Abyss Powers (FiD)

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Abyss is the essence of elemental potential, energy, and corruption.

In some creation myths the Abyss is the first to form and the source of all elements and even of life itself. Others see it as the end state of corruption, when everything has been mixed and confused into a shapeless slurry. All agree it holds energy and raw power, but also danger and potential destruction.

In its pure form it manifests as malichor, also known as crude oil, earthblood and various other names. It is a tarry black substance with aspects of all the elements. It adheres to other things and is toxic, slowly killing living creatures unless they can free themselves of it. This makes it hard to safely collect and store. Malichor is a powerful fuel useful in crafting both technology and magic. Those who Tinker Abyss seek this substance and often make their lair at a source. In some places it comes to the surface naturally, but more commonly it pools deep in the earth and has to be extracted with great effort.

Abyss, malichor, and the names of many effects have a negative spin. This is by choice, as abyssal powers are seen as dangerous and corruptive in most fantasy settings. But in some setting Abyss might be recognized as a pillar of society. Yes, it has dangers, particularly to the environment, but it can be embraced and given a more positive spin.

Abyss attacks can smash, drown, crack, or corrode. Each Abyss user is likely to have their own distinctive attack, and going outside this style is risky and or less effective.

Abyss creatures are called demons and are destructive in the extreme, but the power of Abyss also rules over all elemental creatures.

Abyss Power Effects Table

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 Abyssal Aperture
Detect elementa creatures and powers.
Abyssal Abandonment
Dismiss an elemental creature or power.
Abyssal Avatar
Summon an elemental creature.
Abyssal Ascension
Create a portal to the plane of the Abyss.
Command Abyssal Authority
Intimidate with Abyss.
Abyssal Apparition
Communicate with distant elemental creatures.
Abyssal Authority
Command Abyss creatures as a superior.
Abyssal Anomie
Permanently bind Abyss creatures to service.
Consort Abyssal Accessories
Clothes and accessories of Abyss.
Artery of the Abyss
Assume the form of any creature.
Abyssal Apparition
Artery of the Abyss a willing or helpless creature.
Abyssal Aurora
Abyssal Apparition on crowds.
Finesse Abyssal Ambler
Ride any elemental mount.
Abyssal Arc
Fine and Potent melee attack.
Abyssal Assistance
Fine control of elemental matter.
Abyssal Avenue
Create elemental mounts.
Hunt Abyssal Anchor
Track anyone you have a link to.
Abluent Abyss
Attack like a fine and potent rifle.
Abyss Alley
Disrupt terrain.
Abyssal Apocalypse
Abluent Abyss on an area.
Prowl Malformation
Hide in small spaces.
Maladaptation
Turn yourself viscous to move through small spaces.
Malcontent
Crew Malformation and Maladaptation.
Malodor
Turn yourself and your crew into fumes to travel.
Skirmish Abyssal Abandon
Resist damage from elemental powers.
Abyssal Attachment
Fine and Potent melee attack.
Abyssal Arcade
Prevent scale in melee.
Abyssal Arena
Attack all nearby enemies.
Study Abyssal Access
Identify elemental materials and powers.
Abyss Arcanum
Learn the powers and abilities of all things elemental.
Abyssal Ancestry
Read the past events of elemental objects and creatures.
Abyss Atlas
Abyss Arcanum on an area, then Abyssal Ancestry.
Survey Malanalysis
Sense Abyss at a distance.
Malaesthesia
Move your senses to a place with abyssal influence.
Malice
Spy from malichor.
Malformation
Perceive Abyss over a very wide area.
Sway Primordial Perception
Understand elemental creatures.
Primordial Protocol
Communicate with elemental creatures.
Primordial Principal
Post suggestions in a elemental creature.
Primordialism
Permanently change personality.
Tinker Maladaptation
Emulate tools to use with earthblood.
Malformation
Use earthblood to energize devices.
Malification
Create earthblood out of nothing.
Malignancy
Malification on a large scale.
Wreck Spilt Blood
Smear or smash with malichor.
Torn Blood
Extract earthblood to crack things.
Vaporize Blood
Turn things to earthblood which quickly evaporates.
Burning Blood
Torn Blood over a large area.

Expanded Abyss Powers

Attune

Harness the power of Attune to perceive and manipulate supernatural energies. As the ultimate elemental power, Abyss dominates other elemental forms, allowing you to affect Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water powers.

Abyssal Aperture

Detect elementa creatures and powers.

This is usually done to see spirit or to spot a disguised creature. Abyss can affect creatures and powers of all these forms: Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Abyssal Abandonment

Dismiss an elemental creature or power.

