.
 +
Against physical manifestations of [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Light Powers (FiD)|Light]] this has more dramatic effects.

Latest revision as of 16:35, 17 July 2025

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Powers (FiD)Fox in the Dark logo

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

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

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

Light Power Effects Table

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 Light Lens
Detect any power.
Light Lattice
Dismiss any summon or power.
Celestial Call
Call an angel from heaven.
Glorious Gate
Open a path to heaven.
Command Angelic Anger
Intimidate with light.
Celestial Call
Message angels, send messages of hope.
Angelic Authority
Command angels as a superior.
Angelic Allegiance
Bind angels to permanent service.
Consort Radiant Raiment
Imbue clothes and accessories with light.
Angelic Alteration
Assume the form of an angel.
Celestial Conversion
Turn a good creature into an angel.
Legion of Light
Turn a host of good creatures into angels.
Finesse Radiant Roam
See regardless of the level of light or darkness.
Radiant Riposte
Attack as a fine and potent weapon or give friends Radiant Roam.
Radiant Reach
Manipulate light with precision.
Radiant Route
Travel as a ray of light.
Hunt Ethereal Eye
Track strong good or bad intentions.
Radiant Ray
Attack like a fine and potent laser rifle.
Dazzling Daybreak
Create light as bright as a sunny day.
Celestial Cascade
A fine and potent laser bomb.
Prowl Halo Haze
Become invisible in bright light.
Luminous Leap
Travel as a ray of light.
Celestial Conveyance
Crew Halo Haze and Luminous Leap.
Glittering Gate
Crew teleport from light to light.
Skirmish Luminous Lock
Resist Harm from Light.
Luminous Lance
Fine and potent melee attack.
Luminous Labyrinth
Prevent scale.
Luminous Lash
Attack all enemies in melee.
Study Angelic Appraisal
Name angels and powers of Light and Darkness.
Luminescent Lore
Fathom angels and powers of Light and Darkness.
Radiant Recall
Read the past events of Light.
Illuminated Insight
Area Luminescent Lore then thrice Radiant Recall.
Survey Angelic Awareness
Sense physical and ethical Light and Darkness.
Gleaming Gaze
Perceive from a light you know of.
Radiant Revelation
Perceive a target from nearest light.
Illuminated Insight
Gleaming Gaze from every light in an area.
Sway Radiant Rapport
You understand angels.
Luminous Lexicon
Talk to angels. Sway to good deeds.
Seraphic Suggestion
Suggestions to do good deeds.
Cricket Voice
Create an active conscience.
Tinker Celestial Crafting
Work materials of Light.
Radiant Reshaping
Shape Light like clay.
Radiant Creation
Transmute light.
Radiant Replication
Mass Radiant Reshaping.
Wreck Gleaming Grasp
Cut like a laser.
Radiant Ravage
Burn like a laser torch.
Quiet Quench
Silent Radiant Ravage to dust.
Heavenly Holocaust
Radiant Ravage over an area.

Expanded Light Powers

Attune

Light is a high-utility version of Attune powers. You can detect, dispel, and dismiss any power and creatures tied to any power.

The consequences depends entirely on what happens around you when you do it. If a powerful creature resists being dispelled or dismissed, its at least risky. In a general melee against strong opponents, the situation becomes desperate. Having helpers and bodyguards improves position, and sometimes the situation is calm or a creature wants to be dismissed and the position is controlled.

Light Lens Detect any Power.

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

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). This does not locate creatures and power effects, it merely shows they are present. The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Light Lattice Negate any power.

You can force any summoned creature to return to its plane of origin, force any kind of spirit to materialize, or to end the operation of an ability of any power.

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

Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

Celestial Call You can call an angel from heaven. You never truly control angels, but they will do good deeds.

Angels come in all forms, some looking light elementals made of light, sometimes forming glowing glyphs or text. Others have animal, humanoid, or even mechanical forms. All are moral, and have intellect enough to judge morality, or even a supernatural sense for what is good.

Summons are Chohorts: Creatures you summon function as temporary cohorts — 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:

  • General sulkiness
  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • Overly literal interpretations of your commands
  • A test attack to assert dominance
  • Deliberate sabotage of tasks
  • A constant struggle to maintain control An angel may require you to promise future good deeds or to accept a quest or mission.
  • An angel might pose moral questions that you need to answer or otherwise test your ethical resolve.

Glorious Gate You can create a physical connection to heaven.

