Light Powers (FiD)

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Starfox's Blades in the Dark Powers

Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to Darkness.

Light is the power of ethics, inspiration, and enlightenment. It involves physical light, insight, and clarity. It gives meaning to the blind forces of Flux and Order, and drives away Darkness. Light powers serve to inspire, awe, and enlighten.

Light attacks are beams of coherent light, like lasers, lights words, and holy light. They are usually good against Darkness but may have problems against massive physical targets.

Light 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 Light Lens
Detect any power.
Light Lattice
Dismiss any summon or power.
Celestial Call
Call an angel from heaven.
Glorious Gate
Open a path to heaven.
Command Angelic Anger
Intimidate with light.
Celestial Call
Message angels, send messages of hope.
Angelic Authority
Command angels as a superior.
Angelic Allegiance
Bind angels to permanent service.
Consort Radiant Raiment
Imbue clothes and accessories with light.
Angelic Alteration
Assume the form of an angel.
Celestial Conversion
Turn a good creature into an angel.
Legion of Light
Turn a host of good creatures into angels.
Finesse Radiant Roam
See regardless of the level of light or darkness.
Radiant Riposte
Attack as a fine and potent weapon or give friends Radiant Roam.
Radiant Reach
Manipulate light with precision.
Radiant Route
Travel as a ray of light.
Hunt Ethereal Eye
Track strong good or bad intentions.
Radiant Ray
Attack like a fine and potent laser rifle.
Dazzling Daybreak
Create light as bright as a sunny day.
Celestial Cascade
A fine and potent laser bomb.
Prowl Halo Haze
Become invisible in bright light.
Luminous Leap
Travel as a ray of light.
Celestial Conveyance
Crew Halo Haze and Luminous Leap.
Glittering Gate
Crew teleport from light to light.
Skirmish Luminous Lock
Resist Harm from Light.
Luminous Lance
Fine and potent melee attack.
Luminous Labyrinth
Prevent scale.
Luminous Lash
Attack all enemies in melee.
Study Angelic Appraisal
Name angels and powers of Light and Darkness.
Luminescent Lore
Fathom angels and powers of Light and Darkness.
Radiant Recall
Read the past events of Light.
Illuminated Insight
Area Luminescent Lore then thrice Radiant Recall.
Survey Angelic Awareness
Sense physical and ethical Light and Darkness.
Gleaming Gaze
Perceive from a light you know of.
Radiant Revelation
Perceive a target from nearest light.
Illuminated Insight
Gleaming Gaze from every light in an area.
Sway Radiant Rapport
You understand angels.
Luminous Lexicon
Talk to angels. Sway to good deeds.
Seraphic Suggestion
Suggestions to do good deeds.
Cricket Voice
Create an active conscience.
Tinker Celestial Crafting
Work materials of Light.
Radiant Reshaping
Shape Light like clay.
Radiant Creation
Transmute light.
Radiant Replication
Mass Radiant Reshaping.
Wreck Gleaming Grasp
Cut like a laser.
Radiant Ravage
Burn like a laser torch.
Quiet Quench
Silent Radiant Ravage to dust.
Heavenly Holocaust
Radiant Ravage over an area.

Expanded Light Powers

Attune

Light is a high-utility expression of Attune, capable of revealing, dispelling, and dismissing powers and creatures tied to any Form.

Light is the power of truth and revelation. Through Attune Light, you can detect powers, negate ongoing effects, dismiss summoned beings, and open paths to higher realms. As with all alignment Forms, Light functions as a universal dispeller and dismisser, but it does so through exposure and revelation rather than suppression or authority.

The Position depends entirely on the situation. If a powerful creature resists being dispelled or dismissed, the Position is at least Risky. In a general melee against strong opponents, the situation becomes Desperate. Having helpers or bodyguards can improve Position, and sometimes the situation is calm or a creature wishes to be dismissed, making the Position Controlled.

Consequences will often come in the form of demands for action, such as promising to donate to charity or confront a specific Darkness. These are not binding contracts, Light is about ambition and good will, but failure to strive will make future contact with Angels perilous as they can sense if you lived up to your promised ideals.

