Difference between revisions of "Life Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
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{{tocright}}
 
Life power is about life energy. You heal and improve living things.
 
Life power is about life energy. You heal and improve living things.
  
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It is the antithesis of death, but without death Life would become static.
 
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 either increase your own physical strength and agility to deliver supernaturally powerful attacks or causes wounds to spontaneously appear on living things and undead but does nothing to things that never lived.
  
 
Life is a wide but diffuse energy, there are no life creatures.
 
Life is a wide but diffuse energy, there are no life creatures.
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== Life Power Effects ==
 
== Life Power Effects ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | No fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''   
 
|align="left" valign="top" | '''Attune'''   
|valign="top"| '''Vitality Vision''' <br> You can detect all kinds of living creatures and living objects such as plants.  
+
|valign="top"| '''Vital Vision''' <br> Sense creatures and spirits of Life.  
|valign="top"| '''Purge Pulse''' <br> You can negate powers affecting any living thing, but you cannot dismiss creatures.  
+
|valign="top"| '''Vital Veil''' <br> Negate any power on a living thing.  
|valign="top"| '''Life Loom'''   <br> Use life energy to heal harm. The effect needed depends on their level of harm.  
+
|valign="top"| '''Vital Vigor''' <br> Use life energy to reduce Harm.  
|valign="top"| '''Liberate Life'''     <br> Free living creatures over a large area from power effects and light harm.
+
|valign="top"| '''Vital Vortex''' <br> Area stabilization and power negation.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''   
 
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Extend Emotion'''   <br> You can project negative emotions to living creatures you see.  
+
|valign="top"| '''Provoke Profanity''' <br> Control negative emotions.  
|valign="top"| '''Emotion Echo'''     <br> You can read emotions.
+
|valign="top"| '''Provoke Procrastination''' <br> Put creatures to sleep.
|valign="top"| '''Slumber'''           <br> You can put living creatures to sleep.  
+
|valign="top"| '''Provoke Proclamation''' <br> Read emotions over a wide area.  
|valign="top"| '''Hold on the Heart''' <br> You can cause a permanent emotion.
+
|valign="top"| '''Provoke Progress''' <br> Permanent emotional change.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
|valign="top"| '''Living Mask''' <br> You can make cosmetic changes to your own body, growing or losing hair, changing coloration, gaining or losing weight, and so on.  
+
|valign="top"| '''Living Lustre''' <br> Cosmetic changes to your own body.  
|valign="top"| '''Mimicry'''     <br> You assume the form of another creature of the same basic type as you, such as a human if you are human. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
|valign="top"| '''Living Loom''' <br> Assume the form of a mundane creature.
|valign="top"| '''Morphing'''   <br> You can shapechange a willing or helpless creatures as Mimicry. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
|valign="top"| '''Living Legacy''' <br> Living Loom on a willing or helpless creature.  
|valign="top"| '''Wild Hunt'''   <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
|valign="top"| '''Living Law''' <br> Living Loom many minor creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Track'''           <br> You can emote with and ride any living but non-sentient creature.  
+
|valign="top"| '''Lithe Leash''' <br> Ride any living creature.
|valign="top"| '''Beastly Blade'''   <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Beast Bond ability for the duration of a score.
+
|valign="top"| '''Lithe Lunge''' <br> Fine and Potent close-range attack.
|valign="top"| '''Beastly Barrage''' <br> You can infuse life energy into living things, energizing them and making them look their best.
+
|valign="top"| '''Lithe Leverage''' <br> Create a living vehicle.
|valign="top"| '''Beastly Blitz'''   <br> Your power manifests like a storm of blood, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
+
|valign="top"| '''Lithe Launch''' <br> Untiring travel.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Sanguine Scout''' <br> You can track living creatures, even if the target does not leave any mundane trail or clues.
+
|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.
+
|valign="top"| '''Sanguine Strike''' <br> Cause Harm at a distance.
|valign="top"| '''Beastly Barrage''' <br> You can use your power to create a fount of blood, an attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
|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.   
+
|valign="top"| '''Sanguine Surge''' <br> Cause a surge of blood.   
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''   
 