Force a creature that is native to another plane to return to that plane, force a spirit to materialize, or end the operation of a power created by a form dominated by Abyss or affecting an Abyss creature or malichor. Abyss dominates the elemental powers allowing you to affect creatures and powers of all these forms: Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water.

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.

Abyssal Avatar

Summon an elemental creature.

Abyss creatures are called demons and come in three types, elementals, spirits, and creatures with powers.

An Abyss elemental is a simple creature made of malichor. Most elementals have animal intelligence, and often take the shape of animals as well, tough monsters, amoeba-like, and humanoid forms are also common, often with additional appendages or tentacles.

Spirits are immaterial, ephemeral, less physically oriented, focused on liberating creatures from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency. Spirits are more intelligent than elementals, they use sophisticated powers and may have an agenda of their own.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. An Abyss dragon is impossibly large, constantly morphing, and corrupts whatever it touches.

Summons are Chohorts: Creatures you summon function as temporary cohorts — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature: The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • General sulkiness
  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • Overly literal interpretations of your commands
  • A test attack to assert dominance
  • Deliberate sabotage of tasks
  • A constant struggle to maintain control

Abyssal Ascension

Create a portal to the plane of the Abyss.

Opens a route of transport to a plane of Abyss. These are places of ultimate chaos and confusion, dominated by demons.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.


Command

Command and intimidate demons and elemental creatures, projecting authority. Abyss dominates creatures of the Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms, allowing you to affect such creatures. Position and effect depend on the situation and your relationship with listeners.

Abyssal Authority

Intimidate with Abyss.

You can create Abyss effects such as a chaotic aura or melting nearby matter to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. Abyss creatures might recognize you as a figure of authority.

Abyssal Apparition

Communicate with distant elemental creatures.

You can communicate with Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Abyss creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

Abyssal Authority

Command elemental creatures as a superior.

Creatures of the Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms will see you as a superior or alpha outranking them. This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.

Abyssal Anomie

Permanently bind an elemental creatures to service.

You can bind creatures of the reatures of the Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms into permanent slavery. This won’t work unless you are already in a position of power. It is similar to Wave Whisper but permanent. Extreme emotions can break your control, and Abyssal creatures are naturally headstrong. Otherwise it lasts until dispelled.


Consort

Consort powers change your form and later that of other creatures. This often works as a set-up action, giving you a bonus to effect or improved position, make success automatic, or even allow an action that a human could not even attempt.

A common consequences is that Abyssal forms are unstable or shifting and may include extra appendages or body parts alien to your desired form.

Abyssal Accessories

Clothes and accessories of Abyss.

You do not physically change yourself, you change your accessorize and outfit. Abyssal accessories can include all elemental materials. As an advanced ability, you can do this for another.

Artery of the Abyss

Assume the form of any creature.

This is a true physical transmutation. You can assume any physical form, but minor details will vary over time even if there are no consequences, this is just the chaotic nature of the Abyss.

Artery of the Abyss can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, or Water, powers appropriate to your assumed form inherently, without risking stress.

  • Limited outcome: 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: A generic creature, very hard to recognize as yourself.
  • Great outcome: Assume the shape and some of the personality of a specific creature you have studied.

Abyssal Apparition

Artery of the Abyss a willing or helpless creature.

This is Artery of the Abyss 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 become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Fluid Form.

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

Abyssal Aurora

Abyssal Apparition on crowds.

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

Abyss doesn't confirm well to the exact control of Finesse, there is often worse consequences compared to Finesse used with other Forms, but it is very flexible.

Abyssal Ambler

Ride any elemental mount.

This allows you to use Finesse with Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water, creature mounts. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you. You gain no facility with vehicles of any kind.

Abyssal Arc

Fine and Potent melee attack.

Select a style of attack, burn, smash, drown, crack, or corrode your victims. This is your signature style and you can use it as a Fine Potent dueling weapon such as a rapier or pistol. Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Abyssal Assistance

Fine control of elemental matter.

This allows you to manipulate small amounts of Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant (vegetate matter), or Water at short range and with little attention, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act through. This can substitute for simple Tinker actions, but nothing complicated. This takes almost no time and can be used as a set-up for yourself or quickly between other actions.

Abyssal Avenue

Create elemental mounts.

Create mounts for you and your crew. This also provides survival needs such as breathable air and protection from pressure and extremes of pressure and temperature.


Hunt

Track, attack, and unleash devastating barrages with the power of the Abyss.

Abyssal Anchor

Track anyone you have a link to.

As long as you have a former body part of your quarry, you can track any creature over any terrain. Typical body parts used are hairs, spoor, excrement, blood, and even very intimately physical items. Things you have eaten or consumed provide such links for you.

