Difference between revisions of "Life Powers (FiD)"

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Life power is about life energy. You heal and improve living things.
 
Life power is about life energy. You heal and improve living things.
  
This is life and life-force at the primal level; the essential principle that fuels all creatures, empowered and mundane. It is at the opposite scale of the evolution from Mind, which deals in intelligence, yet Mind could not exist without it. It is the antithesis of death, but without death it would become static.
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This is life and life-force at the primal level; the essential principle that fuels all creatures, empowered and mundane.  
 +
It is at the opposite scale of the evolution from Mind, which deals in intelligence, yet Mind could not exist without Life.  
 +
It is the antithesis of death, but without death Life would become static.
  
 
Life attacks causes wounds to spontaneously appear on living things and undead but does nothing to things that never lived.
 
Life attacks causes wounds to spontaneously appear on living things and undead but does nothing to things that never lived.
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Life is a wide but diffuse energy, there are no life creatures.
 
Life is a wide but diffuse energy, there are no life creatures.
  
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== Life Power Effects ==
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''   
 
|align="left" valign="top" | '''Attune'''   
|valign="top"| '''Vitality Vision''' <br> You can detect all kinds of living creatures and living objects such as plants.  
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|valign="top"| '''Vital Vision''' <br> Detect living things.  
|valign="top"| '''Purge Pulse''' <br> You can dismiss powers affecting any living thing, but you cannot dismiss creatures.  
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|valign="top"| '''Vital Vanish''' <br> Negate any power on a living thing.  
|valign="top"| '''Life Loom'''   <br> Summon life energy to heal harm to heal the living. The position depends on their level of harm: Lesser harm controlled position, moderate harm is risky, and severe harm is desperate.  
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|valign="top"| '''Vital Vigor''' <br> Use life energy to heal harm.  
|valign="top"| '''Liberate Life'''     <br> You free living creatures over a large area from all kinds of control, both physical and mental. This includes addiction and all effects of drugs.
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|valign="top"| '''Vital Vortex''' <br> Area heal and power negation.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''   
 
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Extend Emotion'''   <br> You can project emotions to living creatures you see.  
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|valign="top"| '''Dark Emote'''   <br> Control negative emotions.  
|valign="top"| '''Emotion Echo'''     <br> You can read and project emotions to living creatures.
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|valign="top"| '''Sleepy Emote''' <br> Put living creatures to sleep.
|valign="top"| '''Slumber'''           <br> You can put living creatures to sleep.  
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|valign="top"| '''Sense Emote''' <br> Read emotions over a wide area.  
|valign="top"| '''Hold on the Heart''' <br> You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
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|valign="top"| '''Hold Emote'''   <br> Create a permanent emotion.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
|valign="top"| '''Living Mask''' <br> You can make cosmetic changes to your own body, growing or losing hair, changing coloration, gaining or losing weight, and so on.  
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|valign="top"| '''Living Mask'''   <br> Make cosmetic changes to your own body.  
|valign="top"| '''Mimicry'''     <br> You assume the form of another creature of the same basic type as you, such as a human if you are human. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Living Lens'''   <br> Shapeshift into a humanoid, animal, or plant.
|valign="top"| '''Morphing'''   <br> You can shapechange a willing or helpless creatures as Mimicry. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Living Link'''   <br> Living Lens on a willing or helpless creature.  
|valign="top"| '''Wild Hunt'''   <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Living Legacy''' <br> Living Link many minor creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Track'''           <br> You can emote with and ride any living but non-sentient creature.  
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|valign="top"| '''Beast of Burden''' <br> Ride any living creature.
|valign="top"| '''Beastly Blade'''  <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Beast Bond ability for the duration of a score.
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|valign="top"| '''Beastly Blade'''  <br> Fine and potent close-range attack.
|valign="top"| '''Beastly Barrage''' <br> You can infuse life energy into living things, energizing them and making them look their best.
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|valign="top"| '''Beastly Bond'''   <br> Energize living things.
|valign="top"| '''Beastly Blitz'''  <br> Your power manifests like a storm of blood, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Beastly Blitz'''  <br> Untiring travel.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Sanguine Scout''' <br> You can track living creatures, even if the target does not leave any mundane trail or clues.
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|valign="top"| '''Sanguine Scout'''       <br> Track living creatures.
|valign="top"| '''Beastly Blade''' <br> You can use your power to cause wounds at a distance to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Sanguine Strike'''     <br> Cause wounds at a distance.
|valign="top"| '''Beastly Barrage''' <br> You can use your power to create a fount of blood, an attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''Sanguine Sovereignty''' <br> Control flora and fauna.
|valign="top"| '''Beastly Blitz''' <br> You call down a torrent of blood, the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area.   
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|valign="top"| '''Sanguine Surge'''       <br> Surge of blood.   
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''   
 
|align="left" valign="top" | '''Prowl'''   
|valign="top"| '''Hide in the Herd''' <br> You can hide among living creatures, even if you look nothing like them.
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|valign="top"| '''Agile Adaptation'''<br> Hide among living creatures.
|valign="top"| '''Agile Advance''' <br> You empower your own strength and stamina, helping your movement.  
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|valign="top"| '''Agile Athletics''' <br> Empower your own movement.  
|valign="top"| '''Pack Passage''' <br> You can bring allies along when you use Hide in the Herd and Agile Advance.
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|valign="top"| '''Agile Assembly''' <br> Crew Agile Adaptation Athletics.
|valign="top"| '''Transport''' <br> You and allies can teleport to any place in the same region where you have slept.
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|valign="top"| '''Agile Approach''' <br> Teleport to a place you have slept.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''   
 