This is only useful under exceptional circumstances. Heaven may accept pilgrims or refugees for a time, but not permanently.

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.

Command

Angelic Anger Intimidate with light.

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

Celestial Call Message angels, send messages of hope.

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

Angelic Authority Command angels as a superior.

Command angels, creatures of light, as if you were their superior and across language barriers. This does not remove existing loyalties, which can lead to conflicts if they already have a task or master. Angels won't do evil deeds. They might do neutral deeds if they see a chance of redemption or other a positive result, this can be used to trick them.

Angelic Allegiance Bind angels to permanent service.

You can bind angels to permanent service. They will generally stay in one location and act according to your instructions, like very loyal and literal-minded stooges.

This won’t work unless the task is one that aligns with the principles of light. The effect is similar to Angelic Authority but potentially permanent. An angel will not usually break free, but might disobey part of your instruction for the greater good.

Consort

Consort powers changes your form and later that of other creatures. Often Consort rolls are not actually made when you use the power to change your appearance or form, it is rolled when in the social situation and effect and position is decided at this critical point. This may give a bonus to effect or improved position or even allow an action that would otherwise be impossible. These powers might also be used as a set-up action for a later Consort roll.

Consequences might reveal your disguise, but only if the position is risky or desperate.

Radiant Raiment Imbue clothes and accessories with light.

Change your clothes and accessories by imbuing them with light. This can mask your identity or create fabulous outfits. Mask allows the creation of effects like halos and mandorlas or even a mask of diffuse light bright enough to conceal your identity. You do not physically change, you accessorize and change your outfit or add an aura. You can apply this to allies as an advanced effect.

Angelic Alteration Assume the form of an angel.

You assume the form of an angel. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form makes a good angel.

Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.

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

Celestial Conversion Turn a good creature into an angel.

You can apply Angelic Alteration to a willing creature of good nature. The target can end the effect at any time.

Legion of Light Turn a host of good creatures into angels.

Transform a large number of good-natured creatures into a host of angels. This is where Consort becomes similar to an Attune Summon power effect. 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 is usually used to create a host of goons 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.

Finesse

Exact control of physical light to move, fight, and control your environment. Finesse has little relation to spiritual alight, but Light attacks might still work better against creatures of Darkness.

Radiant Roam See regardless of the level of light or darkness.

You can move and see regardless of the level of light or darkness. Enables you to ignore darkness or blinding light. However, your vision remains sensitive to contrasts between light and darkness, which may allow creatures to hide from you unless the environment is uniformly dark.

This avoid penalties to effect or position in dark or blinding conditions.

Radiant Riposte Attack as a fine and potent weapon or give friends Radiant Roam.

The attack is similar in effect to a fine potent dueling sword or pistol. Light attacks are usually good against Darkness but may have problems against purely physical creatures. You can instead grant your crew the Radiant Roam effect.

Radiant Reach Manipulate light with precision.

Create focused light or atmospheric light effects to set the mood. You can trigger light-sensitive devices such as photocells and laser sensors to replicate the functionality of a laser communications device you are familiar with. Usually used as a set-up. Consequences are likely partial results, really bad consequences might actually ruin the mood or create undesired an effect.

Radiant Route Travel as a ray of light.

Turn yourself, your crew, mounts, and vehicles into rays of light. In this form you can travel through clear air and vacuum almost instantly. You travel in straight lines to the extent of your line of sight and can do so repeatedly. You can do nothing else while in light form.

Hunt

Track, attack, and unleash devastating barrages with the power of Light. As you advance, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and yours.

Ethereal Eye Track strong good or bad intentions.

You can see and track creatures with strong good or bad intentions.

Track based on the moral disposition and emotional state of your target. Creatures displaying strong goodness or malevolence are easier to track, as are those in violent or vengeful moods. Casual strollers cannot be tracked this way, nor do they conceal the track you are following.

Consequences mainly involve losing the trail, serious consequences potentially leading to getting lost, falling into traps, or walking into an ambush.

Radiant Ray Attack like a fine and potent laser rifle.

Perform precise, long-range attacks using light. Effective against creatures of Darkness but may have limitations against purely physical beings.

Dazzling Daybreak Create light as bright as a sunny day.

Dispel all forms of darkness, including those created by Darkness powers. Does not affect other Darkness effects. Control the light to diffuse it, preventing blinding and minimizing shadows for better visibility, or intensify it like sunlight, potentially causing temporary blindness.

