Difference between revisions of "Light Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(71 intermediate revisions by the same user not shown)
Line 9: Line 9:
  
 
Light attacks are beams of coherent light, like lasers, lights words, and holy light.  
 
Light attacks are beams of coherent light, like lasers, lights words, and holy light.  
 +
They are usually good against Darkness but may have problems against purely physical creatures.
  
 +
 +
 +
== Light Power Effects Table ==
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
+
|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
+
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
+
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Light Lens''' <br> You can detect creatures and powers of light. Creatures of light are called angels and have a halo of light.  
+
|valign="top"| '''Light Lens'''     <br> Detect any power.  
|valign="top"| '''Dismiss'''  <br> You can force any that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.  
+
|valign="top"| '''Light Lattice'''  <br> Dismiss any summon or power.
|valign="top"| '''Summon'''   <br> You can call an angel from a place of your power. You never truly control angles, but they will cooperate in good deeds. Learning who to summon may require study or be a a score in itself.
+
|valign="top"| '''Celestial Call''' <br> Call an angel from heaven.  
|valign="top"| '''Gate'''     <br> You can create a portal that allows travel to and from the plane of light for a limited time.  
+
|valign="top"| '''Glorious Gate''' <br> Open a path to heaven.  
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate'''       <br> You can communicate with angels even if normally couldn't, allowing you to use the command action normally on them.  
+
|valign="top"| '''Celestial Command''' <br> Talk to angels.  
|valign="top"| '''Radiant Rejection''' <br> You and allies can communicate with angels. You can communicate with normal folk to make break free of evil domination.
+
|valign="top"| '''Celestial Call'''     <br> Message angels, send messages of hope.
|valign="top"| '''Celestial Calling''' <br> You can give commands to angels, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
+
|valign="top"| '''Angelic Authority''' <br> Command angels as a superior.  
|valign="top"| '''Angelic Archway'''   <br> You can permanently bind angels to stay on your plane. Unless affected by other powers, they will stay in one location and act according to your instructions, very loyal and very literal-minded.
+
|valign="top"| '''Angelic Allegiance''' <br> Bind angels to permanent service.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Radiant Raiment'''      <br> You can change your clothes and accessories by imbuing them with light. This can mask your identity or create fabulous outfits.  
+
|valign="top"| '''Radiant Raiment'''      <br> Imbue clothes and accessories with light.  
|valign="top"| '''Angelic Alteration'''  <br> You assume the form of an angel. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
|valign="top"| '''Angelic Alteration'''  <br> Assume the form of an angel.
|valign="top"| '''Celestial Conversion''' <br> You can shapechange a willing creature of good nature into an angel. A target can end the effect at any time. 
+
|valign="top"| '''Celestial Conversion''' <br> Turn a good creature into an angel.  
|valign="top"| '''Legion of Light'''      <br> You can transform a large number of willing and good-natured creatures into angels for a limited time.
+
|valign="top"| '''Legion of Light'''      <br> Turn a host of good creatures into angels.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Radiant Roam'''    <br> You can move and see regardless of the level of light or darkness. Enemies can still hide in shadows.  
+
|valign="top"| '''Radiant Roam'''    <br> See regardless of the level of light or darkness.  
|valign="top"| '''Radiant Riposte''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
|valign="top"| '''Radiant Riposte''' <br> Attack as a fine and potent weapon or give friends Radiant Roam.
|valign="top"| '''Radiant Reach'''  <br> You can do fine manipulation of light, allowing you to do small and exact manipulations at range. This allows you to trigger or hinder mechanisms or perform other minor manipulations, as long as the target is sensitive to light or heat.
+
|valign="top"| '''Radiant Reach'''  <br> Manipulate light with precision.
|valign="top"| '''Radiant Rain'''   <br> Your power manifests like a rain of searing rays, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
+
|valign="top"| '''Radiant Route'''   <br> Travel as a ray of light.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Ethereal Eye'''       <br> You can track creatures with strong good or bad intentions.
+
|valign="top"| '''Ethereal Eye'''     <br> Track strong good or bad intentions.
|valign="top"| '''Radiant Ray'''         <br> You can use your power to attack, similar in effect to a fine and potent laser rifle.
+
|valign="top"| '''Radiant Ray'''       <br> Attack like a fine and potent laser rifle.
|valign="top"| '''Celestial Cascade'''   <br> You can use your power to attack similar to a fine and potent laser bomb. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
|valign="top"| '''Dazzling Daybreak''' <br> Create light as bright as a sunny day.
|valign="top"| '''Celestial Cannonade''' <br> You call down the equivalent of a fine potent artillery laser barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
+
|valign="top"| '''Celestial Cascade''' <br> A fine and potent laser bomb.  
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Halo Haze'''            <br> You can become invisible in strong light.  
+
|valign="top"| '''Halo Haze'''            <br> Become invisible in bright light.  
|valign="top"| '''Luminous Leap'''        <br> You can move in a flash. This allows you to teleport short distances to a spot you can see.  
