Difference between revisions of "Life Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
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{{tocright}}
 
Life power is about life energy. You heal and improve living things.
 
Life power is about life energy. You heal and improve living things.
  
This is life and life-force at the primal level; the essential principle that fuels all creatures, empowered and mundane. It is at the opposite scale of the evolution from Mind, which deals in intelligence, yet Mind could not exist without it. It is the antithesis of death, but without death it would become static.
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This is life and life-force at the primal level; the essential principle that fuels all creatures, empowered and mundane.  
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It is at the opposite scale of the evolution from Mind, which deals in intelligence, yet Mind could not exist without Life.  
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It is the antithesis of death, but without death Life would become static.
  
Life attacks causes wounds to spontaneously appear on living things and undead but does nothing to things that never lived.
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Life attacks either increase your own physical strength and agility to deliver supernaturally powerful attacks or causes wounds to spontaneously appear on living things and undead but does nothing to things that never lived.
  
 
Life is a wide but diffuse energy, there are no life creatures.
 
Life is a wide but diffuse energy, there are no life creatures.
  
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== Life Power Effects ==
 
{| 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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|- 
 +
|valign=bottom | '''Dice '''
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|align="center" valign=bottom | —   
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|align="center" valign=bottom | Minimum 2d
 +
|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 | No fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''   
 
|align="left" valign="top" | '''Attune'''   
|valign="top"| '''Vitality Vision''' <br> You can detect all kinds of living creatures and living objects such as plants.  
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|valign="top"| '''Vital Vision''' <br> Sense creatures and spirits of Life.  
|valign="top"| '''Purge Pulse''' <br> You can dismiss powers affecting any living thing, but you cannot dismiss creatures.  
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|valign="top"| '''Vital Veil''' <br> Negate any power on a living thing.  
|valign="top"| '''Life Loom'''   <br> Summon life energy to heal harm to heal the living. The position depends on their level of harm: Lesser harm controlled position, moderate harm is risky, and severe harm is desperate.  
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|valign="top"| '''Vital Vigor''' <br> Use life energy to reduce Harm.  
|valign="top"| '''Liberate Life'''     <br> You free living creatures over a large area from all kinds of control, both physical and mental. This includes addiction and all effects of drugs.
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|valign="top"| '''Vital Vortex''' <br> Area stabilization and power negation.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''   
 
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Extend Emotion'''   <br> You can project emotions to living creatures you see.  
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|valign="top"| '''Provoke Profanity''' <br> Control negative emotions.  
|valign="top"| '''Emotion Echo'''     <br> You can read and project emotions to living creatures.
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|valign="top"| '''Provoke Procrastination''' <br> Put creatures to sleep.
|valign="top"| '''Slumber'''           <br> You can put living creatures to sleep.  
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|valign="top"| '''Provoke Proclamation''' <br> Read emotions over a wide area.  
|valign="top"| '''Hold on the Heart''' <br> 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.
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|valign="top"| '''Provoke Progress''' <br> Permanent emotional change.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
|valign="top"| '''Living Mask''' <br> You can make cosmetic changes to your own body, growing or losing hair, changing coloration, gaining or losing weight, and so on.  
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|valign="top"| '''Living Lustre''' <br> Cosmetic changes to your own body.  
|valign="top"| '''Mimicry'''     <br> You assume the form of another creature of the same basic type as you, such as a human if you are human. 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"| '''Living Loom''' <br> Assume the form of a mundane creature.
|valign="top"| '''Morphing'''   <br> You can shapechange a willing or helpless creatures as Mimicry. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Living Legacy''' <br> Living Loom on a willing or helpless creature.  
|valign="top"| '''Wild Hunt'''   <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Living Law''' <br> Living Loom many minor creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Track'''           <br> You can emote with and ride any living but non-sentient creature.  
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|valign="top"| '''Lithe Leash''' <br> Ride any living creature.
|valign="top"| '''Beastly Blade'''   <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Beast Bond ability for the duration of a score.
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|valign="top"| '''Lithe Lunge''' <br> Fine and Potent close-range attack.
|valign="top"| '''Beastly Barrage''' <br> You can infuse life energy into living things, energizing them and making them look their best.
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|valign="top"| '''Lithe Leverage''' <br> Create a living vehicle.
|valign="top"| '''Beastly Blitz'''   <br> Your power manifests like a storm of blood, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Lithe Launch''' <br> Untiring travel.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Sanguine Scout''' <br> You can track living creatures, even if the target does not leave any mundane trail or clues.
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|valign="top"| '''Sanguine Scout''' <br> Track living creatures.
|valign="top"| '''Beastly Blade''' <br> You can use your power to cause wounds at a distance to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Sanguine Strike''' <br> Cause Harm at a distance.
|valign="top"| '''Beastly Barrage''' <br> You can use your power to create a fount of blood, an 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.
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|valign="top"| '''Sanguine Sovereignty''' <br> Control flora and fauna.
|valign="top"| '''Beastly Blitz''' <br> You call down a torrent of blood, the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area.   
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|valign="top"| '''Sanguine Surge''' <br> Cause a surge of blood.   
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''   
 
|align="left" valign="top" | '''Prowl'''   
|valign="top"| '''Hide in the Herd''' <br> You can hide among living creatures, even if you look nothing like them.
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|valign="top"| '''Agile Adaptation''' <br> Hide among living creatures.
|valign="top"| '''Agile Advance''' <br> You empower your own strength and stamina, helping your movement.  
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|valign="top"| '''Agile Athletics''' <br> Empower your own movement.  
|valign="top"| '''Pack Passage''' <br> You can bring allies along when you use Hide in the Herd and Agile Advance.
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|valign="top"| '''Agile Assembly''' <br> Crew Agile Adaptation and Athletics.
|valign="top"| '''Transport''' <br> You and allies can teleport to any place in the same region where you have slept.
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|valign="top"| '''Agile Approach''' <br> Teleport to a place you have slept.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''   
 