|align="left" valign="top" | '''Skirmish'''   
|valign="top"| '''Clawed Clash''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Life Leverage''' <br> Resist Life Harm.  
|valign="top"| '''Razor Rumble''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Life Lance'''   <br> Fine and Potent melee attack.
|valign="top"| '''Swarm Strike''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Life Lockstep''' <br> Negate scale in combat.
|valign="top"| '''Mob Maul'''    <br> Your power strikes out in all directions, attacking all enemies in a wide area.   
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|valign="top"| '''Life Lash'''    <br> Attack all enemies in melee.   
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Analyze Anatomy'''   <br> You can identify living creatures and any aliments they suffer from.  
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|valign="top"| '''Wise Watcher''' <br> Identify living creatures and any aliments.  
|valign="top"| '''Life Lore'''         <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Wise Word'''   <br> Learn powers and abilities of Life.
|valign="top"| '''Living Legacy'''     <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Wise Weave'''   <br> Learn past of living and formerly living things.
|valign="top"| '''Wisdom of the Wild''' <br> You use Life Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Living Legacy on some of these targets.
+
|valign="top"| '''Wise Whorl'''   <br> Area Wise Word then thrice Wise Weave.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Vitality Vision'''  <br> You can sense life and life powers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''Vitality Vision'''  <br> You can sense life and life powers at a distance and understand their general nature.
|valign="top"| '''Sensory Symbiosis''' <br> Choose a living creature with eyes you have detected; you can perceive what that creature perceives. You cannot use your Survey action for anything else when doing so.  
+
|valign="top"| '''Sensory Symbiosis''' <br> Choose a living creature with eyes you have detected; you can perceive what that creature perceives.  
|valign="top"| '''Savage Scrying'''    <br> Choose a location or creature. You see through the eyes of the closest living creature, which is often close enough to perceive the target.
+
|valign="top"| '''Savage Scrying'''    <br> Choose a living creature you know of; you can perceive what that creature perceives.
|valign="top"| '''Legion Lens'''      <br> You perceive from all living creatures at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''Legion Lens'''      <br> You perceive from all living creatures at once over a wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Emotion Echo'''   <br> You can read the emotions of living creatures you see and get a sense of their motivations.  
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|valign="top"| '''Empathic Echo'''       <br> Read emotions and motivations of living creatures.  
|valign="top"| '''Mood Meld'''      <br> You can read and project emotions to living creatures.
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|valign="top"| '''Empathic Charm'''      <br> Project warmth and affection to living creatures.
|valign="top"| '''Empathic Charm''' <br> You can project emotions of warmth and affection to living creatures, which will usually improve their attitude.
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|valign="top"| '''Empathic Endearment''' <br> Project any emotion to living creatures.
|valign="top"| '''Soul Serenade''' <br> You can change the emotional state of living creatures. This power is permanent, but blatant. Targets remember their past, but regard it as unimportant compared to their new motivations.  
+
|valign="top"| '''Empathic Enlist'''     <br> Permanently change the emotions of living creatures.  
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Refine Remnants'''       <br> You can handle living and formerly things that are not creatures, such as wood, bone, leather, and fossils, as if you had the appropriate tools and protective devices.
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|valign="top"| '''Bio-Binder''' <br> Emulate bio-tools.
|valign="top"| '''Remnant Reconstruction''' <br> As handle, and you can manipulate items as if they were of clay.
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|valign="top"| '''Bio-Blender''' <br> Emulate bio-workshop
|valign="top"| '''Materialization'''       <br> You can create items you could handle using Refine Remnants out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
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|valign="top"| '''Bio-Builder''' <br> Emulate bio-lab.
|valign="top"| '''Biological Building'''   <br> This is similar to Remnant Reconstruction, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''Bio-Braid'''   <br> Emulate a bio-factory
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''   
 
|align="left" valign="top" | '''Wreck'''   
|valign="top"| '''Grind and Gash'''   <br> You can jimmy objects made out of living and formerly things that are not creatures, such as wood, bone, leather, and fossils like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Digest Deteriorate''' <br> Smash the living, undead, and derivatives.  
|valign="top"| '''Bone Break'''       <br> Similar to Grind Gash. When smashing objects you can jimmy, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''Digest Dissolve'''     <br> Digest Deteriorate as if things were wood.
|valign="top"| '''Digest'''           <br> Similar to Bone Break, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Digest Disintegrate''' <br> Digest Dissolve but silent and to dust.
|valign="top"| '''Breakdown Blitz'''  <br> Similar to Bone Break, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.  
+
|valign="top"| '''Digest Devastation'''  <br> Digest Dissolve over a large area.  
 
|}
 
|}
  
== Expanded Water Powers ==
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== Expanded Life Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
  
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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'''Vital Vision'''
 +
Detect living things.
  
'''Perceive:'''
+
You can see Spirits of all kinds and detect all kinds of living creatures and living objects such as plants.
''You can detect creatures and power use tied to your power.  
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You can narrow the search as desired.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
+
This is so broad that it is of less use than other similar powers, but you can use it to detect creatures with Life powers.
Naturally, effect is reduced as the creature is more heavily obscured.  
+
 
 +
* Limited outcome: what you can clearly see.
 +
* Standar outcome:  hidden things.
 +
* Great outcome: behind a wall.  
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
  
'''Dismiss:'''
+
'''Vital Vanish'''
''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.
+
Negate any power on a living thing.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
+
You can negate powers affecting any living thing, but you cannot dismiss creatures.
The consequences of this depends entirely on what happens around you when you do it.
+
You can force spirits to materialize.
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.
+
Life is good at dispelling since you can negate or counter any power targeting a living creature.
Most powers only dispel effects of their own power.
+
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
Read this generously.
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This improves the position of the supported action.
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.  
 