|align="left" valign="top" | '''Prowl'''   
|valign="top"| '''Hide in the Herd''' <br> You can hide among living creatures, even if you look nothing like them.
+
|valign="top"| '''Agile Adaptation''' <br> Hide among living creatures.
|valign="top"| '''Agile Advance''' <br> You empower your own strength and stamina, helping your movement.  
+
|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.
+
|valign="top"| '''Agile Assembly''' <br> Crew Agile Adaptation and Athletics.
|valign="top"| '''Transport''' <br> You and allies can teleport to any place in the same region where you have slept.
+
|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.  
+
|valign="top"| '''Life Leverage''' <br> Resist Life Harm.  
|valign="top"| '''Razor Rumble''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|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.
+
|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.   
+
|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.  
+
|valign="top"| '''Wise Watcher''' <br> Identify living creatures and any ailments.  
|valign="top"| '''Life Lore'''         <br> You know the powers and abilities of something you analyze.
+
|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.
+
|valign="top"| '''Wise Witness''' <br> Learn the past of living and formerly living things.
|valign="top"| '''Wisdom of the Wild''' <br> You use Life Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Living Legacy on some of these targets.
+
|valign="top"| '''Wise Weave''' <br> Area Wise Word, then three Wise Weaves.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Vitality Vision'''   <br> You can sense life and life powers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''Savage Sight''' <br> Sense things of Life.
|valign="top"| '''Sensory Symbiosis''' <br> Choose a living creature with eyes you have detected; you can perceive what that creature perceives. You cannot use your Survey action for anything else when doing so.  
+
|valign="top"| '''Savage Senses''' <br> Use the senses of a living creature.
|valign="top"| '''Savage Scrying'''   <br> Choose a location or creature. You see through the eyes of the closest living creature, which is often close enough to perceive the target.
+
|valign="top"| '''Savage Scrying''' <br> See through the best observer.
|valign="top"| '''Legion Lens'''       <br> You perceive from all living creatures at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''Savage Savant''' <br> Perceive through all living creatures over an area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Emotion Echo'''   <br> You can read the emotions of living creatures you see and get a sense of their motivations.  
+
|valign="top"| '''Empathic Echo''' <br> Read emotions and motivations.  
|valign="top"| '''Mood Meld'''     <br> You can read and project emotions to living creatures.
+
|valign="top"| '''Empathic Charm''' <br> Project warmth and affection.
|valign="top"| '''Empathic Charm''' <br> You can project emotions of warmth and affection to living creatures, which will usually improve their attitude.
+
|valign="top"| '''Empathic Endearment''' <br> Project positive emotions.
|valign="top"| '''Soul Serenade''' <br> You can change the emotional state of living creatures. This power is permanent, but blatant. Targets remember their past, but regard it as unimportant compared to their new motivations.  
+
|valign="top"| '''Empathic Enlist''' <br> Change emotional setup.  
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Refine Remnants'''       <br> You can handle living and formerly things that are not creatures, such as wood, bone, leather, and fossils, as if you had the appropriate tools and protective devices.
+
|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.  
+
|valign="top"| '''Bio-Blender''' <br> Emulate a bio-workshop.
|valign="top"| '''Materialization'''       <br> You can create items you could handle using Refine Remnants out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
|valign="top"| '''Bio-Builder''' <br> Emulate a bio-lab.
|valign="top"| '''Biological Building'''   <br> This is similar to Remnant Reconstruction, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|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.  
+
|valign="top"| '''Disfigure and Digest''' <br> Smash living matter.  
|valign="top"| '''Bone Break'''       <br> Similar to Grind Gash. When smashing objects you can jimmy, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''Deteriorate and Digest''' <br> Rot Life materials.
|valign="top"| '''Digest'''           <br> Similar to Bone Break, but destroyed targets silently disappear or are reduced to a fine dust.
+
|valign="top"| '''Disintegrate and Digest''' <br> Silent rot.
|valign="top"| '''Breakdown Blitz''' <br> Similar to Bone Break, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.  
+
|valign="top"| '''Devastate and Digest''' <br> Wide-range rot.  
 
|}
 
|}
  
== Expanded Light Powers ==
+
== Expanded Life Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
 
  
 
=== Attune ===
 
=== Attune ===
'''Vitality Vision'''
+
Attune Life has an unique ability among powers, it can heal by reducing Harm.
''You can detect all kinds of living creatures and living objects such as plants.''
+
 
 +
==== Vital Vision ====
 +
Sense creatures and spirits of Life..
 +
 
 +
You can see [[Spirit_(FiD)|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.
 
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 effect suffices against a creature you can clearly see.
+
* Limited outcome: what you can clearly see.  
You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).  
+
* Standard 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.
  
'''Purge Pulse'''
+
==== Vital Veil ====
''You can negate powers affecting any living thing, but you cannot dismiss creatures.''
+
Negate any power on a living thing.
 +
 
 +
You can negate powers affecting any living thing, but you cannot dismiss creatures.
 +
 
 +
You can force any [[Spirit_(FiD)|Spirit]] to materialize.
 +
Forcing a Spirit to materialize is easy, but limited in range; if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers.
 +
 
 +
Life is good at dispelling since you can negate or counter any power targeting a living creature.
 +
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
 +
 
 +
This can also remove temporary effects that are not strictly Powers or Harm but reduces the targets vitality, like drunkenness, hangovers, bruises, colds, and lingering drugs. You can cure withdrawal symptoms which over time helps the victim fight addiction.
 +
 
 +
==== Vital Vigor ====
 +
Use life energy to reduce Harm.
 +
 
 +
The Outcome needed depends on the level of Harm you are working to reduce.
 +
* '''Limited''' outcome erases one specific Harm of Level 1 or reduces one specific Harm from Level 2 to level 1.
 +
* '''Standard''' outcome reduces one specific Harm from level 3 to level 2.
 +
* '''Great outcome''' stabilizes the dying by reducing one specific Harm of level 4 to level 3.
  
Life is good at dispelling since you can negate any power affecting a living creature.  
+
If there are no empty Harm boxes at the '''new level''', move the reduced Harm into the first empty box.
This can only counterspell Life powers as they are being cast, but can negate lingering power effects.
+
If there are no empty boxes, erase a Level 1 Harm and put the reduced Harm there.
  
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.
+
Specific types of Harm that do not involve conventional hurt may not be recoverable this way, but this should be rare.
  
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.
+
The Position depends on the situation, used in a score this is usually Risky, done in your lair the position is Controlled. Consequences might give the patient lingering injuries, prevent further Life healing, transfer the harm to you, or be the result of interference from your surroundings.
You can cure withdrawal symptoms which over time helps the victim fight addiction.
 
  
'''Life Loom'''
+
==== Vital Vortex ====
''Use life energy to heal harm. Lesser harm needs limited effect, moderate harm standard effect, and severe harm great effect
+
Area stabilization and power negation.
  