+
|valign="top"| '''Luminous Leap'''        <br> Travel as a ray of light.  
|valign="top"| '''Celestial Conveyance''' <br> You can bring allies along when you use Halo Haze and Luminous Leap.
+
|valign="top"| '''Celestial Conveyance''' <br> Crew Halo Haze and Luminous Leap.
|valign="top"| '''Ethereal Express'''     <br> You and allies can teleport from one brightly illuminated to another. This is regional travel, you stay within the same city or region.
+
|valign="top"| '''Glittering Gate'''     <br> Crew teleport from light to light.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Radiant Rapier'''     <br> You can use the power as a close-range laser attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''Luminous Lock'''     <br> Resist Harm from Light.  
|valign="top"| '''Luminous Lance'''    <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''Luminous Lance'''    <br> Fine and potent melee attack.
|valign="top"| '''Luminous Labyrinth''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''Luminous Labyrinth''' <br> Prevent scale.
|valign="top"| '''Bright Blitz'''       <br> Your light strikes out in all directions, attacking all enemies in a wide area.  
+
|valign="top"| '''Luminous Lash'''     <br> Attack all enemies in melee.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Angelic Appraisal''' <br> You can sense the use and result of powers.  
+
|valign="top"| '''Angelic Appraisal'''   <br> Name angels and powers of Light and Darkness.  
|valign="top"| '''Luminescent Lore''' <br> You know the powers and abilities of something you use Angelic Appraisal on.
+
|valign="top"| '''Luminescent Lore'''   <br> Fathom angels and powers of Light and Darkness.
|valign="top"| '''Radiant Recall'''   <br> You read the past events of something you analyze with Luminescent Lore. This includes previous owners and how the object has been moved around as well as significant scenes.
+
|valign="top"| '''Radiant Recall'''     <br> Read the past events of Light.
|valign="top"| '''Divine Discovery''' <br> You use Luminescent Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Radiant Recall on some of these targets.
+
|valign="top"| '''Illuminated Insight''' <br> Area Luminescent Lore then thrice Radiant Recall.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Angelic Awareness'''  <br> You can sense strong good and evil intentions as well as physical illumination. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''Angelic Awareness'''  <br> Sense physical and ethical Light and Darkness.
|valign="top"| '''Gleaming Gaze'''      <br> Choose a glowing object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
+
|valign="top"| '''Gleaming Gaze'''      <br> Perceive from a light you know of.  
|valign="top"| '''Radiant Revelation'''  <br> Choose a location or creature. You gain a sensor at the nearest glowing object, which is often close enough to perceive the target.
+
|valign="top"| '''Radiant Revelation'''  <br> Perceive a target from nearest light.
|valign="top"| '''Illuminated Insight''' <br> You perceive from all glowing objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''Illuminated Insight''' <br> Gleaming Gaze from every light in an area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Radiant Rapport'''     <br> You can communicate with angels even if normally couldn't, allowing you to use the sway action normally on them.  
+
|valign="top"| '''Radiant Rapport'''     <br> You understand angels.  
|valign="top"| '''Luminous Lexicon'''     <br> You and allies can communicate with angels. You can communicate with normal folk to make them do good.
+
|valign="top"| '''Luminous Lexicon'''   <br> Talk to angels. Sway to good deeds.
|valign="top"| '''Cricket Voice'''       <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. These suggestions must be to make them do good or to break free of evil domination.  
+
|valign="top"| '''Seraphic Suggestion''' <br> Suggestions to do good deeds.
|valign="top"| '''Seraphic Subjugation''' <br> You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
+
|valign="top"| '''Cricket Voice'''       <br> Create an active conscience.  
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Celestial Crafting'''  <br> You can handle light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices.
+
|valign="top"| '''Celestial Crafting'''  <br> Work materials of Light.
|valign="top"| '''Radiant Reshaping'''  <br> You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as light and lasers.  
+
|valign="top"| '''Radiant Reshaping'''  <br> Shape Light like clay.  
|valign="top"| '''Radiant Creation'''    <br> You can handle light, lasers, and holiness out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.  
+
|valign="top"| '''Radiant Creation'''    <br> Transmute light.  
|valign="top"| '''Radiant Replication''' <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''Radiant Replication''' <br> Mass Radiant Reshaping.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Gleaming Grasp'''    <br> Light cuts and welds like a laser and chases darkness away. You can wield this power like a sledgehammer. Noisy and leaves a twisted object in place.  
+
|valign="top"| '''Gleaming Grasp'''    <br> Cut like a laser.  
|valign="top"| '''Radiant Ravage'''    <br> Similar to Gleaming Grasp but with increased effect. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''Radiant Ravage'''    <br> Burn like a laser torch.
|valign="top"| '''Ethereal Erasure'''   <br> Similar to Radiant Ravage, but destroyed targets silently disappear or are reduced to a fine dust.
+
|valign="top"| '''Quiet Quench'''       <br> Silent Radiant Ravage to dust.
|valign="top"| '''Heavenly Holocaust''' <br> Similar to Radiant Ravage, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.  
+
|valign="top"| '''Heavenly Holocaust''' <br> Radiant Ravage over an area.  
 