|align="left" valign="top" | '''Skirmish'''   
|valign="top"| '''Clawed Clash''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Life Leverage''' <br> Resist Life Harm.  
|valign="top"| '''Razor Rumble''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Life Lance''' <br> Fine and Potent melee attack.
|valign="top"| '''Swarm Strike''' <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"| '''Life Lockstep''' <br> Negate Scale in combat.
|valign="top"| '''Mob Maul'''     <br> Your power strikes out in all directions, attacking all enemies in a wide area.   
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|valign="top"| '''Life Lash''' <br> Attack all enemies in melee.   
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Analyze Anatomy'''   <br> You can identify living creatures and any aliments they suffer from.  
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|valign="top"| '''Wise Watcher''' <br> Identify living creatures and any ailments.  
|valign="top"| '''Life Lore'''         <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Wise Word''' <br> Learn powers and abilities of Life.
|valign="top"| '''Living Legacy'''     <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Wise Witness''' <br> Learn the past of living and formerly living things.
|valign="top"| '''Wisdom of the Wild''' <br> You use Life Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Living Legacy on some of these targets.
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|valign="top"| '''Wise Weave''' <br> Area Wise Word, then three Wise Weaves.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Vitality Vision'''   <br> You can sense life and life powers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''Savage Sight''' <br> Sense things of Life.
|valign="top"| '''Sensory Symbiosis''' <br> Choose a living creature with eyes you have detected; you can perceive what that creature perceives. You cannot use your Survey action for anything else when doing so.  
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|valign="top"| '''Savage Senses''' <br> Use the senses of a living creature.
|valign="top"| '''Savage Scrying'''   <br> Choose a location or creature. You see through the eyes of the closest living creature, which is often close enough to perceive the target.
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|valign="top"| '''Savage Scrying''' <br> See through the best observer.
|valign="top"| '''Legion Lens'''       <br> You perceive from all living creatures 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"| '''Savage Savant''' <br> Perceive through all living creatures over an area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Emotion Echo'''   <br> You can read the emotions of living creatures you see and get a sense of their motivations.  
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|valign="top"| '''Empathic Echo''' <br> Read emotions and motivations.  
|valign="top"| '''Mood Meld'''     <br> You can read and project emotions to living creatures.
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|valign="top"| '''Empathic Charm''' <br> Project warmth and affection.
|valign="top"| '''Empathic Charm''' <br> You can project emotions of warmth and affection to living creatures, which will usually improve their attitude.
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|valign="top"| '''Empathic Endearment''' <br> Project positive emotions.
|valign="top"| '''Soul Serenade''' <br> You can change the emotional state of living creatures. This power is permanent, but blatant. Targets remember their past, but regard it as unimportant compared to their new motivations.  
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|valign="top"| '''Empathic Enlist''' <br> Change emotional setup.  
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Refine Remnants'''       <br> You can handle living and formerly things that are not creatures, such as wood, bone, leather, and fossils, as if you had the appropriate tools and protective devices.
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|valign="top"| '''Bio-Binder''' <br> Emulate bio-tools.
|valign="top"| '''Remnant Reconstruction''' <br> As handle, and you can manipulate items as if they were of clay.  
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|valign="top"| '''Bio-Blender''' <br> Emulate a bio-workshop.
|valign="top"| '''Materialization'''       <br> You can create items you could handle using Refine Remnants 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"| '''Bio-Builder''' <br> Emulate a bio-lab.
|valign="top"| '''Biological Building'''   <br> This is similar to Remnant Reconstruction, 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"| '''Bio-Braid''' <br> Emulate a bio-factory.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''   
 
|align="left" valign="top" | '''Wreck'''   
|valign="top"| '''Grind and Gash'''   <br> You can jimmy objects made out of living and formerly things that are not creatures, such as wood, bone, leather, and fossils like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Disfigure and Digest''' <br> Smash living matter.  
|valign="top"| '''Bone Break'''       <br> Similar to Grind Gash. When smashing objects you can jimmy, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Deteriorate and Digest''' <br> Rot Life materials.
|valign="top"| '''Digest'''           <br> Similar to Bone Break, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Disintegrate and Digest''' <br> Silent rot.
|valign="top"| '''Breakdown Blitz''' <br> Similar to Bone Break, 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"| '''Devastate and Digest''' <br> Wide-range rot.  
 
|}
 
|}
  
== Expanded Water Powers ==
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== Expanded Life Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
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=== 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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Attune Life has an unique ability among powers, it can heal by reducing Harm.
 +
 
 +
==== Vital Vision ====
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Sense creatures and spirits of Life..
  
'''Perceive:'''
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You can see [[Spirit_(FiD)|Spirits]] of all kinds and detect all kinds of living creatures and living objects such as plants.
''You can detect creatures and power use tied to your power.  
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You can narrow the search as desired.
  
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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This is so broad that it is of less use than other similar powers, but you can use it to detect creatures with Life powers.
Naturally, effect is reduced as the creature is more heavily obscured.  
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 +
* Limited outcome: what you can clearly see.
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* Standard outcome:  hidden things.
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* Great outcome: behind a wall.  
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
  
'''Dismiss:'''
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==== Vital Veil ====
''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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Negate any power on a living thing.
  
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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You can negate powers affecting any living thing, but you cannot dismiss creatures.
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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You can force any [[Spirit_(FiD)|Spirit]] to materialize.
Most powers only dispel effects of their own power.
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Forcing a Spirit to materialize is easy, but limited in range; if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers.
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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Life is good at dispelling since you can negate or counter any power targeting a living creature.
The position is controlled, possibly risky if there are a lot of other dangers around.
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
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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This can also remove temporary effects that are not strictly Powers or Harm but reduces the targets vitality, like drunkenness, hangovers, bruises, colds, and lingering drugs. You can cure withdrawal symptoms which over time helps the victim fight addiction.  
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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==== Vital Vigor ====
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Use life energy to reduce Harm.
  
'''Summon:'''
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The Outcome needed depends on the level of Harm you are working to reduce.
''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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* '''Limited''' outcome erases one specific Harm of Level 1 or reduces one specific Harm from Level 2 to level 1.
 +
* '''Standard''' outcome reduces one specific Harm from level 3 to level 2.
 +
* '''Great outcome''' stabilizes the dying by reducing one specific Harm of level 4 to level 3.
  
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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If there are no empty Harm boxes at the '''new level''', move the reduced Harm into the first empty box.
This is usually a parallel world or plane of existence, dominated by your power.
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If there are no empty boxes, erase a Level 1 Harm and put the reduced Harm there.
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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Specific types of Harm that do not involve conventional hurt may not be recoverable this way, but this should be rare.
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
The Position depends on the situation, used in a score this is usually Risky, done in your lair the position is Controlled. Consequences might give the patient lingering injuries, prevent further Life healing, transfer the harm to you, or be the result of interference from your surroundings.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
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==== Vital Vortex ====
 +
Area stabilization and power negation.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
Free living creatures within Range (p. 221) from life-affecting powers and stabilize the dying.
  
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.
+
* '''Limited''' Outcome: Vital Vision on everyone in the area.
An elemental is a simple creature totally dominated by its power.  
+
* '''Standard''' Outcome: Vital Vanish on everyone in the area.
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.
+
* '''Great''' Outcome: Vital Vanish on everyone in the area and stabilize all dying creatures (reducing Level 4 Harm to Level 3), as Vital Vigor.
  
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.
 
They can use sophisticated power effects and usually have an agenda of their own.
 
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits. 
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
 
A fire dragon is impossibly large, flies, and breathes fire.
 
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
=== Command ===
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
+
Command Life deals with negative emotions. The intensity of the emotion is set by the outcome and the target's self-control and tendency to such emotions. It is hard to excite a calm creature and might be impossible to make a true pacifist start a fight. You cannot create thoughts or change positive emotions.
 +
If you create a negative emotion about something the target has a positive attitude to, yu create ambivalence and tension.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
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Position mainly depends on the scene; are you in a dangerous spot, in a hurry, or dealing with a dangerous target? Consequences range from changing your own emotions, provoking the target, causing Heat, or creating permanent enmity.
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
 
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
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==== Provoke Profanity ====
 +
Control negative emotions.
  
