Difference between revisions of "Spirit (FiD)"

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==== Spirit Travel ====  
 
==== Spirit Travel ====  
You exist in a parallel Spirit World and cannot travel physically. You are bound to a small home area (''glen, pool'', or ''alley''). You can move freely within any scene you are in, but you cannot travel from place to place, even when manifested. You can, in fact you must, travel with a living connection who travels. If all connections leave a place, you must also leave.
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You exist in a parallel Spirit World and cannot travel physically. You are bound to a small home area (such as a ''glen'' or ''alley''). You can move freely within any scene you are in, but you cannot travel from place to place, even when manifested. You can, in fact you must, travel with a living connection who travels. If all connections leave a place, you must also leave.
  
 
You can Spirit Travel by thinking of things you are connected to. Your starting connections include your home, the crew's lair, plus each of your contacts and crew (including cohorts). You can use a downtime action to make a place or item a connection that you can then travel to. As you gain more connections, your selection of destinations expands. Creatures are mobile destinations; you can travel to them wherever they are.  
 
You can Spirit Travel by thinking of things you are connected to. Your starting connections include your home, the crew's lair, plus each of your contacts and crew (including cohorts). You can use a downtime action to make a place or item a connection that you can then travel to. As you gain more connections, your selection of destinations expands. Creatures are mobile destinations; you can travel to them wherever they are.  

Revision as of 11:23, 27 November 2025

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Powers (FiD)Fox in the Dark logo

Spirit is a complex playbook, rewarding deep knowledge of the rules. As a spirit you are an immaterial creature, a spiritual manifestation of power. Powers come very natural to you, but you have a hard time affecting the physical world and understanding its creatures.

Your general appearance is that of your Race, but with idealized physical features and borrowing features from your powers. A Fire spirit may have flames for hair and searing hot skin, a Darkness spirit might be all black with eyes like fading stars. As you learn to use more Forms, your appearance is likely to change and become more exotic.

Trauma Condition — Immaterial

Interacting with the physical world is difficult. You are normally immaterial and exist in the spirit world, an aspect of the ether. You cannot touch physical objects but can see and hear the physical world and concentrate to appear as a whispering image. You cannot be harmed unless the attack against you is Potent. Others can use Survey to notice your presence and Attune to see and interact with you Any action involving you as an actor or target starts with Limited Effect and Controlled Position.

You may roll Attune, Command, Consort, Prowl, Study, Sway, and Survey. You cannot roll Finesse, Hunt, Skirmish, Tinker, Wreck, or use their associated Powers. Exception: Master Finesse and Hunt effects that alter the environment are allowed.

Two immaterial spirits interact with each other as if they were both materialized (see below).

Powers

Your Powers come easily, triggered by will alone, but when Immaterial, they only manifest weakly and subtly in the physical world, see above.

Materializing

You do not automatically have the ability to materialize; you must use Special Abilities or an Advanced Attune power to materialize. When you are material, you work like any other creature. You can become immaterial at the end of any scene.

Spirit Travel

You exist in a parallel Spirit World and cannot travel physically. You are bound to a small home area (such as a glen or alley). You can move freely within any scene you are in, but you cannot travel from place to place, even when manifested. You can, in fact you must, travel with a living connection who travels. If all connections leave a place, you must also leave.

You can Spirit Travel by thinking of things you are connected to. Your starting connections include your home, the crew's lair, plus each of your contacts and crew (including cohorts). You can use a downtime action to make a place or item a connection that you can then travel to. As you gain more connections, your selection of destinations expands. Creatures are mobile destinations; you can travel to them wherever they are.

Spirit Travel is normally fast and easy, but things may hinder you or require Attune rolls. You must be immaterial to Spirit Travel, so if you are material you normally have to wait until the end of a scene to travel.

Vulnerabilities

  • You are vulnerable to Powers that target Spirits and extradimensional creatures.
  • You are linked to all Powers you know, affecting Command and Sway Powers.
  • You can be banished or summoned with Attune Powers. Some effects force you to Materialize, this also prevents Spirit Travel until you are again immaterial, normally at the end of a scene.


= Spirit (Pasted repeat from Chat GPT)

Spirit is a complex playbook that rewards system mastery. As a spirit, you are immaterial by nature — a supernatural manifestation of Power. Your abilities come instinctively, but you struggle to affect the physical world.

Your general appearance resembles your Race, idealized and reshaped by your Forms. A Fire spirit may have flame for hair and searing red skin, a Darkness spirit may be a silhouette with star-dim eyes. As you learn new Forms, your grows stranger and more otherworldly, mixing or shifting between Forms.