|}
 
|}
  
== Expanded Water Powers ==
+
== Expanded Light Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
=== Attune ===
 +
Light is a very high-utility version of attune. You can detect, dispel, and dismiss all powers and creatures tied to all powers.
 +
 
 +
The consequences depends entirely on what happens around you when you do it. If a powerful creature resists being dispelled or dismissed, its at least risky. In a general melee against strong opponents, the situation becomes desperate. Having helpers and bodyguards improves position, and sometimes the situation is calm or a creature wants to be dismissed and the position is controlled.
 +
 
 +
'''Light Lens'''
 +
Detect living things.
  
=== Attune ===
+
Light Lens is usually used to see spirits of any kind or to spot a disguised creature, but it can also help identify a creature's connection to powers.
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.
+
* Limited outcome suffices against a creature you can clearly see.
 +
* Greater outcome against against a creature that is hidden.
 +
* Great outcome can detect things behind a wall.
 +
Position usually starts controlled, with the usual consequence that you cannot try again or only try again at greater risk.
  
'''Perceive:'''
+
If you have an additional level of outcome, you can identify what power you are detecting, and gain some insight into what kind a creature is. For more detailed information, use Survey or Study.
''You can detect creatures and power use tied to your power.  
 
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
+
'''Light Lattice'''
Naturally, effect is reduced as the creature is more heavily obscured.
+
Negate any power on a living thing.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
+
You can force a summoned creature to return to its plane of origin, force any kind of spirit to materialize, or to end the operation of an ability of any power.
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
 
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
+
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 this power.
The consequences of this depends entirely on what happens around you when you do it.
 
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.  
+
* Limited outcome: A creature that wants to be dismissed.
Most powers only dispel effects of their own power.
+
* Standard Outcome: A creature that has been wounded or otherwise weakened.
Read this generously.
+
* Great Outcome: A creature at full ability.
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.  
+
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
The position is controlled, possibly risky if there are a lot of other dangers around.
+
This improves the position of the supported action.
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.
 
  
 +
It can also be used to break the continuing results of powers.
 
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
 
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
Against an opponent that uses power to fly or even breathe you can have a better effect.
+
Against an opponent that uses power to fly or even breathe you may 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.
 
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.
  
'''Summon:'''
+
'''Celestial Call'''
''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.
+
You can call an angel from heaven. You never truly control angels, but they will do good deeds.
 +
 
 +
Angels come in all forms, some looking light elementals made of light, sometimes forming glowing glyphs or text. Others have animal, humanoid, or even mechanical forms.  
 +
All are moral, and have intellect enough to judge morality, or perhaps a supernatural sense for what is good.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
Depending on your degree of outcome the creature is willing to do different things. Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will simply disappear.
This is usually a parallel world or plane of existence, dominated by your power.
 
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.
+
Standard outcome allows you to ask for any service appropriate to an angel. The creature will heal, bless, carry messages of peace or challenges against evil, and give just judgement.
They can also give advice and information related to their power.
+
This includes dangerous tasks such as combat if the angel has such abilities, which most of them do.
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.
+
Great outcome allows lengthy service, like summoning the creature to guard against evil for as long as it can, but still does not allow morally questionable actions.
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.
+
Different angels do different things and focus on different virtues. Study can find an angel that does what you want. In easy cases this can be done as a flashback, more specific angels are rarer and might require a long-term project.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
The position is controlled unless the situation around you is dangerous.
 +
An angel may require you to promise future good deeds or to accept a quest or mission.
 +
It might pose moral questions that you need to answer.  
  
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.
+
'''Glorious Gate'''
An elemental is a simple creature totally dominated by its power.
+
You can create a physical connection to heaven.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
+
This is only useful under exceptional circumstances.
They can use sophisticated power effects and usually have an agenda of their own.
+
Heaven may accept pilgrims or refugees for a time, but not permanently.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
+
There are also things that are possible to do on in heaven that are not allowed in the regular world. Light effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master, opening the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside heaven, but if they affect creatures in heaven, some effect may remain when you return to the mundane world.
 +
This may also apply to some other effects, such as Life used to heal.
  
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.
+
Glorious Gate can allow access to angels too powerful to summon, instead you ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
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.
+
Using Glorious Gate to adventure in heaven is played out as a score, which means there is an engagement roll.
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
 
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
+
=== Command ===
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
'''Celestial Command'''
 +
Talk to angels.
  
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.
+
You can use command on angels even if you normally wouldn't be understood by them.
 +
You can admonish creatures and suggest a better path to them across language and culture barriers, but you gain no additional authority.
 +
This allows the use of the Command action restricted only by your intent, you must genuinely wish them well.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
'''Celestial Call'''
Typical consequences are:
+
Message angels, send messages of hope.
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
You can communicate over long distances with angels or to send messages of hope.
 +
You must know the name of the creature you communicate with, or to have met them in person.
 +
A message of hope is a message to lift spirits, morals, or encourage good deeds. This has no supernatural influence over receivers, they choose their own actions.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
'''Angelic Authority'''
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.
+
Command angels as a superior.
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:'''
+
Command angels as if you were their superior.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
This does not remove existing loyalties, which can lead to conflicts if they already have a task or master.
 +
Angels won't do evil deeds. They might do neutral deeds if they seem a chance of redemption or other a positive result, which can be used to trick them.
  
This is rarely useful, but can be under exceptional circumstances.
+
'''Angelic Allegiance'''
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
Bind angels to permanent service.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
You can bind angels to permanent service.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
They will generally stay in one location and act according to your instructions, like very loyal and literal-minded stooges.
  
Using a gate is usually played out as a score, which means there is an engagement roll.  
+
This won’t work unless the task is one that aligns with the principles of light. The effect is similar to Angelic Authority but potentially permanent. An angel will not usually break free, but might disobey part of your instruction for the greater good.
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
=== Consort ===
Command creatures based on your power with communication and authority.
+
Consort powers changes your form and later that of other creatures. Often Consort rolls are not actually made when you use the power to change your appearance or form, it is rolled when in the social situation and effect and position is decided at this critical point. This may give a bonus to effect or improved position or even allow an action that an outsider could not do.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
These powers might also be used as a set-up action for a later Consort roll.
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:'''
+
Consequences might reveal your disguise, but only if the position is risky or desperate.  
''You can make creatures understand you, but you do not understand them.
 
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
'''Radiant Raiment'''
Combined with the basic power of Sway allows two-way communication.
+
Imbue clothes and accessories with light.
  