The position is controlled, possibly risky if there are a lot of other dangers around.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
 +
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:'''
+
This can also remove effects that are not strictly powers but reduces the targets vitality, like drunkenness, hangovers, bruises, colds, or lingering poisons and drugs, as long as these effects are not considered harm. You can cure withdrawal symptoms which over time helps the victim fight addiction.
''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.
 
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
'''Vital Vigor'''
This is usually a parallel world or plane of existence, dominated by your power.
+
Use life energy to heal harm.
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.  
+
Use life energy to heal harm. The outcome needed depends on the most severe level of harm.  
They can also give advice and information related to their power.
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* Limited outcome heals level 1 harm.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.  
+
* Standard outcome heals level 2 harm.
Such a creature is similar to a gang member.
+
* Great outcome heals level 3 harm.
 +
A success has the same result as a successful recovery downtime action; reduce each harm by one level.
 +
Specific types of harm that do not involve conventional hurt may not be recoverable this way, but this is rare.
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
The position depends on the situation, used in a score this is usually risky, done in your lair the position is controlled. Consequences might prevent further Life healing, transfer the harm to you, or interference from your surroundings.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
'''Vital Vortex'''
 +
Area heal and power negation.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
Free living creatures over a large area from power effects and possibly heal level 1 harm.
 +
* Limited outcome: Vital Vanish on everyone in the area.
 +
* Standard outcome: Vital Vanish and cure level 1 harm on everyone in the area.
 +
* Great outcome: Selective result, you can choose who to heal and who not to heal.
  
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.
+
=== Command ===
An elemental is a simple creature totally dominated by its power.
+
Life deals with emotions. The intensity of the emotion is set by the outcome and the target's self control and tendency to such emotions. It is hard to excite a calm creature and might be impossible to make a true pacifist start a fight.
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.
+
Position mainly depends on the scene; are you in a dangerous spot, in a hurry, or dealing with a dangerous target? Consequences range from changing your own emotions, provoking the target, or misdirecting the emotion to Heat and creating permanent enmity.
They can use sophisticated power effects and usually have an agenda of their own.
 
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
+
'''Dark Emote'''
A fire dragon is impossibly large, flies, and breathes fire.
+
Control negative emotions.
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.
+
You control negative emotions in living creatures you see.
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.
+
You can strengthen or calm negative emotions like fear, inferiority, uncertainty, hate, disgust, and the like. If such an emotion is already present you can exploit it and cause the target to react more or less. More commonly, this is used as a setup action to help some other social interaction. Permanence requires a long-term downtime project with constant access to the target.
  
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.
+
'''Sleepy Emote'''
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
Put living creatures to sleep.
  
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.
+
Tiredness and unreadiness are emotions you can play on. Targets may just doze a few seconds while still standing, enough to rush past a guard, or you may make them gradually relax, move into a sedate position, and sleep. This is similar to an attack in position and effect; it is pretty easy when used on unsuspecting target(s), much harder during a fight.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
'''Sense Emote'''
Typical consequences are:
+
Read emotions over a wide area.
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 sense the mood of crowds, judging the morale of an army or the mood of a town. This allows you to predict routs, rebellions, and other upheavals and to judge how harsh you can be in your rulings without provoking people. Usually used as a setup for other command actions.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
'''Hold Emote'''
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.
+
Create a permanent emotion.
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:'''
+
This is similar to Dark Emote, but you can inflict the full range of emotions in others, and the result is permanent. Usually used to create love or loyalty, you might make any emotion dominant in the target, which can become a mental illness if done carelessly.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
* Limited outcome inflicts only negative emotions, or positive emotions of short duration.
 +
* Standard outcome can inflict any emotion, and you control whom it is directed at. This can make the target afraid of dogs or in love with a specific person.
 +
* Great outcome allows subtle manipulation that can change the target's attitudes in selected situations.
 +
Permanence requires an additional level of outcome, and is best done as a long-term project.
  
This is rarely useful, but can be under exceptional circumstances.
+
=== Consort ===
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
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.
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.
+
'''Living Mask'''
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
Make cosmetic changes to your own body.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
You can make cosmetic changes to your own body, growing or losing hair, changing coloration, gaining or losing up to 10% of height and weight, changing apparent gender, and similar cosmetic changes.
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 ===
+
'''Living Lens'''
Command creatures based on your power with communication and authority.
+
Shapeshift into a humanoid, animal, or plant.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
You assume the form of a humanoid, mundane animal or plant.
''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.
+
This is a true physical transmutation.
Combined with the basic power of Sway allows two-way communication.
+
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
  
'''Translate:'''
+
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
You and allies can communicate with creatures based on your power.
+
When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
This allows full conversation with creatures of the power.  
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
* 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.
''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.
+
* 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.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
'''Living Link'''
Creatures of the relevant type will understand your orders.
+
Living Lens on a willing or helpless creature.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
This is Living Lens applied to a willing or helpless creature.  
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.
+
The duration depends of the outcome.
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 outcome is very temporary.  
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 outcome lasts for the duration of a score.
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 outcome lasts a long time and potentially become permanent, depending on the the story.
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.  
+
If you also want to make the target unrecognizable, that requires additional outcome, see Living Lens.
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
 
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
'''Living Legacy'''
''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.
+
Living Link many minor creatures.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
This is where Consort becomes a combination of the Living Link and Sway: Empathic Endearment abilities.  
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions.
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.
+
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.
  
=== Consort ===
+
This is usually used to create a host of goons that will fight and chase for you.  
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Such goons are more interested in chasing and cornering targets than in actual combat.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
+
Or they can be given bit parts as servants or laborers.
  
'''Mask:'''
+
=== Finesse ===
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
'''Beast of Burden'''
 +
Ride any living creature.
  
You do not physically change yourself, you accessorize and change your outfit.
+
You can emote with and ride any living but non-sentient creature capable of carrying you.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
You can do this for your crew as an advanced power.
  
