Spirit (FiD)
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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 form is that of your race, but with idealized physical features and borrowing features from your powers. As you learn to use more powers, your appearance is likely to change and become more exotic.
Trauma Condition—Immaterial
Your powers come easily, triggered by mere acts of will. When Immaterial, your effects are subtle and natural; when Materialized, they are dramatic and visible.
However, interacting with the physical world is a challenge. You are naturally immaterial and exist in a parallel spirit world. In this realm, you interact with other spirits as if they were material beings.
You are bound to a small area defined by terrain (e.g., a glen, pool, or alley) and cannot physically travel across the land. Instead, you spirit travel to places you have a personal connection to—by simply thinking of them. These connections might include a shrine, your home, the crew's lair, or a person. Your crew and contacts are automatically strong connections, and as you gain more, your range of travel expands. When you spirit travel, you arrive at a spirit-world version of your destination, and Materialization ends.
While immaterial, you cannot physically interact with anything but can whisper in ears or appear as a translucent image. People with potent Survey abilities can see you.
You always have a light load and can only use playbook-specific items, even when Materialized. General items are unavailable to you.
In your immaterial form, you can use the following actions: Attune, Command, Consort, Prowl, Study, Sway, and Survey actions. You cannot use the Finesse, Hunt, Skirmish, Tinker, and Wreck, actions and the powers associated with them.
Certain powers may work differently depending on context; the GM may allow or disallow certain effects based on the fiction. For example, Advanced Hunt effects that alter the environment may still be permitted.
While immaterial, you cannot be harmed unless the attack is potent. You can only use the listed powers, your effect always starts as limited, and your position is always controlled.
Some effects, like Advanced Attune powers or the Occultist's Ground Spirit ability, can force you to Materialize, keeping you in material form for a few minutes.
Special Abilities
- Alternate Form: You can assume a 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 can select this ability multiple times to gain additional alternate forms. Alternate form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your form.
- Invulnerability: You are highly resistant to damage. When you take physical harm, make an Attune 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.
- 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 materialize to use this ability.
- Materialize 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.
- 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. Even with materialization, you cannot travel from scene to scene in material form unless you have a friend to follow.
- Resilience: You may expend your special armor to reduce a Resolve-related consequence or to push yourself on a Attune or Study action.
- 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. A large creature suffers one less level of physical harm. A small creature gains additional effect on Prowl actions.
- 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 that makes you material
- ˄ ˅ Wicko, an occultist
- ˄ ˅ Cress, an inquisitor
- ˄ ˅ Thorne, a lunatic with potent vision
Items
- ☐, ☐ Gift.
- ☐, ☐, ☐, ☐ Hunter's Body Paint.
- ☐ Monster clothes.
- ☐, ☐, ☐ Natural object.
- ◯ Pet.
- ☐ or ☐-☐ Potent weapon.
- Gift ☐: An object someone gave you. This can be something you were offered in the past, or something you are given right now. An immaterial spirit cannot pick up or receive items, it has to be given and counts as a gift, even if it is your crew handing it to you.
- Hunter's Body Paint ☐: Smells nice and friendly to animals, makes them treat you like one of them. Alchemical, Consumable.
- Monster Clothes ☐: Monsters and spirits only come with the minimum clothes required for decency. These clothes cover you up decently and are adapted to your physique. This does not disguise your monstrous nature, it makes you presentable or even well-dressed to people willing to accept that you are a monster.
- Natural Object ☐: An object related to your powers, 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 one worth coins. Playbook.
- Pet ◯: An animal, tiny monster, or item that is Intelligent and can talk but is not especially capable.
- Potent Weapon ☐ or ☐-☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This is one specific item, but can be either a hand or heavy weapon.
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
- Attune 2
- Study 1
- 4 points by choice, no higher than 2 in any one.