'''Translate:'''
+
Change your clothes and accessories by imbuing them with light.
You and allies can communicate with creatures based on your power.
+
This can mask your identity or create fabulous outfits.
This allows full conversation with creatures of the power.  
+
Allows the creation of effects like halos and mandorlas or even a mask of diffuse light bright enough to conceal your identity. You do not physically change yourself, you accessorize and change your outfit or add an aura.
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
+
You can apply this to allies as an advanced effect.
  
'''Authority:'''
+
'''Angelic Alteration'''
''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.
+
Assume the form of an angel.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
You assume the form of an angel.
Creatures of the relevant type will understand your orders.
+
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
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.
+
When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
* Limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
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.
+
* Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
  
'''Enslave:'''
+
'''Celestial Conversion'''
''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.
+
Turn a good creature into an angel.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
You can apply Angelic Alteration to a willing creature of good nature.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
A target can end the effect at any time.
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 ===
+
'''Legion of Light'''
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Turn a host of good creatures into angels.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
Transform a large number of good-natured creatures into a host of angels.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
This power mimics the effects of Angelic Alteration on many targets at once.
 +
You can transform a group of willing or non-sentient creatures into an angelic host. Targets must be willing or non-sentient, and they cannot be evil or aligned with the Darkness power, nor several tiers below your own tier.  
  
You do not physically change yourself, you accessorize and change your outfit.
+
The transformed creatures will enthusiastically carry out tasks assigned by you.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
They primarily excel in pursuit and containment rather than direct combat.  
 +
Alternatively, they can serve as obedient servants, akin to an angelic choir or court.
  
'''Shapechange:'''
+
=== Finesse ===
''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.
+
Exact control of physical light to move, fight, and control your environment.  
 +
Finesse has little relation to spiritual alight, but Light attacks might still work better against creatures of the Dark.
  
This is a true physical transmutation.
+
'''Radiant Roam'''
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
See regardless of the level of light or darkness.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
You can move and see regardless of the level of light or darkness.
You rating in the improved action increases by one.
+
Enables you to ignore darkness or blinding light. However, your vision remains sensitive to contrasts between light and darkness, which may allow creatures to hide from you unless the environment is uniformly dark.
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
+
This avoid penalties to effect or position in dark or blinding conditions.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
 
  
'''Transform:'''
+
'''Radiant Riposte'''
''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.
+
Attack as a fine and potent weapon or give friends Radiant Roam.
  
This is the shapechange power applied to another creature.
+
Attack as a fine and potent weapon or give friends Radiant Roam.
The duration depends of the effect, limited effect is very temporary, more of a warning.
 
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
The attack is similar in effect to a fine potent dueling sword or pistol.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Light attacks are usually good against Darkness but may have problems against purely physical creatures.
 +
You can instead grant your crew the Radiant Roam effect.
  
'''Wild Hunt:'''
+
'''Radiant Reach'''
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
Manipulate light with precision.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.  
+
Create sunspots and atmospheric light effects to set the mood.
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.
+
Trigger light-sensitive devices such as photocells and laser sensors.
Essentially you turn them into single-minded minions.
+
Replicate the functionality of a laser communications device you are familiar with.
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
+
Usually used as a set-up. Consequences are likely partial results, really bad consequences might actually ruin the mood or create undesired an effect.  
This is usually used to create a host of goons that will fight and chase for you.  
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
=== Finesse ===
+
'''Radiant Route'''
Exercise finesse with your power, manipulating and attacking with precision.
+
Travel as a ray of light.
  
'''Ride:'''
+
Turn yourself, your crew, mounts, and vehicles into rays of light.
''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.
+
In this form you can travel through clear air and vacuum almost instantly.
 +
You travel in straight lines to the extent of your line of sight and can do so repeatedly.
 +
You can do nothing else while in light form.
  
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.
+
=== Hunt ===
 +
Track, attack, and unleash devastating barrages with the power of Light. As you advance, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and yours.
  
'''Duel:'''
+
'''Ethereal Eye'''
''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.
+
Track strong good or bad intentions.
  
What this actually does depends on the power used.
+
You can see and track creatures with strong good or bad intentions.
Fire burns, wind slices, ice pieces or freezes, and so on.
 
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:'''
+
Track based on the moral disposition and emotional state of your target. Creatures displaying strong goodness or malevolence are easier to track, as are those in violent or vengeful moods. Casual strollers cannot be tracked this way.
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
 
  
This allows you to manipulate small amounts of matter governed by your power.
+
Consequences mainly involve losing the trail, serious consequences potentially leading to getting lost, falling into traps, or walking into an ambush.
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.
 
  
'''Surge:'''
+
'''Radiant Ray'''
''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.
+
Attack like a fine and potent laser rifle.
  
You create ans use weapon like Duel above, and also create distractions.
+
Perform precise, long-range attacks using light. Effective against creatures of Darkness but may have limitations against purely physical beings.
The effect is like having a number of trusty but entirely defensive allies in the fight.
 
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
=== Hunt ===
+
'''Dazzling Daybreak'''
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Create light as bright as a sunny day.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
+
 
At short range, this is dangerous to you and yours.
+
Dispel all forms of darkness, including those created by Darkness powers. Does not affect other Darkness effects. Control the light to diffuse it, preventing blinding and minimizing shadows for better visibility, or intensify it like sunlight, potentially causing temporary blindness.
  
'''Track:'''
+
'''Celestial Cascade'''
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
A fine and potent laser bomb.
  
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.
+
Similar to Radiant Ray, but massive, can both overcome scale and hurt many enemies at once.
 +
be careful with collateral damage.
  
