Difference between revisions of "Life Powers (FiD)"

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Use life energy to heal harm.  
 
Use life energy to heal harm.  
 
This works the same as downtime healing, reducing the severity of all Harm.
 
This works the same as downtime healing, reducing the severity of all Harm.
The outcome needed depends on the most severe level of harm.  
+
The outcome needed depends on the most severe level of Harm.  
* Limited outcome heals level 1 harm.
+
* Limited outcome heals level 1 and 2 Harm.
* Standard outcome heals level 2 harm.
+
* Standard outcome heals level 3 Harm.
* Great outcome heals level 3 harm.
+
* Great outcome stabilizes the dying by healing level 4 Harm.
 
Success has the same result as a successful recovery downtime action; reduce each harm by one level or two levels on a critical success.
 
Success has the same result as a successful recovery downtime action; reduce each harm by one level or two levels on a critical success.
 
Specific types of harm that do not involve conventional hurt may not be recoverable this way, but this is rare.
 
Specific types of harm that do not involve conventional hurt may not be recoverable this way, but this is rare.
  
The position depends on the situation, used in a score this is usually risky, done in your lair the position is controlled. Consequences might prevent further Life healing, transfer the harm to you, or be interference from your surroundings.
+
The position depends on the situation, used in a score this is usually risky, done in your lair the position is controlled. Consequences might prevent further Life healing, transfer the harm to you, give the patient lingering injuries, or come from interference in your surroundings.
  
 
==== Vital Vortex ====
 
==== Vital Vortex ====

Revision as of 10:06, 2 January 2026

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Powers (FiD)Fox in the Dark logo

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

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

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

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

Life Power Effects

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Vital Vision
Detect living things.
Vital Vanish
Negate any power on a living thing.
Vital Vigor
Use life energy to cure Harm.
Vital Vortex
Area heal and power negation.
Command Dark Emote
Control negative emotions.
Sleepy Emote
Put living creatures to sleep.
Sense Emote
Read emotions over a wide area.
Hold Emote
Create a permanent emotion.
Consort Living Mask
Make cosmetic changes to your own body.
Living Lens
Shapeshift into a humanoid, animal, or plant.
Living Link
Living Lens on a willing or helpless creature.
Living Legacy
Living Link many minor creatures.
Finesse Beast of Burden
Ride any living creature.
Beastly Blade
Fine and potent close-range attack.
Beastly Buggy
Create a living vehicle.
Beastly Blitz
Untiring travel.
Hunt Sanguine Scout
Track living creatures.
Sanguine Strike
Cause wounds at a distance.
Sanguine Sovereignty
Control flora and fauna.
Sanguine Surge
Surge of blood.
Prowl Agile Adaptation
Hide among living creatures.
Agile Athletics
Empower your own movement.
Agile Assembly
Crew Agile Adaptation Athletics.
Agile Approach
Teleport to a place you have slept.
Skirmish Life Leverage
Resist Life Harm.
Life Lance
Fine and Potent melee attack.
Life Lockstep
Negate scale in combat.
Life Lash
Attack all enemies in melee.
Study Wise Watcher
Identify living creatures and any aliments.
Wise Word
Learn powers and abilities of Life.
Wise Weave
Learn past of living and formerly living things.
Wise Whorl
Area Wise Word then thrice Wise Weave.
Survey Vitality Vision
You can sense life and life powers at a distance and understand their general nature.
Sensory Symbiosis
Choose a living creature with eyes you have detected; you can perceive what that creature perceives.
Savage Scrying
Choose a living creature you know of; you can perceive what that creature perceives.
Legion Lens
You perceive from all living creatures at once over a wide area.
Sway Empathic Echo
Read emotions and motivations of living creatures.
Empathic Charm
Project warmth and affection to living creatures.
Empathic Endearment
Project any emotion to living creatures.
Empathic Enlist
Permanently change the emotions of living creatures.
Tinker Bio-Binder
Emulate bio-tools.
Bio-Blender
Emulate bio-workshop
Bio-Builder
Emulate bio-lab.
Bio-Braid
Emulate a bio-factory
Wreck Digest Deteriorate
Smash the living, undead, and derivatives.
Digest Dissolve
Digest Deteriorate as if things were wood.
Digest Disintegrate
Digest Dissolve but silent and to dust.
Digest Devastation
Digest Dissolve over a large area.

Expanded Life Powers

Attune

Vital Vision

Detect living things.

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

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

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

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

Vital Vanish

Negate any power on a living thing.

