Difference between revisions of "Veil-Walker (FiD)"

From Action
Jump to navigation Jump to search
Line 9: Line 9:
  
 
=== Trauma Condition—Inner Peace ===
 
=== Trauma Condition—Inner Peace ===
 +
Finger signs and meditation is used to invoke magic on yourself silently, but using magic on others requires you to verbalize loudly enough to be heard in the area the target is in when you release the power.
 +
This is a simple word, often the name of the Form of the magic you are using.
 
To utilize veil-walking, you must melt away and create a void that magic can fill.  
 
To utilize veil-walking, you must melt away and create a void that magic can fill.  
You minimize your own presence, something that soon becomes second nature, but affecting something you touch takes a few seconds and affecting something further away takes a full minute, making magic like this useless in combat.
+
You constantly minimize your own presence, something that soon becomes second nature, but creating a magical void outside yourself takes time.
Finger signs and meditation is used to invoke magic on yourself silently, but using magic on others requires you to verbalize loudly enough to be heard in the target area when you release the power.
+
Affecting something you touch takes a few seconds, which you can do anytime you are hidden. 
This is a simple word, often the name of the Form of the magic you are using.
+
Affecting something further away takes a full minute, making magic like this useless except against an entirely unaware opponent.  
You can do this on nearby allies or as a part of an ambush, as your word only comes at the very end.
+
You can do this on nearby allies or as a part of an ambush, as your word only comes at the very end.
  
 
=== Special Abilities ===
 
=== Special Abilities ===

Revision as of 00:11, 2 December 2024

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

A veil-walker works magic inversely to most other magician, instead of channeling power through themselves into the world, they create a magical emptiness which ambient magic will seek to fill. This method is very discreet and the veil-walker mindset and powers emphasizes stealth.

Touchstones: Ninjas, Taoism, Naruto.

Trauma Condition—Inner Peace

Finger signs and meditation is used to invoke magic on yourself silently, but using magic on others requires you to verbalize loudly enough to be heard in the area the target is in when you release the power. This is a simple word, often the name of the Form of the magic you are using. To utilize veil-walking, you must melt away and create a void that magic can fill. You constantly minimize your own presence, something that soon becomes second nature, but creating a magical void outside yourself takes time. Affecting something you touch takes a few seconds, which you can do anytime you are hidden. Affecting something further away takes a full minute, making magic like this useless except against an entirely unaware opponent. You can do this on nearby allies or as a part of an ambush, as your word only comes at the very end.

Special Abilities

In addition to the listed powers, you have access to these special abilities.

  1. Empowering Veil: When hiding you get +1d on attacks and powers.
  2. Motion Veil: You may expend your special armor to resist a consequence that would allow others to notice you, or to push yourself for a feat of speed or acrobatics.
  3. Phantom Veil: At the start of a fight, you are always in hiding if there is concealment within range of your tier (p 221).
  4. Power Veil: You can touch an item affected by a power to suppress that power for an instant. This is mainly useful to bypass locks and alarms created by powers, but can also weaken powers and potent weapons used against you in melee. This improves your position when confronting powers in things you can touch.
  5. Sound Veil: Anyone you attack in melee is momentarily silenced, the sounds they make swallowed by the void within you. This changes the type of consequences you suffer from such an attack.
  6. Substitution: When you resist a consequence caused by an enemy attack, you can move up to the range of your tier (p 221), leaving behind an inanimate object with some token of yours, such as a hat or coat. If you reach concealment you are now hidden.
  7. Veiled Touch: You use powers and special abilities as if you were touching a target within a number of meters equal to your tier +1.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Challengers

˄ ˅ Daiyu, a martial artist
˄ ˅ Jian, a healer
˄ ˅ Kazuo, the shadow
˄ ˅ Lin, a veil-walker master
˄ ˅ Yun Wei, heir to power

Inventory

☐ or ☐☐ Potent weapon.
☐ Heraldry.
☐ Prayer Beads.
☐ Scroll.
◯ Qiankun Bag.
◯ Qiankun Medicine Bag.
  • Potent Weapon ☐ or ☐☐: A Peach wood sword or other spiritual weapon potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This can be either a hand ☐ or heavy ☐☐ weapon.
  • Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that identifies you to everyone and negates the cost of a resistance roll you just made. Playbook
  • Prayer Beads ☐: Improves position against fear and mental influence. Playbook.
  • Light Camping Gear ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Roughing it out with this gear allows a single downtime action to remove stress. Lacking camping gear does not allow any effective rest.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
  • Qiankun Bag ◯: These small drawstring bags might be simple cloth or fancy embroidered silk. They hold more than they should, to the tune of an additional load, but only small items. Things put into them do not age, allowing storage of both ready meals and fresh fruit, fish, and meat. Playbook.
  • Qiankun Medicine Bag ◯: A Qiankun Bag holding medicinal herbs. It keeps herbs fresh, giving +1d on healing treatment rolls to anyone you use it on. Playbook.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge with prowess or wisdom.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Prowl 1
Skirmish 2
4 points by choice, no higher than 2 in any one.