The effect needed depends on the most severe level of harm. Lesser harm can do with limited effect, moderate harm requires standard effect, and severe harm requires great effect.
+
Free living creatures within Range (p. 221) from life-affecting powers and stabilize the dying.
A success has the same effect as a successful recovery downtime action; reduce each harm by one level.
 
  
The position depends on the situation, used in a score this is usually risky, done in your lair the position is controlled.  
+
* '''Limited''' Outcome: Vital Vision on everyone in the area.
Consequences might require components (costing load, or even coin), transfer the harm to you, or interference from your surroundings.
+
* '''Standard''' Outcome: Vital Vanish on everyone in the area.
 +
* '''Great''' Outcome: Vital Vanish on everyone in the area and stabilize all dying creatures (reducing Level 4 Harm to Level 3), as Vital Vigor.
  
'''Liberate Life'''
 
''Free living creatures over a large area from power effects and light harm.''
 
  
This is Purge Pulse over a large area, and also removes light harm.
 
With limited effect you have the effect of Purge Pulse over everyone in the area.
 
With standard effect you also cure light harm, but have no effect on more serious harm.
 
With great effect the power becomes selective, you can select who to heal and who not to help.
 
  
 
=== Command ===
 
=== Command ===
Life deals with emotions. The intensity of the emotion is set by the effect and the target's self control and tendency to such emotions.  
+
Command Life deals with negative emotions. The intensity of the emotion is set by the outcome and the target's self-control and tendency to such emotions. It is hard to excite a calm creature and might be impossible to make a true pacifist start a fight. You cannot create thoughts or change positive emotions.
It is hard to excite a calm creature and might be impossible to make a true pacifist start a fight.
+
If you create a negative emotion about something the target has a positive attitude to, yu create ambivalence and tension.
  
Position mainly depends on the scene; are you in a dangerous spot, in a hurry, or dealing with a dangerous target?  
+
Position mainly depends on the scene; are you in a dangerous spot, in a hurry, or dealing with a dangerous target? Consequences range from changing your own emotions, provoking the target, causing Heat, or creating permanent enmity.
Consequences range from changing your own emotions, provoking the target, or misdirecting the emotion to Heat and creating permanent enmity.
 
  
'''Extend Emotion'''
+
==== Provoke Profanity ====
''You can project negative emotions to living creatures you see.''
+
Control negative emotions.
  
You can strengthen or calm negative emotions like fear, inferiority, uncertainty, hate, disgust, and the like.
+
You control negative emotions.
If such an emotion is already present you can exploit it and cause the target to react.
+
More commonly, this is used as a setup action to help some other social interaction.
+
This is commonly used as a setup action to help some other social interaction to strengthen or calm negative emotions like fear, hate, inferiority, uncertainty, disgust, and the like.  
 +
If such an emotion is already present you can intensify it to provoke an immediate outburst; otherwise the effect is slow and limited.
  
'''Emotion Echo'''
+
==== Provoke Procastrination ====
''You can read emotions.''
+
Put creatures to sleep.
  
You can either focus on a certain creature to read their emotion, or you can focus on a particular emotion and spot nearby creatures affected by that emotion.  
+
Tiredness, laziness, and unreadiness function as emotions you can play on. Targets may just doze a few seconds while still standing, enough to rush past a guard, or you may make them gradually relax, move into a sedate position, and sleep. This is similar to an attack in position and effect; it is pretty easy when used on unsuspecting target(s), much harder during a fight.  
The stronger the emotion, the easier it is to detect.
+
Only works on living creatures.
Often combined with Extend Emotion to learn which emotions to play on.
 
  
'''Slumber'''
+
==== Provoke Proclaimation ====
''You can put living creatures to sleep.''
+
Read emotions over a wide area.
  
Tiredness and unreadiness are emotions you can play on.
+
You can sense the mood of crowds, judging the morale of an army or the mood of a town. This allows you to predict routs, riots, rebellions, and other upheavals and to judge how harsh you can be without provoking people.  
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.
+
Often used as a Set Up for other command actions.
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.
 
  
'''Hold on the Heart'''
+
==== Provoke Progress ====
''You can cause a permanent emotion.''
+
Permanent emotional change.
  
This is similar to Extend Emotion, but you can inflict the full range of emotions in others, and the result is potentially permanent.
+
This is similar to Provoke Profanity, but you can inflict the full range of emotions in others, and the result lasts for days and can be made permanent.  
Usually used to create love or loyalty, you might make any emotion dominant in the target, which can become a mental illness if done carelessly.  
+
Usually used to create fear or respect, you might make any emotion dominant in the target. This imposes emotional pressure but does not alter beliefs, memories, or reasoning.
Limited effect inflicts only negative emotions, or positive emotions of short duration.
+
* Limited outcome inflicts only negative emotions, or positive emotions of short duration.  
Standard effect 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.
+
* 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 effect allows subtle manipulation that can change the target's attitudes in selected situations.
+
* Great outcome allows subtle manipulation that can change the target's attitudes in selected situations.
 +
Permanent effects require a long-term project.
  
 
=== Consort ===
 
=== Consort ===
 +
Consort allows you to change your own form and later that of other living creatures.
 
Often Consort rolls are not actually made when you use the power to change your appearance or form, it is rolled when in the social situation and effect and position is decided at this critical point.
 
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'''
+
==== Living Lustre ====
''You can make cosmetic changes to your own body, growing or losing hair, changing coloration, gaining or losing weight, and so on.''
+
Cosmetic changes to your own body.
  
