Difference between revisions of "Ice Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
Current target for revision.
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{{tocright}}
 
 
 
The power of frozen water, arctic cold, and creatures of cold.
 
The power of frozen water, arctic cold, and creatures of cold.
  
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Arctic animals are governed by both the Ice and [[Animal Powers (FiD)|Animal]] powers.
 
Arctic animals are governed by both the Ice and [[Animal Powers (FiD)|Animal]] powers.
  
== Ice Power Effects Table ==
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== Ice Abilities ==
{| class="wikitable"  
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{| class="wikitable"
|valign=bottom | '''Action'''  
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|valign=bottom | '''Action'''
|align="center" valign=bottom | '''Basic'''  
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|align="center" valign=bottom | '''Basic'''
|align="center" valign=bottom | '''Advanced'''  
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|align="center" valign=bottom | '''Advanced'''
|align="center" valign=bottom | '''Master'''  
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|align="center" valign=bottom | '''Master'''
|align="center" valign=bottom | '''Apex'''    
+
|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'''  
+
|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 | Avoid fumble (2+).
 
|align="center" valign=bottom | Succeed (4+).
 
|align="center" valign=bottom | Succeed (4+).
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|align="center" valign=bottom | Critical (2 sixes).
 
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Attune'''  
+
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Ice Intuition'''   <br> Detect ice creatures and powers.  
+
|valign="top"| '''[[#Frigid Focus|Frigid Focus]]'''       <br> Detect Ice.
|valign="top"| '''Frigid Farewell''' <br> Dismiss ice creatures and negate Ice powers.  
+
|valign="top"| '''[[#Frigid Farewell|Frigid Farewell]]''' <br> Dismiss Ice.
|valign="top"| '''Frigid Follower''' <br> Summon Ice creatures.  
+
|valign="top"| '''[[#Frigid Follower|Frigid Follower]]''' <br> Summon Ice.
|valign="top"| '''Glacial Gateway''' <br> Create a portal to the plane of Ice.  
+
|valign="top"| '''[[#Frigid Frontier|Frigid Frontier]]''' <br> Ice gate.
 
|-
 
|-
|align="left" valign="top" | '''Command'''  
+
|align="left" valign="top" | '''Command'''
|valign="top"| '''Icebound Edicts''' <br> Intimidate with Ice.
+
|valign="top"| '''[[#Polar Pall|Polar Pall]]'''                 <br> Intimidate with Ice.
|valign="top"| '''Polar Parley'''    <br> Crew can communicate with ice creatures.
+
|valign="top"| '''[[#Polar Projection|Polar Projection]]'''    <br> Signal Ice.
|valign="top"| '''Arctic Authority''' <br> Commands Ice creatures as if you were their superior.  
+
|valign="top"| '''[[#Polar Presence|Polar Presence]]'''         <br> Command Ice.
|valign="top"| '''Icy Allegiance'''   <br> Permanently bind ice creatures to service.
+
|valign="top"| '''[[#Polar Proclamation|Polar Proclamation]]''' <br> Bind Ice.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''  
+
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Frosty Fashion''' <br> Add frost, snow, and ice to clothes and accessories.  
+
|valign="top"| '''[[#Frost Fashion|Frost Fashion]]''' <br> Ice accessories.
|valign="top"| '''Frost Form'''     <br> Assume the form of an Ice creature.
+
|valign="top"| '''[[#Frost Form|Frost Form]]'''       <br> Ice transformation.
|valign="top"| '''Frost Freeze'''  <br> Frost Form a willing or helpless creature.
+
|valign="top"| '''[[#Frost Freeze|Frost Freeze]]'''  <br> Transmute crew.
|valign="top"| '''Frost Flock'''   <br> Frost Form willing or non-sentient creatures, give them an order.
+
|valign="top"| '''[[#Frost Flock|Frost Flock]]'''     <br> Transmute crowd.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''  
+
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Snow Steed'''     <br> Ride an ice or snow vehicle or Ice creature.  
+
|valign="top"| '''[[#Icy Slide|Icy Slide]]'''             <br> Ride an Ice or snow vehicle, or an Ice creature.
|valign="top"| '''Icy Impact'''     <br> Fine and potent Ice close-range attack.
+
|valign="top"| '''[[#Icy Edge|Icy Edge]]'''               <br> Ice melee attack.
|valign="top"| '''Frosty Finesse''' <br> Fine manipulation of ice.
+
|valign="top"| '''[[#Icy Glide|Icy Glide]]'''             <br> Vehicle of Ice.
|valign="top"| '''Crystal Cruise''' <br> Travel fast on ice and snow.  
+
|valign="top"| '''[[#Icy Integration|Icy Integration]]''' <br> Fast snow travel.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''  
+
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Frosty Finder''' <br> Track an Ice creature or over frozen terrain.  
+
|valign="top"| '''[[#Frozen Finder|Frozen Finder]]''' <br> Track on Ice.
|valign="top"| '''Frostbolt'''     <br> Ice to attack similar in effect to a fine and potent rifle.
+
|valign="top"| '''[[#Frozen Fix|Frozen Fix]]''' <br> Ice snipe.
|valign="top"| '''Snowstorm'''     <br> Chill the environment, turn water into ice and rain into snow.
+
|valign="top"| '''[[#Frozen Field|Frozen Field]]''' <br> Local cold snap.
|valign="top"| '''Avalanche'''     <br> Ice attack similar to a fine and potent grenade.
+
|valign="top"| '''[[#Frozen Finality|Frozen Finality]]''' <br> Ice Area attack.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''  
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|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Frostcloak'''     <br> Hide in environments of ice and snow.
+
|valign="top"| '''[[#Frost Fade|Frost Fade]]''' <br> Icy stealth.
|valign="top"| '''Glacier Glide'''   <br> Move freely on and through wintry environments.  
+
|valign="top"| '''[[#Frost Footing|Frost Footing]]''' <br> Move on Ice.
|valign="top"| '''Crystal Conduit''' <br> Bring allies when you use Frostcloak and Glacier Glide.
+
|valign="top"| '''[[#Frost Flow|Frost Flow]]''' <br> Crew prowling.
|valign="top"| '''Glacial Gateway''' <br> You and allies can teleport from one ice-walled space to another.
+
|valign="top"| '''[[#Frost Fugue|Frost Fugue]]''' <br> Icy teleport.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''  
+
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Crystal Coat'''   <br> Protection from cold.  
+
|valign="top"| '''[[#Crystal Coat|Crystal Coat]]''' <br> Resist Ice.
|valign="top"| '''Crystal Cleave''' <br> Skirmish Attack, except the attack is fine and potent.
+
|valign="top"| '''[[#Crystal Cleave|Crystal Cleave]]''' <br> Skirmish attack.
|valign="top"| '''Crystal Cave'''   <br> Create distractions and obstructions that prevents scale.
+
|valign="top"| '''[[#Crystal Cave|Crystal Cave]]''' <br> Icy obstructions.
|valign="top"| '''Crystal Cyclone''' <br> Attacking all enemies in the area.  
+
|valign="top"| '''[[#Crystal Cyclone|Crystal Cyclone]]''' <br> Ice area attack.
 