The position is usually risky. The creature is being forced to serve and might lash out.  
+
You control negative emotions.
Typical consequences are:
+
The creature strikes out at you once.
+
This is commonly used as a setup action to help some other social interaction to strengthen or calm negative emotions like fear, hate, inferiority, uncertainty, disgust, and the like.  
A tightwire struggle to keep the creature under control
+
If such an emotion is already present you can intensify it to provoke an immediate outburst; otherwise the effect is slow and limited.
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.
+
==== Provoke Procastrination ====
 +
Put creatures to sleep.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
+
Tiredness, laziness, and unreadiness function as emotions you can play on. Targets may just doze a few seconds while still standing, enough to rush past a guard, or you may make them gradually relax, move into a sedate position, and sleep. This is similar to an attack in position and effect; it is pretty easy when used on unsuspecting target(s), much harder during a fight.
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.
+
Only works on living creatures.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
==== Provoke Proclaimation ====
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
Read emotions over a wide area.
  
This is rarely useful, but can be under exceptional circumstances.
+
You can sense the mood of crowds, judging the morale of an army or the mood of a town. This allows you to predict routs, riots, rebellions, and other upheavals and to judge how harsh you can be without provoking people.  
As outlined under Summoning above most powers are linked to a different world where that power is dominant.  
+
Often used as a Set Up for other command actions.
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.
+
==== Provoke Progress ====
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
Permanent emotional change.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
This is similar to Provoke Profanity, but you can inflict the full range of emotions in others, and the result lasts for days and can be made permanent.  
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Usually used to create fear or respect, you might make any emotion dominant in the target. This imposes emotional pressure but does not alter beliefs, memories, or reasoning.
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.
+
* Limited outcome inflicts only negative emotions, or positive emotions of short duration.  
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.
+
* Standard outcome can inflict any emotion, and you control whom it is directed at. This can make the target afraid of dogs or in love with a specific person.
 +
* Great outcome allows subtle manipulation that can change the target's attitudes in selected situations.
 +
Permanent effects require a long-term project.
  
=== Command ===
+
=== Consort ===
Command creatures based on your power with communication and authority.
+
Consort allows you to change your own form and later that of other living creatures.  
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
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.
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:'''
+
==== Living Lustre ====
''You can make creatures understand you, but you do not understand them.
+
Cosmetic changes to your own body.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
You can make cosmetic changes to your own body, growing or losing hair, changing coloration, gaining or losing up to 10% of height and weight, changing apparent gender, and similar cosmetic changes.
Combined with the basic power of Sway allows two-way communication.
 
  
'''Translate:'''
+
==== Living Loom ====
You and allies can communicate with creatures based on your power.
+
Assume the form of mundane creature.
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 assume the form of a mundane humanoid or animal.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
This is a true physical transmutation and you can have it last until the end of the score.
 +
You can only change into existing species, but you can vary cosmetic detail.
 +
When appropriate, your new form can use Basic and Advanced Earth powers inherently without risking stress.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
Living Loom can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
Creatures of the relevant type will understand your orders.
 
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
* Limited outcome allows you to 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.
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.
+
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
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.
+
* Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
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.
+
==== Living Legacy ====
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
Living Loom on a willing or helpless creature.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
This is Living Loom applied to a willing or helpless creature.
''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.
+
The duration depends of the outcome.
 +
* Limited outcome is very temporary.
 +
* Standard outcome lasts for the duration of a score.
 +
* Great outcome lasts a long time and potentially becomes permanent, depending on the the story.
 +
If you also want to make the target unrecognizable, that requires additional outcome, see Living Loom.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
 
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
=== Consort ===
+
==== Living Law ====
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Living Loom many minor creatures at once.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
{{ : Apex Consort }}
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
  
You do not physically change yourself, you accessorize and change your outfit.
 
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
 
  
'''Shapechange:'''
 
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
  
This is a true physical transmutation.
+
=== Finesse ===
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
 
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
==== Lithe Leash ====
You rating in the improved action increases by one.
+
Ride any living creature.
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
+
You can communicate emotionally with and ride any living but [[Mind_Powers_(FiD)|non-sapient]] creature capable of carrying you.
''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.
+
You can instead enhance your run speed and agility to elite levels, which increases your Effect when racing on foot.
 +
You can do this for your crew as an Advanced power.
  
'''Transform:'''
+
==== Lithe Lunge====
''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.
+
Fine and Potent close-range attack.
  
This is the shapechange power applied to another creature.
+
You can use the power of Life as a Fine and Potent close-range attack, similar in effect to a Fine and Potent dueling sword or pistol.
The duration depends of the effect, limited effect is very temporary, more of a warning.  
+
Life attacks enhance your physique or strain, tear, or rupture living tissue through enhanced force or biological disruption.
Standard effect lasts for the duration of a score.
+
You cannot cause wounds to spontaneously appear on automatons, robots, elementals, or other non-living creatures.
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.
+
==== Lithe Leverage ====
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Create a living vehicle.
  
'''Wild Hunt:'''
+
You create a vehicle out of living matter, such as plants or green goo.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
This travels by undulating, moving as a wave over the terrain.
 +
It easily traverses living terrain, but dead surfaces like rock, metal, or asphalt impede it and slowly inflict damage over time.
 +
It otherwise functions much like any other vehicle from the setting and can be varied correspondingly; a smaller vehicle is faster and more agile.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
==== Lithe Launch ====
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.
+
Untiring travel.
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 ===
+
Your crew and their living mounts can continuously travel at full speed without rest, food, or water.
Exercise finesse with your power, manipulating and attacking with precision.
+
This does not prevent harm from environmental dangers or forced marches under fire.
  
'''Ride:'''
 
''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.
 
  
'''Duel:'''
+
=== Hunt ===
''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.
+
==== Sanguine Scout ====
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Track living creatures.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
You can track living creatures by following biological signs such as blood, scent, or heat, even when no mundane trail is visible.
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
This cannot track a specific individual without prior contact or a link.
  
This allows you to manipulate small amounts of matter governed by your power.
+
==== Sanguine Strike ====
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.
+
Cause Harm at a distance.
  
'''Surge:'''
+
You can disrupt Life at a distance, attacking in a way similar in effect to a Fine and Potent rifle.
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
You rupture tissue, overload organs, or tear muscle through directed biological force.
 +
This gives a clue as to your location, similar to that of any sniping attack.
 +
This does not work against unliving things, or against creatures such as robots or elementals.
  
You create ans use weapon like Duel above, and also create distractions.
+
==== Sanguine Sovereignty ====
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
Control flora and fauna.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
=== Hunt ===
+
You can control tiny flora and fauna in an Area (p. 221), manipulating the environment.
Track, attack, and unleash devastating barrages with the power of Hunt.
+
This turns plants and tiny vermin such as mice and insects from nuisances into distractions, snaring limbs, or opening or closing paths through undergrowth.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
+
Things affected can only do what they normally do, but they do so with purpose.
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
==== Sanguine Surge ====
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
Cause a surge of blood.
  
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.
+
Sanguine Strike turned into a Fine and Potent grenade.
 +
This allows you to fight many creatures at once, but carries a risk of collateral damage to living creatures, structures, and terrain.
  
'''Potent Snipe:'''
 
''You can use your power to attack, similar in effect to a fine and potent rifle.
 
  
The effect of this action varies depending on the nature of your power.
 
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
 
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
+
=== Prowl ===
''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 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.
+
==== Agile Adaptation ====
Environmental Control does not inflict any direct damage.
+
Hide among living creatures.
  