'''Potent Snipe:'''
+
=== Prowl ===
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Sneak, move, and even teleport with stealth and agility. Consequences in a controlled position are often the loss of time because you have to lie low. More serious consequences might give opponents some information, possibly making them more alert or giving them clues to what you are doing, or you might stumble and take some minor injury or end up in a tricky spot.
  
The effect of this action varies depending on the nature of your power.
+
'''Halo Haze'''
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Become invisible in bright light.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
Allows you to hide in places you ordinarily couldn't. Functions similarly to other attempts to use Prowl to avoid notice.
''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.
+
'''Luminous Leap'''
Environmental Control does not inflict any direct damage.
+
Travel as a ray of light.
  
'''Area Attack:'''
+
Momentarily transform into a ray of light to teleport to a visible location. Works best in bright light; in darkness, it's quite visible. The required effect varies based on visibility: distant or murky locations require greater outcome, while limited outcome suffices for close and well-lit areas.
''You can 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.
 
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
'''Celestial Conveyance'''
The effect is more powerful but less precise.
+
Crew Halo Haze and Luminous Leap.
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 can allow allies you can clearly to use Halo Haze and Luminous Leap.  
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
This uses your stress, but each ally uses their own Prowl action.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
'''Glittering Gate'''
''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.
+
Crew teleport from light to light.
  
This provides you cover to hide in places you ordinarily could not.  
+
You and allies can teleport from one brightly illuminated area to another.
Where you can use this is explained in each specific power.
+
This is regional travel within the same city or region. Can be used to escape nearly any situation, though finding a suitable location in unfamiliar or hostile territory is unlikely. A fumble might leave you in a similar but different location, potentially placing you in danger.
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:'''
+
=== Skirmish ===
''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.
+
Engage in close combat and create opportunities with the power of Light.
 +
This uses the normal combat rules typical to consequences.
  
Again, each power will explain how it can use this mobility.
+
'''Luminous Lock'''
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Resist harm from light.
  
'''Travel:'''
+
Absorb Light energy.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm.
 +
Roll Skirmish when subject to Harm from Light powers, lasers, and dangerous amounts of light or radiation.
 +
This is your inherent resistance, it does not require any activity on your part.
 +
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
  
Now you and your allies can Prowl in places where your power is at home.
+
'''Luminous Lance'''
They still use their own Prowl action.
+
Fine and potent melee attack.
  
'''Transport:'''
+
An attack similar to a fine and potent laser pistol or laser sword.
''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.
+
Light attacks are good against Darkness but may have problems against purely physical creatures.
  
How and where you use this is explained in each power.
+
'''Luminous Labyrinth'''
This takes you to places you are familiar with.
+
Prevent scale.
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 ===
+
Create distractions and obstructions that prevent the enemy from benefiting from numbers/scale.
Engage in close combat and create chaos with the power to Skirmish.
+
Otherwise as Luminous Lance.
  
'''Skirmish Attack:'''
+
'''Luminous Lash'''
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Attack all enemies in melee.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
Prevents opponents from using scale and allows you to strike multiple targets.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.  
+
Otherwise as Luminous Lance.
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:'''
+
=== Study ===
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Study and analyze objects and creatures of Light to gain insight and knowledge.
 +
The effect required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but cannot see.
  
'''Obstruction:'''
+
Position varies depending on the situation. In a safe or secret location, the position is controlled. In the midst of conflict or when under pressure, the position becomes desperate.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
'''Angelic Appraisal'''
The effect is to deny your enemies the advantage of numbers.
+
Name angels and powers of Light and Darkness.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.
''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.
+
'''Luminescent Lore'''
 +
Fathom angels and powers of Light and Darkness.
  
=== Study ===
+
You learn the powers and abilities of something you use Angelic Appraisal on.
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
This gives you information on powers and other obscure or occult information and the rules for them.
  
'''Analyze:'''
+
'''Radiant Recall'''
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
Read the past events of Light.
  
'''Research:'''
+
Learn events related to creatures or powers of Light or Darkness.
''You know the powers and abilities of something you analyze.
+
Reveals previous owners or encounters of the target and significant scenes from its history, focusing on events of interest to you.
  
'''Hindsight:'''
+
'''Illuminated Insight'''
''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.
+
Area Luminescent Lore then thrice Radiant Recall.
  
'''Omniscience:'''
+
Provides a detailed view of events involving Light and Darkness in the area, pinpointing locations of interest like bases and power nodes.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
You can then use Radiant Recall on three targets.
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Unhindered sight in any natural light condition, from blinding sun to starlight.
 +
Firelight and other artificial light is not helpful.
 +
Perceive and locate angels, devils, and power effects of Light and Darkness.
 +
The outcome you need depends on the targets concealment.
 +
* Limited outcome finds targets the open.
 +
* Standard outcome finds those hiding behind corners, cover, and far places you can only barely see.
 +
* Great outcome can look behind walls and into hard cover.
  
'''Detect:'''
+
'''Angelic Awareness'''
''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 physical and ethical Light and Darkness.
  
'''Sensor:'''
+
You can sense strong good and evil intentions as well as physical light and darkness.
''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 your power.
 +
You can choose to detect all such intentions, those directed towards you, or those directed at a specific creature or group you know well.
  
'''Scry:'''
+
'''Gleaming Gaze'''
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Perceive from a light you know of.
  
