Difference between revisions of "Light Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(121 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to darkness.
+
{{tocright}}
 +
Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to [[Darkness_Powers_(FiD)|Darkness]].
  
 
Light is the power of ethics, inspiration, and enlightenment.  
 
Light is the power of ethics, inspiration, and enlightenment.  
It involves physical light, insight, and meaning.  
+
It involves physical light, insight, and clarity.  
It gives meaning to the blind forces of order and flux, and drives away the darkness.  
+
It gives meaning to the blind forces of [[Flux_Powers_(FiD)|Flux]] and [[Order_Powers_(FiD)|Order]], and drives away [[Darkness_Powers_(FiD)|Darkness]].  
 
Light powers serve to inspire, awe, and enlighten.
 
Light powers serve to inspire, awe, and enlighten.
  
 
Light attacks are beams of coherent light, like lasers, lights words, and holy light.  
 
Light attacks are beams of coherent light, like lasers, lights words, and holy light.  
They are usually good against Darkness but may have problems against purely physical creatures.
+
They are usually good against [[Darkness_Powers_(FiD)|Darkness]] but may have problems against massive physical targets.
 
 
 
 
  
 
== Light Power Effects Table ==
 
== Light Power Effects Table ==
 
{| 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 | Avoid 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"| '''Light Lens''' <br> You can detect creatures and powers of light. Creatures of light are called angels and have a halo of light.  
+
|valign="top"| '''Celestial Clarity''' <br> Detect any Power.  
|valign="top"| '''Dismiss''' <br> You can force any that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.  
+
|valign="top"| '''Celestial Concord''' <br> Negate any Power.  
|valign="top"| '''Summon'''   <br> You can call an angel from a place of your power. You never truly control angles, but they will cooperate in good deeds. Learning who to summon may require study or be a a score in itself.
+
|valign="top"| '''Celestial Call''' <br> Call an angel from Heaven.  
|valign="top"| '''Gate'''     <br> You can create a portal that allows travel to and from the plane of light for a limited time.  
+
|valign="top"| '''Celestial Conduit''' <br> Create a physical connection to Heaven.  
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate'''       <br> You can communicate with angels even if normally couldn't, allowing you to use the command action normally on them.  
+
|valign="top"| '''Angelic Anger''' <br> Intimidate with Light.  
|valign="top"| '''Radiant Rejection''' <br> You and allies can communicate with angels. You can communicate with normal folk to make break free of evil domination.
+
|valign="top"| '''Angelic Appeal''' <br> Message angels, send messages of hope.
|valign="top"| '''Celestial Calling''' <br> You can give commands to angels, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
+
|valign="top"| '''Angelic Authority''' <br> Command angels as a superior.  
|valign="top"| '''Angelic Archway'''   <br> You can permanently bind angels to stay on your plane. Unless affected by other powers, they will stay in one location and act according to your instructions, very loyal and very literal-minded.
+
|valign="top"| '''Angelic Allegiance''' <br> Bind angels to permanent service.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Radiant Raiment'''     <br> You can change your clothes and accessories by imbuing them with light. This can mask your identity or create fabulous outfits.  
+
|valign="top"| '''Radiant Raiment''' <br> Imbue clothes and accessories with Light.  
|valign="top"| '''Angelic Alteration'''   <br> You assume the form of an angel. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
|valign="top"| '''Radiant Reflection''' <br> Assume the form of an angel.
|valign="top"| '''Celestial Conversion''' <br> You can shapechange a willing creature of good nature into an angel. A target can end the effect at any time. 
+
|valign="top"| '''Radiant Revelation''' <br> Turn a good creature into an angel.  
|valign="top"| '''Legion of Light'''     <br> You can transform a large number of willing and good-natured creatures into angels for a limited time.
+
|valign="top"| '''Radiant Rapture''' <br> Turn a host of good creatures into angels.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Radiant Roam'''   <br> You can move and see regardless of the level of light or darkness. Enemies can still hide in shadows.  
+
|valign="top"| '''Piercing Perception''' <br> See in light or darkness.  
|valign="top"| '''Radiant Riposte''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
|valign="top"| '''Piercing Purity''' <br> Fine and Potent dueling attack or grant vision.
|valign="top"| '''Radiant Reach'''   <br> You can do fine manipulation of light, allowing you to do small and exact manipulations at range. This allows you to trigger or hinder mechanisms or perform other minor manipulations, as long as the target is sensitive to light or heat.
+
|valign="top"| '''Piercing Projection''' <br> Manipulate light with precision.
|valign="top"| '''Radiant Rain'''   <br> Your power manifests like a rain of searing rays, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
+
|valign="top"| '''Piercing Presence''' <br> Travel as a ray of Light.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Ethereal Eye'''       <br> You can track creatures with strong good or bad intentions.
+
|valign="top"| '''Piercing Pursuit''' <br> Track strong good or evil intentions.
|valign="top"| '''Radiant Ray'''         <br> You can use your power to attack, similar in effect to a fine and potent laser rifle.
+
|valign="top"| '''Piercing Precision''' <br> Attack like a Fine and Potent laser rifle.
|valign="top"| '''Celestial Cascade'''   <br> You can use your power to attack similar to a fine and potent laser bomb. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
|valign="top"| '''Piercing Proclamation''' <br> Create light as bright as a sunny day.
|valign="top"| '''Celestial Cannonade''' <br> You call down the equivalent of a fine potent artillery laser barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
+
|valign="top"| '''Piercing Pronouncement''' <br> A Fine and Potent laser bomb.  
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Halo Haze'''           <br> You can become invisible in strong light.  
+
|valign="top"| '''Halo Haze''' <br> Become invisible in bright light.  
|valign="top"| '''Luminous Leap'''       <br> You can move in a flash. This allows you to teleport short distances to a spot you can see.  
+
|valign="top"| '''Halo Helix''' <br> Travel as a ray of Light.  
|valign="top"| '''Celestial Conveyance''' <br> You can bring allies along when you use Halo Haze and Luminous Leap.
+
|valign="top"| '''Halo Host''' <br> Crew Halo Haze and Halo Helix.
|valign="top"| '''Ethereal Express'''     <br> You and allies can teleport from one brightly illuminated to another. This is regional travel, you stay within the same city or region.
+
|valign="top"| '''Halo Haven''' <br> Crew teleport from light to light.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Radiant Rapier'''     <br> You can use the power as a close-range laser attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''Luminous Lock''' <br> Resist Harm from Light.  
|valign="top"| '''Luminous Lance'''     <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''Luminous Lance''' <br> Fine and Potent melee attack.
|valign="top"| '''Luminous Labyrinth''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''Luminous Labyrinth''' <br> Prevent enemies from using Scale.
|valign="top"| '''Bright Blitz'''       <br> Your light strikes out in all directions, attacking all enemies in a wide area.  
+
|valign="top"| '''Luminous Lash''' <br> Attack all enemies in melee.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Angelic Appraisal''' <br> You can sense the use and result of powers.  
+
|valign="top"| '''Enlightened Examination''' <br> Identify creatures and powers of Light and Darkness.  
|valign="top"| '''Luminescent Lore''' <br> You know the powers and abilities of something you use Angelic Appraisal on.
+
|valign="top"| '''Enlightened Education''' <br> Fathom creatures and powers of Light and Darkness.
|valign="top"| '''Radiant Recall'''   <br> You read the past events of something you analyze with Luminescent Lore. This includes previous owners and how the object has been moved around as well as significant scenes.
+
|valign="top"| '''Enlightened Inquiry''' <br> Read past events involving Light and Darkness.
|valign="top"| '''Divine Discovery''' <br> You use Luminescent Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Radiant Recall on some of these targets.
+
|valign="top"| '''Enlightened Insight''' <br> Area analysis, then three targeted inquiries.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Angelic Awareness'''   <br> You can sense strong good and evil intentions as well as physical illumination. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''Illuminating Insight''' <br> Sense physical and ethical Light and Darkness.
|valign="top"| '''Gleaming Gaze'''       <br> Choose a glowing object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
+
|valign="top"| '''Illuminating Impression''' <br> Perceive from a known Light Path.  
|valign="top"| '''Radiant Revelation''' <br> Choose a location or creature. You gain a sensor at the nearest glowing object, which is often close enough to perceive the target.
+
|valign="top"| '''Illuminating Intersection''' <br> Perceive a target from the nearest Light Path.
|valign="top"| '''Illuminated Insight''' <br> You perceive from all glowing objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''Illuminating Immersion''' <br> Perceive from all Light Paths in an Area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Radiant Rapport'''     <br> You can communicate with angels even if normally couldn't, allowing you to use the sway action normally on them.  
+
|valign="top"| '''Radiant Rapport''' <br> Understand angels.  
|valign="top"| '''Luminous Lexicon'''     <br> You and allies can communicate with angels. You can communicate with normal folk to make them do good.
+
|valign="top"| '''Radiant Reassurance''' <br> Speak to angels, sway toward good deeds.
|valign="top"| '''Cricket Voice'''       <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. These suggestions must be to make them do good or to break free of evil domination.  
+
|valign="top"| '''Radiant Rally''' <br> Implant lasting good impulses.
|valign="top"| '''Seraphic Subjugation''' <br> You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
+
|valign="top"| '''Radiant Reminder''' <br> Create an active conscience.  
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Celestial Crafting''' <br> You can handle light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices.
+
|valign="top"| '''Celestial Crafting''' <br> Work Light Paths.
|valign="top"| '''Radiant Reshaping'''   <br> You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as light and lasers.  
+
|valign="top"| '''Celestial Conduit''' <br> Shape Light like clay.  
|valign="top"| '''Radiant Creation'''   <br> You can handle light, lasers, and holiness out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.  
+
|valign="top"| '''Celestial Creation''' <br> Transmute Light.  
|valign="top"| '''Radiant Replication''' <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''Celestial Construction''' <br> Mass Light construction.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Gleaming Grasp'''     <br> Light cuts and welds like a laser and chases darkness away. You can wield this power like a sledgehammer. Noisy and leaves a twisted object in place.  
+
|valign="top"| '''Searing Surge''' <br> Cut like a laser.  
|valign="top"| '''Radiant Ravage'''     <br> Similar to Gleaming Grasp but with increased effect. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''Searing Scourge''' <br> Burn like a laser torch.
|valign="top"| '''Ethereal Erasure'''   <br> Similar to Radiant Ravage, but destroyed targets silently disappear or are reduced to a fine dust.
+
|valign="top"| '''Searing Silence''' <br> Silent destruction to dust.
|valign="top"| '''Heavenly Holocaust''' <br> Similar to Radiant Ravage, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.  
+
|valign="top"| '''Searing Sun''' <br> Radiant destruction over an Area.  
 