|-
 
|-
|align="left" valign="top" | '''Study'''  
+
|align="left" valign="top" | '''Study'''
|valign="top"| '''Crystal Cramming'''     <br> Identify powers, objects, and creatures of Ice.  
+
|valign="top"| '''[[#Crystal Cramming|Crystal Cramming]]''' <br> Identify Ice.
|valign="top"| '''Crystal Comprehension''' <br> Learn the powers and abilities of something you analyze.
+
|valign="top"| '''[[#Crystal Comprehension|Crystal Comprehension]]''' <br> Analyze Ice.
|valign="top"| '''Crystal Chronicle'''     <br> Read the past events of something you analyze.
+
|valign="top"| '''[[#Crystal Chronicle|Crystal Chronicle]]''' <br> History of Ice.
|valign="top"| '''Icebound Intellect'''   <br> Wide Crystal Comprehension, then limited Crystal Chronicle.
+
|valign="top"| '''[[#Crystal Certainty|Crystal Certainty]]''' <br> Wide lore of Ice.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''  
+
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Glacial Glimpse'''     <br> Sense ice and cold.
+
|valign="top"| '''[[#Glacial Glimpse|Glacial Glimpse]]''' <br> Sense Ice and cold.
|valign="top"| '''Glacier Gaze'''         <br> Choose a bit of ice; perceive as if you were at that spot.  
+
|valign="top"| '''[[#Glacial Gaze|Glacial Gaze]]''' <br> See from Ice.
|valign="top"| '''Crystal Clairvoyance''' <br> Choose a location or creature, gain a sensor at the nearest ice.
+
|valign="top"| '''[[#Glacial Guidance|Glacial Guidance]]''' <br> Spy from Ice.
|valign="top"| '''Crystal Clarity'''     <br> You perceive from all ice at once over a wide area.
+
|valign="top"| '''[[#Glacial Glory|Glacial Glory]]''' <br> Omnipresent Ice.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''  
+
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Glacier Gab'''       <br> Understand Ice creatures and their motivations.  
+
|valign="top"| '''[[#Shelter Support|Shelter Support]]''' <br> Understand Ice.
|valign="top"| '''Glacier Gathering''' <br> Crew can communicate with Ice creatures. Inspire cool and aloofness.
+
|valign="top"| '''[[#Shelter Society|Shelter Society]]''' <br> Crew conversation.
|valign="top"| '''Crystal Charm'''     <br> Post suggestions in the mind of an Ice creature.
+
|valign="top"| '''[[#Shelter Suggestion|Shelter Suggestion]]''' <br> Suggest Ice.
|valign="top"| '''Icebound Imprint''' <br> Permanently change the personality and motivations of an Ice creature.  
+
|valign="top"| '''[[#Shelter Steward|Shelter Steward]]''' <br> Tame Ice.
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''  
+
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Frosty Finesse'''     <br> Handle icy materials as the appropriate tools and protective devices.
+
|valign="top"| '''[[#Frosty Fitting|Frosty Fitting]]''' <br> Craft Ice.
|valign="top"| '''Crystal Crafting'''   <br> Shape icy materials as if they were of clay.  
+
|valign="top"| '''[[#Frosty Forming|Frosty Forming]]''' <br> Shape Ice.
|valign="top"| '''Crystal Conversion''' <br> Create ice out of nothing. Transform ice into another power's material.
+
|valign="top"| '''[[#Frosty Fusion|Frosty Fusion]]''' <br> Transmute Ice.
|valign="top"| '''Frosty Factory'''     <br> Mass produce Crystal Crafting or make a large as a vehicle or building.
+
|valign="top"| '''[[#Frosty Factory|Frosty Factory]]''' <br> Fabricate Ice.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''  
+
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Frosty Force'''       <br> Wreck like an ice axe. Noisy and leaves a twisted object in place.  
+
|valign="top"| '''[[#Crystal Crack|Crystal Crack]]''' <br> Ice Smash.
|valign="top"| '''Crystal Crush'''       <br> Wreck Ice as if it was wood. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''[[#Crystal Crush|Crystal Crush]]''' <br> Weaken Ice.
|valign="top"| '''Thraw'''               <br> Crystal Crush, but destroyed targets silently disappear as mist and spray.
+
|valign="top"| '''[[#Crystal Crumble|Crystal Crumble]]''' <br> Silent evaporation.
|valign="top"| '''Crystal Catastrophe''' <br> Crystal Crush over a large area. This can freeze a town, canal or lake.  
+
|valign="top"| '''[[#Crystal Catastrophe|Crystal Catastrophe]]''' <br> Area Crystal Crush.
 
|}
 
|}
  
== Expanded Ice Powers ==
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Harness the power of Attune Ice to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
 
  
The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
+
== Expanded Ice Abilities ==
  
 
=== Attune ===
 
=== Attune ===
'''Ice Intuition'''
+
Harness the power of Attune Ice to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
Detect ice creatures and powers.
 
  
 +
==== Frigid Focus ====
 +
Detect Ice.
 +
 +
Detect Ice creatures and powers.
 
{{ : Include Attune Basic Detect Powers (FiD) }}
 
{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Frigid Farewell'''
+
==== Frigid Farewell ====
Dismiss ice creatures and negate Ice powers and Powers affecting Ice creatures..
+
Dismiss Ice.
  
 +
Dismiss Ice creatures and negate Ice powers.
 +
You can also dispel powers affecting Ice creatures.
 
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
 
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
'''Frigid Follower'''
+
==== Frigid Follower ====
Summon Ice creatures.
+
Summon Ice.
 +
 
 +
Summoned Ice creatures generally come in three types: elementals, spirits, and creatures with powers.
  
Summoned Ice creatures generally come in three types, elementals, spirits, and creatures with powers.
+
An Ice elemental is a simple creature totally dominated by the Ice power. Most elementals have animal intelligence and often take the shape of animals, though animated chunks of matter and humanoid forms are also common.
  
An Ice elemental is a simple creature totally dominated by the Ice Power. Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
+
Spirits are immaterial and ephemeral, less physically oriented, manifesting their cool and aloof nature. They are more intelligent than elementals and can use sophisticated power effects, often pursuing their own agendas.
  
Spirits are immaterial and ephemeral, less physically oriented, manifesting their cool and aloof nature. They are more intelligent than elementals and can use sophisticated power effects, often having their own agendas.
+
Creatures with powers resemble normal creatures, having a biological body and metabolism, but also possessing exceptional abilities related to their power. An ice wyrm is impossibly large, slips through cracks in glaciers, and steals the warmth of those it constricts.
  
Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. An ice worm is impossibly large, slips through cracks in glaciers, and steals the warmth of those it constricts. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.
+
Not all creatures with powers are summonable or dismissible. Many are native to this world and have no special vulnerability to Attune powers.
  
 
{{ : Include Attune Summon (FiD) }}
 
{{ : Include Attune Summon (FiD) }}
  
'''Glacial Gateway'''
+
==== Frigid Frontier ====
 +
Ice gate.
 +
 
 
Create a portal to the plane of Ice.
 
Create a portal to the plane of Ice.
 +
The plane of Ice is a snowy, glacial landscape, either dark beneath cold stars or illuminated by a low-hanging sun that gives little warmth.
  
The place of Ice is a snowy glacial landscape, either eternally dark with cold stars overhead, or eternally illuminated by a low-hanging sun that gives no warmth.
+
{{ : Include Attune Gate (FiD) }}
  
{{ : Include Attune Gate (FiD) }}
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
Command and intimidate creatures based on your power, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
+
Command and intimidate creatures based on your power, projecting authority through distance, inevitability, and control.
 +
Position and Effect depend on the situation and your relationship with the listeners.
  
'''Icebound Edicts'''
+
==== Polar Pall ====
 
Intimidate with Ice.
 
Intimidate with Ice.
  
You can create Ice effects such as a a crown of icicles or a sudden chill to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.  
+
You create Ice effects such as a crown of icicles, frost spreading across nearby surfaces, or a sudden, oppressive chill to heighten your authority, gaining leverage similar to that provided by an explicit threat such as displaying a weapon.
This can provide the leverage needed to use Command to intimidate without actual threat of violence.  
+
This can provide the leverage needed to use Command to intimidate without violence or overt threat.
Ice creatures might recognize you as a figure of authority.
+
 
 +
Ice creatures may recognize you as a figure of authority.
  
'''Polar Parley'''
+
==== Polar Projection ====
Communicate with ice creatures at any range.
+
Signal Ice.
  
You can communicate with Ice creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Ice creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, as befits the Command action.
+
You can communicate with Ice creatures over any distance as long as you know the target.
 +
You can communicate with the most powerful Ice creature in a vehicle or installation as long as you can see the exterior.
 +
Communication transcends language but is simple and direct, as befits Command.
  
You can send your own image reflected in ice or as a pattern in snowfall to communicate with anyone.
+
You may project your image reflected in ice, as shade over sunlit snow, or encoded in falling snow to communicate with anyone near ice or snow that transmit your message.
 +
This does not translate, but you can mime.
  