'''Omnipresence:'''
+
Shift your perception to a brightly shining object you know is there and sense as if you were physically there, while still maintaining awareness of your actual location, though dimly.
''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.
+
Anything in direct sunlight qualifies.
 +
A glowing object for this power and Radiant Revelation includes things that transfer or direct light, such as a window, lens, or mirror.
 +
 
 +
'''Radiant Revelation'''
 +
Perceive a target from nearest light.
 +
 
 +
Similar to Gleaming Gaze but allows you to focus on a specific creature or position.
 +
Choose a location or creature. Gain sensory perception from the glowing object nearest to it.
 +
Automatically directs towards the best vantage point provided by a glowing object.
 +
This is typically close enough to observe the target.
 +
Fails if no suitable viewpoint is available.
 +
 
 +
'''Illuminated Insight'''
 +
Gleaming Gaze from every light in an area.
 +
 
 +
You perceive from all glowing objects at once over a wide area.
 +
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves.
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate creatures of light and later in any type of creature.  
Sway creatures based on your power with persuasion and cajoling.
+
Position and effect are determined normally, depending on the situation and your relation to listeners.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
Because light is an ethical power, Sway Light does not allow mind control, but you can influence others in more subtle ways.
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
'''Radiant Rapport'''
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
You understand angels.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
You can and gauge the mood and motivations of angels and understand what they are saying.
 +
This does not allow you to be understood.  
 +
Used together with Celestial Command, this allows full communication.
  
'''Translate:'''
+
'''Luminous Lexicon'''
''You and allies can communicate with creatures based on your power.
+
Talk to angels. Sway to good deeds.
  
This allows you to use the Sway power to its full effect.  
+
You and allies can communicate with angels.
You are still wheedling unless you also use Command the advanced Command effect.
+
This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers as long as you are speaking to angels or trying to convince people to do good.
 +
Unless you also use Angelic Authority you are persuading, not speaking with authority.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
You can Sway any creature to try to make them do good deeds.
  
'''Mesmerize:'''
+
'''Seraphic Suggestion'''
''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.
+
Suggestions to do good deeds.
  
Essentially this is an attempt to Sway with two advantages.
+
Implant suggestions in the minds of any type of creature to make them do good deeds.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a specified situation.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
Suggestions cannot be absurd to the target and must have beneficial effects.
''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.
+
Typical suggestions include avoiding harm or performing minor sacrifices for the benefit of others.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
'''Cricket Voice'''
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.
+
Create an active conscience.
Exceptional creatures and exceptional circumstances can break this change.
+
 
This depends more on role-playing than die rolls.
+
Create an active conscience that will alert the target when they are about to do evil.
 +
The Cricket Voice's morality aligns with a mix of yours and the target's, leaning towards goodness without being entirely alien.
 +
If the target follows the Cricket Voice's advice, they will gradually improve their behavior. To commit a decidedly evil action, the target must resist, which silences the Cricket Voice for the rest of that score. Repeated resistance weakens and eventually dissipates the Cricket Voice.
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and create physical light.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
While the ethical aspect of light is still present, it is weak.
 +
The effectiveness and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score. Long-lasting and permanent effects require downtime projects.
  
'''Handle:'''
+
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
  
This mainly substitutes for tools, up to a small workshop.
+
'''Celestial Crafting'''
You are also protected from any dangerous effects of working with the elements of your power.
+
Work materials of Light.
  
'''Shape:'''
+
You can craft light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices. This level of tinkering has little utility if your setting doesn't have these things. "Holiness" items have Light powers and possibly other powers made to fight evil and planar invaders. A common type of light items are light crystals that glow without fire or fuel.
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
 
  
You can now do more than normal craft could do.
+
'''Radiant Reshaping'''
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
+
Shape Light like clay.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as light and lasers. This surpasses normal crafting, letting you manipulate light as if it were solid or a liquid. This can substitute for mirrors and prisms and facilitate the construction of traps or devices, avoiding extensive equipment.
The effect determines the effectiveness of your construction, but also how long it will last.
 
Devices that are more powerful are harder to contain, and thus wont last as long.  
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
'''Radiant Creation'''
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
Transmute light.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
Conjure light from nothing or transmute materials light and material of a power you know.
 +
You don't need tools to build complex fine and potent items from light. You can create light from nothing. This is like Radiant Reshaping, above, but needs no raw materials. This lets you make fine and potent items from light.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
With multiple powers, you can transform light into material linked to another power you know. This allows intricate transformations where a metal sword can be transmuted into Light and still work as a sword, or a wooden door can be changed to air so you can walk through and the door then returns to normal.
The result will maintain its form as if affected by the Shape ability.
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
'''Radiant Replication'''
''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.
+
Mass Radiant Reshaping.
  
Pretty self-explanatory, this is Create on a larger scale.
+
You can mass-produce objects made of light and create large structures like ships or buildings that normally require a workforce and facilities. In long-term projects involving construction or crafting, Radiant Replication makes many dozens of items with the same effort as one item, but with a stress cost.
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.  
+
This is more about using light to wreck than about wrecking light. Use Light to destroy, dismantle, and obliterate objects and effects of the [[Barrier Powers (FiD)|Barrier]] and [[Darkness Powers (FiD)|Darkness]] powers.
 +
 
 +
Wreck Light can destroy physical manifestations of [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Light Powers (FiD)|Light]].
 +
In most cases, wrecking a power effect destroys it in its entirety. This is only a small part of all effects, but [[Barrier Powers (FiD)|Barrier]] in particular has many physical effects that [[Light Powers (FiD)|Light]] can destroy.
 +
The reason [[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]] is that they are made to be transparent. It is possible to create a barrier impervious to light, but that would be a black shell impenetrable to light, thus making those inside blind.
 +
 
 +
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
  
'''Jimmy:'''
+
'''Gleaming Grasp'''
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Cut like a laser.
  