|}
 
|}
  
 
== Expanded Light Powers ==
 
== Expanded Light Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
  
 
=== Attune ===
 
=== Attune ===
The consequences depends entirely on what happens around you when you do it. If a powerful creature resists being dispelled or dismissed, its at least risky.  
+
Light is a high-utility expression of Attune, capable of revealing, dispelling, and dismissing powers and creatures tied to any Form.
In a general melee against strong opponents, the situation becomes desperate. Having helpers and bodyguards improves position, and sometimes the situation is calm or a creature wants to be dismissed and the position is controlled.  
+
 
 +
Light is the power of truth and revelation. Through Attune Light, you can detect powers, negate ongoing effects, dismiss summoned beings, and open paths to higher realms. As with all alignment Forms, Light functions as a universal dispeller and dismisser, but it does so through exposure and revelation rather than suppression or authority.
 +
 
 +
The Position depends entirely on the situation.
 +
If a powerful creature resists being dispelled or dismissed, the Position is at least '''Risky'''.
 +
In a general melee against strong opponents, the situation becomes '''Desperate'''.
 +
Having helpers or bodyguards can improve Position, and sometimes the situation is calm or a creature wishes to be dismissed, making the Position '''Controlled'''.
 +
 
 +
Consequences will often come in the form of demands for action, such as promising to donate to charity or confront a specific Darkness.
 +
These are not binding contracts, Light is about ambition and good will, but failure to strive will make future contact with Angels perilous as they can sense if you lived up to your promised ideals.
 +
 
 +
==== Celestial Clarity====
 +
Detect any Power.
 +
 
 +
Light Lens reveals powers and power-shaped creatures of any sort.
 +
This is so broad that it may be of less use than other similar powers, revealing information you are not interested in, but you can narrow the search to particular Power Forms or effects as desired.
 +
 
 +
Light Lens can reveal active powers, ongoing effects, and creatures sustained or shaped by power.
  
Light is a very high-utility version of attune.
+
{{ : Include Attune Basic Detect Powers (FiD) }}
You can detect, dispel, and dismiss all powers and creatures tied to all powers.
 
  
'''Light Lens'''
+
==== Celestial Concord ====
''You can detect powers and creatures linked to creatures and powers. This applies to all powers, not just light.''
+
Negate any power.
  
Light Lens is usually used to spot a disguised creature, but it can also help identify a creature's connection to powers. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect). The position usually starts controlled, with the usual consequence that you cannot try again or only try again at greater risk.
+
You can force any summoned creature to return to its plane of origin, force spirits to materialize, or halt the operation of any power effect, regardless of Form.
If you have an additional level of effect, you can identify what power you are detecting, and gain some insight into what kind of creature it is. For more detailed informations, see Survey and Study.
 
  
'''Light Lattice'''
+
Light negates powers by exposing and unraveling them, rather than by command or binding.
''You can force a creature to return to its plane of origin, or to end the operation of an ability of any power.''
 
  
Dispelling powers is usually easier, but not always. Dispelling can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
Dismissing a creature requires great effect, and if the creature is of a higher tier, as they often are,  might require that the creature is weakened by combat, interactions, or by being set up.  It is often used as a setup action to help another character in a situation when the opposition is using powers. 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.
+
==== Celestial Call ====
 +
Call an angel from Heaven.
  
You usually don't have to play around with effect when dispelling, but the final result of your action depends on how vulnerable the target is to losing its powers, even momentarily.
+
You can call an angel from Heaven. You never truly control angels, but they will perform good deeds according to their own understanding of what is right.
The result usually starts out at limited effect 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.
 
When a power is the crux of the situation, dispel wont end that power but instead give you a clue to what you need to do to resolve the situation.
 
  
'''Celestial Call'''
+
Angels come in many forms, some appearing as radiant elementals of light, others as glowing glyphs or text, and still others as animal, humanoid, or even mechanical beings. 
''You can call an angel from heaven. You never truly control angels, but they will cooperate in good deeds.''
+
All angels are ethical, possessing intellect sufficient to judge ethics, or even a supernatural sense for what is good.
  
Angels come in all forms, some looking light elementals made of light, sometimes forming glowing glyphs or text. Others have animal, humanoid, or even mechanical forms.
+
Angels act according to their own judgment, not yours.
All are moral, and have intellect enough to judge morality, or perhaps a supernatural sense for what is good.
 
  
Depending on your degree of effect the creature is willing to do different things. 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 simply disappear.
+
{{ : Include Attune Summon (FiD) }}
  
Standard effect allows you to ask for any service appropriate to an angel. The creature will heal, bless, carry messages of peace or challenges against evil, and give just judgement.
+
An angel may require you to promise future good deeds, accept a quest or mission, or submit to ethical testing.
This includes dangerous tasks such as combat if the angel has such abilities, which most of them do.
+
* An angel might pose ethical questions or otherwise test your resolve before acting.
  
Great effect allows lengthy service, like summoning the creature to guard against evil for as long as it can, but still does not allow morally questionable actions.
+
==== Celestial Conduit ====
 +
Create a physical connection to Heaven.
  
The position is controlled unless the situation around you is dangerous.
+
You can open a physical connection to Heaven.
An angel may require you to promise future good deeds or to accept a quest or mission.
+
This power is only useful under exceptional circumstances.
It might pose moral questions that you need to answer.  
 
  
'''Glorious Gate'''
+
Heaven may accept pilgrims or refugees for a time, but not permanently, and it does not function as a prison, vault, or dumping ground for unresolved problems.
''You can create a portal that allows travel to and from heaven for a limited time.''
 
  
This is only really useful under exceptional circumstances.
+
{{ : Gate Shared Rules (FiD) }}
Heaven may accept pilgrims or refugees for a time, but not permanently.
 
There are also things that are possible to do on in heaven that are not allowed in the regular world, light effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master, opening the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside heaven, but if they affect creatures in heaven, the effect may remain when you return to the mundane world.
 