'''Mimicry'''
+
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.
''You assume the form of a humanoid, mundane animal or into a plant. ''
 
  
This is a true physical transmutation.
+
==== Living Loom ====
You can change into any mundane living creature or into a plant.
+
Assume the form of mundane creature.
As a plant you are rooted to the ground and can only move your branches very slowly, but have your normal senses.
 
You can freely change sex and age.
 
Your mind remains, but you gain the instincts of your assumed body.  
 
  
You have the option to add 1d to one action appropriate to the assumed form and subtract 1d from all actions covered by an attribute. If the buffed action is covered by the penalized attribute, only apply the bonus, you are specializing that attribute on this particular action.
+
You assume the form of a mundane humanoid or animal.
 +
This is a true physical transmutation and you can have it last until the end of the score.
 +
You can only change into existing species, but you can vary cosmetic detail.
 +
When appropriate, your new form can use Basic and Advanced Earth powers inherently without risking stress.
  
'''Morphing'''
+
Living Loom can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
''You can shapechange a willing or helpless creature, as Mimicry.
 
  
What shape you can turn the target into depends on their type, not yours.  
+
* Limited outcome allows you to transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
 +
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
 +
* Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
 +
 
 +
==== Living Legacy ====
 +
Living Loom on a willing or helpless creature.
 +
 
 +
This is Living Loom applied to a willing or helpless creature.
 +
The duration depends of the outcome.
 +
* Limited outcome is very temporary.
 +
* Standard outcome lasts for the duration of a score.
 +
* Great outcome lasts a long time and potentially becomes permanent, depending on the the story.
 +
If you also want to make the target unrecognizable, that requires additional outcome, see Living Loom.
 +
 
 +
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
 +
 
 +
==== Living Law ====
 +
Living Loom many minor creatures at once.
 +
 
 +
{{ : Apex Consort }}
  
'''Wild Hunt'''
 
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.''
 
  
Mimicry on a grand scale and an emotional drive that controls the changed creatures.
 
  
 
=== Finesse ===
 
=== Finesse ===
'''Track'''
 
''You can emote with and ride any living but non-sentient creature.''
 
  
'''Beastly Blade'''
+
==== Lithe Leash ====
''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.''
+
Ride any living creature.
 +
 
 +
You can communicate emotionally with and ride any living but [[Mind_Powers_(FiD)|non-sapient]] creature capable of carrying you.
 +
You can instead enhance your run speed and agility to elite levels, which increases your Effect when racing on foot.
 +
You can do this for your crew as an Advanced power.
 +
 
 +
==== Lithe Lunge====
 +
Fine and Potent close-range attack.
  
Life attacks cause wounds to spontaneously appear on living and formerly living creatures and things.
+
You can use the power of Life as a Fine and Potent close-range attack, similar in effect to a Fine and Potent dueling sword or pistol.
This does not work against robots, elementals, and other purely artificial creatures.
+
Life attacks enhance your physique or strain, tear, or rupture living tissue through enhanced force or biological disruption.
 +
You cannot cause wounds to spontaneously appear on automatons, robots, elementals, or other non-living creatures.
  
'''Beastly Barrage'''
+
==== Lithe Leverage ====
''You can infuse life energy into living things, energizing them and making them look their best.''
+
Create a living vehicle.
  
This helps guards stay alert and heightens attention and appearance.
+
You create a vehicle out of living matter, such as plants or green goo.
Can poke others at a distance, which may distract them.  
+
This travels by undulating, moving as a wave over the terrain.
Mainly used as a setup for other actions.
+
It easily traverses living terrain, but dead surfaces like rock, metal, or asphalt impede it and slowly inflict damage over time.
 +
It otherwise functions much like any other vehicle from the setting and can be varied correspondingly; a smaller vehicle is faster and more agile.
 +
 
 +
==== Lithe Launch ====
 +
Untiring travel.
 +
 
 +
Your crew and their living mounts can continuously travel at full speed without rest, food, or water.
 +
This does not prevent harm from environmental dangers or forced marches under fire.
  
'''Beastly Blitz'''
 
''Your power manifests like a storm of blood, suppressing the effect of multiple opponents and acting as a fine potent weapon.''
 
  
As Beastly Blade, and storm of blood distracts enemies and prevents them from benefitting from numerical superiority.
 
  
 
=== Hunt ===
 
=== Hunt ===
'''Sanguine Scout'''
 
''You can track living creatures, even if the target does not leave any mundane trail or clues.''
 
  
'''Beastly Blade'''
+
==== Sanguine Scout ====
''You can use your power to cause wounds at a distance to attack, similar in effect to a fine and potent rifle.''
+
Track living creatures.
  
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.
+
You can track living creatures by following biological signs such as blood, scent, or heat, even when no mundane trail is visible.
 +
This cannot track a specific individual without prior contact or a link.
  
'''Beastly Blitz'''
+
==== Sanguine Strike ====
''You can control flora and fauna, manipulating the environment.''
+
Cause Harm at a distance.
 +
 
 +
You can disrupt Life at a distance, attacking in a way similar in effect to a Fine and Potent rifle.
 +
You rupture tissue, overload organs, or tear muscle through directed biological force.
 +
This gives a clue as to your location, similar to that of any sniping attack.
 +
This does not work against unliving things, or against creatures such as robots or elementals.
 +
 
 +
==== Sanguine Sovereignty ====
 +
Control flora and fauna.
 +
 
 +
You can control tiny flora and fauna in an Area (p. 221), manipulating the environment.
 +
This turns plants and tiny vermin such as mice and insects from nuisances into distractions, snaring limbs, or opening or closing paths through undergrowth.
 +
Things affected can only do what they normally do, but they do so with purpose.
 +
 
 +
==== Sanguine Surge ====
 +
Cause a surge of blood.
 +
 
 +
Sanguine Strike turned into a Fine and Potent grenade.
 +
This allows you to fight many creatures at once, but carries a risk of collateral damage to living creatures, structures, and terrain.
  