Celestial Clarity

Detect any Power.

Light Lens reveals powers and power-shaped creatures of any sort. This is so broad that it may be of less use than other similar powers, revealing information you are not interested in, but you can narrow the search to particular Power Forms or effects as desired.

Light Lens can reveal active powers, ongoing effects, and creatures sustained or shaped by power.

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.

Celestial Concord

Negate any power.

You can force any summoned creature to return to its plane of origin, force spirits to materialize, or halt the operation of any power effect, regardless of Form.

Light negates powers by exposing and unraveling them, rather than by command or binding.

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 or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Celestial Call

Call an angel from Heaven.

You can call an angel from Heaven. You never truly control angels, but they will perform good deeds according to their own understanding of what is right.

Angels come in many forms, some appearing as radiant elementals of light, others as glowing glyphs or text, and still others as animal, humanoid, or even mechanical beings. All angels are moral, possessing intellect sufficient to judge ethics, or even a supernatural sense for what is good.

Angels act according to their own judgment, not yours.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — 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:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

An angel may require you to promise future good deeds, accept a quest or mission, or submit to moral testing.

  • An angel might pose ethical questions or otherwise test your resolve before acting.

Celestial Conduit

Create a physical connection to Heaven.

You can open a physical connection to Heaven. This power is only useful under exceptional circumstances.

Heaven may accept pilgrims or refugees for a time, but not permanently, and it does not function as a prison, vault, or dumping ground for unresolved problems.

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

Angelic Anger

Intimidate with light.

You can create Light effects such as a halo, aura, or staged illumination to heighten your authority, gaining leverage similar to a threat such as displaying a weapon. This can provide the authority needed to use Command to intimidate without an actual threat of violence. If you are genuinely a servant of Light, creatures of Light will recognize you as a figure of authority.

Angelic Appeal

Message angels, send messages of hope.

You can communicate over long distances with angels or send messages of hope. You must know the name of the creature you communicate with, or have met them in person. A message of hope is meant to lift spirits, morale, or encourage good deeds. This has no supernatural influence over the receiver; they choose their own actions.

Angelic Authority

Command angels as a superior.

You can command angels and other creatures of Light as if you were their superior, even across language barriers. This does not remove existing loyalties, which can lead to conflicts if they already have a task or master. Angels will not perform evil deeds. They may perform neutral deeds if they see a chance of redemption or a positive outcome; this can be used to mislead them, though they will be actively attempting to redeem you in return.

Angelic Allegiance

Bind angels to permanent service.

You can bind angels to long-term or permanent service. They usually remain in one location and act according to your instructions, becoming loyal and benevolent guardians. They fulfill the spirit of a request rather than the letter and may spare the innocent even when this conflicts with your instructions.

This does not work unless the task aligns with the principles of Light. The effect resembles Angelic Authority but is potentially permanent. An angel rarely breaks free, but may disobey specific instructions if doing so better serves the greater good.

Consort

Consort powers change your form and later that of other creatures. Often, Consort rolls are not made when you use the power to change your appearance or form; instead, the roll is made in the relevant social situation, when Effect and Position are determined. This may grant improved starting Effect, a better Position, or even allow an action that would otherwise be impossible.

These powers may also be used as set-up actions for later Consort rolls.

Consequences may reveal your disguise, but only if the Position is Risky or Desperate. People may mistake you for an angel, fawn over you, attempt to tease or corrupt you, or otherwise react strongly to your unusual presence.

Radiant Raiment

Imbue clothes and accessories with light.

You alter your clothes and accessories by imbuing them with Light. This can mask your identity or create magnificent, symbolic attire.

This allows effects such as halos, mandorlas, or even a mask of diffuse light bright enough to conceal your identity. You do not physically change; instead, you accessorize, alter your garments, or surround yourself with a luminous aura.

You may apply this to allies as an Advanced Effect.

Radiant Reflection

Assume the form of an angel.

You assume the form of an angel. You do not need to mimic an existing being, provided the gamemaster agrees that the form is recognizably angelic.