This may apply to some other effects, such as Life used to heal
 
  
Gating can allow access to angels too powerful to summon, so you instead go to heaven to ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
  
Using a gate to adventure in heaven is played out as a score, which means there is an engagement roll.
 
  
 
=== Command ===
 
=== Command ===
'''Celestial Command'''
+
==== Angelic Anger ====
''You can use command on angels even if you normally couldn't.''
+
Intimidate with light.
 +
 
 +
You can create Light effects such as a halo, aura, or staged illumination to heighten your authority, gaining leverage similar to a threat such as displaying a weapon. 
 +
This can provide the authority needed to use Command to intimidate without an actual threat of violence. 
 +
If you are genuinely a servant of Light, creatures of Light will recognize you as a figure of authority.
  
You can admonish creatures and suggest a better path to them across language and culture barriers.
+
==== Angelic Appeal ====
This allows the use of the Command action restricted only by your intent, you must genuinely wish them well.
+
Message angels, send messages of hope.
  
'''Celestial Call'''
+
You can communicate over long distances with angels or send messages of hope.
''You can communicate with angels over long distances or to send messages of hope.''
+
You must know the name of the creature you communicate with, or have met them in person. 
 +
A message of hope is meant to lift spirits, morale, or encourage good deeds. This has no supernatural influence over the receiver; they choose their own actions.
  
You must know the name of the creature you communicate with, or to have met them in person.
+
==== Angelic Authority ====
A message of hope is something to lift their spirits, influence them to be moral, or perform good deeds. This has supernatural influence over them, they must choose their own actions.
+
Command angels as a superior.
  
'''Angelic Authority'''
+
You can command angels and other creatures of Light as if you were their superior, even across language barriers. 
''You can give commands to angels, as if you were their superior.''
+
This does not remove existing loyalties, which can lead to conflicts if they already have a task or master. 
 +
Angels will not perform evil deeds. 
 +
They may perform neutral deeds if they see a chance of redemption or a positive outcome; this can be used to mislead them, though they will be actively attempting to redeem you in return.
  
Angels won't do evil deeds. They might do neutral deeds if they seem a chance of redemption or other a positive result, which can be used to trick them.
+
==== Angelic Allegiance ====
This does not remove existing loyalties, which can lead to conflicts if they already have a task or master.
+
Bind angels to permanent service.
  
'''Angelic Allegiance'''
+
You can bind angels to long-term or permanent service.
''You can bind angels to permanent service.''
+
They usually remain in one location and act according to your instructions, becoming loyal and benevolent guardians. 
 +
They fulfill the spirit of a request rather than the letter and may spare the innocent even when this conflicts with your instructions.
 +
 
 +
This does not work unless the task aligns with the principles of Light. 
 +
The effect resembles Angelic Authority but is potentially permanent. An angel rarely breaks free, but may disobey specific instructions if doing so better serves the greater good.
  
They will generally stay in one location and act according to your instructions, like very loyal and literal-minded stooges.
 
  
This won’t work unless the task is one that aligns with the principles of light. The effect is similar to Angelic Authority but potentially permanent. An angel will not usually break free, but might disobey part of your instruction for the greater good.
 
  
 
=== Consort ===
 
=== Consort ===
Consort powers changes your form and later that of other creatures. Often Consort rolls are not actually made when you use the power to change your appearance or form, it is rolled when in the social situation and effect and position is decided at this critical point. This will often give a bonus to effect or improved position or even allow an action that an outsider could not do.
+
Consort powers change your form and later that of other creatures. Often, Consort rolls are not made when you use the power to change your appearance or form; instead, the roll is made in the relevant social situation, when Effect and Position are determined. This may grant improved starting Effect, a better Position, or even allow an action that would otherwise be impossible.
These powers might also be used as a set-up action for a later Consort roll.
 
  
Consequences might reveal your disguise, but only if the position is risky or desperate.  
+
These powers may also be used as set-up actions for later Consort rolls.
  
'''Radiant Raiment'''
+
Consequences may reveal your disguise, but only if the Position is Risky or Desperate. 
''You can change your clothes and accessories by imbuing them with light.''
+
People may mistake you for an angel, fawn over you, attempt to tease or corrupt you, or otherwise react strongly to your unusual presence.
  
This can mask your identity or create fabulous outfits.
+
==== Radiant Raiment ====
Allows the creation of effects like halos and mandorlas or even a mask of diffuse light bright enough to conceal your identity. You do not physically change yourself, you accessorize and change your outfit or add an aura.  
+
Imbue clothes and accessories with light.
  
'''Angelic Alteration'''
+
You alter your clothes and accessories by imbuing them with Light. 
''You assume the form of an angel. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.''
+
This can mask your identity or create magnificent, symbolic attire.
  
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the table agrees your new form is appropriate for a creature of light. This can give you new abilities, but these are things you could already do using Light powers. 
+
This allows effects such as halos, mandorlas, or even a mask of diffuse light bright enough to conceal your identity.
 +
You do not physically change; instead, you accessorize, alter your garments, or surround yourself with a luminous aura.
  
To represent what your new form is good at, 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 may apply this to allies as an Advanced Effect.
  
''Example Yadech uses Angelic Alteration to turn himself into a cherub, of the winged head Christmas card variety. He gains a +1 bonus to the Consort action, but suffers a -1 penalty to Attune, Command, and Sway actions. He does not suffer the penalty on Consort, as that is the action that was improved. If the penalty had instead been applied to Insight, the Attune, Command, Consort, and Sway actions would all have suffered the penalty.
+
==== Radiant Reflection ====
 +
Assume the form of an angel.
  
With limited effect you can transform into yourself into how you would look as an angel. Those familiar with you will recognize you. Standard effect can make you a generic angel, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific angel you have studied.
+
You assume the form of an angel.
 +
You do not need to mimic an existing being, provided the gamemaster agrees that the form is recognizably angelic.
  
'''Celestial Conversion'''
+
Radiant Reflection may function as a set-up action for other actions, but may also penalize certain actions depending on your new form.
''You can apply Radiant Raiment and Angelic Alteration to a willing creature of good nature. A target can end the effect at any time.''
+
When appropriate, your angelic form may use Basic and Advanced Light powers inherently without risking Stress.
  
'''Legion of Light'''
+
* '''Limited''' outcome: You resemble how you might have been had you grown up as an angel; those familiar with you may still recognize you.
''You can transform a large number of willing and good-natured creatures into a host of angels.''
+
* '''Standard''' outcome: You become a generic angelic being, difficult to recognize as yourself.
 +
* '''Great''' outcome: You assume the form and some of the personality of a specific angel you have studied.
 +
 
 +
==== Radiant Revelation ====
 +
Turn a good creature into an angel.
 +
 
 +
You apply Radiant Reflection to a willing creature of good nature. 
 +
The target may end the effect at any time.
 +
 
 +
==== Radiant Rapture ====
 +
Turn a host of good creatures into angels.
 +
 
 +
You transform a large number of good-natured creatures, or even natural songbirds, into a host of angels.
 +
{{ : Apex Consort }} This host is angelic and will not consort with evil in any form. 
 +
They are trusting and will usually agree to morally neutral deeds, assuming that you made the order out of benevolence.
  
This power mimics the effects of Angelic Alteration and Angelic Authority. You can transform a group of willing or non-sentient creatures into an angelic host. Targets must be willing or non-sentient, and they cannot be evil or aligned with the Darkness power, nor several tiers below your own tier.
 
  
The transformed creatures will enthusiastically carry out tasks assigned by you.
 
They primarily excel in pursuit and containment rather than direct combat.
 
Alternatively, they can serve as obedient servants, akin to an angelic choir depicted in a nativity scene painting.
 
  
 
=== Finesse ===
 
=== Finesse ===
Exact control of physical light to move, fight, and control your environment.  
+
Exact control of physical light to move, fight, and illuminate your environment.
Finesse has little relation to spiritual alight, but Light attacks might still work better against creatures of the Dark.
+
Finesse has little relation to spiritual Light, though Light-based attacks may still be more effective against creatures of [[Darkness_Powers_(FiD)|Darkness]].
 +
 
 +
==== Piercing Perception ====
 +
See in light or darkness.
  
'''Radiant Roam'''
+
You can move and see regardless of ambient light or darkness.
''You can move and see regardless of the level of light or darkness. Enemies can still hide in shadows.''
+
This avoids penalties to Position or Effect in dark, blinding, or overlit conditions. 
 +
However, your vision remains sensitive to sharp contrasts between light and shadow, which may still allow creatures to hide unless the environment is uniformly lit or uniformly dark.
  