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.
 
  
'''Beastly Barrage'''
 
''You can use your power to create a fount of blood, an attack similar to Beastly Blade turned into 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.''
 
  
 
=== Prowl ===
 
=== Prowl ===
'''Hide in the Herd'''
 
''You can hide among living creatures, even if you look nothing like them.''
 
  
You can hide in a crowd or herd as if you were a typical creature in that group.
+
==== Agile Adaptation ====
Crowded streets and pens and herds of animals become hiding places for you.
+
Hide among living creatures.
 +
 
 +
You can hide in a crowd or herd as if you were a typical creature in that group, even if you look nothing like them.
 +
Crowded streets, pens, and herds of animals are good hiding places for you.
 +
Position depends on how dangerous it is to be spotted, but also on the attitude of the creatures you are trying to hide among.
 +
You can even hide in a group of enemies, but this is a Desperate situation.
 +
 
 +
==== Agile Athletics ====
 +
Empower your own movement.
  
'''Agile Advance'''
+
You empower your own body, enhancing agility to elite levels.
''You empower your own strength and stamina, helping your movement.''
+
This does not allow anything that would normally be impossible, but within that limit you increase the Effect of Prowl actions to move.
  
This does not allow anything that would normally be impossible, but within that limit you increase the effect of Prowl actions to move.
+
==== Agile Assembly ====
 +
Crew Agile Adaptation and Athletics.
  
'''Pack Passage'''
+
You can bring allies along when you use Agile Adaptation and Agile Athletics.
''You can bring allies along when you use Hide in the Herd and Agile Advance.''
+
Allies still use their own Prowl action.
  
Allies still use their own Prowl action, but get the advantages of Hide in the Herd and Agile Advance on a single action.  
+
==== Agile Approach ====
 +
Teleport to a place you have slept.
 +
 
 +
You and your allies can teleport to any place in the same region where you have slept.
 +
This can be an old campsite, bedroom, or even the interior of a vehicle that might have moved on to a new location, as long as it is in the region where you currently are.
 +
This takes some time to use making it dangerous when under immediate threat.
  
'''Camp Call'''
 
''You and allies can teleport to any place in the same region where you have slept.''
 
  
You return to your last sleeping spot.
 
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 same region.
 
  
 
=== Skirmish ===
 
=== 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.
 
  
'''Clawed Clash'''
+
==== Life Leverage ====
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.''
+
Resist Life Harm.
  
'''Razor Rumble'''
+
Resist Harm from Life powers, Death powers, poison, disease, and similar effects.
''Same as Clawed Clash, except the weapon is fine and potent.''
+
{{ : Damage Resistance Template (FiD) }}
 +
 
 +
==== Life Lance ====
 +
Fine and Potent melee attack.
 +
 
 +
You can use the power as a Fine and Potent close-range attack, similar in effect to a melee weapon or pistol.
 +
This can be the use of a normal weapon with enhanced strength and accuracy, or a touch that opens wounds on the target.
 +
You can only cause wounds to living creatures, not to things, robots, or elementals.
 +
 
 +
==== Life Lockstep ====
 +
Negate Scale in combat.
 +
 
 +
Your power creates distractions and obstructions, possibly flocks of small animals or hovering veils of blood, that prevent the enemy from benefiting from numbers, negating Scale in close combat.
 +
 
 +
==== Life Lash ====
 +
Attack all enemies in melee.
 +
 
 +
Your power strikes out in all directions, attacking all enemies in melee like Life Lance.
 +
This negates Scale and allows you to Harm a cohort gang at full Effect.
  
'''Swarm Strike'''
 
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.''
 
  
'''Mob Maul'''
 
''Your power strikes out in all directions, attacking all enemies in a wide area.''
 
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Study and analyze living and formerly living creatures and objects to gain insight and knowledge.
The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight. This is commonly a part of what you want to analyze.
+
 
 +
The outcome required depends on range.
 +
* '''Limited''' outcome for touch.
 +
* '''Standard''' outcome for line-of-sight.
 +
* '''Great''' outcome to reach a target you know of or have a link to, but which is out of line-of-sight.
  
Position depends on the situation.  
+
Position depends on the situation.
Safely in your base the position is controlled.  
+
Safely in your base, the position is Controlled.
In the middle of a fight or when pinned down the position is desperate.
+
In the middle of a fight or when pinned down, the position is Desperate.
 +
Sometimes the thing you are researching is dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details.
  
'''Analyze Anatomy'''
+
==== Wise Watcher ====
''You can identify living creatures and any ailments they suffer from.''
+
Identify living creatures and any ailments.
  
This gives precise mundane information, giving you their physical strengths and weaknesses.
+
You can identify living and formerly living creatures and objects and any ailments they suffer from.
 +
This gives mundane information, including physical strengths and weaknesses in narrative terms.
 +
It does not identify Powers or specific rules.
  
'''Life Lore'''
+
==== Wise Word ====
''You know the powers and abilities of something you analyze with Analyze Anatomy.''
+
Learn powers and abilities of Life.
  
Now you are not restricted to mundane information, you also learn of any powers or special abilities the creature has.
+
Learn the powers and abilities of something you analyze.
 +
Not restricted to mundane information, you also learn of any powers and rules in game terms.
  