Trauma Condition — Immaterial

You are normally immaterial, existing in the spirit world — an aspect of the ether. You cannot touch objects, but you see and hear the physical world and can manifest as a faint, whispering image. You cannot be harmed unless an attack is Potent. Others may Survey to sense you, and Attune to see and interact with you. Any action involving you as actor or target begins at Limited Effect and Controlled Position.

You may roll: Attune, Command, Consort, Prowl, Study, Sway, Survey. You may not roll: Finesse, Hunt, Skirmish, Tinker, Wreck, or use their associated Powers. 'Exception:' Master-level Finesse and Hunt effects that alter the environment.

Two immaterial Spirits interact with one another as if both were material.

Powers

Your Powers are triggered by will alone. While immaterial, they manifest only faintly in the physical world, with Limited Effect and Controlled Position (see above).

Materializing

You cannot materialize by default. You must either use a Special Ability or be the target of an Advanced Attune Power. When material, you function like any other creature. You may become immaterial again when banished (such as by Attune) or at the end of a scene. You can use Attune powers to Banish or Manifest yourself.

Spirit Travel

You do not travel physically. You exist in a parallel Spirit World anchored to a small home area such as a glen or alley. You can move normally within any scene you are present in.

You may Spirit Travel by focusing on things you are connected to. Your starting connections are: your home, the crew’s lair, all crew members (including cohorts), and all your contacts. A downtime action may create a new connection to a place or item or you can gain a new contact in the usual ways. Creatures are mobile destinations — you may travel to them wherever they go. You have no sense of your physical location beyond the immediate vicinity after using Spirit Travel.

Spirit Travel is usually simple, but wards, rituals, or circumstances may demand an Attune roll. You must be immaterial to travel; this may force you to wait until the end of a scene.

Vulnerabilities

  • You are vulnerable to Powers that affect Spirits and extradimensional beings.
  • You are tied to all Powers you know, which influences how Command and Sway effects can compel or manipulate you.
  • You can be summoned or banished with Attune Powers.
  • Some effects force you to Materialize; this prevents Spirit Travel until you become immaterial again (normally at the end of a scene).

Special Abilities

Alternate Form

Assume a pre-selected shape — animal, monster, person, or animated object, and Materialize (see below). Shapes may enable new actions or alter effect, such as an animal shape that is a flier, swimmer, or sprinter. Alternate Form can be taken multiple times for additional shape options.

Invulnerability

You are highly resistant to damage. When immaterial you are immune to damage that is not Potent, and even Potent damage is affected by your starting Position, which is always Controlled (see above). When you are material and take physical Harm that is not Potent, make an Attune roll. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. This stacks with the Skirmish ability of many Forms to absorb damage when both are relevant.

Judge of Life

You can either add or subtract your Attune from healing treatment rolls of those you spend downtime with. A result of 1 on a healing roll you penalize increases the level of Harm instead of decreasing it. You do not need to materialize to use this ability.

Materialization

You can materialize in the physical world. This makes you a material creature, able to use all Actions and affect physical reality, reducing the restrictions of Trauma Condition — Immaterial.

Possession

Touch a creature (even if Immaterial) and use Attune to enter and control their body, making you Material. Strenuous actions reshape the host to resemble you. Lasts for the score unless ended early. The host reverts when Possession ends. All Harm affects you; physical harm also affects the host.

Size Change

You can change size to become either much smaller or much larger, less than half a meter or more than three meters in height. As a large creature you suffer one less level of physical harm. As a small creature you gain additional effect on Prowl.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Powers

You can learn these powers, expending a Special Ability for each. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dramatic Encounters

˄ ˅ Adler, an animist
˄ ˅ Ash, a child medium
˄ ˅ Cress, an inquisitor
˄ ˅ Thorne, a lunatic with potent vision
˄ ˅ Wicko, an occultist

Inventory

☐,☐,☐ Natural Object.
☐ Potent Weapon.
☐,☐,☐ Second Sight Potion.
☐ Spirit Clothes.
  • Natural Object ☐: An object related to your Powers you create out of nothing, such as a branch for plant or a rock for earth. This can be a rare item like a medicinal herb or rock crystal, but not a manufactured object or one worth coins. Playbook.
  • Potent Weapon ☐ or ☐☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This can be either a hand ☐ or heavy ☐☐ weapon.
  • Second Sight Potion ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Alchemical, Consumable, Unreliable/Volatile. You may see things that are not there. Minimum Complexity 1.
  • Spirit Clothes ☐: A stylish outfit. Without these, you have only minimal clothing which may scandalize people.

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 advising others or using powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Attune 2
Survey 1
4 points by choice, no higher than 2 in any one.