Allows you to ignore darkness or blinding light.
+
==== Piercing Purity ====
Your vision is still affected by contrasts between light and darkness, which can allow creatures to hide from your except in a setting of uniform darkness.
+
A Fine and Potent dueling weapon.
  
'''Radiant Riposte'''
+
You attack in a manner similar in effect to a Fine and Potent dueling sword or pistol. 
''You can use the power as a fine and potent close-range attack or you can give your friends the Radiant Roam ability for the duration of a score.''
+
Light attacks may be extra effective against Darkness and Illusion, but may be less reliable against purely physical creatures.
  
The attack is similar in effect to a fine potent dueling sword or pistol.
+
You may instead grant your crew the effect of Piercing Pursuit.
Light attacks are usually good against Darkness but may have problems against purely physical creatures.
 
  
'''Radiant Reach'''
+
==== Piercing Projection ====
''You can do fine manipulation of light, allowing you to do small and exact manipulations at range. This allows you to trigger or hinder mechanisms or perform other minor manipulations, as long as the target is sensitive to light.''
+
Manipulate light.
  
You can play with sunspots and light effects, which are good at setting the mood.  
+
You create focused beams or atmospheric lighting effects to illuminate areas or set a mood.
You can trigger light-sensitive devices like photocells and laser sensors.
+
You can trigger light-sensitive devices such as photocells or laser sensors, replicating the function of any laser-based communications or detection system you are familiar with.
You can replicate the effects of a laser communications device you are familiar with.
+
 
 +
This is usually used as a Set-Up action. 
 +
Consequences are typically partial results; severe consequences may disrupt the scene or create unwanted attention.
 +
 
 +
==== Piercing Presence ====
 +
Travel as a ray of light.
 +
 
 +
You transform yourself, your crew, mounts, and vehicles into rays of light. 
 +
In this state, you can travel through clear air or vacuum almost instantly.
 +
 
 +
Movement occurs in straight lines within your line of sight. 
 +
You may chain multiple movements by increasing Effect. 
 +
You immediately return to normal form when you stop moving.
  
'''Radiant Rain'''
 
''Your power manifests like a rain of searing rays, overcoming scale.''
 
  
You create and use weapon like Radiant Riposte above, and also create distractions. The effect is like having a number of trusty defensive allies in the fight. This negates any scale advantage enemies might have.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Light. As you advance, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and yours.
+
Track, attack, and unleash precise judgment with the power of Light.
 +
As you advance, the scope of your attacks increases, allowing you to control significant areas and cause widespread destruction.
 +
At short range, this can be dangerous to you and those near you.
  
'''Ethereal Eye'''
+
==== Piercing Pursuit ====
''You can track creatures with strong good or bad intentions.''
+
Track strong good or evil intentions.
  
Track based on the mood and ethics of your target.
+
You can see and track creatures with strong benevolent or malevolent intentions.
A very good or bad creature is easier to track, as is someone in a violent or vengeful mood.
 
People just out on a casual stroll can't be tracked this way.
 
  
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.
+
Tracking is based on the present ethical disposition and emotional state of the target.
 +
Creatures exhibiting intense goodness or cruelty are easier to follow, as are those driven by violent, vengeful, or fanatical emotions. 
 +
A strong permanent disposition can be tracked.
 +
Casual bystanders and emotionally neutral creatures cannot be tracked this way, nor do they interfere with your ability to track.
  
'''Radiant Ray'''
+
Consequences usually involve losing the trail. Serious consequences may draw attention due to your overt holiness or lead you into an ambush.
''You can use your power to attack, similar in effect to a fine and potent laser rifle.''
 
  
A long-range attack power using light, good against Darkness but may have problems against purely physical creatures.
+
==== Piercing Precision ====
 +
Attack like a Fine and Potent laser rifle.
  
'''
+
You perform precise, long-range attacks using focused Light. 
'''Daylight''''
+
These attacks are especially effective against creatures of Darkness, but may be less reliable against purely physical beings.
''You light a large area bright as a sunny day.  
 
  
Dispels all kinds of darkness, even that created with the Darkness power.  
+
==== Piercing Proclamation ====
It does not dispel other Darkness effects.
+
Create light as bright as a sunny day.
The light is diffuse, it does not blind and leaves few shadows, making it harder to hide.
+
 
 +
You control ambient illumination over an area.
 +
This is commonly used to diffuse light, reducing glare and minimizing shadows for clear visibility, or to intensify illumination to the level of direct sunlight, potentially causing temporary blindness.
 +
You cannot create darkness, but you can enforce stark contrast between brightly lit and shadowed areas.
 +
 
 +
==== Piercing Pronouncement ====
 +
A Fine and Potent laser bomb.
 +
 
 +
This functions like Piercing Precision on a massive scale. 
 +
You can overcome Scale and harm many enemies at once.
 +
Collateral damage is likely, and careless use will endanger allies or bystanders.
  
'''Celestial Cascade'''
 
''You can use your power to attack similar to a fine and potent laser bomb. This allows you to attack many creatures, but there is a risk of collateral damage.''
 
  
Similar to Radiant Ray, but can both overcome scale and hurt many enemies at once.
 
  
 
=== Prowl ===
 
=== Prowl ===
'''Halo Haze'''
+
Sneak, move, and teleport with stealth and agility. 
''You can become invisible in strong light.''
+
In a Controlled position, consequences often involve lost time as you are forced to lie low. 
 +
More serious consequences may involve opponents catching flashes of light that alert them or provide clues, or leaving you in a precarious position.
  
'''Luminous Leap'''
+
==== Halo Haze ====
''You can move in a flash. This allows you to teleport short distances to a spot you can see.''
+
Become invisible in bright light.
 +
 
 +
You can vanish within glare and hide in brightly lit places where concealment would normally be impossible. 
 +
Otherwise, this functions like a normal use of Prowl to avoid notice.
 +
 
 +
==== Halo Helix ====
 +
Travel as a ray of light.
 +
 
 +
You momentarily transform into a ray of light and teleport to a visible location. 
 +
Travel follows a straight line unless redirected by a mirror, lens, or similar reflective surface.
 +
 
 +
This works best in bright light; in darkness, the effect is conspicuous. 
 +
The required Outcome depends on visibility: distant, obscured, or murky locations require greater Outcome, while a Limited Outcome suffices for nearby, well-lit destinations.
 +
 
 +
You may pass through transparent walls and [[Barrier Powers (FiD)|Barriers]].
 +
 
 +
==== Halo Host ====
 +
Crew Halo Haze and Halo Helix.
 +
 
 +
You allow allies you can clearly see to use Halo Haze and Halo Helix. 
 +
This uses your Stress, but each ally rolls their own Prowl action. 
 +
The result is usually a Group Action.
 +
 
 +
==== Halo Haven ====
 +
Crew teleport from light to light.
 +
 
 +
You and your allies can teleport from one brightly illuminated area to another. 
 +
This allows regional travel within the same city or region.
 +
 
 +
Halo Haven can be used to escape nearly any situation, though finding a safe arrival point in unfamiliar or hostile territory is uncertain. 
 +
On a fumble, you may arrive in a similar but incorrect location, potentially placing you in immediate danger.
  
'''Celestial Conveyance'''
 
''You can bring allies along when you use Halo Haze and Luminous Leap.''
 
  
'''Ethereal Express'''
 
''You and allies can teleport from one brightly illuminated area to another. This is regional travel, you stay within the same city or region.''
 
  
 
=== Skirmish ===
 
=== Skirmish ===
'''Radiant Rapier'''
+
Engage in close combat and create opportunities with the power of Light.
''You can use the power as a close-range laser attack, similar in effect to a melee weapon or pistol.''
+
This uses the normal combat rules typical to consequences.
 +
 
 +
==== Luminous Lock ====
 +
Resist harm from light.
 +
 
 +
Absorb Light energy.
 +
This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm.
 +
{{ : Damage Resistance Template (FiD)}}
 +
 
 +
==== Luminous Lance ====
 +
Fine and potent melee attack.
 +
 
 +
An attack similar to a fine and potent laser pistol or laser sword.
 +
Light attacks are good against Darkness but may have problems against purely physical creatures.
 +
 
 +
==== Luminous Labyrinth ====
 +
Prevent scale.
  