'''Arctic Authority'''
+
==== Polar Presence  ====
Commands Ice creatures as if you were their superior.
+
Command Ice.
  
Targets will see you as a cool leader outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their task is to protect the city.
+
Command Ice creatures as if you were their superior.
 +
This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority.
 +
This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.
  
* Limited outcome might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket.
+
Ice authority is distant and hierarchical rather than inspiring. Asking city guards to ignore their duties requires more Effect than directing them to resolve a situation efficiently and move on.
* Standard outcome makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor.
 
* Great outcome means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
 
  
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
+
==== Polar Proclamation ====
 +
Bind Ice.
  
'''Icy Allegiance'''
+
Permanently bind Ice creatures to service.
Permanently bind ice creatures to service.
+
This only works if you already hold power over the target. 
 +
The effect is similar to Polar Presence , but permanent.
 +
Strong emotions may break your control, but otherwise it persists until dispelled.
  
This won’t work unless you are already in a position of power. The effect is similar to Arctic Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
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A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
 
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
  
'''Frosty Fashion'''
+
==== Frost Fashion ====
 +
Ice accessories.
 +
 
 
Add frost, snow, and ice to clothes and accessories.
 
Add frost, snow, and ice to clothes and accessories.
 
 
You do not physically change yourself, you change your accessorize and outfit.  
 
You do not physically change yourself, you change your accessorize and outfit.  
 
You can conceal your identity and create fabolous outfits.  
 
You can conceal your identity and create fabolous outfits.  
 
As an advanced ability, you can do this for another.
 
As an advanced ability, you can do this for another.
  
'''Frost Form'''
+
==== Frost Form ====
 +
Ice transformation.
 +
 
 
Assume the form of an Ice creature.
 
Assume the form of an Ice creature.
 
 
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form appropriate for an Ice creature.
 
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form appropriate for an Ice creature.
 
Frost Form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.  
 
Frost Form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.  
 
When appropriate, your new form can use Basic and Advanced Ice powers inherently without risking stress.
 
When appropriate, your new form can use Basic and Advanced Ice powers inherently without risking stress.
  
* ''Limited Outcome'' you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
+
* '''Limited Outcome''': You transform into a version of yourself as you might have been if you had grown up as the creature whose form you assume. Those familiar with you can still recognize you.
* ''Standard Outcome'' can make you a generic creature, very hard to recognize as yourself.
+
* '''Standard Outcome''': You assume the form of a generic Water creature and are very difficult to recognize as yourself.
* ''Great Outcome'' allows you to assume the shape and some of the mannerisms of a specific creature you have studied.
+
* '''Great Outcome''': You assume the shape and some of the personality traits of a specific creature you have studied.
 +
 
 +
==== Frost Freeze ====
 +
Transmute crew.
  
'''Frost Freeze'''
 
 
Frost Form a willing or helpless creature.
 
Frost Form a willing or helpless creature.
 +
This is Frost Form applied to another creature.
 +
The duration depends on Outcome.
 +
* '''Limited Outcome''': Lasts for a single scene.
 +
* '''Standard Outcome''': Lasts for the duration of a score.
 +
* '''Great Outcome''': Lasts a long time and may become permanent, depending on the needs of the story. This is sometimes used as a curse.
  
This is Frost Form applied to another creature. The duration depends of the outcome. Limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the needs of the story. If you also want to make the target unrecognizable, that requires additional outcome, see Frost Form.
+
If you also wish to make the target unrecognizable, this requires additional Outcome, as described under Fluid Form.
  
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
+
==== Frost Flock ====
 +
Transmute crowd.
  
'''Frost Flock'''
 
 
Frost Form willing or non-sentient creatures, give them an order.
 
Frost Form willing or non-sentient creatures, give them an order.
 +
{{ : Apex Consort }}
  
This is where Consort becomes a combination of the Frost Freeze and Frigid Follower power effects. 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, several tiers below you.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
 
This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, like the snowmen in Calvin and Hobbes.
 
  
 
=== Finesse ===
 
=== Finesse ===
 
Exercise finesse with Ice, manipulating and attacking with precision.
 
Exercise finesse with Ice, manipulating and attacking with precision.
  
'''Snow Steed'''
+
==== Icy Slide ====
Ride an ice or snow vehicle or Ice creature.
+
Ride an Ice or snow vehicle, or an Ice creature.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with. You can bypass simple locks on vehicles, but not more serious security.
+
You can use Finesse with mounts and vehicles you are not familiar with.
Ice vehicles are designed to run on ice and snow, like a snow cat or ice yacht.
+
Ice vehicles are designed to run on ice and snow, such as snowcats or ice yachts. 
You can ride beasts even if they are not trained to carry a rider. They must still be willing and physically able to carry you.
+
Ice mounts are animals adapted to cold climes, usually identified by their white fur.
 +
You can ride beasts even if they are not trained mounts, as long as they are willing and physically able to carry you.
  
You can make snowshoes, skis, or skates for yourself and your crew, facilitating travel in the cold.
+
You can also create snowshoes, skis, or skates for yourself, facilitating travel in cold environments.
 +
These travel twice as fast as normal going downhill.
  
'''Icy Impact'''
+
You can use this for your crew as an Advanced ability.
Fine and potent Ice close-range attack.
 
  
Wield an icicle like a fine and potent fencing sword.
+
==== Icy Edge ====
Ice attacks with intense cold and piecing icicles.
+
Ice melee attack.
Certain targets may be more or less vulnerable to this attack, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
 
  
'''Skate Skiff'''
+
You wield an icicle or shard of Ice like a Fine and Potent fencing weapon. 
Create vehicle of ice.
+
The attack delivers intense cold and piercing force.
  
You create a vehicle of ice or snow.
+
Certain targets may be more or less vulnerable to this attack, but this is the exception.
Easier to do if materials are abundant, it can still be done in a warm setting, but the vehicle will melt and lose performance.
+
Aside from damage type, this only substitutes for equipment; a Fine and Potent Finesse weapon is just as effective.
Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile, but a Skate Skiff is always good at travel over ice and snow.
 
  
'''Crystal Cruise'''
+
In combat, activating this power is equivalent to drawing a weapon and does not take additional time.
Travel fast on ice and snow.
 
  
Your crew, mounts, and vehicles travel twice as fast as normal on ice and snow, even faster downslope but at normal pace upslope.  
+
==== Icy Glide ====
This can be vehicles or mounts you bring, or or you can create them using this power.
+
Vehicle of Ice.
You are by no means hindered by cold weather or winter terrain.
+
 
 +
You create a vehicle of Ice or snow. 
 +
This is easier when materials are abundant, but it can still be done in warm environments, where the vehicle will gradually melt and lose performance.
 +
 
 +
The vehicle functions like any other vehicle in the setting and can be varied accordingly. 
 +
Smaller vehicles are faster and more agile, but all Skate Skiffs excel at travel over ice and snow.
 +
 
 +
==== Icy Integration ====
 +
Fast snow travel.
 +
 
 +
Your Crew, mounts, and vehicles travel roughly twice as fast as normal on ice and snow, four times as fast downhill and at a normal pace uphill.
 +
This can apply to the crew itself, to vehicles or mounts you bring with you, or ones you create using Icy Glide.
 +
You are not hindered by cold weather or winter terrain while doing so.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt Ice. At short range, this can be dangerous to you and yours.
+
Track, attack, and unleash devastating barrages with the power of Hunt Ice.
 +
At short range, this can be dangerous to you and yours.
  
'''Frosty Finder'''
+
==== Frozen Finder ====
Track an Ice creature or over frozen terrain.
+
Track on Ice.
  
Track by differences in temperature, either cold tracks in a hot place or warm traces in a cold place.
+
Track an Ice creature or movement over frozen terrain.
These tracks are easy to follow but fade pretty quickly.  
+
Tracking across fresh snow is trivial without using powers, but wind and new snowfall quickly obscure such traces.
Tracking across fresh snow is supremely easy.
 
This works even if the quarry does not leave any mundane trail or clues. 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.
 