Radiant Reflection may function as a set-up action for other actions, but may also penalize certain actions depending on your new form. When appropriate, your angelic form may use Basic and Advanced Light powers inherently without risking Stress.

  • Limited outcome: You resemble how you might have been had you grown up as an angel; those familiar with you may still recognize you.
  • Standard outcome: You become a generic angelic being, difficult to recognize as yourself.
  • Great outcome: You assume the form and some of the personality of a specific angel you have studied.

Radiant Revelation

Turn a good creature into an angel.

You apply Radiant Reflection to a willing creature of good nature. The target may end the effect at any time.

Radiant Rapture

Turn a host of good creatures into angels.

You transform a large number of good-natured creatures, or even natural songbirds, into a host of angels. This is where Consort becomes similar to an Attune ability to summon. 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. This host is angelic and will not consort with evil in any form. They are trusting and will usually agree to morally neutral deeds, assuming that you made the order out of benevolence.

Finesse

Exact control of physical light to move, fight, and illuminate your environment. Finesse has little relation to spiritual Light, though Light-based attacks may still be more effective against creatures of Darkness.

Piercing Perception

See in light or darkness.

You can move and see regardless of ambient light or darkness. This avoids penalties to Position or Effect in dark, blinding, or overlit conditions. However, your vision remains sensitive to sharp contrasts between light and shadow, which may still allow creatures to hide unless the environment is uniformly lit or uniformly dark.

Piercing Purity

A Fine and Potent dueling weapon.

You attack in a manner similar in effect to a Fine and Potent dueling sword or pistol. Light attacks may be extra effective against Darkness and Illusion, but may be less reliable against purely physical creatures.

You may instead grant your crew the effect of Piercing Pursuit.

Piercing Projection

Manipulate light.

You create focused beams or atmospheric lighting effects to illuminate areas or set a mood. You can trigger light-sensitive devices such as photocells or laser sensors, replicating the function of any laser-based communications or detection system you are familiar with.

This is usually used as a Set-Up action. Consequences are typically partial results; severe consequences may disrupt the scene or create unwanted attention.

Piercing Presence

Travel as a ray of light.

You transform yourself, your crew, mounts, and vehicles into rays of light. In this state, you can travel through clear air or vacuum almost instantly.

Movement occurs in straight lines within your line of sight. You may chain multiple movements by increasing Effect. You immediately return to normal form when you stop moving.

Hunt

Track, attack, and unleash precise judgment with the power of Light. As you advance, the scope of your attacks increases, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and those near you.

Piercing Pursuit

Track strong good or evil intentions.

You can see and track creatures with strong benevolent or malevolent intentions.

Tracking is based on the present moral disposition and emotional state of the target. Creatures exhibiting intense goodness or cruelty are easier to follow, as are those driven by violent, vengeful, or fanatical emotions. A strong permanent disposition can be tracked. Casual bystanders and emotionally neutral creatures cannot be tracked this way, nor do they interfere with your ability to track.

Consequences usually involve losing the trail. Serious consequences may draw attention due to your overt holiness or lead you into an ambush.

Piercing Precision

Attack like a Fine and Potent laser rifle.

You perform precise, long-range attacks using focused Light. These attacks are especially effective against creatures of Darkness, but may be less reliable against purely physical beings.

Piercing Proclamation

Create light as bright as a sunny day.

You control ambient illumination over an area. This is commonly used to diffuse light, reducing glare and minimizing shadows for clear visibility, or to intensify illumination to the level of direct sunlight, potentially causing temporary blindness. You cannot create darkness, but you can enforce stark contrast between brightly lit and shadowed areas.

Piercing Pronouncement

A Fine and Potent laser bomb.

This functions like Piercing Precision on a massive scale. You can overcome Scale and harm many enemies at once. Collateral damage is likely, and careless use will endanger allies or bystanders.

Prowl

Sneak, move, and even teleport with stealth and agility. Consequences in a controlled position are often the loss of time because you have to lie low. More serious consequences might give opponents some information, possibly making them more alert or giving them clues to what you are doing, or you might stumble and take some minor injury or end up in a tricky spot.