'''Shapechange:'''
+
'''Beastly Blade'''
''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.
+
Fine and potent close-range attack.
  
This is a true physical transmutation.
+
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
+
Life attacks cause wounds to spontaneously appear on living and formerly living creatures and things.  
This can give you new abilities, but these are things you could already do using the same power.
+
This does not work against robots, elementals, and other purely artificial creatures.
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.
+
'''Beastly Bond'''
You rating in the improved action increases by one.
+
Energize living things.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
You can infuse life energy into living things, energizing them and making them look their best.
''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.
+
This helps guards stay alert and heightens attention and appearance.
 +
Can poke others at a distance, which may distract them.  
 +
Mainly used as a setup for other actions.
  
'''Transform:'''
+
'''Beastly Blitz'''
''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.
+
Untiring travel.
  
This is the shapechange power applied to another creature.
+
Your crew and their mounts (excluding non-living vehicles) can continuously travel at full speed without rest, food, or water.
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.
+
=== Hunt ===
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
'''Sanguine Scout'''
 +
Track living creatures.
  
'''Wild Hunt:'''
+
You can track living creatures, even if the target does not leave any mundane trail or clues.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
 
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
'''Sanguine Strike'''
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.
+
Cause wounds at a distance.
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
=== Finesse ===
+
You can use your power to cause wounds at a distance to attack, similar in effect to a fine and potent rifle.
Exercise finesse with your power, manipulating and attacking with precision.
+
Life attacks cause wounds to spontaneously appear on living and formerly living creatures and things. This does not work against robots, elementals, and other purely artificial creatures.
  
'''Ride:'''
+
'''Sanguine Sovereignty'''
''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.
+
Control flora and fauna.
  
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.
+
You can control flora and fauna, manipulating the environment.
 +
Turns plants and tiny vermin like mice and insects from nuisances to serious distractions, or creates an open path for your side.
 +
Things affected can only do what they normally can, but they now so do with a purpose.
  
'''Duel:'''
+
'''Sanguine Surge'''
''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.
+
Surge of blood.
  
What this actually does depends on the power used.
+
Sanguine Strike turned into a fine and potent grenade. This allows you to fight many creatures, but there is a risk of collateral damage.
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:'''
+
=== Prowl ===
''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.
+
'''Agile Adaptation'''
 +
Hide among living creatures.
  
This allows you to manipulate small amounts of matter governed by your power.
+
You can hide in a crowd or herd as if you were a typical creature in that group, even if you look nothing like them.
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.
+
Crowded streets and pens and herds of animals become hiding places for you.
  
'''Surge:'''
+
'''Agile Athletics'''
''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.
+
Empower your own movement.
  
You create ans use weapon like Duel above, and also create distractions.
+
You empower your own body, speeding up movement to elite levels.
The effect is like having a number of trusty but entirely defensive allies in the fight.  
+
This does not allow anything that would normally be impossible, but within that limit you increase the outcome of Prowl actions to move.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
=== Hunt ===
+
'''Agile Assembly'''
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Crew Agile Adaptation Athletics.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
You can bring allies along when you use Agile Adaptation and Agile Athletics.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
Allies still use their own Prowl action.
  
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.
+
'''Agile Approach'''
 +
Teleport to a place you have slept.
  
'''Potent Snipe:'''
+
You and allies can teleport to any place in the same region where you have slept.
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
This can be an old camp, building, or even the interior of a vehicle that might have moved on to a new location, as long as it is in the  region where you currently are.
  
The effect of this action varies depending on the nature of your power.
+
=== Skirmish ===
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.  
+
Life attacks cause wounds to spontaneously appear on living and formerly living creatures and things. This does not work against robots, elementals, and other purely artificial creatures.
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
+
'''Life Leverage'''
''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.
+
Resist Life Harm.
  
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.
+
Resist Harm from Life powers, Death powers, poison, disease, and similar things.
Environmental Control does not inflict any direct damage.
+
Roll Skirmish when subject to harm from such energies.  
 +
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.
  
'''Area Attack:'''
+
'''Life Lance'''
''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.
+
Fine and Potent melee attack.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
You can use the power as a Fine and Potent close-range attack, similar in effect to a melee weapon or pistol.
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
=== Prowl ===
+
'''Life Lockstep'''
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Negate scale in combat.
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:'''
+
Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
''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.
 
  
This provides you cover to hide in places you ordinarily could not.
+
'''Life Lash'''
Where you can use this is explained in each specific power.
+
Attack all enemies in melee.
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:'''
+
Your power strikes out in all directions, attacking all enemies in a melee.
''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.
 
  
Again, each power will explain how it can use this mobility.
+
=== Study ===
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Study and analyze living and formerly living creatures and objects to gain insight and knowledge.
 +
The outcome required depends on range.
 +
* Limited outcome for touch.
 +
* Standard outcome for line-of-sight.
 +
* Great outcome to reach a target you know of or have some link to, but which is out of line-of-sight. 
  
'''Travel:'''
+
Position depends on the situation.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Safely in your base the position is controlled.
 +
In the middle of a fight or when pinned down the position is desperate.
 +
Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
  
Now you and your allies can Prowl in places where your power is at home.
+
'''Wise Watcher'''
They still use their own Prowl action.
+
Identify living creatures and any ailments.
  
'''Transport:'''
+
You can identify living and formerly living creatures and objects and any ailments they suffer from.
''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.
+
This gives precise mundane information, giving you their physical strengths and weaknesses.
 +
It does not identify powers or specific rules.
  