'''Luminous Lance'''
+
Create distractions and obstructions that prevent the enemy from benefiting from numbers/scale.
''Same as Skirmish Attack, except the weapon is fine and potent.''
+
Otherwise as Luminous Lance.
  
'''Luminous Labyrinth'''
+
==== Luminous Lash ====
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.''
+
Attack all enemies in melee.
 +
 
 +
Prevents opponents from using scale and allows you to strike multiple targets.
 +
Otherwise as Luminous Lance.
  
'''Bright Blitz'''
 
''Your light strikes out in all directions, attacking all enemies in a wide area.''
 
  
 
=== Study ===
 
=== Study ===
'''Angelic Appraisal'''
+
Enlighten yourself on the subject of Light.
''You can sense the use and result of powers.''
 
  
'''Luminescent Lore'''
+
The Outcome required depends on range.
''You know the powers and abilities of something you use Angelic Appraisal on.''
+
* '''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 the subject of your research is dangerous in itself, worsening Position. Consequences may provide knowledge that lacks crucial details or context.
 +
 
 +
==== Enlightened Examination ====
 +
Identify creatures and powers of Light and Darkness.
 +
 
 +
You gain precise mundane information about creatures, objects, and effects tied to Light and Darkness. 
 +
This does not reveal supernatural abilities, Power mechanics, or specific rules.
 +
 
 +
==== Enlightened Education ====
 +
Fathom creatures and powers of Light and Darkness.
 +
 
 +
You learn the exact nature of a creature, power, or ability of Light or Darkness. 
 +
This reveals occult details, Power interactions, and relevant rules.
 +
 
 +
==== Enlightened Inquiry ====
 +
Read past events involving Light and Darkness.
 +
 
 +
You uncover past events related to creatures or powers of Light or Darkness. 
 +
This reveals previous owners, significant encounters, and notable scenes in the subject’s history, especially those with ethical significance.
 +
 
 +
==== Enlightened Insight ====
 +
Scan and analyze a large area.
 +
 
 +
You gain a detailed understanding of events and influences involving Light and Darkness within Range (p. 221). 
 +
This highlights locations of interest such as searchlights, illuminated streets, sanctified areas, and unusually dark cellars or alleys.
 +
 
 +
You may then use Enlightened Inquiry on up to three highlighted targets.
  
'''Radiant Recall'''
 
''You read the past events of something you analyze with Luminescent Lore. This includes previous owners and how the object has been moved around as well as significant scenes.''
 
  
'''Divine Discovery'''
 
''You use Luminescent Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Radiant Recall on some of these targets.''
 
  
 
=== Survey ===
 
=== Survey ===
'''Angelic Awareness'''
+
Perceive and locate angels, devils, spectres, and power effects of Light, Darkness, and Illusion.
''You can sense strong good and evil intentions as well as physical illumination. This works even when you can't see the target, but both range and information suffers.''
+
 
 +
Many Survey Light abilities need to use a '''Light Path'''.
 +
This includes anything that transfers, reflects, or directs light, such as a window, lens, mirror, polished surface, or beam of sunlight.
 +
Anything in direct sunlight qualifies.
 +
 
 +
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 Light Paths are present.
 +
 
 +
==== Illuminating Insight ====
 +
Sense physical and ethical Light and Darkness.
 +
 
 +
This is a basic spotting power, selectively sensing things related to Light.
 +
You can sense strong benevolent or malevolent intentions.
 +
You can choose to detect all such intentions, those directed toward you, or those directed at a specific creature or group you know well.
 +
You can also detect [[Darkness_Powers_(FiD)|Darkness]], [[Illusion_Powers_(FiD)|Illusion]], and [[Light_Powers_(FiD)|Light]] effects, but not thoughts, plans, or beliefs.
 +
 
 +
==== Illuminating Impression ====
 +
Perceive from a Light Path you know of.
 +
 
 +
Shift your vision to a Light Path you know is present and sense as if you were physically there, while still maintaining dim awareness of your actual location.
 +
 
 +
==== Illuminating Intersection ====
 +
Perceive a target from the nearest Light Path.
 +
 
 +
Similar to Gleaming Gaze, but allows you to focus on a specific creature or location rather than a specific Light Path.
 +
Choose a creature or position. You can see from the Light Path nearest to the target.
 +
This automatically selects the best available vantage point.
 +
Fails if no suitable Light Path is available.
  
'''Gleaming Gaze'''
+
==== Illuminating Immersion ====
''Choose a glowing object that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.''
+
Gleaming Gaze from every Light Path in an Area.
 +
 
 +
You perceive from all Light Paths at once over a wide area.
 +
Your senses are enhanced impossibly, forming a comprehensive mental image of the scene and revealing many details simultaneously.
 +
Targets find it extremely difficult to hide unless they are able to avoid all Light Paths in the area.
  
'''Radiant Revelation'''
 
''Choose a location or creature. You gain a sensor at the nearest glowing object, which is often close enough to perceive the target.''
 
  
'''Illuminated Insight'''
 
''You perceive from all glowing objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.''
 
  
 
=== Sway ===
 
=== Sway ===
'''Radiant Rapport'''
+
Communicate, fascinate, and motivate creatures of Light, and inspire Light in any type of creature. 
''You can communicate with angels even if normally couldn't, allowing you to use the sway action normally on them.''
+
Position and Effect are determined normally, depending on the situation and your relationship to the audience.
 +
 
 +
Because Light is an ethical power, Sway Light does not allow mind control. 
 +
You influence others through inspiration, reassurance, and ethical alignment rather than social pressure.
 +
 
 +
==== Radiant Rapport ====
 +
Understand angels.
 +
 
 +
You can converse with angels and gauge their mood, outlook, and immediate motivations.
 +
 
 +
==== Radiant Reassurance ====
 +
Speak to angels. Sway toward good deeds.
 +
 
 +
You and your crew can communicate with angels using Sway with full Effect. 
 +
You can also overcome cultural and linguistic barriers to motivate any creature in good faith.
 +
 
 +
==== Radiant Rally ====
 +
Lasting good impulse.
 +
 
 +
You implant gentle suggestions encouraging benevolent action in any type of creature. 
 +
This is an enhanced Sway attempt, allowing you to define conditions under which the suggestion activates.
 +
The suggestion remains subtle until triggered, and may persist for up to a few days. 
 +
The target does not remember being influenced.
 +
 
 +
==== Radiant Reminder ====
 +
Create an active conscience.
 +
 
 +
You instill an active ethical awareness that alerts the target when they are about to commit an evil act. 
 +
The Radiant Reminder reflects a blend of your values and the target’s existing ethics, leaning toward goodness without feeling alien or intrusive.
 +
 
 +
If the target follows the guidance, their behavior gradually improves. 
 +
To commit a clearly evil action, the target must Resist, which silences the Radiant Reminder for the remainder of the score. 
 +
Repeated resistance weakens the effect and will eventually cause it to fade entirely.
  
'''Luminous Lexicon'''
+
NPCs Resist when it creates an interesting story.
''You and allies can communicate with angels. You can communicate with normal folk to make them do good.''
 
  
'''Cricket Voice'''
 
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. These suggestions must be to make them do good or to break free of evil domination.''
 
  
'''Seraphic Subjugation'''
 
''You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remembers their past, but regards it as unimportant compared to their new motivations.''
 