'''Area Attack:'''
+
You can hide in a crowd or herd as if you were a typical creature in that group, even if you look nothing like them.
''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.
+
Crowded streets, pens, and herds of animals are good hiding places for you.
 +
Position depends on how dangerous it is to be spotted, but also on the attitude of the creatures you are trying to hide among.
 +
You can even hide in a group of enemies, but this is a Desperate situation.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
==== Agile Athletics ====
The effect is more powerful but less precise.
+
Empower your own movement.
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
=== Prowl ===
+
You empower your own body, enhancing agility to elite levels.
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
This does not allow anything that would normally be impossible, but within that limit you increase the Effect of Prowl actions to move.
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.
+
 
 +
==== Agile Assembly ====
 +
Crew Agile Adaptation and Athletics.
  
'''Reconnaissance:'''
+
You can bring allies along when you use Agile Adaptation and Agile Athletics.
''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.
+
Allies still use their own Prowl action.
  
This provides you cover to hide in places you ordinarily could not.
+
==== Agile Approach ====
Where you can use this is explained in each specific power.
+
Teleport to a place you have slept.
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
You and your allies can teleport to any place in the same region where you have slept.
''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.
+
This can be an old campsite, bedroom, or even the interior of a vehicle that might have moved on to a new location, as long as it is in the region where you currently are.
 +
This takes some time to use making it dangerous when under immediate threat.
  
Again, each power will explain how it can use this mobility.
 
Your friends and allies cannot use this unless you employ Travel, which is described later
 
  
'''Travel:'''
 
''You can bring allies along when you use Reconnaissance and Maneuver.
 
  
Now you and your allies can Prowl in places where your power is at home.
+
=== Skirmish ===
They still use their own Prowl action.
 
  
'''Transport:'''
+
==== Life Leverage ====
''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.
+
Resist Life Harm.
  
How and where you use this is explained in each power.
+
Resist Harm from Life powers, Death powers, poison, disease, and similar effects.
This takes you to places you are familiar with.
+
{{ : Damage Resistance Template (FiD) }}
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 ===
+
==== Life Lance ====
Engage in close combat and create chaos with the power to Skirmish.
+
Fine and Potent melee attack.
  
'''Skirmish Attack:'''
+
You can use the power as a Fine and Potent close-range attack, similar in effect to a melee weapon or pistol.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
This can be the use of a normal weapon with enhanced strength and accuracy, or a touch that opens wounds on the target.
 +
You can only cause wounds to living creatures, not to things, robots, or elementals.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
==== Life Lockstep ====
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Negate Scale in combat.
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:'''
+
Your power creates distractions and obstructions, possibly flocks of small animals or hovering veils of blood, that prevent the enemy from benefiting from numbers, negating Scale in close combat.
''Same as Skirmish Attack, except the weapon is fine and potent.
 
  
'''Obstruction:'''
+
==== Life Lash ====
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Attack all enemies in melee.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
Your power strikes out in all directions, attacking all enemies in melee like Life Lance.
The effect is to deny your enemies the advantage of numbers.
+
This negates Scale and allows you to Harm a cohort gang at full Effect.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
 
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
 
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Study and analyze living and formerly living creatures and objects to gain insight and knowledge.
 +
 
 +
The outcome required depends on range.
 +
* '''Limited''' outcome for touch.
 +
* '''Standard''' outcome for line-of-sight.
 +
* '''Great''' outcome to reach a target you know of or have a link to, but which is out of line-of-sight.
 +
 
 +
Position depends on the situation.
 +
Safely in your base, the position is Controlled.
 +
In the middle of a fight or when pinned down, the position is Desperate.
 +
Sometimes the thing you are researching is dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details.
 +
 
 +
==== Wise Watcher ====
 +
Identify living creatures and any ailments.
 +
 
 +
You can identify living and formerly living creatures and objects and any ailments they suffer from.
 +
This gives mundane information, including physical strengths and weaknesses in narrative terms.
 +
It does not identify Powers or specific rules.
 +
 
 +
==== Wise Word ====
 +
Learn powers and abilities of Life.
 +
 
 +
Learn the powers and abilities of something you analyze.
 +
Not restricted to mundane information, you also learn of any powers and rules in game terms.
  
'''Analyze:'''
+
==== Wise Witness ====
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
Learn the past of living and formerly living things.
  
'''Research:'''
+
You can read past events from living and formerly living things.
''You know the powers and abilities of something you analyze.
+
You can use this on living and formerly living things that are not creatures, such as wood, bone, and leather, as well as fossils and processed fossil products.
 +
This includes previous owners, how the object has been moved around, and significant scenes in its history.
 +
 
 +
==== Wise Weave ====
 +
Area Wise Word, then three Wise Weaves.
 +
 
 +
You use Wise Word on everything in an Area (p. 221). You can then use Wise Weave on three of these targets.
  
'''Hindsight:'''
 
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
 
  
'''Omniscience:'''
 
''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.
 
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive and locate manifestations of Life powers and living creatures.
 +
The outcome you need depends on the target’s concealment.
 +
* '''Limited''' outcome finds those hiding behind cover and in far places you can only barely see.
 +
* '''Standard''' outcome can look behind walls and into hard cover.
 +
* '''Great''' outcome can look into far-away places and spots you had no idea existed, as long as life is present.
  
'''Detect:'''
+
==== Savage Sight ====
''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.
+
Sense things of Life.
  
'''Sensor:'''
+
You can sense living and formerly living things and Life powers at a distance and understand their general nature.
''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.
+
This is a basic spotting power, selectively sensing things related to Life.
 +
 
 +
==== Savage Senses ====
 +
Use the senses of a living creature.
 +
 
 +
Choose a creature familiar to you or one you possess a link to, such as a body part or an item emotionally important to them.
 +
You move your point of perception and sense as if you were that creature as long as you maintain concentration.
 +
You perceive only the creature’s senses, not its thoughts or emotions.
 +
It is safest to choose a minor creature as a target; a powerful creature may sense the effect.
 +
 
 +
==== Savage Scrying ====
 +
See trough the best observer.
 +
 
 +
Choose a creature familiar to you or one you possess a link to, such as a body part or an item emotionally important to them.
 +
You see through the eyes of the closest living creature, which is often close enough to perceive the target.
 +
 
 +
This works like Sensory Symbiosis, but you get to select a creature or location you know of or have a link to.
 +
 
 +
==== Savage Savant ====
 +
Enhances your senses impossibly, akin to using Sensory Symbiosis on each living creature 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 against every living thing.
  
'''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.
+
You play on positive emotions such as joy, happiness, enthusiasm, and love, either reinforcing or diminishing them.
Sway creatures based on your power with persuasion and cajoling.
+
Sway is most effective on targets who are already socially, emotionally, or situationally exposed to you.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
This is not mind control; rather, it induces moods and hormonal reactions.
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 do not plant ideas or guide thoughts, but if you know what is on a person’s mind, you can improve their reaction to such thoughts.
You need not select a specific type of creature in advance.
+
You cannot remove negative emotions.
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.
+
If you create a positive emotion where there already is a negative emotion, you create ambivalence and tension.
This still has the normal stress cost.
+
 
 +
* Limited outcome works if it follows the target’s existing impulses.
 +
* Standard outcome can convince a target with no particular stake in the matter.
 +
* Great outcome will convince a reluctant target, but not a passionate one.
 +
 
 +
Outcome in excess of what’s needed allows you to affect a number of targets appropriate for Scale at your tier (p. 221), as long as they are in a group.
 +
A possible Consequence is that people fall in love or otherwise overreact.
 +
 
 +
Sway Life powers allow Set Up actions of increasing power and complexity, but you need other powers or mundane interactions to direct the emotions you create.
 +
 
 +
==== Empathic Echo ====
 +
Read emotions and motivations.
  