How and where you use this is explained in each power.
+
'''Wise Word'''
This takes you to places you are familiar with.
+
Learn powers and abilities of Life.
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 ===
+
Learn the powers and abilities of something you analyze with Analyze Anatomy.
Engage in close combat and create chaos with the power to Skirmish.
+
Now you are not restricted to mundane information, you also learn of any powers and rules for any special abilities the creature has.
  
'''Skirmish Attack:'''
+
'''Wise Weave'''
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Learn the past of living and formerly living things.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
You can read the past events of living and formerly living things.  
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
You can learn the history of living and formerly things that are not creatures, such as wood, bone, and leather, as well as fossils and oil products like plastics.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
+
This includes previous owners and how the object has been moved around as well as significant scenes in their history.
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:'''
+
'''Wise Whorl'''
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Area Wise Word then thrice Wise Weave.
  
'''Obstruction:'''
+
You use Wise Word on everything in a wide area. You can then use Wise Weave on three of these targets.
''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.
+
=== Survey ===
The effect is to deny your enemies the advantage of numbers.
+
Perceive and locate manifestations of your power.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
+
The outcome you need depends on the target's concealment.
 +
* Limited outcome finds targets in concealment.
 +
* Standard outcome finds those hiding behind cover and in far places you can only barely see.
 +
* Great outcome can look behind walls and into hard cover.
  
'''Flurry:'''
+
'''Vitality Vision'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
You can sense life and life powers at a distance and understand their general nature.
  
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.
+
This is a basic spotting power, selectively sensing all living things related to your power.
  
=== Study ===
+
'''Sensory Symbiosis'''
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Choose a living creature you know of; you can perceive what that creature perceives.
  
'''Analyze:'''
+
You move your perception to something living and sense as if you were that creature as long as you maintain concentration. You still sense things at your actual location, but only dimly.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
 
  
'''Research:'''
+
'''Savage Scrying'''
''You know the powers and abilities of something you analyze.
+
Choose a location or creature. You see through the eyes of the closest living creature, which is often close enough to perceive the target.
  
'''Hindsight:'''
+
This is like Sensory Symbiosis, but you get to select a creature or position. The power will automatically zero in on the living thing that has the best view of your target
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
 
  
'''Omniscience:'''
+
'''Legion Lens'''
''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 perceive from all living creatures at once over a wide area.
  
=== Survey ===
+
This gives you impossibly enhanced senses, as if you were dozens of people spread over the scene. All this creates a landscape of the area in your mind, a composite image that reveals many things at once.
Survey and perceive manifestations of your power to gain valuable information and insight.
 
  
'''Detect:'''
+
=== Sway ===
''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.
+
Communicate, mesmerize, and manipulate living creatures.
 +
Position and effect is determined normally, depending ion the situation and your relation to listeners.
  
'''Sensor:'''
+
* Limited outcome works if it follows the target's existing impulses.
''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.
+
* Standard outcome can convince a target with no particular stake in the matter.
 +
* Great outcome will convince a reluctant target, but not a passionate one.
 +
Outcome in excess of what's needed allows you to affect a number of target appropriate for scale at your tier, as long as they are in a group.
  
'''Scry:'''
+
'''Empathic Echo'''
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Read emotions and motivations of living creatures.
  
'''Omnipresence:'''
+
You can learn a living creatures mood and immediate motivation, which is useful when deciding what to do and where to go.
''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.
+
This is usually a good setup for later Sway and Command actions.
  
=== Sway ===
+
'''Empathic Charm'''
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Project warmth and affection to living creatures.
Sway creatures based on your power with persuasion and cajoling.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
This projects feelings of trust and friendship into living creatures.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
You cannot give target's specific orders, but they will react positively and are likely to follow your further suggestions.
 +
Improves the effect of Sway actions playing ion these emotions.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
'''Empathic Endearment'''
 +
Project any emotion to living creatures.
  
'''Translate:'''
+
Less intelligent creatures have simple emotions, along the lines of fight, flight, f..k.
''You and allies can communicate with creatures based on your power.
+
Intelligent creatures have more complex emotions.
 +
This is not mind control.
 +
Targets keep their thoughts, colored by the emotions you give them.
 +
If the emotion is appropriate to the situation, it is likely to be acted upon.
 +
If the emotion is irrelevant or conflicting, it might just create a moment of confusion but no more, which might give you an opening.
 +
Usually this will enhance the effect of any Sway action.
  
This allows you to use the Sway power to its full effect.
+
'''Empathic Enlist'''
You are still wheedling unless you also use Command the advanced Command effect.
+
Permanently change the emotions of living creatures.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
Permanently change the targets emotions and motivations on a fundamental level.
 +
Their thoughts are not changed, but without the emotional backing, they are still likely to buckle under the pressure and become who you make them.
  
'''Mesmerize:'''
+
=== Tinker ===
''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.
+
You can handle living and formerly things that are not creatures, such as wood, bone, and leather, as well as fossils and fossile products like oil and plastics.
 +
The outcome determines the effectiveness of your construction, but also how long it will last.
  
Essentially this is an attempt to Sway with two advantages.
+
Devices that are more powerful are harder to contain, and thus wont last as long.  
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.
+
Most shaping will only be good for a single scene, but if your outcome surpasses that required for the result you want, you can stretch the duration until the end of the score.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
+
The position depends on how quiet your workplace is and how much time you have to work with.
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:'''
+
'''Bio-Binder'''
''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.
+
Emulate bio-tools.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
This substitutes for a biochemical tool kit.
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.
+
Tinker with  organic materials and derivatives as if you had the appropriate tools and protective devices.
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
=== Tinker ===
+
'''Bio-Blender'''
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Emulate bio-workshop.
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.
 
  
'''Handle:'''
+
You can handle organic materials and derivatives as if they were of clay.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
This substitutes for a biochemical workshop.
  