'''Living Legacy'''
+
==== Wise Witness ====
''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.''
+
Learn the past of living and formerly living things.
 +
 
 +
You can read past events from living and formerly living things.
 +
You can use this on living and formerly living things that are not creatures, such as wood, bone, and leather, as well as fossils and processed fossil products.
 +
This includes previous owners, how the object has been moved around, and significant scenes in its history.
 +
 
 +
==== Wise Weave ====
 +
Area Wise Word, then three Wise Weaves.
 +
 
 +
You use Wise Word on everything in an Area (p. 221). You can then use Wise Weave on three of these targets.
  
'''Wisdom of the Wild'''
 
''You use Life Lore on everything in a wide area. You can then use Life Lore on some of these targets.''
 
  
Life Lore on a grand scale, followed by Living Legacy on a few choice things you observed.
 
  
 
=== Survey ===
 
=== Survey ===
The required effect depends on the targets concealment.
+
Perceive and locate manifestations of Life powers and living creatures.
Limited effect suffices for targets in clear line of sight.
+
The outcome you need depends on the target’s concealment.
Standard effect can penetrate concealment, sense those hiding behind corners, or far to points you can only barely see.
+
* '''Limited''' outcome finds those hiding behind cover and in far places you can only barely see.
Great effect can look around behind walls and into hard cover.
+
* '''Standard''' outcome can look behind walls and into hard cover.
 +
* '''Great''' outcome can look into far-away places and spots you had no idea existed, as long as life is present.
  
'''Vitality Vision'''
+
==== Savage Sight ====
''You can sense life and life powers at a distance and understand their general nature.  
+
Sense things of Life.
  
This is a basic spotting power, sensing all living things related to your power.  
+
You can sense living and formerly living things and Life powers at a distance and understand their general nature.
 +
This is a basic spotting power, selectively sensing things related to Life.
  
'''Sensory Symbiosis'''
+
==== Savage Senses ====
''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.''
+
Use the senses of a living creature.
  
You move your perception to something living and sense as if you were at that point as long as you maintain concentration.  
+
Choose a creature familiar to you or one you possess a link to, such as a body part or an item emotionally important to them.
You still sense things at your actual location, but only very dimly.
+
You move your point of perception and sense as if you were that creature as long as you maintain concentration.
 +
You perceive only the creature’s senses, not its thoughts or emotions.
 +
It is safest to choose a minor creature as a target; a powerful creature may sense the effect.
  
'''Savage Scrying'''
+
==== 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.''
+
See trough the best observer.
  
This is like Sensory Symbiosis, but you get to select a creature or position.  
+
Choose a creature familiar to you or one you possess a link to, such as a body part or an item emotionally important to them.
The power will automatically zero in on the living thing that has the best view of your target
+
You see through the eyes of the closest living creature, which is often close enough to perceive the target.
 +
 
 +
This works like Sensory Symbiosis, but you get to select a creature or location you know of or have a link to.
 +
 
 +
==== Savage Savant ====
 +
Enhances your senses impossibly, akin to using Sensory Symbiosis on each living creature spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves against every living thing.
  
'''Legion Lens'''
 
''You perceive from all living things 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, many things at once.
 
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate living creatures.
+
You play on positive emotions such as joy, happiness, enthusiasm, and love, either reinforcing or diminishing them.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
Sway is most effective on targets who are already socially, emotionally, or situationally exposed to you.
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 an appropriate power.  
+
This is not mind control; rather, it induces moods and hormonal reactions.
You need not select a specific type of creature in advance.
+
You do not plant ideas or guide thoughts, but if you know what is on a person’s mind, you can improve their reaction to such thoughts.
 +
You cannot remove negative emotions.
 +
If you create a positive emotion where there already is a negative emotion, you create ambivalence and tension.
  
Limited effect works if it follows the target's existing impulses.
+
* Limited outcome works if it follows the target’s existing impulses.
Standard effect can convince a target with no particular stake in the matter.
+
* Standard outcome can convince a target with no particular stake in the matter.
Great effect will convince a reluctant target, but not a passionate one.
+
* Great outcome will convince a reluctant target, but not a passionate one.
Effect in excess of what's needed allows you top affect ten or so targets, as long as they are in a group.
 
  
'''Emotion Echo'''
+
Outcome in excess of what’s needed allows you to affect a number of targets appropriate for Scale at your tier (p. 221), as long as they are in a group.
''You can read the emotions of living creatures you see and get a sense of their motivations.''
+
A possible Consequence is that people fall in love or otherwise overreact.
  
You can learn a living creatures mood and immediate motivation, which is useful when deciding what to do and where to go.
+
Sway Life powers allow Set Up actions of increasing power and complexity, but you need other powers or mundane interactions to direct the emotions you create.
This is usually a good setup for later Sway and Command actions.
 
  
'''Empathic Charm'''
+
==== Empathic Echo ====
''You can project emotions of warmth and affection to living creatures, which will usually improve their attitude.''
+
Read emotions and motivations.
  
This projects feelings of trust and friendship into living creatures.  
+
You can learn a living creature’s mood and immediate motivations.
You cannot give target's specific orders, but they will react positively and are likely to follow your further suggestions.
+
You can sense strong emotions of creatures you cannot see, especially if those emotions are directed at you.
 +
Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against a creature that is hidden or far away (Standard outcome) or behind a wall (Great outcome).
  
'''Mood Meld'''
+
==== Empathic Charm ====
''You can read and project any emotion to living creatures.''
+
Project warmth and affection.
  