Halo Haze

Become invisible in bright light.

Allows you to hide in places you ordinarily couldn't. Functions similarly to other attempts to use Prowl to avoid notice.

Luminous Leap

Travel as a ray of light.

Momentarily transform into a ray of light to teleport to a visible location. Works best in bright light; in darkness, it's quite visible. The required effect varies based on visibility: distant or murky locations require greater outcome, while limited outcome suffices for close and well-lit areas. You can teleport through transparent walls and Barriers as long as they let light through.

Celestial Conveyance

Crew Halo Haze and Luminous Leap.

You can allow allies you can clearly to use Halo Haze and Luminous Leap. This uses your stress, but each ally uses their own Prowl action.

Glittering Gate

Crew teleport from light to light.

You and allies can teleport from one brightly illuminated area to another. This is regional travel within the same city or region. Can be used to escape nearly any situation, though finding a suitable location in unfamiliar or hostile territory is unlikely. A fumble might leave you in a similar but different location, potentially placing you in danger.


Skirmish

Engage in close combat and create opportunities with the power of Light. This uses the normal combat rules typical to consequences.

Luminous Lock

Resist harm from light.

Absorb Light energy. This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm. 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.

Luminous Lance

Fine and potent melee attack.

An attack similar to a fine and potent laser pistol or laser sword. Light attacks are good against Darkness but may have problems against purely physical creatures.

Luminous Labyrinth

Prevent scale.

Create distractions and obstructions that prevent the enemy from benefiting from numbers/scale. Otherwise as Luminous Lance.

Luminous Lash

Attack all enemies in melee.

Prevents opponents from using scale and allows you to strike multiple targets. Otherwise as Luminous Lance.


Study

Study and analyze objects and creatures of Light to gain insight and knowledge. The effect 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 cannot see.

Position varies depending on the situation. In a safe or secret location, the position is controlled. In the midst of conflict or when under pressure, the position becomes desperate.

Angelic Appraisal

Name angels and powers of Light and Darkness.

This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.

Luminescent Lore

Fathom angels and powers of Light and Darkness.

You learn the powers and abilities of something you use Angelic Appraisal on. This gives you information on powers and other obscure or occult information and the rules for them.

Radiant Recall

Read the past events of Light.

Learn events related to creatures or powers of Light or Darkness. Reveals previous owners or encounters of the target and significant scenes from its history, focusing on events of interest to you.

Illuminated Insight

Area Luminescent Lore then thrice Radiant Recall.

Provides a detailed view of events involving Light and Darkness in the area, pinpointing locations of interest like bases and power nodes. You can then use Radiant Recall on three targets.


Survey

Perceive and locate angels, devils, spectres, and power effects of Light, Darkness, and Illusion.

Many Survey Light abilities need to use a Light Path. This includes anything that transfers, reflects, or directs light, such as a window, lens, mirror, polished surface, or beam of sunlight. Anything in direct sunlight qualifies.

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 Light Paths are present.

Illuminating Insight

Sense physical and ethical Light and Darkness.

This is a basic spotting power, selectively sensing things related to Light. You can sense strong benevolent or malevolent intentions. You can choose to detect all such intentions, those directed toward you, or those directed at a specific creature or group you know well. You can also detect Darkness, Illusion, and Light effects, but not thoughts, plans, or beliefs.

Illuminating Impression

Perceive from a Light Path you know of.

Shift your vision to a Light Path you know is present and sense as if you were physically there, while still maintaining dim awareness of your actual location.

Illuminating Intersection

Perceive a target from the nearest Light Path.

Similar to Gleaming Gaze, but allows you to focus on a specific creature or location rather than a specific Light Path. Choose a creature or position. You can see from the Light Path nearest to the target. This automatically selects the best available vantage point. Fails if no suitable Light Path is available.

Illuminating Immersion

Gleaming Gaze from every Light Path in an Area.

