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.

Spirit is a complex playbook, rewarding knowledge of the rules.

Trauma Condition—Immaterial

Your powers come easily, triggered by mere acts of will. When Immaterial, the effects of your Powers are subtle and natural; when Materialized, they are visibly dramatic.

However, interacting with the physical world is a challenge. You are naturally immaterial and exist in a parallel spirit world. 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—teleporting there by simply thinking of a particular place or creature. Your connections include your home, the crew's lair, and your crew and contacts. As you gain more, your range of destinations expands. When you spirit travel, you arrive in the spirit world, any Materialization ends.

While immaterial, you cannot physically interact with anything but can whisper in ear of a someone or focus to appear as a translucent image. People can use Attune or use Survey Powers can see 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 for you depending on context; the GM may allow or disallow certain effects based on the fiction. For example, Advanced Finesse and Hunt effects that alter the environment may be permitted.

While immaterial, you cannot be harmed unless the attack is Potent. Any action you do starts at limited effect and controlled position. You are vulnerable to Powers targeting spirits and extradimensional creatures. You are linked to all the Powers you know, which primarily affects Command and Sway Powers.

Some effects, like Advanced Attune powers or the Occultist's Ground Spirit ability, can force you to Materialize, keeping you in material form and preventing Spirit Travel for a few minutes. You can be banished and summoned using Attune powers. You can use the Materialization special ability to voluntarily materialize safely, or you can risk using an Advanced Attune power on yourself.

You create your inventory items out of pure magic. This restricts you to a light load and only playbook-specific items. You cannot create common items outside the inventory of this playbook. You can use items someone else gives you.

As a spirit your first power may not be be Barrier, Kinesis, Mind, Space, orTime. These are marked in yellow on the power list below. When gaining further powers, you can select any spirit power you wish.

Special Abilities

  1. 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.
  2. 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 Forms to absorb damage when both are relevant.
  3. Judge of Life: You can either add or subtract 2d to healing treatment rolls of those you spend downtime with. A result of 1 on a healing roll you penalize aggravates any harm. You do not need to materialize to use this ability. You can also grant your crew an additional downtime action only useable to heal.
  4. Materialize Object: You can select any load and materialize standard items beyond those on this playbook's inventory. This reduces the restrictions of Trauma Condition—Immaterial.
  5. 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.
  6. Resilience: You may expend your Special Armor to reduce a Resolve-related consequence or to push yourself on a Attune or Survey action.
  7. 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. A large creature suffers one less level of physical harm. A small creature gains additional effect on Prowl actions.
  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 that makes you material
˄ ˅ Wicko, an occultist
˄ ˅ Cress, an inquisitor
˄ ˅ Thorne, a lunatic with potent vision

Inventory

☐,☐,☐ Natural Object.
☐ Potent Weapon.
☐,☐,☐ Second Sight Potion.
☐ Spirit Clothes.
  • 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 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 ☐: An outfit you manifest to look stylish—to those willing to accept your supernatural nature. 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.