  
'''Frostbolt'''
+
Frosty Finder reveals disturbances preserved within ice itself, allowing you to follow old tracks as long as the area has never completely thawed. 
Ice to attack similar in effect to a fine and potent rifle.
+
You can also detect structures hidden in ice, such as crevasses, ice caves, and objects encased beneath the surface.
  
Attack with a fine and potent bolt of ice and cold.  
+
==== Frozen Fix ====
Ice attacks with intense cold or with icicles.
+
Ice snipe.
This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
+
 
 +
Ice attack similar in effect to a Fine and Potent rifle.
 +
You attack with a Fine and Potent bolt of ice and cold.
 +
This serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally effective in combat.
 +
 
 +
Some targets may be more or less vulnerable to this attack, but this is the exception rather than the rule.
 +
 
 +
==== Frozen Field ====
 +
Local cold snap
  
'''Snowstorm'''
+
Chill the environment, turning water into ice and rain into snow.
Chill the environment, turn water into ice and rain into snow.
+
Temperatures drop, cold winds bite, hoarfrost coats surfaces, rain turns to hail or snow, and standing water freezes.
  
Create a local cold snap.  
+
This is usually used as a Set Up, improving the effectiveness of your other Ice powers.
Temperatures go down, cold winds chill, hoarfrost covers everything, rain turns to hail or snow, and water freezes over.
+
You may also influence behavior — a sudden freeze often drives people indoors or toward fires.
 +
This never inflicts direct damage.
  
This is usually used as a setup, giving advantage to your other Ice powers.
+
==== Frozen Finality ====
You may also change how people act in reaction to the environment—a cold snap is likely to make people want to stay indoors and huddle around fires.
+
Ice Area attack.
This does not inflict any direct damage.
 
  
'''Avalanche'''
+
Ice attack similar to a Fine and Potent grenade.
Ice attack similar to a fine and potent grenade.
+
An escalation of Frozen Fix.
 +
Less precise, this affects all creatures in an Area (p. 221) and carries a risk of collateral damage. 
 +
Targets in trenches, behind walls, or otherwise shielded are not in immediate danger, but tend to keep their heads down, giving your side the initiative.
  
An escalation of Frostbolt. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
 
Move with stealth and agility.
 
Move with stealth and agility.
  
'''Frostcloak'''
+
==== Frost Fade ====
Hide in environments of ice and snow.
+
Icy stealth.
 +
 
 +
Hide in environments of Ice and snow.
 +
This allows you to hide in impossible places as long as you can camouflage yourself against ice and snow
 +
It otherwise works like any normal attempt to use Prowl to avoid notice.
 +
 
 +
Only you benefit from this ability; your friends and allies cannot unless you use Crystal Conduit, below.
  
This allows you to hide in impossible places as long as there is ice and snow. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Crystal Conduit.
+
==== Frost Footing ====
 +
Move on Ice.
  
'''Glacier Glide'''
 
 
Move freely on and through wintry environments.
 
Move freely on and through wintry environments.
 +
You can easily climb and walk on walls of ice, cross thin ice, walk on icicles without breaking them, and move across soft snow without sinking or leaving tracks.
  
This allows you to easily climb and walk on walls of ice and cross thin ice, walk among icicles without breaking them, and walk on soft snow without sinking or leaving tracks. 
+
==== Frost Flow ====
 +
Crew prowling
  
'''Crystal Conduit'''
+
Bring allies when you use Frost Fade and Frost Footing. 
Bring allies when you use Frostcloak and Glacier Glide.
+
They still roll their own Prowl Actions.
 +
This often is a Group Action.
  
Now you and your allies can Prowl in Ice. They still use their own Prowl action
+
==== Frost Fugue ====
 +
Icy teleport.
  
'''Glacial Gateway'''
+
You and your allies can teleport from one space surrounded by ice or snow to another
You and allies can teleport from one ice-walled space to another.
+
An ice cave works as well as a crevasse or any space with ice covering the walls.
 +
Even a low valley between snowy slopes works.
  
You and allies can teleport from place surrounded by ice and snow to another.
+
This is regional travel you remain within the same city or region but it is usually sufficient to escape almost any situation.
A natural cave works as long as some natural ice is present.
 
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
 
  
This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
You travel to places you are familiar with.
 +
Both Effect and Position are worse if you do not know your destination, making this excellent for escapes but risky for intrusion into unfamiliar territory.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
 
Prosper in the chaos of battle.
 
Prosper in the chaos of battle.
  
'''Crystal Coat'''
+
==== Crystal Coat ====
Protection from cold.
+
Resist Ice.
  
Absorb cold. This allows you to ignore most harm from a dangerously cold environment.  
+
You absorb Harm from Ice abilities and cold in general, allowing you to go naked in any natural cold clime.
{{ : Damage Resistance Template (FiD)}}
+
{{ : Damage Resistance Template (FiD) }}
  
'''Crystal Cleave'''
+
==== Crystal Cleave ====
Skirmish Attack, except the attack is fine and potent.
+
Skirmish attack.
  
Make a melee attack using cold and ice.
+
Skirmish attack that is Fine and Potent.
Skirmish Ice leans more into cold that other Ice attacks, fatiguing and freezing targets, but you can still pierce with icicles.
+
You make a melee attack using ice and intense cold.
Besides variety in the type of damage, this only substitutes for equipment, Fina and Potent weapons can be just as effective. Certain targets may be more or less vulnerable to cold, but this is the exception.
+
Skirmish Ice leans more into freezing and fatigue than other Ice attacks, though you can still strike with piercing icicles.
  
'''Crystal Cave'''
+
Aside from damage type, this substitutes for equipment; Fine and Potent weapons are just as effective. 
Create distractions and obstructions that prevents scale.
+
Some targets may be more or less vulnerable to cold, but this is the exception.
  
This creates a maze of ice. The effect is to deny the advantage of numbers.
+
==== Crystal Cave ====
 +
Icy obstructions.
  
'''Crystal Cyclone'''
+
Create distractions and obstructions that negate Scale (p. 221).
Attacking all enemies in the area.
+
You rapidly raise walls, spires, and formations of ice, breaking up enemy formations. 
 +
This negates the advantage of numbers, allowing you to engage a Cohort Gang without suffering Scale penalties.
  
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.
+
==== Crystal Cyclone ====
 +
Ice area attack.
 +
 
 +
You unleash a violent surge of ice and cold across the skirmish.
 +
This negates the advantage of numbers and allows you to affect multiple opponents at once, inflicting full Harm against a Cohort Gang.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures of Ice to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
+
Study and analyze objects and creatures of Ice to gain insight and knowledge.
  
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
+
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 connection to, but which is out of line of sight.
 +
 
 +
Position depends on the situation.
 +
When safely in your base, the Position is usually '''Controlled'''.
 +
In the middle of a fight or while pinned down, the Position is '''Desperate'''.
 +
Sometimes what you are studying is dangerous in itself, worsening Position. Consequences may grant knowledge that is incomplete, distorted, or missing crucial context.
 +
 
 +
==== Crystal Cramming ====
 +
Identify Ice.
  
'''Crystal Cramming'''
 
 
Identify powers, objects, and creatures of Ice.
 
Identify powers, objects, and creatures of Ice.
 +
You learn the name and very basic information in narrative terms, but not detailed abilities or rules.
  
This gives the name and very basic information in narrative terms, but not details or actual rules.
+
==== Crystal Comprehension ====
 +
Analyze Ice.
  
'''Crystal Comprehension'''
+
Learn the powers and abilities of a subject.
Learn the powers and abilities of something you analyze.
+
You uncover any powers or special abilities the target possesses, including concrete rules and mechanical effects.
  
You learn of any powers or special abilities the target has. This includes actual rules and game effects.
+
==== Crystal Chronicle ====
 +
History of Ice.
  
'''Crystal Chronicle'''
 
 
Read the past events of something you analyze.
 
Read the past events of something you analyze.
 +
You perceive significant moments from the object’s history, including previous owners, how it has been moved, and scenes of importance. 
 +
The power focuses on events most relevant to your current inquiry.
  
This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.
+
==== Crystal Certainty ====
 +
Wide lore of Ice.
  
