Spirit (FiD)

From Action
Revision as of 16:56, 6 September 2024 by Starfox (talk | contribs)
Jump to navigation Jump to search
Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

A spirit is an immaterial creature, a 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 form is that of your race, but more extreme, with idealized physical features and borrowing features from other races, animals, and your powers. As you learn to use more powers, your appearance is likely to change.

Trauma Condition—Immaterial Powers come very easy to you, triggered by simple acts of will. The effects are subtle and seemingly natural when you are immaterial, highly visible and dramatic when you are Manifested. What troubles you is interacting with the physical world.

You are naturally immaterial and exist in a spirit world of your own. This is a different plane that is partially parallel to physical reality. Spirit worlds are personal. No other creature can exist in the spirit world you live in. Even plane travelers cannot access your spirit world, and other spirits are in their own personal spirit worlds.

You can only move about about in a small area such as a glen, pool, or alley. You cannot travel to places in the physical world by following the terrain like a physical creature can. Instead you have to use Prowl powers or go to where you have personal connections. You simply think of them, and there you are. Connections can be to places like a favored shrine, your home, or the crew's lair, or to a creature. All members of your crew and others you have a close bond with. When you travel in this way, you end up in the spirit world. Even if you were using the Manifestation ability before, that ends when you travel this way.

While immaterial you cannot physically interact with anything, but you can whisper in peoples' ears and show yourself as a translucent image. You are faintly visible, people with high effect Survey actions or potent Survey action or wearing a spirit mask can see you.

You always have a light load and can only use items specific to this playbook, not the general items available to all characters. This limitation on items applies even when you use Manifestation.

You can only use certain actions and the powers associated with them, Attune, Command, Consort, Prowl, Study, Sway, and Survey. There are many different powers you can have, so this rule needs to be applied so that it makes sense in the fiction. The gamemaster may forbid particularly physical effects of these actions and allow subtle effects of other actions. In particular you can often use advanced Hunt effects that change the environment.

While immaterial you cannot be damaged unless the attack is potent. Your effect always starts out limited, and your position always starts controlled. When you assist someone else your position is always controlled, regardless of what position they are in. There are effects, such as many Advanced Attune power effect and the Occultist's Ground Spirit, that can push you out of the spirit world and force you to Manifest, as the special ability below, and forces you to remain Manifested for a minute or so.

Special Abilities

  1. Manifestation: You can manifest in the physical world. This makes you a material creature, able to use all Actions and affect physical reality. This reduces the restrictions of Trauma Condition—Immaterial.
  2. Alternate Form: You can assume another specific form chosen when this ability is taken. This is usually an animal or monster, but might be a different person or even an object or a terrain feature. It is always the same. You may use this ability at the same time you use Manifestation, so that you immediately manifest in your alternate form. You can select this ability multiple times to gain additional alternate forms.
  3. Invulnerability: You are highly resistant to damage. When you take physical harm, make a Wreck roll. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress. This stacks with the basic skirmish ability of many powers to absorb damage when both are relevant.
  4. Judge of Life: You can either add or subtract 2d to healing treatment rolls of those you spend time with. You do not need to manifest to use this ability.
  5. Manifest Object: You can select any load and materialize standard items beyond those on the list for this playbook. This reduces the restrictions of Trauma Condition—Immaterial.
  6. Resilience: You may expend your special armor to reduce a Resolve-related consequence or to push yourself on a Prowl or Survey action.
  7. Size Change: You can change size to become either much smaller or much larger than typical, less than half a meter or more than three meters in height. In either case, you suffer one less level of physical harm either by rolling with blows or simply being tough. A large creature can use Wreck with additional outcome but has less effect on Prowl actions, a small creature is the opposite. You can use this ability at the same time you use Manifestation, so that you immediately manifest as large or small.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dramatic Encounters

˄ ˅ Alder, an animist
˄ ˅ Ash, a child
˄ ˅ Wicko, an occultist
˄ ˅ Cress, an inquisitor
˄ ˅ Thorne, a lunatic who can see you

Items

☐ Fine clothes and accessories.
☐, ☐, ☐ Natural object related to your powers, such as a branch for plant or a rock for earth.
☐ Potent weapon adapted to your size and abilities.
☐ Simple disguise that avoids attention as long as you lie low.
☐, ☐ Gift given to you. This is the only way you can pick up objects.

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

Starting Actions

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