Just as crude as it sounds.  
+
Cuts like a laser and chases darkness away. This power is like a laser torch, noisy and leaves a twisted object in place.  
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
'''Radiant Ravage'''
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
Burn like a laser torch.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.  
+
Gleaming Grasp that can smash some power effects. Works as a fine potent sledgehammer in combat.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
This is where you can start to wreck physical manifestations of the powers of [[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]]. Such effects can be smashed as if they were wood. To do this, you must be able to visualize the effect as a material object. This works for visible effects like walls, glowing points, or spheres of darkness but not against dark moods or ephemeral barriers.
  
'''Disintegrate:'''
+
'''Quiet Quench'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Silent Radiant Ravage to dust.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
Radiant Ravage, and destroyed targets silently disappear or are reduced to a fine dust.
You also leave less traces, as what you wreck disappears.
+
[[Barrier Powers (FiD)|Barriers]] and [[Darkness Powers (FiD)|Darkness]] power effects destroyed this way simply fade and leave no trace at all, and don't even alert their creators that they failed.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
'''Heavenly Holocaust'''
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
Radiant Ravage over an area.
  
Rather straightforward, this just scales things up.
+
Light causes destruction, and Heavenly Holocaust does the same over a large area, but the material destruction is limited to common vandalism, like smashing stuff with a hammer all over the area.
 +
Against physical manifestations of [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], and [[Light Powers (FiD)|Light]] this has more dramatic effects.

Latest revision as of 21:14, 21 November 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

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

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

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


Light Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Light Lens
Detect any power.
Light Lattice
Dismiss any summon or power.
Celestial Call
Call an angel from heaven.
Glorious Gate
Open a path to heaven.
Command Celestial Command
Talk to angels.
Celestial Call
Message angels, send messages of hope.
Angelic Authority
Command angels as a superior.
Angelic Allegiance
Bind angels to permanent service.
Consort Radiant Raiment
Imbue clothes and accessories with light.
Angelic Alteration
Assume the form of an angel.
Celestial Conversion
Turn a good creature into an angel.
Legion of Light
Turn a host of good creatures into angels.
Finesse Radiant Roam
See regardless of the level of light or darkness.
Radiant Riposte
Attack as a fine and potent weapon or give friends Radiant Roam.
Radiant Reach
Manipulate light with precision.
Radiant Route
Travel as a ray of light.
Hunt Ethereal Eye
Track strong good or bad intentions.
Radiant Ray
Attack like a fine and potent laser rifle.
Dazzling Daybreak
Create light as bright as a sunny day.
Celestial Cascade
A fine and potent laser bomb.
Prowl Halo Haze
Become invisible in bright light.
Luminous Leap
Travel as a ray of light.
Celestial Conveyance
Crew Halo Haze and Luminous Leap.
Glittering Gate
Crew teleport from light to light.
Skirmish Luminous Lock
Resist Harm from Light.
Luminous Lance
Fine and potent melee attack.
Luminous Labyrinth
Prevent scale.
Luminous Lash
Attack all enemies in melee.
Study Angelic Appraisal
Name angels and powers of Light and Darkness.
Luminescent Lore
Fathom angels and powers of Light and Darkness.
Radiant Recall
Read the past events of Light.
Illuminated Insight
Area Luminescent Lore then thrice Radiant Recall.
Survey Angelic Awareness
Sense physical and ethical Light and Darkness.
Gleaming Gaze
Perceive from a light you know of.
Radiant Revelation
Perceive a target from nearest light.
Illuminated Insight
Gleaming Gaze from every light in an area.
Sway Radiant Rapport
You understand angels.
Luminous Lexicon
Talk to angels. Sway to good deeds.
Seraphic Suggestion
Suggestions to do good deeds.
Cricket Voice
Create an active conscience.
Tinker Celestial Crafting
Work materials of Light.
Radiant Reshaping
Shape Light like clay.
Radiant Creation
Transmute light.
Radiant Replication
Mass Radiant Reshaping.
Wreck Gleaming Grasp
Cut like a laser.
Radiant Ravage
Burn like a laser torch.
Quiet Quench
Silent Radiant Ravage to dust.
Heavenly Holocaust
Radiant Ravage over an area.

Expanded Light Powers

Attune

Light is a very high-utility version of attune. You can detect, dispel, and dismiss all powers and creatures tied to all powers.

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

Light Lens Detect living things.

Light Lens is usually used to see spirits of any kind or to spot a disguised creature, but it can also help identify a creature's connection to powers.

  • Limited outcome suffices against a creature you can clearly see.
  • Greater outcome against against a creature that is hidden.
  • Great outcome can detect things behind a wall.

Position usually starts controlled, with the usual consequence that you cannot try again or only try again at greater risk.

If you have an additional level of outcome, you can identify what power you are detecting, and gain some insight into what kind a creature is. For more detailed information, use Survey or Study.

Light Lattice Negate any power on a living thing.

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

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 this power.

  • Limited outcome: A creature that wants to be dismissed.
  • Standard Outcome: A creature that has been wounded or otherwise weakened.
  • Great Outcome: A creature at full ability.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.

It can also be used to break the continuing results of powers. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you may 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.

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

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

Depending on your degree of outcome the creature is willing to do different things. Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will simply disappear.

Standard outcome allows you to ask for any service appropriate to an angel. The creature will heal, bless, carry messages of peace or challenges against evil, and give just judgement. This includes dangerous tasks such as combat if the angel has such abilities, which most of them do.

Great outcome allows lengthy service, like summoning the creature to guard against evil for as long as it can, but still does not allow morally questionable actions.