Abluent Abyss

Attack like a Fine and Potent rifle.

Create and project a drop or malichor to use as an attack.. Essentially, this serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

Abyss Alley

Disrupt terrain.

Cause chaos and disruption to the terrain, destroying roads, creating barriers and badlands such as mudslides, smog, or pollution. This is usually used as a setup, but may also change how people act in reaction to the environment—make the area disgusting enough and people will try and avoid it. This does not inflict any direct damage.

Abyssal Apocalypse

Abluent Abyss on an area.

An escalation of Abluent Abyss. Less precise, this affects all creatures at a location, with almost guaranteed collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.


Prowl

Abyss prowls by making the body elastic, even flowing like malichor.

Malformation

Hide in small spaces.

Makes your body extra flexible, allowing you to fit into smaller hiding spaces.

Maladaptation

Turn yourself viscous to move through small spaces.

Turn yourself into a viscous liquid while retaining your basic form, able to slowly seep through small cracks and along any surface.

Malcontent

Crew Malformation and Maladaptation.

Give your crew the ability to use Malformation and Maladaptation. They still use their own Prowl action. This is commonly a group action.

Malodor

Turn yourself and your crew into fumes to travel.

You and your crew turn into noxious fumes that can quickly travel through open spaces as well as along any construction fault, flaw, or damage. This is almost instantaneous travel that leaves a trail of miasma along your path. It is not a form of teleportation but the effect is similar. You must be familiar with the destination and have some idea of the path to take, so it works well to escape after an intrusion but is almost useless for intrusion into unfamiliar territory.


Skirmish

Introduce chaos into battle.

Abyssal Abandon

Resist damage from elemental powers.

Absorb energies related to Abyss. This means damage from the following forms: Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water. It does nto protect from mundane damage.

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.

Abyssal Attachment

Fine and Potent melee attack.

Create a dueling weapon out of solidified malichor, that attacks much like a Fine and Potent dueling weapon. Harm is a mix of puncture, corrosion, and toxic effects. Besides variety in the type of damage, this only substitutes for equipment, a Fine and Potent is just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.

Abyssal Arcade

Prevent scale in melee.

Pollutes an area with malichor, making it randomly sticky, slick, and unstable in various areas. Makes it impossible to coordinate to use Scale in the area.

Abyssal Arena

Attack all nearby enemies.

An escalated Abyssal Arcade, this twists the battlescape to attack creatures near you with gouts of malichor. Not only does this negate scale, it also has the potential to harm entire groups of creatures.


Study

Study and analyze objects and creatures imbued with Abyss to gain insight and knowledge. Abyss dominates elemental Forms, and this allows it to Study creatures and powers related to the Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water Forms.

The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and 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 lair 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.

Abyssal Access

Identify elemental materials and powers.

This gives the name and very basic information in narrative terms, but not details or actual rules.

Abyss Arcanum

Learn the powers and abilities of all things elemental.

You learn of any powers or special abilities the target has. This includes actual rules and game result.

Abyssal Ancestry

Read the past events of elemental objects and creatures.

This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.

Abyss Atlas

Abyss Arcanum on an area, then Abyssal Ancestry.

Provides a detailed view of events involving the elements as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Abyssal Ancestry to learn the history of up to three such locations.


Survey

Perceive and locate manifestations of the Abyss. The outcome you need depends on the target's concealment. Abyssal energies are rare but blatant, making them easy to detect and sense from even over long distances.

  • Limited outcome finds those hiding behind cover and in far places you can only barely see.
  • Standard outcome can look deep into hard cover over very long range, but you must still direct your gaze to a location.
  • Great outcome can look into far-away places and spots you had no idea existed.

Malanalysis

Sense Abyss at a distance.

This is a basic spotting power, selectively sensing various types of malichor, demons, and Abyss powers.

Malaesthesia

Move your senses to a place with abyssal influence.

You move your perception to an object or place with malichor, demonic influence, or Abyssal power and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

Malice

Spy from malichor.

Similar to Malaesthesia but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Malaesthesia. This may be close enough to observe the target, but Abyssal influences is pretty rare and so it may well fail. It can be used to sense from a position you do not know of, which is useful when you want to find such a source.

Malformation

Perceive Abyss over a very wide area.

Detects and maps abyssal influences and malichor over an entire region.


Sway

Communicate, mesmerize, and manipulate Abyss creatures. Free minds from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.

Abyss dominates other elements, allowing you to Sway them.

Position is determined normally, depending on the situation and your relation to listeners.

  • Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
  • 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.