'''Icebound Intellect'''
 
 
Wide Crystal Comprehension, then limited Crystal Chronicle.
 
Wide Crystal Comprehension, then limited Crystal Chronicle.
 +
You gain a broad understanding of cold-, ice-, and snow-related activity across the visible Area (p. 221), identifying locations of interest such as trails, frozen lakes, or disturbed ice. 
 +
You may then apply Crystal Chronicle to learn the history of up to three such locations.
  
Provides a detailed view of events involving cold, ice, and snow as far as you can see, pinpointing locations of interest like trails and frozen lakes. You can then use Crystal Chronicle to learn the history of up to three such locations.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Perceive and locate things related to Ice.  
+
Perceive and locate things related to Ice.
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.  
+
The Outcome required depends on the target’s concealment
* Standard outcome can look behind walls and into hard cover.
+
* '''Limited Outcome''' finds targets hiding behind cover or in distant places you can barely see.
* Great outcome can look into far-away places and spots you had no idea existed.
+
* '''Standard Outcome''' can perceive behind walls and into hard cover.
 +
* '''Great Outcome''' can reach far-away places or locations you had no prior awareness of.
 +
 
 +
==== Glacial Glimpse ====
 +
Sense Ice and cold.
 +
 
 +
This is a basic spotting ability, selectively sensing phenomena related to Ice.
  
'''Glacial Glimpse'''
+
==== Glacial Gaze ====
Sense ice and cold.
+
See from Ice.
  
This is a basic spotting power, selectively sensing things related to Ice.
+
Perceive from a chosen piece of Ice or snow.
 +
You move your senses to a patch of ice or snow and perceive the surroundings from that location as long as you maintain concentration. 
 +
Your awareness of your own location becomes faint and unfocused while doing so.
  
'''Glacier Gaze'''
+
==== Glacial Guidance ====
Choose a bit of ice; perceive as if you were at that spot.
+
Spy from Ice.
  
You move your perception to some ice or snow and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
+
Gain a viewpoint at the nearest Ice to a target.
 +
You choose a creature or location, and your perception is routed to the most useful vantage point provided by nearby ice or snow.
 +
This typically places your senses close enough to observe the target directly.
  
'''Crystal Clairvoyance'''
+
The power fails if no suitable ice or snow is available.
Choose a location or creature, gain a sensor at the nearest ice.
 
  
Similar to Glacier Gaze but allows you to focus on a specific creature or position. Automatically directs your vision to the best vantage point provided by ice or snow, typically close enough to observe the target. Fails if no suitable viewpoint is available.
+
==== Glacial Glory ====
 +
Omnipresent Ice.
  
'''Crystal Clarity'''
+
Perceive from all Ice within Range (p. 211).
You perceive from all ice at once over a wide area.
+
You use Glacial Gaze from every significant icy surface in a broad area simultaneously. 
 +
Your perception expands impossibly, forming a comprehensive mental image of the scene and revealing numerous details at once.
  
Glacial Gaze from every icy point in a wide area. Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves from ice and snow.
+
Hiding is difficult unless targets know to conceal themselves from ice and snow.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate Ice creatures. Position and effect are determined normally, depending on the situation and your relation to listeners.
+
Communicate, mesmerize, and manipulate Ice creatures.
 +
Position and Effect are determined normally, depending on the situation and your relationship with the listeners.
 +
 
 +
*'''Limited Outcome''' works if it follows the target’s existing impulses, overcoming only fragile self-restraint. 
 +
*'''Standard Outcome''' can convince a target with no particular stake in the matter. 
 +
*'''Great Outcome''' can convince a reluctant target, but not a passionate one.
  
Limited outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
+
==== Shelter Support ====
Standard outcome can convince a target with no particular stake in the matter.
+
Understand Ice.
Great outcome will convince a reluctant target, but not a passionate one.
 
  
'''Glacier Gab'''
 
 
Understand Ice creatures and their motivations.
 
Understand Ice creatures and their motivations.
 +
You can gauge the mood and motivations of Ice creatures and understand what they are saying, though this does not allow them to understand you. 
 +
You can also sense when any kind of creature is emotionally cool, aloof, or withdrawn.
  
You can gauge the mood and motivations of Ice creatures and understand what they are saying. This does not allow you to be understood.
+
==== Shelter Society ====
You can also sense if any kind of creature is in a mood to be cool or aloof.
+
Crew conversation.
  
'''Glacier Gathering'''
+
Allow your Crew to communicate with Ice creatures. Inspire cool detachment.
Crew can communicate with Ice creatures.  
+
You and your Crew can use the Sway Action against Ice creatures with full Effect, overcoming cultural and linguistic barriers. 
Inspire cool and aloofness in any kind of creature.
+
You are persuading, not asserting authority.
  
This allows you and your crew to use the Sway action with full effect, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.
+
You can also inspire any creature to become more cool or aloof.
  
Inspire any creature show cool and aloofness.
+
==== Shelter Suggestion ====
 +
Suggest Ice.
  
'''Crystal Charm'''
+
Plant suggestions in the mind of an Ice creature.
Post suggestions in the mind of an Ice creature.
+
This is an enhanced Sway attempt that allows you to implant suggestions which trigger under conditions you set. 
 +
The influence remains subtle until activated, and the target does not remember being swayed.
  
This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
+
==== Shelter Steward ====
 +
Tame Ice.
  
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved.
+
Permanently change the personality and motivations of an Ice creature in your power.
* Limited outcome lasts for the immediate situation.
+
This change is permanent and blatant, reshaping the target’s priorities and loyalties at a deep level.   
* Standard outcome lasts for the duration of the score.
+
The target remembers their past, but considers it unimportant compared to their new motivations.
* Great outcome can extend beyond the score if it fits the story.
 
  
'''Icebound Imprint'''
+
There are limits to this power, especially for creatures bound to greater forces — you cannot make a Fire creature love the sea or an angel perform deeds of darkness. 
Permanently change the personality and motivations of an Ice creature.
+
Exceptional creatures or circumstances may break this change.
  
This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs. The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.
+
Manipulate, shape, and create objects imbued with your power to suit your needs.
 +
 
 +
Ice works frozen water and gases (including dry ice), can coat objects in ice to protect or reduce friction, and can chill other materials.
 +
{{ : Include Tinker (FiD) }}
  
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
+
==== Frosty Fitting ====
 +
Craft Ice.
  
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Fabricate.
+
Handle icy materials as if you were using appropriate tools and protective equipment.
 +
This ability substitutes for tools and protective gear typical of a small workshop. 
 +
You can also freeze small quantities of water into ice, perfect to reduce friction but unable to carry weight.
  
'''Frosty Finesse'''
+
==== Frosty Forming ====
Handle icy materials as the appropriate tools and protective devices.
+
Shape Ice.
  
This ability substitutes for tools and protection devices typical of a small workshop.
+
You can freeze water and condense dry ice from the air.
 +
The result is not particularly strong and doesn't make Fine or Potent things but can seemingly be made out of nothing.
  
'''Crystal Crafting'''
+
Shape icy materials as if they were clay.
Shape icy materials as if they were of clay.
+
You surpass normal crafting limits by shaping snow, ice, and raw cold and forcing them to retain form. 
 +
This can substitute for lab equipment such as pipes or containers and facilitates the construction of traps or devices without extensive tools.
 +
Such constructions are always temporary.
  
This surpasses normal crafting, letting you manipulate elements that are not stable, shaping snow and raw cold and making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
+
You can also shape portions of large icy masses, such as carving tunnels through glaciers or ice walls.
  
You can also form parts of a larger icy object as if it were clay, creating tunnels in glaciers.
+
==== Frosty Fusion ====
 +
Transmute Ice.
  
'''Crystal Conversion'''
+
Create Ice from nothing. Transform Ice into another Form’s material.
Create ice out of nothing. Transform ice into another power's material.
+
You do not need tools to create complex Fine and Potent Ice items.
  
You don't need tools to build complex fine and potent Ice items.
+
You can create Ice from nothing, as with Crystal Crafting, but without requiring raw materials.
  