Different angels do different things and focus on different virtues. Study can find an angel that does what you want. In easy cases this can be done as a flashback, more specific angels are rarer and might require a long-term project.

The position is controlled unless the situation around you is dangerous. An angel may require you to promise future good deeds or to accept a quest or mission. It might pose moral questions that you need to answer.

Glorious Gate You can create a physical connection to heaven.

This is only useful under exceptional circumstances. Heaven may accept pilgrims or refugees for a time, but not permanently. There are also things that are possible to do on in heaven that are not allowed in the regular world. Light effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master, opening the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside heaven, but if they affect creatures in heaven, some effect may remain when you return to the mundane world. This may also apply to some other effects, such as Life used to heal.

Glorious Gate can allow access to angels too powerful to summon, instead you ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

Using Glorious Gate to adventure in heaven is played out as a score, which means there is an engagement roll.

Command

Celestial Command Talk to angels.

You can use command on angels even if you normally wouldn't be understood by them. You can admonish creatures and suggest a better path to them across language and culture barriers, but you gain no additional authority. This allows the use of the Command action restricted only by your intent, you must genuinely wish them well.

Celestial Call Message angels, send messages of hope.

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

Angelic Authority Command angels as a superior.

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

Angelic Allegiance Bind angels to permanent service.

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

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

Consort

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

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

Radiant Raiment Imbue clothes and accessories with light.

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

Angelic Alteration Assume the form of an angel.

You assume the form of an angel. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.

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

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

Celestial Conversion Turn a good creature into an angel.

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

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

Transform a large number of good-natured creatures into a host of angels. This power mimics the effects of Angelic Alteration on many targets at once. You can transform a group of willing or non-sentient creatures into an angelic host. Targets must be willing or non-sentient, and they cannot be evil or aligned with the Darkness power, nor several tiers below your own tier.

The transformed creatures will enthusiastically carry out tasks assigned by you. They primarily excel in pursuit and containment rather than direct combat. Alternatively, they can serve as obedient servants, akin to an angelic choir or court.

Finesse

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

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

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

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

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

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

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

Radiant Reach Manipulate light with precision.

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

Radiant Route Travel as a ray of light.

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

Hunt

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

Ethereal Eye Track strong good or bad intentions.

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

Track based on the moral disposition and emotional state of your target. Creatures displaying strong goodness or malevolence are easier to track, as are those in violent or vengeful moods. Casual strollers cannot be tracked this way.

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

Radiant Ray Attack like a fine and potent laser rifle.

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

Dazzling Daybreak Create light as bright as a sunny day.

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

Celestial Cascade A fine and potent laser bomb.

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

Prowl

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

Halo Haze Become invisible in bright light.

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

Luminous Leap Travel as a ray of light.

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

Celestial Conveyance Crew Halo Haze and Luminous Leap.

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

Glittering Gate Crew teleport from light to light.

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

Skirmish

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

Luminous Lock Resist harm from light.

Absorb Light energy. This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm. Roll Skirmish when subject to Harm from Light powers, lasers, and dangerous amounts of light or radiation. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Luminous Lance Fine and potent melee attack.

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

Luminous Labyrinth Prevent scale.

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

Luminous Lash Attack all enemies in melee.

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

Study

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

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

Angelic Appraisal Name angels and powers of Light and Darkness.

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

Luminescent Lore Fathom angels and powers of Light and Darkness.

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

Radiant Recall Read the past events of Light.

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

Illuminated Insight Area Luminescent Lore then thrice Radiant Recall.

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

Survey

Unhindered sight in any natural light condition, from blinding sun to starlight. Firelight and other artificial light is not helpful. Perceive and locate angels, devils, and power effects of Light and Darkness. The outcome you need depends on the targets concealment.

  • Limited outcome finds targets the open.
  • Standard outcome finds those hiding behind corners, cover, and far places you can only barely see.
  • Great outcome can look behind walls and into hard cover.

Angelic Awareness Sense physical and ethical Light and Darkness.

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

Gleaming Gaze Perceive from a light you know of.

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

Radiant Revelation Perceive a target from nearest light.

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

Illuminated Insight Gleaming Gaze from every light in an area.

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

Sway

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

Radiant Rapport You understand angels.

You can and gauge the mood and motivations of angels and understand what they are saying. This does not allow you to be understood. Used together with Celestial Command, this allows full communication.

Luminous Lexicon Talk to angels. Sway to good deeds.

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

You can Sway any creature to try to make them do good deeds.

Seraphic Suggestion Suggestions to do good deeds.

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

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

Cricket Voice Create an active conscience.

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

Tinker

Manipulate, shape, and create physical light. While the ethical aspect of light is still present, it is weak. The effectiveness and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score. Long-lasting and permanent effects require downtime projects.

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

Celestial Crafting Work materials of Light.

You can craft light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices. This level of tinkering has little utility if your setting doesn't have these things. "Holiness" items have Light powers and possibly other powers made to fight evil and planar invaders. A common type of light items are light crystals that glow without fire or fuel.

Radiant Reshaping Shape Light like clay.

You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as light and lasers. This surpasses normal crafting, letting you manipulate light as if it were solid or a liquid. This can substitute for mirrors and prisms and facilitate the construction of traps or devices, avoiding extensive equipment.

Radiant Creation Transmute light.

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

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

Radiant Replication Mass Radiant Reshaping.

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

Wreck

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

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

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

Gleaming Grasp Cut like a laser.

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

Radiant Ravage Burn like a laser torch.

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

Quiet Quench Silent Radiant Ravage to dust.

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

Heavenly Holocaust Radiant Ravage over an area.

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