You create emotions in living creatures.  
+
This projects positive emotions in relation to you, such as trust and friendship.
Less intelligent creatures have simple emotions, along the lines of fight, flight, f..k.
+
You cannot give targets specific orders, but you can make them react positively and become more likely to follow your further suggestions.
Intelligent creatures have more complex emotions.
+
 
This is not mind control.  
+
==== Empathic Endearment ====
Targets keep their thoughts, colored by the emotions you give them.  
+
Project positive emotions.
 +
 
 +
Create a positive emotion and decide who or what it is directed at.
 +
Less intelligent creatures have simple emotions, along the lines of fight, flight, or sex.
 +
[[Mind_Powers_(FiD)|Intelligent]] and especially [[Mind_Powers_(FiD)|Sapient]] creatures have more complex emotions.
 +
Targets keep their own thoughts, colored by the emotions you give them.
 
If the emotion is appropriate to the situation, it is likely to be acted upon.
 
If 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.
+
If acting on the emotion would contradict the target’s values or goals, it may only create a moment of confusion, which might still give you a brief opening.
 +
 
 +
==== Empathic Enlist ====
 +
Change emotional setup.
 +
 
 +
Change the target’s emotions on a fundamental level, making them more positive overall without removing specific antipathies.
 +
You can create different emotions in different subjects, but to do so the subject must be brought up, either by something physically present or in conversation.
 +
This change fades over the next few days, but depending on further events and how other people react to this change of heart, it may influence the target’s attitudes long term.
  
'''Soul Serenade'''
 
''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.''
 
  
Change the targets emotions and motivations on a very fundamental level, and the change is permanent.
 
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 ===
 
=== Tinker ===
'''Refine Remnants'''
+
You cannot create new life, but you can slowly modify it through the Master ability [[#Bio-Builder|Bio-Builder]]. 
''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.''
+
You can also tinker with materials governed by Life.
 +
 
 +
You can craft formerly living matter and other Life-related materials such as wood, bone, leather, hide, peat, rich dung, bird droppings, and guano (phosphates), substances deeply tied to life and fertility. 
 +
{{ : Include Tinker (FiD) }}
 +
 +
==== Bio-Binder ====
 +
Emulate bio-tools.
 +
 
 +
This substitutes for a biochemical tool kit. 
 +
You can work organic materials and their derivatives as if you had appropriate tools and protective equipment.
 +
 
 +
==== Bio-Blender ====
 +
Emulate a bio-workshop.
 +
 
 +
You can handle organic materials and derivatives as if they were clay. 
 +
Liquids and gases briefly retain the shape and flow you impose on them.
 +
 
 +
This substitutes for a biochemical workshop.
 +
 
 +
==== Bio-Builder ====
 +
Emulate a bio-lab.
 +
 
 +
This substitutes for a biochemical laboratory. 
 +
You can create complex items, including '''Fine''' and '''Potent''' equipment.
 +
You can create non-living but Life-related materials out of nothing, or transform one material into another material associated with a Form you know.
 +
 
 +
You can change living creatures while they are alive through a slow, dangerous long-term project with permanent effects. 
 +
Anything more than a cosmetic change requires a [[Actions_(FiD)#Tinker|Tinker]] roll when the project is completed to determine how well it holds. 
 +
Any Consequences affect the target directly, are permanent, and cannot be healed. 
 +
Bio-Builder may be used again to attempt to improve the result, at further risk.
 +
 
 +
==== Bio-Braid ====
 +
Emulate a bio-factory.
 +
 
 +
You become your own biochemical factory. 
 +
You can manufacture many and varied items as if using Bio-Blender, or create a large building, vehicle, or other construction.
  
'''Remnant Reconstruction'''
+
In long-term projects involving construction or crafting, Bio-Braid produces many dozens of items with the effort of one item, at the usual Stress cost.
''As handle, and you can manipulate items as if they were of clay.''
 
  
'''Materialization'''
 
''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.''
 
  
'''Biological Building'''
 
''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.''
 
  
 
=== Wreck ===
 
=== Wreck ===
'''Grind and Gash'''
+
You can wreck living creatures and recently dead organic matter such as wood, bone, leather, hide, peat, rich dung, bird droppings, and guano (phosphates), substances deeply tied to life and fertility. 
''You can 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.''
+
You can also harm [[Death_Powers_(FiD)#Undead|Undead]] by channeling Life power.
 +
 
 +
The Outcome required depends on the size and structural strength of the target.
 +
 
 +
* '''Limited Outcome''': Create a car-sized hole in weak organic materials such as cadavers, hides, or flimsy wood. 
 +
* '''Standard Outcome''': Create a car-sized breach in a structure made primarily of organic materials. 
 +
* '''Great Outcome''': Affect something larger or stronger, such as large organic constructions or densely packed living matter.
 +
 
 +
Creating a smaller hole is not easier.
 +
 
 +
Position depends on the situation. 
 +
A quiet workspace is '''Controlled'''. 
 +
The general bustle of adventure is '''Risky'''. 
 +
Direct attacks, massive crowds, or dangerous destruction are '''Desperate'''.
 +
 
 +
You can also attack in close combat or disrupt nerve function, deadening sensation and pain. 
 +
Such effects may occasionally be beneficial, but are primarily a way to frame Harm rather than provide care.
 +
 
 +
==== Disfigure and Digest ====
 +
Smash living matter.
 +
 
 +
You violently break living creatures, Undead, and Life-connected materials. 
 +
In combat, this functions as a sledgehammer, enhancing raw physical force and causing concussive trauma.
 +
This is loud and destructive, leaving twisted remains and obvious damage.
 +
 