You can create Ice from nothing. This is like Crystal Crafting, above, but needs no raw materials.
+
If you know additional Forms, you can transform Ice into material associated with those Forms.
 +
This allows intricate transformations — for example, a metal sword can be transmuted into pure cold and still function as a sword, or a wooden door can briefly become icy mist to allow passage before returning to normal.
  
With multiple powers you can transform Ice into material linked to another. This allows intricate transformations where a metal sword can be transmuted into pure cold and still work as a sword, or a wooden door can be changed to soft snowfall so you can walk through and the door then returns to normal.
+
==== Frosty Factory ====
 +
Fabricate Ice.
  
'''Frosty Factory'''
+
Scale Crystal Crafting to mass production or large construction.
Mass produce Crystal Crafting or make a large as a vehicle or building.
+
You can mass-produce objects or create large structures, such as vehicles or buildings, that would normally require a workforce and facilities.
  
You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Frosty Factory makes many dozens of items with the same effort as one item, but with a stress cost.
+
In Long-Term Projects involving construction or crafting, Frosty Factory produces many dozens of items with the same effort as one item, at the usual Stress cost.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.
+
Destroy, dismantle, and obliterate objects made of materials related to Ice.
  
The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome.
+
When destroying Ice, you may choose whether it shatters into icy rubble or melts.
 +
Water ice melts into liquid water, while dry ice sublimates into cold vapor.
 +
You do not control the resulting substance or its form.
  
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
+
The Outcome required depends on the size and structural strength of your target.
 +
* '''Limited Outcome''' can break barriers significantly weaker than brick.
 +
* '''Standard Outcome''' is sufficient to create a car-sized hole in a brick or mortar wall. A smaller hole still requires the same Outcome. 
 +
* '''Great Outcome''' can crack materials harder than this as far as makes sense.
  
'''Frosty Force'''
+
Wreck Ice is also a melee and short-range combat Form.
Wreck like an ice axe. Noisy and leaves a twisted object in place.
+
As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse, or Skirmish, depending on the situation.
  
Just as crude as it sounds. You destroy things of Ice and strike with the force of a sledgehammer in combat.  
+
==== Crystal Crack ====
Ice attacks with intense cold or with icicles.
+
Ice Smash.
As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse and Skirmish, depending on the situation.
+
 
 +
Wreck like an ice axe. Noisy, leaving twisted remains.
 +
As crude as it sounds. You smash and shatter Ice and Ice-related materials, striking with the force of a heavy sledgehammer in combat.
 +
This leaves broken, frozen remnants in place.
 +
 
 +
You can thaw ice and snow just enough to make it slippery or so that if re-freezes in cold weather into a snow crust.
 +
 
 +
==== Crystal Crush ====
 +
Weaken Ice.
 +
 
 +
Wreck Ice as if it were wood. Works as a Fine and Potent sledgehammer in combat.
 +
You bypass the structural strength of icy materials, breaking even the strongest ice as if it were mere timber.
 +
 +
You can also use this to smash other objects or wield it directly as a Fine and Potent sledgehammer.
 +
 
 +
Finally you can thaw ice and snow, making it slippery and creating meltwater that tends to suddenly gush out.
  
'''Crystal Crush'''
+
==== Crystal Crumble ====
Wreck Ice as if it was wood. Works as a fine potent sledgehammer in combat.
+
Silent evaporation.
  
This bypasses the strength of icy materials, allowing you to break even the strongest ice as if it was mere wood.
+
Crystal Crush, but destroyed targets silently disperse as mist and frozen spray.
You can also use this to smash other things or as a fine, potent sledgehammer.
 
  
'''Thraw'''
+
The key difference is subtlety. What you wreck vanishes into cold vapor and glittering ice dust, leaving little trace. 
Crystal Crush, but destroyed targets silently disappear as mist and spray.
+
This is ideal for removing evidence, as long as that evidence is made of or strongly associated with Ice.
  
The real difference here is that wrecking things is now silent and leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence matches your power.
+
==== Crystal Catastrophe ====
 +
Area Crystal Crush.
  
'''Crystal Catastrophe'''
+
This scales destruction outward dramatically over an Area (p. 221), allowing you to freeze or shatter entire structures or environments, such as a town, canal, or lake.
Crystal Crush over a large area. This can freeze a town, canal or lake.
 
  
Rather straightforward, this just scales things up.
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Latest revision as of 22:16, 3 February 2026

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

The power of frozen water, arctic cold, and creatures of cold.

Ice is a special case and a bit hard to classify. Some claim it is a variant of fire, cold where fire is hot. Others claim that it is an aspect of water, or a mix of water and air. Some claim it is an element all to itself. Most ice creatures could not care less and use the powers regardless.

Many powers of this form are limited to ice and snow. This includes frozen water, but also ice and snow created by freezing substances that are liquid or gaseous at normal room temperature. In many cases, the ice created with this form is actually dry ice, which means it melts without leaving any water behind.

Ice attacks with intense cold or with icicles.

Ice elementals are spirits of cold and snow as well as columns of ice. Learning who to summon may require study or be a a score in itself. Ice creatures is anything living in the arctic. Arctic animals are governed by both the Ice and Animal powers.

Ice Abilities

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 Frigid Focus
Detect Ice.
Frigid Farewell
Dismiss Ice.
Frigid Follower
Summon Ice.
Frigid Frontier
Ice gate.
Command Polar Pall
Intimidate with Ice.
Polar Projection
Signal Ice.
Polar Presence
Command Ice.
Polar Proclamation
Bind Ice.
Consort Frost Fashion
Ice accessories.
Frost Form
Ice transformation.
Frost Freeze
Transmute crew.
Frost Flock
Transmute crowd.
Finesse Icy Slide
Ride an Ice or snow vehicle, or an Ice creature.
Icy Edge
Ice melee attack.
Icy Glide
Vehicle of Ice.
Icy Integration
Fast snow travel.
Hunt Frozen Finder
Track on Ice.
Frozen Fix
Ice snipe.
Frozen Field
Local cold snap.
Frozen Finality
Ice Area attack.
Prowl Frost Fade
Icy stealth.
Frost Footing
Move on Ice.
Frost Flow
Crew prowling.
Frost Fugue
Icy teleport.
Skirmish Crystal Coat
Resist Ice.
Crystal Cleave
Skirmish attack.
Crystal Cave
Icy obstructions.
Crystal Cyclone
Ice area attack.
Study Crystal Cramming
Identify Ice.
Crystal Comprehension
Analyze Ice.
Crystal Chronicle
History of Ice.
Crystal Certainty
Wide lore of Ice.
Survey Glacial Glimpse
Sense Ice and cold.
Glacial Gaze
See from Ice.
Glacial Guidance
Spy from Ice.
Glacial Glory
Omnipresent Ice.
Sway Shelter Support
Understand Ice.
Shelter Society
Crew conversation.
Shelter Suggestion
Suggest Ice.
Shelter Steward
Tame Ice.
Tinker Frosty Fitting
Craft Ice.
Frosty Forming
Shape Ice.
Frosty Fusion
Transmute Ice.
Frosty Factory
Fabricate Ice.
Wreck Crystal Crack
Ice Smash.
Crystal Crush
Weaken Ice.
Crystal Crumble
Silent evaporation.
Crystal Catastrophe
Area Crystal Crush.
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Expanded Ice Abilities

Attune

Harness the power of Attune Ice to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

Frigid Focus

Detect Ice.

Detect Ice creatures and powers. 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.

Frigid Farewell

Dismiss Ice.

Dismiss Ice creatures and negate Ice powers. You can also dispel powers affecting Ice creatures. 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 or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Frigid Follower

Summon Ice.

Summoned Ice creatures generally come in three types: elementals, spirits, and creatures with powers.

An Ice elemental is a simple creature totally dominated by the Ice power. Most elementals have animal intelligence and often take the shape of animals, though animated chunks of matter and humanoid forms are also common.

Spirits are immaterial and ephemeral, less physically oriented, manifesting their cool and aloof nature. They are more intelligent than elementals and can use sophisticated power effects, often pursuing their own agendas.

Creatures with powers resemble normal creatures, having a biological body and metabolism, but also possessing exceptional abilities related to their power. An ice wyrm is impossibly large, slips through cracks in glaciers, and steals the warmth of those it constricts.

