Life Powers (FiD)
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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
Attune Life has an unique ability among powers, it can heal by reducing Harm.
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.
- Standard 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 temporary effects that are not strictly Powers or Harm but reduces the targets vitality, like drunkenness, hangovers, bruises, colds, and lingering drugs. You can cure withdrawal symptoms which over time helps the victim fight addiction.
Vital Vigor
Use life energy to reduce Harm.
Use life energy to remove Harm. The Outcome needed depends on the level of Harm you are working to reduce.
- Limited outcome erases one specific Harm of Level 1 or reduces one specific Harm from Level 2 to level 1.
- Standard outcome reduces one specific Harm from level 3 to level 2.
- Great outcome stabilizes the dying by reducing one specific Harm of level 4 to level 3.
If there are no empty Harm boxes at the new level, move the reduced Harm into the first empty box. If there are no empty boxes, erase a Level 1 Harm and put the reduced Harm there.
Specific types of Harm that do not involve conventional hurt may not be recoverable this way, but this should be 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 give the patient lingering injuries, prevent further Life healing, transfer the harm to you, or be the result of interference from your surroundings.
Vital Vortex
Area stabilization and power negation.
Free living creatures within Range (p. 221) from life-affecting powers and stabilize the dying.
- Limited Outcome: Vital Vision on everyone in the area.
- Standard Outcome: Vital Vanish on everyone in the area.
- Great Outcome: Vital Vanish on everyone in the area and stabilize all dying creatures (reducing Level 4 Harm to Level 3), as Vital Vigor.
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. You cannot create thoughts or change positive emotions. If you create a negative emotion about something the target has a positive attitude to, yu create ambivalence and tension.
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, disgust, and the like. If such an emotion is already present you can intensify it to provoke an immediate outburst; otherwise the effect is slow and limited.
Sleepy Emote
Put living creatures to sleep.
Tiredness and unreadiness function as 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, riots, rebellions, and other upheavals and to judge how harsh you can be without provoking people. Often used as a Set Up 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 fear or respect, you might make any emotion dominant in the target. This imposes emotional pressure but does not alter beliefs, memories, or reasoning.
- 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.
Permanent effects require 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 communicate emotionally 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 on foot. 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 strain, tear, or rupture living tissue through enhanced force or biological disruption. You cannot cause wounds to spontaneously appear on automatons, robots, elementals, or other non-living creatures.
Beastly Buggy
Create a living vehicle.
You create a vehicle out of living matter, such as plants or green goo. This travels by undulating, moving as a wave over the terrain. It easily traverses living terrain, but dead surfaces like rock, metal, or asphalt impede it and slowly inflict damage over time. It otherwise functions much like any other vehicle from the setting and 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. This does not prevent harm from environmental dangers or forced marches under fire.
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 a 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 the thing you are researching is 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 mundane information, including 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 past events from living and formerly living things. You can use this on living and formerly living things that are not creatures, such as wood, bone, and leather, as well as fossils and processed fossil products. This includes previous owners, how the object has been moved around, and significant scenes in its history.
Wise Whorl
Area Wise Word, then three Wise Weaves.
You use Wise Word on everything in an Area (p. 221). You can then use Wise Weave on three of these targets.
Survey
Perceive and locate manifestations of Life powers 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, as long as life is present.
Vitality Vision
You can sense living and formerly living things and Life powers at a distance and understand their general nature.
This is a basic spotting power, selectively sensing things related to Life.
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. You perceive only the creature’s senses, not its thoughts or emotions. 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 works like Sensory Symbiosis, but you get to select a creature or location you know of or have a link to. The pow
Sway
You play on positive emotions such as joy, happiness, enthusiasm, and love, either reinforcing or diminishing them. Sway is most effective on targets who are already socially, emotionally, or situationally exposed to you. This is not mind control; rather, it induces moods and hormonal reactions. You do not plant ideas or guide thoughts, but if you know what is on a person’s mind, you can improve their reaction to such thoughts. You cannot remove negative emotions. If you create a positive emotion where there already is a negative emotion, you create ambivalence and tension.
- 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 targets appropriate for Scale at your tier (p. 221), as long as they are in a group. A possible Consequence is that people fall in love or otherwise overreact.
Sway Life powers allow Set Up 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 creature’s mood and immediate motivations. You can sense strong emotions of creatures you cannot see, especially if those emotions are directed at you. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against a creature that is hidden or far away (Standard outcome) or behind a wall (Great outcome).
Empathic Charm
Project warmth and affection to living creatures.
This projects positive emotions in relation to you, such as trust and friendship. You cannot give targets specific orders, but you can make them react positively and become more likely to follow your further suggestions.
Empathic Endearment
Project positive emotions.
Create a positive emotion and decide who or what it is directed at. Less intelligent creatures have simple emotions, along the lines of fight, flight, or sex. Intelligent and especially Sapient 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 acting on the emotion would contradict the target’s values or goals, it may only create a moment of confusion, which might still give you a brief opening.
Empathic Enlist
Change emotional setup.
Change the target’s emotions on a fundamental level, making them more positive overall without removing specific antipathies. You can create different emotions in different subjects, but to do so the subject must be brought up, either by something physically present or in conversation. This change fades over the next few days, but depending on further events and how other people react to this change of heart, it may influence the target’s attitudes long term.
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.