Primordial Perception

Understand elemental creatures.

You can gauge the mood and motivations of creatures linked to the Forms of Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water and understand what they are saying. This does not allow you to be understood. You can also sense when any kind of creature is in a mood to be caring, mercurial, or spiritual.

Primordial Protocol

Communicate with elemental creatures.

This allows you and your crew to talk to and use the Sway action at full power against Forms of Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.

In addition, you can free any creature from whatever is restraining their actions; empathy, willpower, self-discipline, morale, or consistency.

Primordial Principal

Post suggestions in a elemental creature.

An enhanced Primordial Primacy, allowing you to implant suggestions in elemental creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Primordialism

Permanently change personality.

This is permanent but blatant. It changes the mind of an elemental creature on a deep level, altering their priorities and loyalties. Target remembers their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power — you make the creatures adore someone, but you also free them from whatever else is restraining their actions; empathy, willpower, self-discipline, morale, or consistency. Exceptional creatures and circumstances can break this change.


Tinker

Manipulate, shape, and draw energy from earthblood, also known as malichor to those who fear its destructive side.

Earthblood is an energetic, corrupting substance. While its raw form is sticky and toxic, it can be used to enhance nearly any kind of creation, making Tinker Abyss extremely powerful when earthblood is available. It is inherently dangerous and unstable. An advanced workspace is required for a Controlled Position; in the field, the Position is always at least Risky.

Common Consequences include smearing, clogging, ignition, corrosion, toxic fumes, and environmental damage represented by escalating clocks.

Earthblood can energize other items, but it can also be refined into fuels, asphalt, petrochemicals such as synthetic polymers and plastics, and other high-utility industrial materials. In settings where such materials exist, they are governed by Abyss. These substances are difficult for Life to break down and cause severe environmental harm when mishandled.

Maladaptation

Emulate tools to work earthblood.

This ability substitutes for tools and protective equipment typical of a field kit. Its most common use is collecting, storing, and handling earthblood.

Malformation

Use earthblood to energize devices.

Infuse a device with earthblood, restoring energy or empowering it. This can recharge a depleted item or power a mundane device. For devices that use or project energy — including most weapons and devices using Powers — you can temporarily make the device Fine.

You can also work earthblood and petrochemicals as if you were in a workshop. Earthblood used in downtime crafting permanently makes the result Fine without increasing the difficulty of the process.

Malification

Create earthblood from nothing.

You can create earthblood without raw materials, but it has a limited duration. This functions like Malformation, above, but without needing a source.

You can shape earthblood into petrochemicals you are familiar with. If the earthblood is somehow made permanent, the resulting object is also permanent.

Malignancy

Apply Malification on a massive scale.

You can process earthblood in bulk to empower many items or construct large works such as ships or fortifications that would normally require a workforce and facilities.

In Long-Term Projects involving construction or crafting, Malignancy allows you to produce many dozens of items with the effort of one, at the usual Stress cost for Apex powers.


Wreck

Destroy earthblood or use it to smash and corrupt. Wreck Abyss has a positive role in breaking down pollution and removing abyssal contamination. It can also be used to smear, corrode, and destabilize materials, making them dangerous or impossible to work with.

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

  • Limited Outcome: Construction significantly weaker than a brick wall.
  • Standard Outcome: A car-sized hole in a brick or mortar wall. Smaller damage still requires Standard Outcome.
  • Great Outcome: Affect something larger or stronger, up to the scale of a house, ship, or similar structure.

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

Spilt Blood

Smear or smash with earthblood.

Pollute or smear an item or small area, worsening the Consequences of using it. Break down petrochemicals with increased Effect. Spray corrosive earthblood as an attack effective against both creatures and objects.

As usual, Wreck may be at an advantage or disadvantage in combat compared to Hunt, Finesse, or Skirmish, depending on the situation.

Torn Blood

Extract earthblood to crack structures.

Crack objects made of elemental materials (Air, Animal, Earth, Electricity, Fire, Ice, Light, Metal, Plant, Water) from the inside, the cracks seeping earthblood.

This can be used to as a Fine and Potent demolition tool in combat.

Vaporize Blood

Reduce targets to evaporating earthblood.

Wrecking is now silent, reducing destroyed targets to a tarry sludge that evaporates over time. This destroys evidence and is less polluting than other uses of earthblood, though some residue remains.

Burning Blood

Apply Torn Blood over a wide area.

Disperse earthblood into the air and ignite it, creating a massive explosion followed by a rain of corrosive droplets. This causes severe damage over a large area, can collapse buildings, and can rapidly deplete breathable air in enclosed or protected spaces.