'''Communicate:'''
+
You can learn a living creature’s mood and immediate motivations.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
You can sense strong emotions of creatures you cannot see, especially if those emotions are directed at you.
 +
Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against a creature that is hidden or far away (Standard outcome) or behind a wall (Great outcome).
  
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.
+
==== Empathic Charm ====
 +
Project warmth and affection.
  
'''Translate:'''
+
This projects positive emotions in relation to you, such as trust and friendship.
''You and allies can communicate with creatures based on your power.
+
You cannot give targets specific orders, but you can make them react positively and become more likely to follow your further suggestions.
  
This allows you to use the Sway power to its full effect.
+
==== Empathic Endearment ====
You are still wheedling unless you also use Command the advanced Command effect.
+
Project positive emotions.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
Create a positive emotion and decide who or what it is directed at.
 +
Less intelligent creatures have simple emotions, along the lines of fight, flight, or sex.
 +
[[Mind_Powers_(FiD)|Intelligent]] and especially [[Mind_Powers_(FiD)|Sapient]] creatures have more complex emotions.
 +
Targets keep their own thoughts, colored by the emotions you give them.
 +
If the emotion is appropriate to the situation, it is likely to be acted upon.
 +
If acting on the emotion would contradict the target’s values or goals, it may only create a moment of confusion, which might still give you a brief opening.
  
'''Mesmerize:'''
+
==== Empathic Enlist ====
''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.
+
Change emotional setup.
  
Essentially this is an attempt to Sway with two advantages.
+
Change the target’s emotions on a fundamental level, making them more positive overall without removing specific antipathies.
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.
+
You can create different emotions in different subjects, but to do so the subject must be brought up, either by something physically present or in conversation.
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.
+
This change fades over the next few days, but depending on further events and how other people react to this change of heart, it may influence the target’s attitudes long term.
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.  
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
 
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
 
  
This changes the target on a deep level, changing their loyalties and priorities.
 
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.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
You cannot create new life, but you can slowly modify it through the Master ability [[#Bio-Builder|Bio-Builder]]. 
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.
+
You can also tinker with materials governed by Life.
 +
 
 +
You can craft formerly living matter and other Life-related materials such as wood, bone, leather, hide, peat, rich dung, bird droppings, and guano (phosphates), substances deeply tied to life and fertility.
 +
{{ : Include Tinker (FiD) }}
 +
 +
==== Bio-Binder ====
 +
Emulate bio-tools.
 +
 
 +
This substitutes for a biochemical tool kit. 
 +
You can work organic materials and their derivatives as if you had appropriate tools and protective equipment.
 +
 
 +
==== Bio-Blender ====
 +
Emulate a bio-workshop.
  
'''Handle:'''
+
You can handle organic materials and derivatives as if they were clay. 
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Liquids and gases briefly retain the shape and flow you impose on them.
  
This mainly substitutes for tools, up to a small workshop.
+
This substitutes for a biochemical workshop.  
You are also protected from any dangerous effects of working with the elements of your power.
 
  
'''Shape:'''
+
==== Bio-Builder ====
''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.
+
Emulate a bio-lab.
  
You can now do more than normal craft could do.  
+
This substitutes for a biochemical laboratory.
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.  
+
You can create complex items, including '''Fine''' and '''Potent''' equipment.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
+
You can create non-living but Life-related materials out of nothing, or transform one material into another material associated with a Form you know.  
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 change living creatures while they are alive through a slow, dangerous long-term project with permanent effects.
The effect determines the effectiveness of your construction, but also how long it will last.
+
Anything more than a cosmetic change requires a [[Actions_(FiD)#Tinker|Tinker]] roll when the project is completed to determine how well it holds.
Devices that are more powerful are harder to contain, and thus wont last as long.  
+
Any Consequences affect the target directly, are permanent, and cannot be healed.
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.
+
Bio-Builder may be used again to attempt to improve the result, at further risk.
  
'''Create:'''
+
==== Bio-Braid ====
''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.
+
Emulate a bio-factory.
  
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.
+
You become your own biochemical factory.
 +
You can manufacture many and varied items as if using Bio-Blender, or create a large building, vehicle, or other construction.
  
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.
+
In long-term projects involving construction or crafting, Bio-Braid produces many dozens of items with the effort of one item, at the usual Stress cost.
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:'''
 
''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.
 
This is useful for equipping a large band or building something large out of nothing.
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
You can wreck living creatures and recently dead organic matter such as wood, bone, leather, hide, peat, rich dung, bird droppings, and guano (phosphates), substances deeply tied to life and fertility. 
 +
You can also harm [[Death_Powers_(FiD)#Undead|Undead]] by channeling Life power.
 +
 
 +
The Outcome required depends on the size and structural strength of the target.
 +
 
 +
* '''Limited Outcome''': Create a car-sized hole in weak organic materials such as cadavers, hides, or flimsy wood. 
 +
* '''Standard Outcome''': Create a car-sized breach in a structure made primarily of organic materials. 
 +
* '''Great Outcome''': Affect something larger or stronger, such as large organic constructions or densely packed living matter.
 +
 
 +
Creating a smaller hole is not easier.
 +
 
 +
Position depends on the situation. 
 +
A quiet workspace is '''Controlled'''. 
 +
The general bustle of adventure is '''Risky'''. 
 +
Direct attacks, massive crowds, or dangerous destruction are '''Desperate'''.
 +
 
 +
You can also attack in close combat or disrupt nerve function, deadening sensation and pain. 
 +
Such effects may occasionally be beneficial, but are primarily a way to frame Harm rather than provide care.
 +
 
 +
==== Disfigure and Digest ====
 +
Smash living matter.
 +
 
 +
You violently break living creatures, Undead, and Life-connected materials. 
 +
In combat, this functions as a sledgehammer, enhancing raw physical force and causing concussive trauma.
 +
This is loud and destructive, leaving twisted remains and obvious damage.
 +
 
 +
You can instead disrupt nerves, disrupting sense of touch.
 +
 
 +
==== Deteriorate and Digest ====
 +
Rot Life materials.
 +
 
 +
You destroy materials governed by Life as though they were degraded and brittle. 
 +
This allows you to pulp organic matter, weaken structures, and collapse constructions made primarily from Life substances.
 +
In combat, this works as a '''Fine''' and '''Potent''' sledgehammer.
 +
 
 +
You can disrupt neural connections more deeply, paralyzing limbs or impairing bodily coordination.
  
'''Jimmy:'''
+
==== Disintegrate and Digest ====
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Silent rot.
  
Just as crude as it sounds.  
+
As Digest Dissolve, but destruction is subtle and quiet.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Targets are reduced to fine ash or dust without loud impact, vibration, or debris.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
This leaves few clues and little trace of violence.
''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.
 