This mainly substitutes for tools, up to a small workshop.
+
In addition you can now do more than normal craft could do, you can work life stuff as if it was clay, and it will remain in the shape you set it in.
You are also protected from any dangerous effects of working with the elements of your power.
 
  
'''Shape:'''
+
'''Bio-Builder'''
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Emulate bio-lab.
  
You can now do more than normal craft could do.
+
This substitutes for a biochemical lab, you can create complex tools, such as fine and potent items of organic chemistry.
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
 
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 create organic materials and derivatives out of nothing, or transform one material to another matching your powers.  
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:'''
+
'''Bio-Braid'''
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
Emulate a bio-factory.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
Become your own biochemical factory.
 +
You can manufacture many and varied items as if using Bio-Builder or a single large building, vehicle, or other construction.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
=== Wreck ===
The result will maintain its form as if affected by the Shape ability.
+
You can wreck living and formerly things that are not creatures, such as wood, bone, and leather, as well as fossils and oil products like plastics.  
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:'''
+
The outcome required depends on the size and structural strength of your target.
''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.
+
* Limited outcome can create a car-sized hole in weak materials such as cadavers and flimsy wood.
 +
* Standard outcome is a car-sized hole in a sandstone wall.
 +
* Something larger and/or stronger requires great outcome .
 +
A smaller hole is not easier to create.
  
Pretty self-explanatory, this is Create on a larger scale.
+
The position depends on the situation.
This is useful for equipping a large band or building something large out of nothing.
+
A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
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 ===
+
'''Digest Deteriorate'''
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Smash the living, undead, and derivatives.
  
'''Jimmy:'''
+
You can noisily smash living creatures, undead, organic materials, and derivatives.
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
This works as a sledgehammer in combat, causing concussion and interior bleeding in living creatures.
 +
Noisy and leaves a twisted object in place.
  
Just as crude as it sounds.
+
'''Digest Dissolve'''
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Digest Deteriorate as if things were wood.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
Smash organic materials and derivatives as if they were wood.  
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
This weakens composite wood structures as well as plastics and other petrochemical products, like kevlar and fiberglass.
  
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.
+
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.
 
  
'''Disintegrate:'''
+
'''Digest Disintegrate'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Digest Dissolve but silent and to dust.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
As Digest Dissolve, but destroyed targets silently disappear or are reduced to a fine dust.
You also leave less traces, as what you wreck disappears.  
+
The result is the same, but the method becomes subtle.  
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
You leave no debris and few clues.
 +
The demolition makes almost no sound or vibrations.
  
'''Obliterate:'''
+
'''Digest Devastation'''
''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.
+
Digest Dissolve over a large area.
  
Rather straightforward, this just scales things up.
+
Digest Dissolve over a large area. This can an oil depot, level a wood, and similar massive destruction.
 +
Now we're abandoning subtlety and going for massive, violent destruction.
 +
Even if you cannot destroy some of the materials in the area, what you do destroy is likely to make the rest collapse under its own weight or at least become structurally unsound.

Latest revision as of 09:57, 9 September 2024

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Powers (FiD)Fox in the Dark logo

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

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

Life attacks causes wounds to spontaneously appear on living things and undead but does nothing to things that never lived.

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

Life Power Effects

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Vital Vision
Detect living things.
Vital Vanish
Negate any power on a living thing.
Vital Vigor
Use life energy to heal harm.
Vital Vortex
Area heal and power negation.
Command Dark Emote
Control negative emotions.
Sleepy Emote
Put living creatures to sleep.
Sense Emote
Read emotions over a wide area.
Hold Emote
Create a permanent emotion.
Consort Living Mask
Make cosmetic changes to your own body.
Living Lens
Shapeshift into a humanoid, animal, or plant.
Living Link
Living Lens on a willing or helpless creature.
Living Legacy
Living Link many minor creatures.
Finesse Beast of Burden
Ride any living creature.
Beastly Blade
Fine and potent close-range attack.
Beastly Bond
Energize living things.
Beastly Blitz
Untiring travel.
Hunt Sanguine Scout
Track living creatures.
Sanguine Strike
Cause wounds at a distance.
Sanguine Sovereignty
Control flora and fauna.
Sanguine Surge
Surge of blood.
Prowl Agile Adaptation
Hide among living creatures.
Agile Athletics
Empower your own movement.
Agile Assembly
Crew Agile Adaptation Athletics.
Agile Approach
Teleport to a place you have slept.
Skirmish Life Leverage
Resist Life Harm.
Life Lance
Fine and Potent melee attack.
Life Lockstep
Negate scale in combat.
Life Lash
Attack all enemies in melee.
Study Wise Watcher
Identify living creatures and any aliments.
Wise Word
Learn powers and abilities of Life.
Wise Weave
Learn past of living and formerly living things.
Wise Whorl
Area Wise Word then thrice Wise Weave.
Survey Vitality Vision
You can sense life and life powers at a distance and understand their general nature.
Sensory Symbiosis
Choose a living creature with eyes you have detected; you can perceive what that creature perceives.
Savage Scrying
Choose a living creature you know of; you can perceive what that creature perceives.
Legion Lens
You perceive from all living creatures at once over a wide area.
Sway Empathic Echo
Read emotions and motivations of living creatures.
Empathic Charm
Project warmth and affection to living creatures.
Empathic Endearment
Project any emotion to living creatures.
Empathic Enlist
Permanently change the emotions of living creatures.
Tinker Bio-Binder
Emulate bio-tools.
Bio-Blender
Emulate bio-workshop
Bio-Builder
Emulate bio-lab.
Bio-Braid
Emulate a bio-factory
Wreck Digest Deteriorate
Smash the living, undead, and derivatives.
Digest Dissolve
Digest Deteriorate as if things were wood.
Digest Disintegrate
Digest Dissolve but silent and to dust.
Digest Devastation
Digest Dissolve over a large area.