Celestial Cascade A fine and potent laser bomb.

Similar to Radiant Ray, but massive, can both overcome scale and hurt many enemies at once. Be careful with collateral damage.

Prowl

Sneak, move, and even teleport with stealth and agility. Consequences in a controlled position are often the loss of time because you have to lie low. More serious consequences might give opponents some information, possibly making them more alert or giving them clues to what you are doing, or you might stumble and take some minor injury or end up in a tricky spot.

Halo Haze Become invisible in bright light.

Allows you to hide in places you ordinarily couldn't. Functions similarly to other attempts to use Prowl to avoid notice.

Luminous Leap Travel as a ray of light.

Momentarily transform into a ray of light to teleport to a visible location. Works best in bright light; in darkness, it's quite visible. The required effect varies based on visibility: distant or murky locations require greater outcome, while limited outcome suffices for close and well-lit areas. You can teleport through transparent walls and Barriers as long as they let light through.

Celestial Conveyance Crew Halo Haze and Luminous Leap.

You can allow allies you can clearly to use Halo Haze and Luminous Leap. This uses your stress, but each ally uses their own Prowl action.

Glittering Gate Crew teleport from light to light.

You and allies can teleport from one brightly illuminated area to another. This is regional travel within the same city or region. Can be used to escape nearly any situation, though finding a suitable location in unfamiliar or hostile territory is unlikely. A fumble might leave you in a similar but different location, potentially placing you in danger.

Skirmish

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

Luminous Lock Resist harm from light.

Absorb Light energy. This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Targets roll their own Skirmish dice.

Luminous Lance Fine and potent melee attack.

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

Luminous Labyrinth Prevent scale.

Create distractions and obstructions that prevent the enemy from benefiting from numbers/scale. Otherwise as Luminous Lance.

Luminous Lash Attack all enemies in melee.

Prevents opponents from using scale and allows you to strike multiple targets. Otherwise as Luminous Lance.

Study

Study and analyze objects and creatures of Light to gain insight and knowledge. The effect required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but cannot see.

Position varies depending on the situation. In a safe or secret location, the position is controlled. In the midst of conflict or when under pressure, the position becomes desperate.

Angelic Appraisal Name angels and powers of Light and Darkness.

This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.

Luminescent Lore Fathom angels and powers of Light and Darkness.

You learn the powers and abilities of something you use Angelic Appraisal on. This gives you information on powers and other obscure or occult information and the rules for them.

Radiant Recall Read the past events of Light.

Learn events related to creatures or powers of Light or Darkness. Reveals previous owners or encounters of the target and significant scenes from its history, focusing on events of interest to you.

Illuminated Insight Area Luminescent Lore then thrice Radiant Recall.

Provides a detailed view of events involving Light and Darkness in the area, pinpointing locations of interest like bases and power nodes. You can then use Radiant Recall on three targets.

Survey

Unhindered sight in any natural light condition, from blinding sun to starlight. Perceive and locate angels, devils, and power effects of Light and Darkness. 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.

Angelic Awareness Sense physical and ethical Light and Darkness.

You can sense strong good and evil intentions as well as physical light and darkness. This is a basic spotting power, selectively sensing things related to your power. You can choose to detect all such intentions, those directed towards you, or those directed at a specific creature or group you know well.

Gleaming Gaze Perceive from a light you know of.

Shift your perception to a glowing object you know is there and sense as if you were physically there, while still maintaining awareness of your actual location, though dimly. A glowing object for this power and Radiant Revelation includes things that transfer or direct light, such as a window, lens, or mirror. Anything in direct sunlight qualifies.

Radiant Revelation Perceive a target from nearest light.

Similar to Gleaming Gaze but allows you to focus on a specific creature or position. Choose a location or creature. Gain sensory perception from the glowing object nearest to it. 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.

Illuminated Insight Gleaming Gaze from every light in an area.

You perceive from all glowing objects at once over a wide area. Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves.

Sway

Communicate, mesmerize, and manipulate creatures of light and later in any type of creature. Position and effect are determined normally, depending on the situation and your relation to listeners. Because light is an ethical power, Sway Light does not allow mind control, but you can influence others in more subtle ways.

Radiant Rapport You understand angels.

You can and gauge the mood and motivations of angels and understand what they are saying. This does not allow you to be understood.

Luminous Lexicon Talk to angels. Sway to good deeds.