  
 
=== Tinker ===
 
=== Tinker ===
'''Celestial Crafting'''
+
Manipulate, shape, and create physical Light. 
''You can handle light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices.''
+
While the ethical aspect of Light is still present, Tinker has little direct ethical effect.
 +
{{ : Include Tinker (FiD) }}
 +
 
 +
==== Celestial Crafting ====
 +
Work Light Paths.
 +
 
 +
You can craft materials that function as [[#Survey|Light Paths]]. 
 +
This includes anything that transfers, reflects, or directs light, such as windows, lenses, mirrors, polished surfaces, and prisms.
 +
 
 +
You can craft lamps, laser mechanisms, and light-sensitive devices as if you had the appropriate tools and protective equipment. 
 +
You can repair, recharge, and maintain sanctified items that possess Light powers, and possibly other powers designed to fight Darkness.
 +
A common example of a Light device is light crystals that glow without fire or fuel.
 +
 
 +
==== Celestial Conduit ====
 +
Shape Light like clay.
 +
 
 +
You can shape [[#Survey|Light Paths]], light, lasers, and supernatural Light as if they were clay. 
 +
These forms retain their shape for a time, even when they normally would not.
 +
 
 +
This allows normally instantaneous effects to gain duration. 
 +
You may manipulate light as if it were a moldable solid, store light within objects, or perfectly absorb incoming light.
 +
 
 +
This surpasses normal crafting and facilitates the construction of traps or devices without extensive equipment.
 +
 
 +
==== Celestial Creation ====
 +
Transmute light.
 +
 
 +
You can conjure Light from nothing or transmute Light into the material of another Form you know.
 +
 
 +
You may create Light without raw materials.
 +
You master Light at the Celestial Conduit level, allowing the creation of '''Fine''' and '''Potent''' items.
 +
 
 +
If you possess multiple Forms, you can transform Light into materials associated with another Form you know. 
 +
This allows complex transformations, such as turning a metal sword into Light while it still functions as a sword, or converting a wooden door into a curtain of Light that can be passed through before reverting.
 +
 
 +
You can also send, intercept, and interpret radiation used for communication, such as radio signals, signal lights, and lasers. 
 +
As the element of enlightenment, Light allows you to decode such transmissions: '''Limited''' Outcome for open communication or simple signals, up to '''Great''' Outcome for complex encrypted information.
 +
 
 +
==== Celestial Construction ====
 +
Mass Light construction.
 +
 
 +
You can mass-produce objects created through Celestial Crafting and Celestial Conduit, or construct large Light-based structures such as cathedrals, lighthouses, or telescopes that would normally require a workforce and specialized facilities.
  
'''Radiant Reshaping'''
+
In long-term projects involving construction or crafting, you can produce many dozens of items with the effort of a single item, at the usual Apex Stress cost.
''You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as light and lasers.''
 
  
'''Radiant Creation'''
 
''You can handle light, lasers, and holiness out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.''
 
  
'''Radiant Replication'''
 
''This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.''
 
  
 
=== Wreck ===
 
=== Wreck ===
'''Gleaming Grasp'''
+
This is more about using Light to wreck than about wrecking light. Use Light to destroy, dismantle, and obliterate objects and effects of the [[Barrier Powers (FiD)|Barrier]] and [[Darkness Powers (FiD)|Darkness]] powers.
''Light cuts and welds like a laser and chases darkness away. You can wield this power like a sledgehammer. Noisy and leaves a twisted object in place.''
+
 
 +
Light wrecks Barrier and Darkness effects by forcing total transmission: barriers meant to selectively pass light are overloaded, and darkness effects collapse when saturated with illumination and illusions are penetrated by the light of truth.
 +
Wreck Light can destroy physical manifestations of [[Barrier Powers (FiD)|Barrier]], [[Illusion Powers (FiD)|Illusion]], and [[Darkness Powers (FiD)|Darkness]] including ephemeral effects such as areas of physical Darkness, but not Darkness effects created via Command or Sway, or effects that alter mood, emotion, or thought.
 +
In most cases, wrecking a power effect destroys it in its entirety.
 +
 
 +
The position depends on the situation. 
 +
A quiet workspace is '''Controlled''', the general hustle of adventure '''Risky''', and dealing with direct attacks, massive crowds, or dangerous construction '''Desperate'''.
 +
 
 +
==== Searing Surge ====
 +
Cut like a laser.
 +
 
 +
Cuts like a laser and disperses physical darkness. This power is like a laser torch: noisy, precise, and leaving twisted or scarred material behind.
 +
 
 +
==== Searing Scourge====
 +
Burn like a laser torch.
 +
 
 +
An intensified Gleaming Grasp that can smash certain power effects. Works as a '''Fine''' and '''Potent''' sledgehammer in combat.
 +
Wreck the physical manifestations of the powers of [[Barrier Powers (FiD)|Barrier]], [[Illusion Powers (FiD)|Illusion]], and [[Darkness Powers (FiD)|Darkness]], destroying them entirely with Standard Effect.
 +
 
 +
==== Searing Silence ====
 +
Silent Radiant Ravage to dust.
  
'''Radiant Ravage'''
+
As Radiant Ravage, and destroyed targets silently disappear or are reduced to fine dust.
''Similar to Gleaming Grasp but with increased effect. Works as a fine potent sledgehammer in combat.''
+
[[Barrier Powers (FiD)|Barrier]], [[Illusion Powers (FiD)|Illusion]], and [[Darkness Powers (FiD)|Darkness]] power effects destroyed this way do not alert their creators that they have failed.
  
'''Ethereal Erasure'''
+
==== Searing Sun====
''Similar to Radiant Ravage, but destroyed targets silently disappear or are reduced to a fine dust.''
+
Radiant Ravage over an area.
  
'''Heavenly Holocaust'''
+
Light causes destruction, and Heavenly Holocaust applies this over a wide area, but the material destruction to mundane objects is limited to common vandalism, like smashing structures with hammers across the scene.
''Similar to Radiant Ravage, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.''
+
Against physical manifestations of [[Barrier Powers (FiD)|Barrier]], [[Illusion Powers (FiD)|Illusion]], and [[Darkness Powers (FiD)|Darkness]], Standard Effect causes catastrophic collapse rather than mere damage.

Latest revision as of 21:41, 10 January 2026

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

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

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

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

Light Power Effects Table

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Celestial Clarity
Detect any Power.
Celestial Concord
Negate any Power.
Celestial Call
Call an angel from Heaven.
Celestial Conduit
Create a physical connection to Heaven.
Command Angelic Anger
Intimidate with Light.
Angelic Appeal
Message angels, send messages of hope.
Angelic Authority
Command angels as a superior.
Angelic Allegiance
Bind angels to permanent service.
Consort Radiant Raiment
Imbue clothes and accessories with Light.
Radiant Reflection
Assume the form of an angel.
Radiant Revelation
Turn a good creature into an angel.
Radiant Rapture
Turn a host of good creatures into angels.
Finesse Piercing Perception
See in light or darkness.
Piercing Purity
Fine and Potent dueling attack or grant vision.
Piercing Projection
Manipulate light with precision.
Piercing Presence
Travel as a ray of Light.
Hunt Piercing Pursuit
Track strong good or evil intentions.
Piercing Precision
Attack like a Fine and Potent laser rifle.
Piercing Proclamation
Create light as bright as a sunny day.
Piercing Pronouncement
A Fine and Potent laser bomb.
Prowl Halo Haze
Become invisible in bright light.
Halo Helix
Travel as a ray of Light.
Halo Host
Crew Halo Haze and Halo Helix.
Halo Haven
Crew teleport from light to light.
Skirmish Luminous Lock
Resist Harm from Light.
Luminous Lance
Fine and Potent melee attack.
Luminous Labyrinth
Prevent enemies from using Scale.
Luminous Lash
Attack all enemies in melee.
Study Enlightened Examination
Identify creatures and powers of Light and Darkness.
Enlightened Education
Fathom creatures and powers of Light and Darkness.
Enlightened Inquiry
Read past events involving Light and Darkness.
Enlightened Insight
Area analysis, then three targeted inquiries.
Survey Illuminating Insight
Sense physical and ethical Light and Darkness.
Illuminating Impression
Perceive from a known Light Path.
Illuminating Intersection
Perceive a target from the nearest Light Path.
Illuminating Immersion
Perceive from all Light Paths in an Area.
Sway Radiant Rapport
Understand angels.
Radiant Reassurance
Speak to angels, sway toward good deeds.
Radiant Rally
Implant lasting good impulses.
Radiant Reminder
Create an active conscience.
Tinker Celestial Crafting
Work Light Paths.
Celestial Conduit
Shape Light like clay.
Celestial Creation
Transmute Light.
Celestial Construction
Mass Light construction.
Wreck Searing Surge
Cut like a laser.
Searing Scourge
Burn like a laser torch.
Searing Silence
Silent destruction to dust.
Searing Sun
Radiant destruction over an Area.

Expanded Light Powers

Attune

Light is a high-utility expression of Attune, capable of revealing, dispelling, and dismissing powers and creatures tied to any Form.

Light is the power of truth and revelation. Through Attune Light, you can detect powers, negate ongoing effects, dismiss summoned beings, and open paths to higher realms. As with all alignment Forms, Light functions as a universal dispeller and dismisser, but it does so through exposure and revelation rather than suppression or authority.