  
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.
+
Neural disruption at this level can cause full-body paralysis.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
 
  
'''Disintegrate:'''
+
==== Devastate and Digest ====
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Wide-range rot.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
Apply Digest Dissolve over a wide area.
You also leave less traces, as what you wreck disappears.  
+
You abandon subtlety in favor of massive, violent destruction.
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
You can level forests, pulverize wooden cities, rot camps of bone-and-hide yurts, and cause similar large-scale devastation.
  
'''Obliterate:'''
+
Even if some materials cannot be fully destroyed, the collapse of surrounding organic matter often renders structures unstable or unusable.
''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.
+
Buildings of stone often rely on wooden doors, floors, beams, and roofs, which can be razed to catastrophic effect.
  
Rather straightforward, this just scales things up.
+
You may also focus this power on a single living target, overwhelming neural activity and inducing a deep coma. 
 +
The body is sustained at a minimal level, preventing immediate degradation, but the state is traumatic, dangerous, and beyond most aid.

Latest revision as of 23:38, 2 January 2026

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Powers (FiD)Fox in the Dark logo

Life power is about life energy. You heal and improve living things.

This is life and life-force at the primal level; the essential principle that fuels all creatures, empowered and mundane. It is at the opposite scale of the evolution from Mind, which deals in intelligence, yet Mind could not exist without Life. It is the antithesis of death, but without death Life would become static.

Life attacks either increase your own physical strength and agility to deliver supernaturally powerful attacks or causes wounds to spontaneously appear on living things and undead but does nothing to things that never lived.

Life is a wide but diffuse energy, there are no life creatures.

Life Power Effects

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress No fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Vital Vision
Sense creatures and spirits of Life.
Vital Veil
Negate any power on a living thing.
Vital Vigor
Use life energy to reduce Harm.
Vital Vortex
Area stabilization and power negation.
Command Provoke Profanity
Control negative emotions.
Provoke Procrastination
Put creatures to sleep.
Provoke Proclamation
Read emotions over a wide area.
Provoke Progress
Permanent emotional change.
Consort Living Lustre
Cosmetic changes to your own body.
Living Loom
Assume the form of a mundane creature.
Living Legacy
Living Loom on a willing or helpless creature.
Living Law
Living Loom many minor creatures.
Finesse Lithe Leash
Ride any living creature.
Lithe Lunge
Fine and Potent close-range attack.
Lithe Leverage
Create a living vehicle.
Lithe Launch
Untiring travel.
Hunt Sanguine Scout
Track living creatures.
Sanguine Strike
Cause Harm at a distance.
Sanguine Sovereignty
Control flora and fauna.
Sanguine Surge
Cause a surge of blood.
Prowl Agile Adaptation
Hide among living creatures.
Agile Athletics
Empower your own movement.
Agile Assembly
Crew Agile Adaptation and Athletics.
Agile Approach
Teleport to a place you have slept.
Skirmish Life Leverage
Resist Life Harm.
Life Lance
Fine and Potent melee attack.
Life Lockstep
Negate Scale in combat.
Life Lash
Attack all enemies in melee.
Study Wise Watcher
Identify living creatures and any ailments.
Wise Word
Learn powers and abilities of Life.
Wise Witness
Learn the past of living and formerly living things.
Wise Weave
Area Wise Word, then three Wise Weaves.
Survey Savage Sight
Sense things of Life.
Savage Senses
Use the senses of a living creature.
Savage Scrying
See through the best observer.
Savage Savant
Perceive through all living creatures over an area.
Sway Empathic Echo
Read emotions and motivations.
Empathic Charm
Project warmth and affection.
Empathic Endearment
Project positive emotions.
Empathic Enlist
Change emotional setup.
Tinker Bio-Binder
Emulate bio-tools.
Bio-Blender
Emulate a bio-workshop.
Bio-Builder
Emulate a bio-lab.
Bio-Braid
Emulate a bio-factory.
Wreck Disfigure and Digest
Smash living matter.
Deteriorate and Digest
Rot Life materials.
Disintegrate and Digest
Silent rot.
Devastate and Digest
Wide-range rot.

Expanded Life Powers

Attune

Attune Life has an unique ability among powers, it can heal by reducing Harm.

Vital Vision

Sense creatures and spirits of Life..

You can see Spirits of all kinds and detect all kinds of living creatures and living objects such as plants. You can narrow the search as desired.

This is so broad that it is of less use than other similar powers, but you can use it to detect creatures with Life powers.

  • Limited outcome: what you can clearly see.
  • Standard outcome: hidden things.
  • Great outcome: behind a wall.

The position usually starts controlled, with the usual consequence that you cannot try again.

Vital Veil

Negate any power on a living thing.

You can negate powers affecting any living thing, but you cannot dismiss creatures.

You can force any Spirit to materialize. Forcing a Spirit to materialize is easy, but limited in range; if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers.

Life is good at dispelling since you can negate or counter any power targeting a living creature. Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other 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.

This can also remove temporary effects that are not strictly Powers or Harm but reduces the targets vitality, like drunkenness, hangovers, bruises, colds, and lingering drugs. You can cure withdrawal symptoms which over time helps the victim fight addiction.

Vital Vigor

Use life energy to reduce Harm.

The Outcome needed depends on the level of Harm you are working to reduce.

  • Limited outcome erases one specific Harm of Level 1 or reduces one specific Harm from Level 2 to level 1.
  • Standard outcome reduces one specific Harm from level 3 to level 2.
  • Great outcome stabilizes the dying by reducing one specific Harm of level 4 to level 3.

If there are no empty Harm boxes at the new level, move the reduced Harm into the first empty box. If there are no empty boxes, erase a Level 1 Harm and put the reduced Harm there.

Specific types of Harm that do not involve conventional hurt may not be recoverable this way, but this should be rare.

The Position depends on the situation, used in a score this is usually Risky, done in your lair the position is Controlled. Consequences might give the patient lingering injuries, prevent further Life healing, transfer the harm to you, or be the result of interference from your surroundings.

Vital Vortex

Area stabilization and power negation.

Free living creatures within Range (p. 221) from life-affecting powers and stabilize the dying.

  • Limited Outcome: Vital Vision on everyone in the area.
  • Standard Outcome: Vital Vanish on everyone in the area.
  • Great Outcome: Vital Vanish on everyone in the area and stabilize all dying creatures (reducing Level 4 Harm to Level 3), as Vital Vigor.


Command

Command Life deals with negative emotions. The intensity of the emotion is set by the outcome and the target's self-control and tendency to such emotions. It is hard to excite a calm creature and might be impossible to make a true pacifist start a fight. You cannot create thoughts or change positive emotions. If you create a negative emotion about something the target has a positive attitude to, yu create ambivalence and tension.

Position mainly depends on the scene; are you in a dangerous spot, in a hurry, or dealing with a dangerous target? Consequences range from changing your own emotions, provoking the target, causing Heat, or creating permanent enmity.

Provoke Profanity

Control negative emotions.

You control negative emotions.

This is commonly used as a setup action to help some other social interaction to strengthen or calm negative emotions like fear, hate, inferiority, uncertainty, disgust, and the like. If such an emotion is already present you can intensify it to provoke an immediate outburst; otherwise the effect is slow and limited.

Provoke Procastrination

Put creatures to sleep.