Not all creatures with powers are summonable or dismissible. Many are native to this world and have no special vulnerability to Attune powers.

Summons are Cohorts: 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

Frigid Frontier

Ice gate.

Create a portal to the plane of Ice. The plane of Ice is a snowy, glacial landscape, either dark beneath cold stars or illuminated by a low-hanging sun that gives little warmth.

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.

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Command

Command and intimidate creatures based on your power, projecting authority through distance, inevitability, and control. Position and Effect depend on the situation and your relationship with the listeners.

Polar Pall

Intimidate with Ice.

You create Ice effects such as a crown of icicles, frost spreading across nearby surfaces, or a sudden, oppressive chill to heighten your authority, gaining leverage similar to that provided by an explicit threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without violence or overt threat.

Ice creatures may recognize you as a figure of authority.

Polar Projection

Signal Ice.

You can communicate with Ice creatures over any distance as long as you know the target. You can communicate with the most powerful Ice creature in a vehicle or installation as long as you can see the exterior. Communication transcends language but is simple and direct, as befits Command.

You may project your image reflected in ice, as shade over sunlit snow, or encoded in falling snow to communicate with anyone near ice or snow that transmit your message. This does not translate, but you can mime.

Polar Presence

Command Ice.

Command Ice creatures as if you were their superior. This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.

Ice authority is distant and hierarchical rather than inspiring. Asking city guards to ignore their duties requires more Effect than directing them to resolve a situation efficiently and move on.

Polar Proclamation

Bind Ice.

Permanently bind Ice creatures to service. This only works if you already hold power over the target. The effect is similar to Polar Presence , but permanent. Strong emotions may break your control, but otherwise it persists until dispelled.

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Consort

Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action to give a bonus to effect or improved position, make success automatic, or even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.

Frost Fashion

Ice accessories.

Add frost, snow, and ice to clothes and accessories. You do not physically change yourself, you change your accessorize and outfit. You can conceal your identity and create fabolous outfits. As an advanced ability, you can do this for another.

Frost Form

Ice transformation.

Assume the form of an Ice creature. This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form appropriate for an Ice creature. Frost Form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Ice powers inherently without risking stress.

  • Limited Outcome: You transform into a version of yourself as you might have been if you had grown up as the creature whose form you assume. Those familiar with you can still recognize you.
  • Standard Outcome: You assume the form of a generic Water creature and are very difficult to recognize as yourself.
  • Great Outcome: You assume the shape and some of the personality traits of a specific creature you have studied.

Frost Freeze

Transmute crew.

Frost Form a willing or helpless creature. This is Frost Form applied to another creature. The duration depends on Outcome.

  • Limited Outcome: Lasts for a single scene.
  • Standard Outcome: Lasts for the duration of a score.
  • Great Outcome: Lasts a long time and may become permanent, depending on the needs of the story. This is sometimes used as a curse.

If you also wish to make the target unrecognizable, this requires additional Outcome, as described under Fluid Form.

Frost Flock

Transmute crowd.

Frost Form willing or non-sentient creatures, give them an order. This is where Consort becomes similar to an Attune ability to summon. 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.

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Finesse

Exercise finesse with Ice, manipulating and attacking with precision.

Icy Slide

Ride an Ice or snow vehicle, or an Ice creature.

You can use Finesse with mounts and vehicles you are not familiar with. Ice vehicles are designed to run on ice and snow, such as snowcats or ice yachts. Ice mounts are animals adapted to cold climes, usually identified by their white fur. You can ride beasts even if they are not trained mounts, as long as they are willing and physically able to carry you.

You can also create snowshoes, skis, or skates for yourself, facilitating travel in cold environments. These travel twice as fast as normal going downhill.

You can use this for your crew as an Advanced ability.

Icy Edge

Ice melee attack.

You wield an icicle or shard of Ice like a Fine and Potent fencing weapon. The attack delivers intense cold and piercing force.

Certain targets may be more or less vulnerable to this attack, but this is the exception. Aside from damage type, this only substitutes for equipment; a Fine and Potent Finesse weapon is just as effective.

In combat, activating this power is equivalent to drawing a weapon and does not take additional time.

Icy Glide

Vehicle of Ice.

You create a vehicle of Ice or snow. This is easier when materials are abundant, but it can still be done in warm environments, where the vehicle will gradually melt and lose performance.

The vehicle functions like any other vehicle in the setting and can be varied accordingly. Smaller vehicles are faster and more agile, but all Skate Skiffs excel at travel over ice and snow.

Icy Integration

Fast snow travel.

Your Crew, mounts, and vehicles travel roughly twice as fast as normal on ice and snow, four times as fast downhill and at a normal pace uphill. This can apply to the crew itself, to vehicles or mounts you bring with you, or ones you create using Icy Glide. You are not hindered by cold weather or winter terrain while doing so.

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Hunt

Track, attack, and unleash devastating barrages with the power of Hunt Ice. At short range, this can be dangerous to you and yours.

Frozen Finder

Track on Ice.

Track an Ice creature or movement over frozen terrain. Tracking across fresh snow is trivial without using powers, but wind and new snowfall quickly obscure such traces.

Frosty Finder reveals disturbances preserved within ice itself, allowing you to follow old tracks as long as the area has never completely thawed. You can also detect structures hidden in ice, such as crevasses, ice caves, and objects encased beneath the surface.

Frozen Fix

Ice snipe.

Ice attack similar in effect to a Fine and Potent rifle. You attack with a Fine and Potent bolt of ice and cold. This serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally effective in combat.

Some targets may be more or less vulnerable to this attack, but this is the exception rather than the rule.

Frozen Field

Local cold snap

Chill the environment, turning water into ice and rain into snow. Temperatures drop, cold winds bite, hoarfrost coats surfaces, rain turns to hail or snow, and standing water freezes.

This is usually used as a Set Up, improving the effectiveness of your other Ice powers. You may also influence behavior — a sudden freeze often drives people indoors or toward fires. This never inflicts direct damage.

Frozen Finality

Ice Area attack.

Ice attack similar to a Fine and Potent grenade. An escalation of Frozen Fix. Less precise, this affects all creatures in an Area (p. 221) and carries a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in immediate danger, but tend to keep their heads down, giving your side the initiative.

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Prowl

Move with stealth and agility.

Frost Fade

Icy stealth.

Hide in environments of Ice and snow. This allows you to hide in impossible places as long as you can camouflage yourself against ice and snow. It otherwise works like any normal attempt to use Prowl to avoid notice.

Only you benefit from this ability; your friends and allies cannot unless you use Crystal Conduit, below.

Frost Footing

Move on Ice.

Move freely on and through wintry environments. You can easily climb and walk on walls of ice, cross thin ice, walk on icicles without breaking them, and move across soft snow without sinking or leaving tracks.

Frost Flow

Crew prowling

Bring allies when you use Frost Fade and Frost Footing. They still roll their own Prowl Actions. This often is a Group Action.

Frost Fugue

Icy teleport.

You and your allies can teleport from one space surrounded by ice or snow to another. An ice cave works as well as a crevasse or any space with ice covering the walls. Even a low valley between snowy slopes works.

This is regional travel — you remain within the same city or region — but it is usually sufficient to escape almost any situation.

You travel to places you are familiar with. Both Effect and Position are worse if you do not know your destination, making this excellent for escapes but risky for intrusion into unfamiliar territory.

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Skirmish

Prosper in the chaos of battle.

Crystal Coat

Resist Ice.

You absorb Harm from Ice abilities and cold in general, allowing you to go naked in any natural cold clime. 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.

Crystal Cleave

Skirmish attack.

Skirmish attack that is Fine and Potent. You make a melee attack using ice and intense cold. Skirmish Ice leans more into freezing and fatigue than other Ice attacks, though you can still strike with piercing icicles.

Aside from damage type, this substitutes for equipment; Fine and Potent weapons are just as effective. Some targets may be more or less vulnerable to cold, but this is the exception.

Crystal Cave

Icy obstructions.