 +
You can instead disrupt nerves, disrupting sense of touch.
 +
 
 +
==== Deteriorate and Digest ====
 +
Rot Life materials.
 +
 
 +
You destroy materials governed by Life as though they were degraded and brittle. 
 +
This allows you to pulp organic matter, weaken structures, and collapse constructions made primarily from Life substances.
 +
In combat, this works as a '''Fine''' and '''Potent''' sledgehammer.
 +
 
 +
You can disrupt neural connections more deeply, paralyzing limbs or impairing bodily coordination.
 +
 
 +
==== Disintegrate and Digest ====
 +
Silent rot.
 +
 
 +
As Digest Dissolve, but destruction is subtle and quiet. 
 +
Targets are reduced to fine ash or dust without loud impact, vibration, or debris.
 +
 
 +
This leaves few clues and little trace of violence.
 +
 
 +
Neural disruption at this level can cause full-body paralysis.
 +
 
 +
==== Devastate and Digest ====
 +
Wide-range rot.
  
'''Bone Break'''
+
Apply Digest Dissolve over a wide area.
''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.''
+
You abandon subtlety in favor of massive, violent destruction.
 +
You can level forests, pulverize wooden cities, rot camps of bone-and-hide yurts, and cause similar large-scale devastation.
  
'''Digest'''
+
Even if some materials cannot be fully destroyed, the collapse of surrounding organic matter often renders structures unstable or unusable. 
''Similar to Bone Break, but destroyed targets silently disappear or are reduced to a fine dust.''
+
Buildings of stone often rely on wooden doors, floors, beams, and roofs, which can be razed to catastrophic effect.
  
'''Breakdown Blitz'''
+
You may also focus this power on a single living target, overwhelming neural activity and inducing a deep coma.
''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.''
+
The body is sustained at a minimal level, preventing immediate degradation, but the state is traumatic, dangerous, and beyond most aid.

Latest revision as of 23:38, 2 January 2026

Fox in the DarkFox in the Dark logo
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Powers (FiD)Fox in the Dark logo

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

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

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

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

Life Power Effects

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

Expanded Life Powers

Attune

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

Vital Vision

Sense creatures and spirits of Life..

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

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

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

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

Vital Veil

Negate any power on a living thing.

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

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

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

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

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

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

Vital Vigor

Use life energy to reduce Harm.

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

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

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

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

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

Vital Vortex

Area stabilization and power negation.

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

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


Command

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

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

Provoke Profanity

Control negative emotions.

You control negative emotions.

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

Provoke Procastrination

Put creatures to sleep.

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

Provoke Proclaimation

Read emotions over a wide area.

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

Provoke Progress

Permanent emotional change.

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

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

Permanent effects require a long-term project.

Consort

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

Living Lustre

Cosmetic changes to your own body.

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

Living Loom

Assume the form of mundane creature.

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

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

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

Living Legacy

Living Loom on a willing or helpless creature.

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

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

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

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

Living Law

Living Loom many minor creatures at once.

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

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


Finesse

Lithe Leash

Ride any living creature.

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

Lithe Lunge

Fine and Potent close-range attack.

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

Lithe Leverage

Create a living vehicle.

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

Lithe Launch

Untiring travel.

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


Hunt

Sanguine Scout

Track living creatures.

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

Sanguine Strike

Cause Harm at a distance.

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

Sanguine Sovereignty

Control flora and fauna.

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

Sanguine Surge

Cause a surge of blood.

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


Prowl

Agile Adaptation

Hide among living creatures.

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

Agile Athletics

Empower your own movement.

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

Agile Assembly

Crew Agile Adaptation and Athletics.

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

Agile Approach

Teleport to a place you have slept.

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


Skirmish

Life Leverage

Resist Life Harm.

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

Life Lance

Fine and Potent melee attack.

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

Life Lockstep

Negate Scale in combat.

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

Life Lash

Attack all enemies in melee.

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


Study

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

The outcome required depends on range.

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

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

Wise Watcher

Identify living creatures and any ailments.

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

Wise Word

Learn powers and abilities of Life.

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

Wise Witness

Learn the past of living and formerly living things.

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

Wise Weave

Area Wise Word, then three Wise Weaves.

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


Survey

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

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

Savage Sight

Sense things of Life.

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

Savage Senses

Use the senses of a living creature.

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

Savage Scrying

See trough the best observer.

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

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

Savage Savant

Enhances your senses impossibly, akin to using Sensory Symbiosis on each living creature spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves against every living thing.


Sway

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

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

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

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

Empathic Echo

Read emotions and motivations.

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

Empathic Charm

Project warmth and affection.

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

Empathic Endearment

Project positive emotions.

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

Empathic Enlist

Change emotional setup.

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


Tinker

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

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

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

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

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

Bio-Binder

Emulate bio-tools.

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

Bio-Blender

Emulate a bio-workshop.

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

This substitutes for a biochemical workshop.

Bio-Builder

Emulate a bio-lab.

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

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

Bio-Braid

Emulate a bio-factory.

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

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


Wreck

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

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

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

Creating a smaller hole is not easier.

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

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

Disfigure and Digest

Smash living matter.

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

You can instead disrupt nerves, disrupting sense of touch.

Deteriorate and Digest

Rot Life materials.

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

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

Disintegrate and Digest

Silent rot.

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

This leaves few clues and little trace of violence.

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

Devastate and Digest

Wide-range rot.

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

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

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