Tiredness, laziness, and unreadiness function as emotions you can play on. Targets may just doze a few seconds while still standing, enough to rush past a guard, or you may make them gradually relax, move into a sedate position, and sleep. This is similar to an attack in position and effect; it is pretty easy when used on unsuspecting target(s), much harder during a fight. Only works on living creatures.

Provoke Proclaimation

Read emotions over a wide area.

You can sense the mood of crowds, judging the morale of an army or the mood of a town. This allows you to predict routs, riots, rebellions, and other upheavals and to judge how harsh you can be without provoking people. Often used as a Set Up for other command actions.

Provoke Progress

Permanent emotional change.

This is similar to Provoke Profanity, but you can inflict the full range of emotions in others, and the result lasts for days and can be made permanent. Usually used to create fear or respect, you might make any emotion dominant in the target. This imposes emotional pressure but does not alter beliefs, memories, or reasoning.

  • Limited outcome inflicts only negative emotions, or positive emotions of short duration.
  • Standard outcome can inflict any emotion, and you control whom it is directed at. This can make the target afraid of dogs or in love with a specific person.
  • Great outcome allows subtle manipulation that can change the target's attitudes in selected situations.

Permanent effects require a long-term project.

Consort

Consort allows you to change your own form and later that of other living 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.

Living Lustre

Cosmetic changes to your own body.

You can make cosmetic changes to your own body, growing or losing hair, changing coloration, gaining or losing up to 10% of height and weight, changing apparent gender, and similar cosmetic changes.

Living Loom

Assume the form of mundane creature.

You assume the form of a mundane humanoid or animal. This is a true physical transmutation and you can have it last until the end of the score. You can only change into existing species, but you can vary cosmetic detail. When appropriate, your new form can use Basic and Advanced Earth powers inherently without risking stress.

Living Loom can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.

  • Limited outcome allows you to 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.

Living Legacy

Living Loom on a willing or helpless creature.

This is Living Loom applied to a willing or helpless creature. The duration depends of the outcome.

  • Limited outcome is very temporary.
  • Standard outcome lasts for the duration of a score.
  • Great outcome lasts a long time and potentially becomes permanent, depending on the the story.

If you also want to make the target unrecognizable, that requires additional outcome, see Living Loom.

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

Living Law

Living Loom many minor creatures at once.

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


Finesse

Lithe Leash

Ride any living creature.

You can communicate emotionally with and ride any living but non-sapient creature capable of carrying you. You can instead enhance your run speed and agility to elite levels, which increases your Effect when racing on foot. You can do this for your crew as an Advanced power.

Lithe Lunge

Fine and Potent close-range attack.

You can use the power of Life as a Fine and Potent close-range attack, similar in effect to a Fine and Potent dueling sword or pistol. Life attacks enhance your physique or strain, tear, or rupture living tissue through enhanced force or biological disruption. You cannot cause wounds to spontaneously appear on automatons, robots, elementals, or other non-living creatures.

Lithe Leverage

Create a living vehicle.

You create a vehicle out of living matter, such as plants or green goo. This travels by undulating, moving as a wave over the terrain. It easily traverses living terrain, but dead surfaces like rock, metal, or asphalt impede it and slowly inflict damage over time. It otherwise functions much like any other vehicle from the setting and can be varied correspondingly; a smaller vehicle is faster and more agile.

Lithe Launch

Untiring travel.

Your crew and their living mounts can continuously travel at full speed without rest, food, or water. This does not prevent harm from environmental dangers or forced marches under fire.


Hunt

Sanguine Scout

Track living creatures.

You can track living creatures by following biological signs such as blood, scent, or heat, even when no mundane trail is visible. This cannot track a specific individual without prior contact or a link.

Sanguine Strike

Cause Harm at a distance.

You can disrupt Life at a distance, attacking in a way similar in effect to a Fine and Potent rifle. You rupture tissue, overload organs, or tear muscle through directed biological force. This gives a clue as to your location, similar to that of any sniping attack. This does not work against unliving things, or against creatures such as robots or elementals.

Sanguine Sovereignty

Control flora and fauna.

You can control tiny flora and fauna in an Area (p. 221), manipulating the environment. This turns plants and tiny vermin such as mice and insects from nuisances into distractions, snaring limbs, or opening or closing paths through undergrowth. Things affected can only do what they normally do, but they do so with purpose.

Sanguine Surge

Cause a surge of blood.

Sanguine Strike turned into a Fine and Potent grenade. This allows you to fight many creatures at once, but carries a risk of collateral damage to living creatures, structures, and terrain.


Prowl

Agile Adaptation

Hide among living creatures.

You can hide in a crowd or herd as if you were a typical creature in that group, even if you look nothing like them. Crowded streets, pens, and herds of animals are good hiding places for you. Position depends on how dangerous it is to be spotted, but also on the attitude of the creatures you are trying to hide among. You can even hide in a group of enemies, but this is a Desperate situation.

Agile Athletics

Empower your own movement.

You empower your own body, enhancing agility to elite levels. This does not allow anything that would normally be impossible, but within that limit you increase the Effect of Prowl actions to move.

Agile Assembly

Crew Agile Adaptation and Athletics.

You can bring allies along when you use Agile Adaptation and Agile Athletics. Allies still use their own Prowl action.

Agile Approach

Teleport to a place you have slept.

You and your allies can teleport to any place in the same region where you have slept. This can be an old campsite, bedroom, or even the interior of a vehicle that might have moved on to a new location, as long as it is in the region where you currently are. This takes some time to use making it dangerous when under immediate threat.


Skirmish

Life Leverage

Resist Life Harm.

Resist Harm from Life powers, Death powers, poison, disease, and similar effects. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Life Lance

Fine and Potent melee attack.

You can use the power as a Fine and Potent close-range attack, similar in effect to a melee weapon or pistol. This can be the use of a normal weapon with enhanced strength and accuracy, or a touch that opens wounds on the target. You can only cause wounds to living creatures, not to things, robots, or elementals.

Life Lockstep

Negate Scale in combat.

Your power creates distractions and obstructions, possibly flocks of small animals or hovering veils of blood, that prevent the enemy from benefiting from numbers, negating Scale in close combat.

Life Lash

Attack all enemies in melee.

Your power strikes out in all directions, attacking all enemies in melee like Life Lance. This negates Scale and allows you to Harm a cohort gang at full Effect.


Study

Study and analyze living and formerly living creatures and objects to gain insight and knowledge.

The outcome required depends on range.

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

Position depends on the situation. Safely in your base, the position is Controlled. In the middle of a fight or when pinned down, the position is Desperate. Sometimes the thing you are researching is dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details.

Wise Watcher

Identify living creatures and any ailments.

You can identify living and formerly living creatures and objects and any ailments they suffer from. This gives mundane information, including physical strengths and weaknesses in narrative terms. It does not identify Powers or specific rules.

Wise Word

Learn powers and abilities of Life.

Learn the powers and abilities of something you analyze. Not restricted to mundane information, you also learn of any powers and rules in game terms.

Wise Witness

Learn the past of living and formerly living things.

You can read past events from living and formerly living things. You can use this on living and formerly living things that are not creatures, such as wood, bone, and leather, as well as fossils and processed fossil products. This includes previous owners, how the object has been moved around, and significant scenes in its history.