Expanded Life Powers

Attune

Vital Vision Detect living things.

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

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

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

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

Vital Vanish Negate any power on a living thing.

You can negate powers affecting any living thing, but you cannot dismiss creatures. You can force spirits to materialize.

Life is good at dispelling since you can negate or counter any power targeting a living creature. 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.

This can also remove effects that are not strictly powers but reduces the targets vitality, like drunkenness, hangovers, bruises, colds, or lingering poisons and drugs, as long as these effects are not considered harm. You can cure withdrawal symptoms which over time helps the victim fight addiction.

Vital Vigor Use life energy to heal harm.

Use life energy to heal harm. The outcome needed depends on the most severe level of harm.

  • Limited outcome heals level 1 harm.
  • Standard outcome heals level 2 harm.
  • Great outcome heals level 3 harm.

A success has the same result as a successful recovery downtime action; reduce each harm by one level. Specific types of harm that do not involve conventional hurt may not be recoverable this way, but this is rare.

The position depends on the situation, used in a score this is usually risky, done in your lair the position is controlled. Consequences might prevent further Life healing, transfer the harm to you, or interference from your surroundings.

Vital Vortex Area heal and power negation.

Free living creatures over a large area from power effects and possibly heal level 1 harm.

  • Limited outcome: Vital Vanish on everyone in the area.
  • Standard outcome: Vital Vanish and cure level 1 harm on everyone in the area.
  • Great outcome: Selective result, you can choose who to heal and who not to heal.

Command

Life deals with emotions. The intensity of the emotion is set by the outcome and the target's self control and tendency to such emotions. It is hard to excite a calm creature and might be impossible to make a true pacifist start a fight.

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

Dark Emote Control negative emotions.

You control negative emotions in living creatures you see. You can strengthen or calm negative emotions like fear, inferiority, uncertainty, hate, disgust, and the like. If such an emotion is already present you can exploit it and cause the target to react more or less. More commonly, this is used as a setup action to help some other social interaction. Permanence requires a long-term downtime project with constant access to the target.

Sleepy Emote Put living creatures to sleep.

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

Sense Emote Read emotions over a wide area.

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

Hold Emote Create a permanent emotion.

This is similar to Dark Emote, but you can inflict the full range of emotions in others, and the result is permanent. Usually used to create love or loyalty, you might make any emotion dominant in the target, which can become a mental illness if done carelessly.

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

Permanence requires an additional level of outcome, and is best done as a long-term project.

Consort

Often Consort rolls are not actually made when you use the power to change your appearance or form, it is rolled when in the social situation and effect and position is decided at this critical point.

Living Mask Make cosmetic changes to your own body.

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

Living Lens Shapeshift into a humanoid, animal, or plant.

You assume the form of a humanoid, mundane animal or plant.

This is a true physical transmutation. 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.

Living Link Living Lens on a willing or helpless creature.

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

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

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

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

Living Legacy Living Link many minor creatures.

This is where Consort becomes a combination of the Living Link and Sway: Empathic Endearment abilities. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.

This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts as servants or laborers.

Finesse

Beast of Burden Ride any living creature.

You can emote with and ride any living but non-sentient creature capable of carrying you. You can do this for your crew as an advanced power.

Beastly Blade Fine and potent close-range attack.

You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol. Life attacks cause wounds to spontaneously appear on living and formerly living creatures and things. This does not work against robots, elementals, and other purely artificial creatures.

Beastly Bond Energize living things.

You can infuse life energy into living things, energizing them and making them look their best. This helps guards stay alert and heightens attention and appearance. Can poke others at a distance, which may distract them. Mainly used as a setup for other actions.

Beastly Blitz Untiring travel.

Your crew and their mounts (excluding non-living vehicles) can continuously travel at full speed without rest, food, or water.

Hunt

Sanguine Scout Track living creatures.

You can track living creatures, even if the target does not leave any mundane trail or clues.

Sanguine Strike Cause wounds at a distance.

You can use your power to cause wounds at a distance to attack, similar in effect to a fine and potent rifle. Life attacks cause wounds to spontaneously appear on living and formerly living creatures and things. This does not work against robots, elementals, and other purely artificial creatures.

Sanguine Sovereignty Control flora and fauna.

You can control flora and fauna, manipulating the environment. Turns plants and tiny vermin like mice and insects from nuisances to serious distractions, or creates an open path for your side. Things affected can only do what they normally can, but they now so do with a purpose.

Sanguine Surge Surge of blood.

Sanguine Strike turned into a fine and potent grenade. This allows you to fight many creatures, but there is a risk of collateral damage.

Prowl

Agile Adaptation Hide among living creatures.

You can hide in a crowd or herd as if you were a typical creature in that group, even if you look nothing like them. Crowded streets and pens and herds of animals become hiding places for you.

Agile Athletics Empower your own movement.

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

Agile Assembly Crew Agile Adaptation Athletics.

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

Agile Approach Teleport to a place you have slept.

You and allies can teleport to any place in the same region where you have slept. This can be an old camp, building, or even the interior of a vehicle that might have moved on to a new location, as long as it is in the region where you currently are.

Skirmish

Life attacks cause wounds to spontaneously appear on living and formerly living creatures and things. This does not work against robots, elementals, and other purely artificial creatures.

Life Leverage Resist Life Harm.

Resist Harm from Life powers, Death powers, poison, disease, and similar things. Roll Skirmish when subject to harm from such energies. 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.

Life Lance Fine and Potent melee attack.

You can use the power as a Fine and Potent close-range attack, similar in effect to a melee weapon or pistol.

Life Lockstep Negate scale in combat.

Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.

Life Lash Attack all enemies in melee.