The Position depends entirely on the situation. If a powerful creature resists being dispelled or dismissed, the Position is at least Risky. In a general melee against strong opponents, the situation becomes Desperate. Having helpers or bodyguards can improve Position, and sometimes the situation is calm or a creature wishes to be dismissed, making the Position Controlled.

Consequences will often come in the form of demands for action, such as promising to donate to charity or confront a specific Darkness. These are not binding contracts, Light is about ambition and good will, but failure to strive will make future contact with Angels perilous as they can sense if you lived up to your promised ideals.

Celestial Clarity

Detect any Power.

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

Light Lens can reveal active powers, ongoing effects, and creatures sustained or shaped by power.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Celestial Concord

Negate any power.

You can force any summoned creature to return to its plane of origin, force spirits to materialize, or halt the operation of any power effect, regardless of Form.

Light negates powers by exposing and unraveling them, rather than by command or binding.

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

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

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

Celestial Call

Call an angel from Heaven.

You can call an angel from Heaven. You never truly control angels, but they will perform good deeds according to their own understanding of what is right.

Angels come in many forms, some appearing as radiant elementals of light, others as glowing glyphs or text, and still others as animal, humanoid, or even mechanical beings. All angels are ethical, possessing intellect sufficient to judge ethics, or even a supernatural sense for what is good.

Angels act according to their own judgment, not yours.

Summons are Chohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature: The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

An angel may require you to promise future good deeds, accept a quest or mission, or submit to ethical testing.

  • An angel might pose ethical questions or otherwise test your resolve before acting.

Celestial Conduit

Create a physical connection to Heaven.

You can open a physical connection to Heaven. This power is only useful under exceptional circumstances.

Heaven may accept pilgrims or refugees for a time, but not permanently, and it does not function as a prison, vault, or dumping ground for unresolved problems.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.


Command

Angelic Anger

Intimidate with light.

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

Angelic Appeal

Message angels, send messages of hope.

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

Angelic Authority

Command angels as a superior.

You can command angels and other creatures of Light as if you were their superior, even across language barriers. This does not remove existing loyalties, which can lead to conflicts if they already have a task or master. Angels will not perform evil deeds. They may perform neutral deeds if they see a chance of redemption or a positive outcome; this can be used to mislead them, though they will be actively attempting to redeem you in return.

Angelic Allegiance

Bind angels to permanent service.

You can bind angels to long-term or permanent service. They usually remain in one location and act according to your instructions, becoming loyal and benevolent guardians. They fulfill the spirit of a request rather than the letter and may spare the innocent even when this conflicts with your instructions.

This does not work unless the task aligns with the principles of Light. The effect resembles Angelic Authority but is potentially permanent. An angel rarely breaks free, but may disobey specific instructions if doing so better serves the greater good.


Consort

Consort powers change your form and later that of other creatures. Often, Consort rolls are not made when you use the power to change your appearance or form; instead, the roll is made in the relevant social situation, when Effect and Position are determined. This may grant improved starting Effect, a better Position, or even allow an action that would otherwise be impossible.

These powers may also be used as set-up actions for later Consort rolls.

Consequences may reveal your disguise, but only if the Position is Risky or Desperate. People may mistake you for an angel, fawn over you, attempt to tease or corrupt you, or otherwise react strongly to your unusual presence.

Radiant Raiment

Imbue clothes and accessories with light.

You alter your clothes and accessories by imbuing them with Light. This can mask your identity or create magnificent, symbolic attire.

This allows effects such as halos, mandorlas, or even a mask of diffuse light bright enough to conceal your identity. You do not physically change; instead, you accessorize, alter your garments, or surround yourself with a luminous aura.

You may apply this to allies as an Advanced Effect.

Radiant Reflection

Assume the form of an angel.

You assume the form of an angel. You do not need to mimic an existing being, provided the gamemaster agrees that the form is recognizably angelic.

Radiant Reflection may function as a set-up action for other actions, but may also penalize certain actions depending on your new form. When appropriate, your angelic form may use Basic and Advanced Light powers inherently without risking Stress.

  • Limited outcome: You resemble how you might have been had you grown up as an angel; those familiar with you may still recognize you.
  • Standard outcome: You become a generic angelic being, difficult to recognize as yourself.
  • Great outcome: You assume the form and some of the personality of a specific angel you have studied.

Radiant Revelation

Turn a good creature into an angel.

You apply Radiant Reflection to a willing creature of good nature. The target may end the effect at any time.

Radiant Rapture

Turn a host of good creatures into angels.

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

This 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. This host is angelic and will not consort with evil in any form. They are trusting and will usually agree to morally neutral deeds, assuming that you made the order out of benevolence.


Finesse

Exact control of physical light to move, fight, and illuminate your environment. Finesse has little relation to spiritual Light, though Light-based attacks may still be more effective against creatures of Darkness.

Piercing Perception

See in light or darkness.

You can move and see regardless of ambient light or darkness. This avoids penalties to Position or Effect in dark, blinding, or overlit conditions. However, your vision remains sensitive to sharp contrasts between light and shadow, which may still allow creatures to hide unless the environment is uniformly lit or uniformly dark.

Piercing Purity

A Fine and Potent dueling weapon.

You attack in a manner similar in effect to a Fine and Potent dueling sword or pistol. Light attacks may be extra effective against Darkness and Illusion, but may be less reliable against purely physical creatures.

You may instead grant your crew the effect of Piercing Pursuit.

Piercing Projection

Manipulate light.

You create focused beams or atmospheric lighting effects to illuminate areas or set a mood. You can trigger light-sensitive devices such as photocells or laser sensors, replicating the function of any laser-based communications or detection system you are familiar with.

This is usually used as a Set-Up action. Consequences are typically partial results; severe consequences may disrupt the scene or create unwanted attention.

Piercing Presence

Travel as a ray of light.

You transform yourself, your crew, mounts, and vehicles into rays of light. In this state, you can travel through clear air or vacuum almost instantly.

Movement occurs in straight lines within your line of sight. You may chain multiple movements by increasing Effect. You immediately return to normal form when you stop moving.


Hunt

Track, attack, and unleash precise judgment with the power of Light. As you advance, the scope of your attacks increases, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and those near you.

Piercing Pursuit

Track strong good or evil intentions.

You can see and track creatures with strong benevolent or malevolent intentions.

Tracking is based on the present ethical disposition and emotional state of the target. Creatures exhibiting intense goodness or cruelty are easier to follow, as are those driven by violent, vengeful, or fanatical emotions. A strong permanent disposition can be tracked. Casual bystanders and emotionally neutral creatures cannot be tracked this way, nor do they interfere with your ability to track.

Consequences usually involve losing the trail. Serious consequences may draw attention due to your overt holiness or lead you into an ambush.

Piercing Precision

Attack like a Fine and Potent laser rifle.

You perform precise, long-range attacks using focused Light. These attacks are especially effective against creatures of Darkness, but may be less reliable against purely physical beings.

Piercing Proclamation

Create light as bright as a sunny day.

You control ambient illumination over an area. This is commonly used to diffuse light, reducing glare and minimizing shadows for clear visibility, or to intensify illumination to the level of direct sunlight, potentially causing temporary blindness. You cannot create darkness, but you can enforce stark contrast between brightly lit and shadowed areas.

Piercing Pronouncement

A Fine and Potent laser bomb.

This functions like Piercing Precision on a massive scale. You can overcome Scale and harm many enemies at once. Collateral damage is likely, and careless use will endanger allies or bystanders.


Prowl

Sneak, move, and teleport with stealth and agility. In a Controlled position, consequences often involve lost time as you are forced to lie low. More serious consequences may involve opponents catching flashes of light that alert them or provide clues, or leaving you in a precarious position.

Halo Haze

Become invisible in bright light.

You can vanish within glare and hide in brightly lit places where concealment would normally be impossible. Otherwise, this functions like a normal use of Prowl to avoid notice.

Halo Helix

Travel as a ray of light.

You momentarily transform into a ray of light and teleport to a visible location. Travel follows a straight line unless redirected by a mirror, lens, or similar reflective surface.

This works best in bright light; in darkness, the effect is conspicuous. The required Outcome depends on visibility: distant, obscured, or murky locations require greater Outcome, while a Limited Outcome suffices for nearby, well-lit destinations.

You may pass through transparent walls and Barriers.

Halo Host

Crew Halo Haze and Halo Helix.