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

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

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

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

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

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

You can stabilize someone with level 3 or greater Harm to prevent them bleeding out over time.

Severe: Level 3 Harm requires Limited effect within 24 hours or bed rest.
Fatal: Level 4 Harm requires Standard effect within an hour to prevent death. May still have permanent consequences.
Dismembered: Level 5 Harm requires great effect within one minute to prevent death. Always has permanent consequences.

Vital Vigor

Use life energy to cure Harm.

Use life energy to heal harm. This works the same as downtime healing, reducing the severity of all Harm. The outcome needed depends on the most severe level of Harm.

  • Limited outcome heals level 1 and 2 Harm.
  • Standard outcome heals level 3 Harm.
  • Great outcome stabilizes the dying by healing level 4 Harm.

Success has the same result as a successful recovery downtime action; reduce each harm by one level or two levels on a critical success. Specific types of harm that do not involve conventional hurt may not be recoverable this way, but this is rare.

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

Vital Vortex

Area heal and power negation.

Free living creatures over an Area (p. 221) from power effects and possibly heal some harm.

  • Limited outcome: Vital Vanish on everyone in the area.
  • Standard outcome: Vital Vanish and cure level 1 harm on everyone in the area.
  • Great outcome: Vital Vanish and cure level 2 harm with a selective result, you can choose who to heal and who not to heal.


Command

Command Life deals with negative emotions. The intensity of the emotion is set by the outcome and the target's self control and tendency to such emotions. It is hard to excite a calm creature and might be impossible to make a true pacifist start a fight.

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

Dark Emote

Control negative emotions.

You control negative emotions in living creatures you see.

This is commonly used as a setup action to help some other social interaction to strengthen or calm negative emotions like fear, hate, inferiority, uncertainty, hate, disgust, and the like. If such an emotion is already present you can exploit it and cause the target to react strongly.

Sleepy Emote

Put living creatures to sleep.

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

Sense Emote

Read emotions over a wide area.

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

Hold Emote

Create a permanent emotion.

This is similar to Dark Emote, but you can inflict the full range of emotions in others, and the result is permanent. Usually used to create love or loyalty, you might make any emotion dominant in the target, which can become a trauma if done carelessly.

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

More subtle effects that allows the subject to remain effective and not traumatized requires a long-term project.


Consort

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

Living Mask

Make cosmetic changes to your own body.

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

Living Lens

Shapeshift into a humanoid, animal, or plant.

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

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

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

Living Link

Living Lens on a willing or helpless creature.

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

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

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

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

Living Legacy

Living Link many minor creatures at once.

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

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


Finesse

Beast of Burden

Ride any living creature.

You can emote with and ride any living but non-sapient creature capable of carrying you. You can instead enhance your run speed and agility to elite levels, which increases your effect when racing against creatures. You can do this for your crew as an advanced power.

Beastly Blade

Fine and potent close-range attack.

You can use the power of Life as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol. Life attacks enhance your physique or cause wounds to spontaneously appear on living and formerly living creatures and things. This does not work against robots, elementals, and other purely mechanical creatures.

Beastly Buggy

Create a living vehicle.

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

Beastly Blitz

Untiring travel.

Your crew and their living mounts (including engines running on fossil fuel) can continuously travel at full speed without rest, food, or water.


Hunt

Sanguine Scout

Track living creatures.

You can track living creatures, even if the target does not leave any mundane trail or clues.

Sanguine Strike

Cause wounds at a distance.

You can use your power to cause wounds at a distance and attack in a way similar in effect to a fine and potent rifle. Life attacks cause wounds to spontaneously appear on living and formerly living creatures and things. This does not work against robots, elementals, and other purely mechanical creatures.

Sanguine Sovereignty

Control flora and fauna.

You can control flora and fauna, manipulating the environment. Turns plants and tiny vermin like mice and insects from nuisances to serious distractions, or creates an open path for your side. Things affected can only do what they normally can, but they now so do with a purpose.

Sanguine Surge

Surge of blood.

Sanguine Strike turned into a fine and potent grenade. This allows you to fight many creatures, but there is a risk of collateral damage.


Prowl

Agile Adaptation

Hide among living creatures.

You can hide in a crowd or herd as if you were a typical creature in that group, even if you look nothing like them, and you will not agitate creatures around you. Crowded streets, pens, and herds of animals are good hiding places for you. You can even hide in groups of enemies, but this is a desperate situation.

Agile Athletics

Empower your own movement.