Create distractions and obstructions that negate Scale (p. 221). You rapidly raise walls, spires, and formations of ice, breaking up enemy formations. This negates the advantage of numbers, allowing you to engage a Cohort Gang without suffering Scale penalties.

Crystal Cyclone

Ice area attack.

You unleash a violent surge of ice and cold across the skirmish. This negates the advantage of numbers and allows you to affect multiple opponents at once, inflicting full Harm against a Cohort Gang.

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Study

Study and analyze objects and creatures of Ice to gain insight and knowledge.

The Outcome required depends on range:

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

Position depends on the situation. When safely in your base, the Position is usually Controlled. In the middle of a fight or while pinned down, the Position is Desperate. Sometimes what you are studying is dangerous in itself, worsening Position. Consequences may grant knowledge that is incomplete, distorted, or missing crucial context.

Crystal Cramming

Identify Ice.

Identify powers, objects, and creatures of Ice. You learn the name and very basic information in narrative terms, but not detailed abilities or rules.

Crystal Comprehension

Analyze Ice.

Learn the powers and abilities of a subject. You uncover any powers or special abilities the target possesses, including concrete rules and mechanical effects.

Crystal Chronicle

History of Ice.

Read the past events of something you analyze. You perceive significant moments from the object’s history, including previous owners, how it has been moved, and scenes of importance. The power focuses on events most relevant to your current inquiry.

Crystal Certainty

Wide lore of Ice.

Wide Crystal Comprehension, then limited Crystal Chronicle. You gain a broad understanding of cold-, ice-, and snow-related activity across the visible Area (p. 221), identifying locations of interest such as trails, frozen lakes, or disturbed ice. You may then apply Crystal Chronicle to learn the history of up to three such locations.

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Survey

Perceive and locate things related to Ice.

The Outcome required depends on the target’s concealment:

  • Limited Outcome finds targets hiding behind cover or in distant places you can barely see.
  • Standard Outcome can perceive behind walls and into hard cover.
  • Great Outcome can reach far-away places or locations you had no prior awareness of.

Glacial Glimpse

Sense Ice and cold.

This is a basic spotting ability, selectively sensing phenomena related to Ice.

Glacial Gaze

See from Ice.

Perceive from a chosen piece of Ice or snow. You move your senses to a patch of ice or snow and perceive the surroundings from that location as long as you maintain concentration. Your awareness of your own location becomes faint and unfocused while doing so.

Glacial Guidance

Spy from Ice.

Gain a viewpoint at the nearest Ice to a target. You choose a creature or location, and your perception is routed to the most useful vantage point provided by nearby ice or snow. This typically places your senses close enough to observe the target directly.

The power fails if no suitable ice or snow is available.

Glacial Glory

Omnipresent Ice.

Perceive from all Ice within Range (p. 211). You use Glacial Gaze from every significant icy surface in a broad area simultaneously. Your perception expands impossibly, forming a comprehensive mental image of the scene and revealing numerous details at once.

Hiding is difficult unless targets know to conceal themselves from ice and snow.

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Sway

Communicate, mesmerize, and manipulate Ice creatures. Position and Effect are determined normally, depending on the situation and your relationship with the listeners.

  • Limited Outcome works if it follows the target’s existing impulses, overcoming only fragile self-restraint.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome can convince a reluctant target, but not a passionate one.

Shelter Support

Understand Ice.

Understand Ice creatures and their motivations. You can gauge the mood and motivations of Ice creatures and understand what they are saying, though this does not allow them to understand you. You can also sense when any kind of creature is emotionally cool, aloof, or withdrawn.

Shelter Society

Crew conversation.

Allow your Crew to communicate with Ice creatures. Inspire cool detachment. You and your Crew can use the Sway Action against Ice creatures with full Effect, overcoming cultural and linguistic barriers. You are persuading, not asserting authority.

You can also inspire any creature to become more cool or aloof.

Shelter Suggestion

Suggest Ice.

Plant suggestions in the mind of an Ice creature. This is an enhanced Sway attempt that allows you to implant suggestions which trigger under conditions you set. The influence remains subtle until activated, and the target does not remember being swayed.

Shelter Steward

Tame Ice.

Permanently change the personality and motivations of an Ice creature in your power. This change is permanent and blatant, reshaping the target’s priorities and loyalties at a deep level. The target remembers their past, but considers it unimportant compared to their new motivations.

There are limits to this power, especially for creatures bound to greater forces — you cannot make a Fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures or circumstances may break this change.

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Tinker

Manipulate, shape, and create objects imbued with your power to suit your needs.

Ice works frozen water and gases (including dry ice), can coat objects in ice to protect or reduce friction, and can chill other materials.

  • 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 you are, very complex, or of higher Quality Level than your Tier 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.

Frosty Fitting

Craft Ice.

Handle icy materials as if you were using appropriate tools and protective equipment. This ability substitutes for tools and protective gear typical of a small workshop. You can also freeze small quantities of water into ice, perfect to reduce friction but unable to carry weight.

Frosty Forming

Shape Ice.

You can freeze water and condense dry ice from the air. The result is not particularly strong and doesn't make Fine or Potent things but can seemingly be made out of nothing.

Shape icy materials as if they were clay. You surpass normal crafting limits by shaping snow, ice, and raw cold and forcing them to retain form. This can substitute for lab equipment such as pipes or containers and facilitates the construction of traps or devices without extensive tools. Such constructions are always temporary.

You can also shape portions of large icy masses, such as carving tunnels through glaciers or ice walls.

Frosty Fusion

Transmute Ice.

Create Ice from nothing. Transform Ice into another Form’s material. You do not need tools to create complex Fine and Potent Ice items.

You can create Ice from nothing, as with Crystal Crafting, but without requiring raw materials.

If you know additional Forms, you can transform Ice into material associated with those Forms. This allows intricate transformations — for example, a metal sword can be transmuted into pure cold and still function as a sword, or a wooden door can briefly become icy mist to allow passage before returning to normal.

Frosty Factory

Fabricate Ice.

Scale Crystal Crafting to mass production or large construction. You can mass-produce objects or create large structures, such as vehicles or buildings, that would normally require a workforce and facilities.

In Long-Term Projects involving construction or crafting, Frosty Factory produces many dozens of items with the same effort as one item, at the usual Stress cost.

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Wreck

Destroy, dismantle, and obliterate objects made of materials related to Ice.

When destroying Ice, you may choose whether it shatters into icy rubble or melts. Water ice melts into liquid water, while dry ice sublimates into cold vapor. You do not control the resulting substance or its form.

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

  • Limited Outcome can break barriers significantly weaker than brick.
  • Standard Outcome is sufficient to create a car-sized hole in a brick or mortar wall. A smaller hole still requires the same Outcome.
  • Great Outcome can crack materials harder than this as far as makes sense.

Wreck Ice is also a melee and short-range combat Form. As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse, or Skirmish, depending on the situation.

Crystal Crack

Ice Smash.

Wreck like an ice axe. Noisy, leaving twisted remains. As crude as it sounds. You smash and shatter Ice and Ice-related materials, striking with the force of a heavy sledgehammer in combat. This leaves broken, frozen remnants in place.

You can thaw ice and snow just enough to make it slippery or so that if re-freezes in cold weather into a snow crust.

Crystal Crush

Weaken Ice.

Wreck Ice as if it were wood. Works as a Fine and Potent sledgehammer in combat. You bypass the structural strength of icy materials, breaking even the strongest ice as if it were mere timber.

You can also use this to smash other objects or wield it directly as a Fine and Potent sledgehammer.

Finally you can thaw ice and snow, making it slippery and creating meltwater that tends to suddenly gush out.

Crystal Crumble

Silent evaporation.

Crystal Crush, but destroyed targets silently disperse as mist and frozen spray.

The key difference is subtlety. What you wreck vanishes into cold vapor and glittering ice dust, leaving little trace. This is ideal for removing evidence, as long as that evidence is made of or strongly associated with Ice.

Crystal Catastrophe

Area Crystal Crush.

This scales destruction outward dramatically over an Area (p. 221), allowing you to freeze or shatter entire structures or environments, such as a town, canal, or lake.

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