You allow allies you can clearly see to use Halo Haze and Halo Helix. This uses your Stress, but each ally rolls their own Prowl action. The result is usually a Group Action.

Halo Haven

Crew teleport from light to light.

You and your allies can teleport from one brightly illuminated area to another. This allows regional travel within the same city or region.

Halo Haven can be used to escape nearly any situation, though finding a safe arrival point in unfamiliar or hostile territory is uncertain. On a fumble, you may arrive in a similar but incorrect location, potentially placing you in immediate danger.


Skirmish

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

Luminous Lock

Resist harm from light.

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

Luminous Lance

Fine and potent melee attack.

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

Luminous Labyrinth

Prevent scale.

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

Luminous Lash

Attack all enemies in melee.

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


Study

Enlighten yourself on the subject of Light.

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 the subject of your research is dangerous in itself, worsening Position. Consequences may provide knowledge that lacks crucial details or context.

Enlightened Examination

Identify creatures and powers of Light and Darkness.

You gain precise mundane information about creatures, objects, and effects tied to Light and Darkness. This does not reveal supernatural abilities, Power mechanics, or specific rules.

Enlightened Education

Fathom creatures and powers of Light and Darkness.

You learn the exact nature of a creature, power, or ability of Light or Darkness. This reveals occult details, Power interactions, and relevant rules.

Enlightened Inquiry

Read past events involving Light and Darkness.

You uncover past events related to creatures or powers of Light or Darkness. This reveals previous owners, significant encounters, and notable scenes in the subject’s history, especially those with ethical significance.

Enlightened Insight

Scan and analyze a large area.

You gain a detailed understanding of events and influences involving Light and Darkness within Range (p. 221). This highlights locations of interest such as searchlights, illuminated streets, sanctified areas, and unusually dark cellars or alleys.

You may then use Enlightened Inquiry on up to three highlighted targets.


Survey

Perceive and locate angels, devils, spectres, and power effects of Light, Darkness, and Illusion.

Many Survey Light abilities need to use a Light Path. This includes anything that transfers, reflects, or directs light, such as a window, lens, mirror, polished surface, or beam of sunlight. Anything in direct sunlight qualifies.

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 Light Paths are present.

Illuminating Insight

Sense physical and ethical Light and Darkness.

This is a basic spotting power, selectively sensing things related to Light. You can sense strong benevolent or malevolent intentions. You can choose to detect all such intentions, those directed toward you, or those directed at a specific creature or group you know well. You can also detect Darkness, Illusion, and Light effects, but not thoughts, plans, or beliefs.

Illuminating Impression

Perceive from a Light Path you know of.

Shift your vision to a Light Path you know is present and sense as if you were physically there, while still maintaining dim awareness of your actual location.

Illuminating Intersection

Perceive a target from the nearest Light Path.

Similar to Gleaming Gaze, but allows you to focus on a specific creature or location rather than a specific Light Path. Choose a creature or position. You can see from the Light Path nearest to the target. This automatically selects the best available vantage point. Fails if no suitable Light Path is available.

Illuminating Immersion

Gleaming Gaze from every Light Path in an Area.

You perceive from all Light Paths at once over a wide area. Your senses are enhanced impossibly, forming a comprehensive mental image of the scene and revealing many details simultaneously. Targets find it extremely difficult to hide unless they are able to avoid all Light Paths in the area.


Sway

Communicate, fascinate, and motivate creatures of Light, and inspire Light in any type of creature. Position and Effect are determined normally, depending on the situation and your relationship to the audience.

Because Light is an ethical power, Sway Light does not allow mind control. You influence others through inspiration, reassurance, and ethical alignment rather than social pressure.

Radiant Rapport

Understand angels.

You can converse with angels and gauge their mood, outlook, and immediate motivations.

Radiant Reassurance

Speak to angels. Sway toward good deeds.

You and your crew can communicate with angels using Sway with full Effect. You can also overcome cultural and linguistic barriers to motivate any creature in good faith.

Radiant Rally

Lasting good impulse.

You implant gentle suggestions encouraging benevolent action in any type of creature. This is an enhanced Sway attempt, allowing you to define conditions under which the suggestion activates. The suggestion remains subtle until triggered, and may persist for up to a few days. The target does not remember being influenced.

Radiant Reminder

Create an active conscience.

You instill an active ethical awareness that alerts the target when they are about to commit an evil act. The Radiant Reminder reflects a blend of your values and the target’s existing ethics, leaning toward goodness without feeling alien or intrusive.

If the target follows the guidance, their behavior gradually improves. To commit a clearly evil action, the target must Resist, which silences the Radiant Reminder for the remainder of the score. Repeated resistance weakens the effect and will eventually cause it to fade entirely.

NPCs Resist when it creates an interesting story.


Tinker

Manipulate, shape, and create physical Light. While the ethical aspect of Light is still present, Tinker has little direct ethical effect.

  • 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 that is 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.

Celestial Crafting

Work Light Paths.

You can craft materials that function as Light Paths. This includes anything that transfers, reflects, or directs light, such as windows, lenses, mirrors, polished surfaces, and prisms.

You can craft lamps, laser mechanisms, and light-sensitive devices as if you had the appropriate tools and protective equipment. You can repair, recharge, and maintain sanctified items that possess Light powers, and possibly other powers designed to fight Darkness. A common example of a Light device is light crystals that glow without fire or fuel.

Celestial Conduit

Shape Light like clay.

You can shape Light Paths, light, lasers, and supernatural Light as if they were clay. These forms retain their shape for a time, even when they normally would not.

This allows normally instantaneous effects to gain duration. You may manipulate light as if it were a moldable solid, store light within objects, or perfectly absorb incoming light.

This surpasses normal crafting and facilitates the construction of traps or devices without extensive equipment.

Celestial Creation

Transmute light.

You can conjure Light from nothing or transmute Light into the material of another Form you know.

You may create Light without raw materials. You master Light at the Celestial Conduit level, allowing the creation of Fine and Potent items.

If you possess multiple Forms, you can transform Light into materials associated with another Form you know. This allows complex transformations, such as turning a metal sword into Light while it still functions as a sword, or converting a wooden door into a curtain of Light that can be passed through before reverting.

You can also send, intercept, and interpret radiation used for communication, such as radio signals, signal lights, and lasers. As the element of enlightenment, Light allows you to decode such transmissions: Limited Outcome for open communication or simple signals, up to Great Outcome for complex encrypted information.

Celestial Construction

Mass Light construction.

You can mass-produce objects created through Celestial Crafting and Celestial Conduit, or construct large Light-based structures such as cathedrals, lighthouses, or telescopes that would normally require a workforce and specialized facilities.

In long-term projects involving construction or crafting, you can produce many dozens of items with the effort of a single item, at the usual Apex Stress cost.


Wreck

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

Light wrecks Barrier and Darkness effects by forcing total transmission: barriers meant to selectively pass light are overloaded, and darkness effects collapse when saturated with illumination and illusions are penetrated by the light of truth. Wreck Light can destroy physical manifestations of Barrier, Illusion, and Darkness including ephemeral effects such as areas of physical Darkness, but not Darkness effects created via Command or Sway, or effects that alter mood, emotion, or thought. In most cases, wrecking a power effect destroys it in its entirety.

The position depends on the situation. A quiet workspace is Controlled, the general hustle of adventure Risky, and dealing with direct attacks, massive crowds, or dangerous construction Desperate.

Searing Surge

Cut like a laser.

Cuts like a laser and disperses physical darkness. This power is like a laser torch: noisy, precise, and leaving twisted or scarred material behind.

Searing Scourge

Burn like a laser torch.

An intensified Gleaming Grasp that can smash certain power effects. Works as a Fine and Potent sledgehammer in combat. Wreck the physical manifestations of the powers of Barrier, Illusion, and Darkness, destroying them entirely with Standard Effect.

Searing Silence

Silent Radiant Ravage to dust.

As Radiant Ravage, and destroyed targets silently disappear or are reduced to fine dust. Barrier, Illusion, and Darkness power effects destroyed this way do not alert their creators that they have failed.

Searing Sun

Radiant Ravage over an area.

Light causes destruction, and Heavenly Holocaust applies this over a wide area, but the material destruction to mundane objects is limited to common vandalism, like smashing structures with hammers across the scene. Against physical manifestations of Barrier, Illusion, and Darkness, Standard Effect causes catastrophic collapse rather than mere damage.