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

Agile Assembly

Crew Agile Adaptation Athletics.

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

Agile Approach

Teleport to a place you have slept.

You and allies can teleport to any place in the same region where you have slept. This can be an old campsite, bedroom, or even the interior of a vehicle that might have moved on to a new location, as long as it is in the region where you currently are.


Skirmish

Life attacks enhance your physique or cause wounds to spontaneously appear on living and formerly living creatures and things. This does not work against robots, elementals, and other purely mechanical creatures.

Life Leverage

Resist Life Harm.

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

Life Lance

Fine and Potent melee attack.

You can use the power as a Fine and Potent close-range attack, similar in effect to a melee weapon or pistol.

Life Lockstep

Negate scale in combat.

Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.

Life Lash

Attack all enemies in melee.

Your power strikes out in all directions, attacking all enemies in a melee.


Study

Study and analyze living and formerly living creatures and objects to gain insight and knowledge. The outcome required depends on range.

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

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

Wise Watcher

Identify living creatures and any ailments.

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

Wise Word

Learn powers and abilities of Life.

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

Wise Weave

Learn the past of living and formerly living things.

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

Wise Whorl

Area Wise Word then thrice Wise Weave.

You use Wise Word on everything in a wide area. You can then use Wise Weave on three of these targets.


Survey

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

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

Vitality Vision

You can sense life and life powers at a distance and understand their general nature.

This is a basic spotting power, selectively sensing all living things related to your power.

Sensory Symbiosis

Choose a living creature you know of; you can perceive what that creature perceives.

Choose a creature familiar to you or one you possess a link to, such as a body part or an item emotionally important to them. You move your point of perception and sense as if you were that creature as long as you maintain concentration. It is safest to choose a minor creature as a target, a powerful creature may sense the effect.

Savage Scrying

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

This is like Sensory Symbiosis, but you get to select any creature or location. The power will automatically zero in on the living thing that has the best view of your target.

Legion Lens

You perceive from all living creatures at once over a wide area.

This gives you impossibly enhanced senses, as if you were dozens of people spread over the scene. All this creates a landscape of the area in your mind, a composite image that reveals many things at once.


Sway

Communicate, mesmerize, and manipulate living creatures. Position and effect is determined normally, depending on the situation and your relation to listeners.

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

Outcome in excess of what's needed allows you to affect a number of target appropriate for scale at your tier, as long as they are in a group.

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

Empathic Echo

Read emotions and motivations of living creatures.

You can learn a living creatures mood and immediate motivations. This is can be a setup for later Sway and Command actions playing on this information.

Empathic Charm

Project warmth and affection to living creatures.

This projects feelings of trust and friendship into living creatures. You cannot give target's specific orders, but they will react positively and are likely to follow your further suggestions. Works well as a set-up for Sway actions playing on these emotions, but may be enough in itself.

Empathic Endearment

Project any emotion to living creatures.

This is not mind control, it induces moods and hormonal reactions. Less intelligent creatures have simple emotions, along the lines of fight, flight, f..k. Intelligent creatures have more complex emotions. Targets keep their own thoughts, colored by the emotions you give them. If the emotion is appropriate to the situation, it is likely to be acted upon. If the emotion is irrelevant or conflicting, it might just create a moment of confusion but no more, which might still give you a brief opening. Often this will set up the effect of any Sway action, with a broader range of action than Empathic Charm.

Empathic Enlist

Permanently change the emotions of living creatures.

Permanently change the targets emotions and motivations on a fundamental level. Their thoughts are not changed, but without the emotional backing, they are still likely to buckle under the pressure and become who you make them. You set up a pattern of emotional triggers, but later events may change their emotions further.


Tinker

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

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

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

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

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

Bio-Binder

Emulate bio-tools.

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

Bio-Blender

Emulate a bio-workshop.

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

This substitutes for a biochemical workshop.

Bio-Builder

Emulate a bio-lab.

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

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

Bio-Braid

Emulate a bio-factory.

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

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


Wreck

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

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

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

Creating a smaller hole is not easier.

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

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

Disfigure and Digest

Smash living matter and organic derivatives.

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

You can instead disrupt nerves, disrupting sense of touch.

Deteriorate and Digest

Break Life materials as if they were rotten.

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

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

Disintegrate and Digest

Digest Dissolve, but silent and reduced to dust.

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

This leaves few clues and little trace of violence.

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

Devastate and Digest

Apply Digest Dissolve over a wide area.

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

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

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