Wise Weave

Area Wise Word, then three Wise Weaves.

You use Wise Word on everything in an Area (p. 221). You can then use Wise Weave on three of these targets.


Survey

Perceive and locate manifestations of Life powers and living creatures. The outcome you need depends on the target’s concealment.

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

Savage Sight

Sense things of Life.

You can sense living and formerly living things and Life powers at a distance and understand their general nature. This is a basic spotting power, selectively sensing things related to Life.

Savage Senses

Use the senses of a living creature.

Choose a creature familiar to you or one you possess a link to, such as a body part or an item emotionally important to them. You move your point of perception and sense as if you were that creature as long as you maintain concentration. You perceive only the creature’s senses, not its thoughts or emotions. It is safest to choose a minor creature as a target; a powerful creature may sense the effect.

Savage Scrying

See trough the best observer.

Choose a creature familiar to you or one you possess a link to, such as a body part or an item emotionally important to them. You see through the eyes of the closest living creature, which is often close enough to perceive the target.

This works like Sensory Symbiosis, but you get to select a creature or location you know of or have a link to.

Savage Savant

Enhances your senses impossibly, akin to using Sensory Symbiosis on each living creature 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 against every living thing.


Sway

You play on positive emotions such as joy, happiness, enthusiasm, and love, either reinforcing or diminishing them. Sway is most effective on targets who are already socially, emotionally, or situationally exposed to you. This is not mind control; rather, it induces moods and hormonal reactions. You do not plant ideas or guide thoughts, but if you know what is on a person’s mind, you can improve their reaction to such thoughts. You cannot remove negative emotions. If you create a positive emotion where there already is a negative emotion, you create ambivalence and tension.

  • Limited outcome works if it follows the target’s existing impulses.
  • Standard outcome can convince a target with no particular stake in the matter.
  • Great outcome will convince a reluctant target, but not a passionate one.

Outcome in excess of what’s needed allows you to affect a number of targets appropriate for Scale at your tier (p. 221), as long as they are in a group. A possible Consequence is that people fall in love or otherwise overreact.

Sway Life powers allow Set Up actions of increasing power and complexity, but you need other powers or mundane interactions to direct the emotions you create.

Empathic Echo

Read emotions and motivations.

You can learn a living creature’s mood and immediate motivations. You can sense strong emotions of creatures you cannot see, especially if those emotions are directed at you. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against a creature that is hidden or far away (Standard outcome) or behind a wall (Great outcome).

Empathic Charm

Project warmth and affection.

This projects positive emotions in relation to you, such as trust and friendship. You cannot give targets specific orders, but you can make them react positively and become more likely to follow your further suggestions.

Empathic Endearment

Project positive emotions.

Create a positive emotion and decide who or what it is directed at. Less intelligent creatures have simple emotions, along the lines of fight, flight, or sex. Intelligent and especially Sapient creatures have more complex emotions. Targets keep their own thoughts, colored by the emotions you give them. If the emotion is appropriate to the situation, it is likely to be acted upon. If acting on the emotion would contradict the target’s values or goals, it may only create a moment of confusion, which might still give you a brief opening.

Empathic Enlist

Change emotional setup.

Change the target’s emotions on a fundamental level, making them more positive overall without removing specific antipathies. You can create different emotions in different subjects, but to do so the subject must be brought up, either by something physically present or in conversation. This change fades over the next few days, but depending on further events and how other people react to this change of heart, it may influence the target’s attitudes long term.


Tinker

You cannot create new life, but you can slowly modify it through the Master ability Bio-Builder. You can also tinker with materials governed by Life.

You can craft formerly living matter and other Life-related materials such as wood, bone, leather, hide, peat, rich dung, bird droppings, and guano (phosphates), substances deeply tied to life and fertility.

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

Bio-Binder

Emulate bio-tools.

This substitutes for a biochemical tool kit. You can work organic materials and their derivatives as if you had appropriate tools and protective equipment.

Bio-Blender

Emulate a bio-workshop.

You can handle organic materials and derivatives as if they were clay. Liquids and gases briefly retain the shape and flow you impose on them.

This substitutes for a biochemical workshop.

Bio-Builder

Emulate a bio-lab.

This substitutes for a biochemical laboratory. You can create complex items, including Fine and Potent equipment. You can create non-living but Life-related materials out of nothing, or transform one material into another material associated with a Form you know.

You can change living creatures while they are alive through a slow, dangerous long-term project with permanent effects. Anything more than a cosmetic change requires a Tinker roll when the project is completed to determine how well it holds. Any Consequences affect the target directly, are permanent, and cannot be healed. Bio-Builder may be used again to attempt to improve the result, at further risk.

Bio-Braid

Emulate a bio-factory.

You become your own biochemical factory. You can manufacture many and varied items as if using Bio-Blender, or create a large building, vehicle, or other construction.

In long-term projects involving construction or crafting, Bio-Braid produces many dozens of items with the effort of one item, at the usual Stress cost.


Wreck

You can wreck living creatures and recently dead organic matter such as wood, bone, leather, hide, peat, rich dung, bird droppings, and guano (phosphates), substances deeply tied to life and fertility. You can also harm Undead by channeling Life power.

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

  • Limited Outcome: Create a car-sized hole in weak organic materials such as cadavers, hides, or flimsy wood.
  • Standard Outcome: Create a car-sized breach in a structure made primarily of organic materials.
  • Great Outcome: Affect something larger or stronger, such as large organic constructions or densely packed living matter.

Creating a smaller hole is not easier.

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

You can also attack in close combat or disrupt nerve function, deadening sensation and pain. Such effects may occasionally be beneficial, but are primarily a way to frame Harm rather than provide care.

Disfigure and Digest

Smash living matter.

You violently break living creatures, Undead, and Life-connected materials. In combat, this functions as a sledgehammer, enhancing raw physical force and causing concussive trauma. This is loud and destructive, leaving twisted remains and obvious damage.

You can instead disrupt nerves, disrupting sense of touch.

Deteriorate and Digest

Rot Life materials.

You destroy materials governed by Life as though they were degraded and brittle. This allows you to pulp organic matter, weaken structures, and collapse constructions made primarily from Life substances. In combat, this works as a Fine and Potent sledgehammer.

You can disrupt neural connections more deeply, paralyzing limbs or impairing bodily coordination.

Disintegrate and Digest

Silent rot.

As Digest Dissolve, but destruction is subtle and quiet. Targets are reduced to fine ash or dust without loud impact, vibration, or debris.

This leaves few clues and little trace of violence.

Neural disruption at this level can cause full-body paralysis.

Devastate and Digest

Wide-range rot.

Apply Digest Dissolve over a wide area. You abandon subtlety in favor of massive, violent destruction. You can level forests, pulverize wooden cities, rot camps of bone-and-hide yurts, and cause similar large-scale devastation.

Even if some materials cannot be fully destroyed, the collapse of surrounding organic matter often renders structures unstable or unusable. Buildings of stone often rely on wooden doors, floors, beams, and roofs, which can be razed to catastrophic effect.

You may also focus this power on a single living target, overwhelming neural activity and inducing a deep coma. The body is sustained at a minimal level, preventing immediate degradation, but the state is traumatic, dangerous, and beyond most aid.