Your power strikes out in all directions, attacking all enemies in a melee.

Study

Study and analyze living and formerly living creatures and objects to gain insight and knowledge. The outcome required depends on range.

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

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

Wise Watcher Identify living creatures and any ailments.

You can identify living and formerly living creatures and objects and any ailments they suffer from. This gives precise mundane information, giving you their physical strengths and weaknesses. It does not identify powers or specific rules.

Wise Word Learn powers and abilities of Life.

Learn the powers and abilities of something you analyze with Analyze Anatomy. Now you are not restricted to mundane information, you also learn of any powers and rules for any special abilities the creature has.

Wise Weave Learn the past of living and formerly living things.

You can read the past events of living and formerly living things. You can learn the history of living and formerly things that are not creatures, such as wood, bone, and leather, as well as fossils and oil products like plastics. This includes previous owners and how the object has been moved around as well as significant scenes in their history.

Wise Whorl Area Wise Word then thrice Wise Weave.

You use Wise Word on everything in a wide area. You can then use Wise Weave on three of these targets.

Survey

Perceive and locate manifestations of your power. The outcome you need depends on the target's concealment.

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

Vitality Vision You can sense life and life powers at a distance and understand their general nature.

This is a basic spotting power, selectively sensing all living things related to your power.

Sensory Symbiosis Choose a living creature you know of; you can perceive what that creature perceives.

You move your perception to something living and sense as if you were that creature as long as you maintain concentration. You still sense things at your actual location, but only dimly.

Savage Scrying Choose a location or creature. You see through the eyes of the closest living creature, which is often close enough to perceive the target.

This is like Sensory Symbiosis, but you get to select a creature or position. The power will automatically zero in on the living thing that has the best view of your target

Legion Lens You perceive from all living creatures at once over a wide area.

This gives you impossibly enhanced senses, as if you were dozens of people spread over the scene. All this creates a landscape of the area in your mind, a composite image that reveals many things at once.

Sway

Communicate, mesmerize, and manipulate living creatures. Position and effect is determined normally, depending ion the situation and your relation to listeners.

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

Outcome in excess of what's needed allows you to affect a number of target appropriate for scale at your tier, as long as they are in a group.

Empathic Echo Read emotions and motivations of living creatures.

You can learn a living creatures mood and immediate motivation, which is useful when deciding what to do and where to go. This is usually a good setup for later Sway and Command actions.

Empathic Charm Project warmth and affection to living creatures.

This projects feelings of trust and friendship into living creatures. You cannot give target's specific orders, but they will react positively and are likely to follow your further suggestions. Improves the effect of Sway actions playing ion these emotions.

Empathic Endearment Project any emotion to living creatures.

Less intelligent creatures have simple emotions, along the lines of fight, flight, f..k. Intelligent creatures have more complex emotions. This is not mind control. Targets keep their thoughts, colored by the emotions you give them. If the emotion is appropriate to the situation, it is likely to be acted upon. If the emotion is irrelevant or conflicting, it might just create a moment of confusion but no more, which might give you an opening. Usually this will enhance the effect of any Sway action.

Empathic Enlist Permanently change the emotions of living creatures.

Permanently change the targets emotions and motivations on a fundamental level. Their thoughts are not changed, but without the emotional backing, they are still likely to buckle under the pressure and become who you make them.

Tinker

You can handle living and formerly things that are not creatures, such as wood, bone, and leather, as well as fossils and fossile products like oil and plastics. The outcome 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 outcome surpasses that required for the result you want, you can stretch the duration until the end of the score. The position depends on how quiet your workplace is and how much time you have to work with.

Bio-Binder Emulate bio-tools.

This substitutes for a biochemical tool kit. Tinker with organic materials and derivatives as if you had the appropriate tools and protective devices.

Bio-Blender Emulate bio-workshop.

You can handle organic materials and derivatives as if they were of clay. This substitutes for a biochemical workshop.

In addition you can now do more than normal craft could do, you can work life stuff as if it was clay, and it will remain in the shape you set it in.

Bio-Builder Emulate bio-lab.

This substitutes for a biochemical lab, you can create complex tools, such as fine and potent items of organic chemistry.

You can create organic materials and derivatives out of nothing, or transform one material to another matching your powers.

Bio-Braid Emulate a bio-factory.

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

Wreck

You can wreck living and formerly things that are not creatures, such as wood, bone, and leather, as well as fossils and oil products like plastics.

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

  • Limited outcome can create a car-sized hole in weak materials such as cadavers and flimsy wood.
  • Standard outcome is a car-sized hole in a sandstone wall.
  • Something larger and/or stronger requires great outcome .

A smaller hole is not easier to create.

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.

Digest Deteriorate Smash the living, undead, and derivatives.

You can noisily smash living creatures, undead, organic materials, and derivatives. This works as a sledgehammer in combat, causing concussion and interior bleeding in living creatures. Noisy and leaves a twisted object in place.

Digest Dissolve Digest Deteriorate as if things were wood.

Smash organic materials and derivatives as if they were wood. This weakens composite wood structures as well as plastics and other petrochemical products, like kevlar and fiberglass.

Works as a fine potent sledgehammer in combat.

Digest Disintegrate Digest Dissolve but silent and to dust.

As Digest Dissolve, but destroyed targets silently disappear or are reduced to a fine dust. The result is the same, but the method becomes subtle. You leave no debris and few clues. The demolition makes almost no sound or vibrations.

Digest Devastation Digest Dissolve over a large area.

Digest Dissolve over a large area. This can an oil depot, level a wood, and similar massive destruction. Now we're abandoning subtlety and going for massive, violent destruction. Even if you cannot destroy some of the materials in the area, what you do destroy is likely to make the rest collapse under its own weight or at least become structurally unsound.