You and allies can communicate with angels. This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers as long as you are speaking to angels or trying to convince people to do good deeds. You are persuading, not speaking with authority.

Seraphic Suggestion Suggestions to do good deeds.

Implant suggestions in the minds of any type of creature to make them do good deeds. This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a specified situation.

Suggestions cannot be absurd to the target and must be likely to bring beneficial effects. Typical suggestions include avoiding harm or performing minor sacrifices for the benefit of others.

Cricket Voice Create an active conscience.

Create an active conscience that will alert the target when they are about to do evil. The Cricket Voice's morality aligns with a mix of yours and the target's, leaning towards goodness without being entirely alien. If the target follows the Cricket Voice's advice, they will gradually improve their behavior. To commit a decidedly evil action, the target must resist, which silences the Cricket Voice for the rest of that score. Repeated resistance weakens and eventually dissipates the Cricket Voice.

Tinker

Manipulate, shape, and create physical light. While the ethical aspect of light is still present, Tinker has the least ethical Light effects.

  • Limited Outcome solves an immediate problem, then ends. A tool to repair something, a weapon for one fight, a bridge to quickly cross.
  • Standard Outcome lasts for the duration of a score. Lasting construction, repair, or item.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, repairs, construction.
  • Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.

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

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

Position depends on the tranquility of your workspace and if you are working on something inherently dangerous.

Celestial Crafting Work materials of Light.

You can craft light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices. Common things you emulate are lenses, mirrors, and prisms. You can repair and recharge "holiness" items have Light powers and possibly other powers made to fight evil and planar invaders. A common type of light items are light crystals that glow without fire or fuel.

Radiant Reshaping Shape Light like clay.

You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not. Allows you to give what is normally instant effects a duration. This surpasses normal crafting, letting you manipulate light as if it were solid or a liquid, storing light in an object, or perfectly absorbing light. This facilitate the construction of traps or devices, avoiding the need for extensive equipment.

Radiant Creation Transmute light.

Conjure light from nothing or transmute materials light and material of a power you know. You don't need tools to build complex fine and potent items from light. You can create light from nothing. This is like Radiant Reshaping, above, but needs no raw materials. This lets you make fine and potent items from light.

With multiple powers, you can transform light into material linked to another power you know. This allows intricate transformations where a metal sword can be transmuted into Light and still work as a sword, or a wooden door can be changed to air so you can walk through and the door then returns to normal.

You can send, intercept, and interpret radiation light used for communication, such as like radio and light, requiring limited outcome for open communication to great outcome for advanced military codes.

Radiant Replication Mass Radiant Reshaping.

You can mass-produce objects made of light and create large structures like ships or buildings that normally require a workforce and facilities. In long-term projects involving construction or crafting, Radiant Replication makes many dozens of items with the same effort as one item, but with a stress cost.

Wreck

This is more about using light to wreck than about wrecking light. Use Light to destroy, dismantle, and obliterate objects and effects of the Barrier and Darkness powers.

Wreck Light can destroy physical manifestations of Barrier, Darkness, and Light. In most cases, wrecking a power effect destroys it in its entirety. This is only a small part of all effects, but Barrier in particular has many physical effects that Light can destroy. The reason Barriers are vulnerable to Light is that they are made to be transparent. It is possible to create a barrier impervious to light, but that would be a black shell impenetrable to light, thus making those inside blind.

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

Gleaming Grasp Cut like a laser.

Cuts like a laser and chases darkness away. This power is like a laser torch, noisy and leaves a twisted object in place.

Radiant Ravage Burn like a laser torch.

Gleaming Grasp that can smash some power effects. Works as a fine potent sledgehammer in combat. This is where you can start to wreck physical manifestations of the powers of Barriers are vulnerable to Light. Such effects can be smashed as if they were wood. To do this, you must be able to visualize the effect as a material object. This works for visible effects like walls, glowing points, or spheres of darkness but not against dark moods or ephemeral barriers.

Quiet Quench Silent Radiant Ravage to dust.

Radiant Ravage, and destroyed targets silently disappear or are reduced to a fine dust. Barriers and Darkness power effects destroyed this way simply fade and leave no trace at all, and don't even alert their creators that they failed.

Heavenly Holocaust Radiant Ravage over an area.

Light causes destruction, and Heavenly Holocaust does the same over a large area, but the material destruction is limited to common vandalism, like smashing stuff with a hammer all over the area. Against physical manifestations of Barrier, Darkness, and Light this has more dramatic effects.