You perceive from all Light Paths at once over a wide area. Your senses are enhanced impossibly, forming a comprehensive mental image of the scene and revealing many details simultaneously. Targets find it extremely difficult to hide unless they are able to avoid all Light Paths in the area.

Sway

Communicate, mesmerize, and manipulate creatures of light and later in any type of creature. Position and effect are determined normally, depending on the situation and your relation to listeners. Because light is an ethical power, Sway Light does not allow mind control, but you can influence others in more subtle ways.

Radiant Rapport

You understand angels.

You can and gauge the mood and motivations of angels and understand what they are saying. This does not allow you to be understood.

Luminous Lexicon

Talk to angels. Sway to good deeds.

You and allies can communicate with angels. This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers as long as you are speaking to angels or trying to convince people to do good deeds. You are persuading, not speaking with authority.

Seraphic Suggestion

Suggestions to do good deeds.

Implant suggestions in the minds of any type of creature to make them do good deeds. This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a specified situation.

Cricket Voice

Create an active conscience.

Create an active conscience that will alert the target when they are about to do evil. The Cricket Voice's morality aligns with a mix of yours and the target's, leaning towards goodness without being entirely alien. If the target follows the Cricket Voice's advice, they will gradually improve their behavior. To commit a decidedly evil action, the target must resist, which silences the Cricket Voice for the rest of that score. Repeated resistance weakens and eventually dissipates the Cricket Voice.


Tinker

Manipulate, shape, and create physical light. While the ethical aspect of light is still present, Tinker has the least ethical Light effects.

  • 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 you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is 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.

Celestial Crafting

Work materials of Light.

You can craft light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices. Common things you emulate are lenses, mirrors, and prisms. You can repair and recharge "holiness" items have Light powers and possibly other powers made to fight evil and planar invaders. A common type of light items are light crystals that glow without fire or fuel.

Radiant Reshaping

Shape Light like clay.

You can shape light, lasers, and holiness as if they were of clay, and they will retain their new shape for some time even if they would normally not. Allows you to give what is normally instant effects a duration. This surpasses normal crafting, letting you manipulate light as if it were solid or a liquid, storing light in an object, or perfectly absorbing light. This facilitate the construction of traps or devices, avoiding the need for extensive equipment.

Radiant Creation

Transmute light.

Conjure light from nothing or transmute materials light and material of a power you know. You don't need tools to build complex fine and potent items from light. You can create light from nothing. This is like Radiant Reshaping, above, but needs no raw materials. This lets you make fine and potent items from light.

With multiple powers, you can transform light into material linked to another power you know. This allows intricate transformations where a metal sword can be transmuted into Light and still work as a sword, or a wooden door can be changed to air so you can walk through and the door then returns to normal.

You can send, intercept, and interpret radiation light used for communication, such as like radio and light, requiring limited outcome for open communication to great outcome for advanced military codes.

Radiant Replication

Mass Radiant Reshaping.

You can mass-produce objects made of light and create large structures like ships or buildings that normally require a workforce and facilities. In long-term projects involving construction or crafting, Radiant Replication makes many dozens of items with the same effort as one item, but with a stress cost.


Wreck

This is more about using Light to wreck than about wrecking light. Use Light to destroy, dismantle, and obliterate objects and effects of the Barrier and Darkness powers.

Light wrecks Barrier and Darkness effects by forcing total transmission: barriers meant to selectively pass light are overloaded, and darkness effects collapse when saturated with illumination and illusions are penetrated by the light of truth. Wreck Light can destroy physical manifestations of Barrier, Illusion, and Darkness including ephemeral effects such as areas of physical Darkness, but not Darkness effects created via Command or Sway, or effects that alter mood, emotion, or thought. In most cases, wrecking a power effect destroys it in its entirety.

The position depends on the situation. A quiet workspace is Controlled, the general hustle of adventure Risky, and dealing with direct attacks, massive crowds, or dangerous construction Desperate.

Searing Surge

Cut like a laser.

Cuts like a laser and disperses physical darkness. This power is like a laser torch: noisy, precise, and leaving twisted or scarred material behind.

Searing Scourge

Burn like a laser torch.

An intensified Gleaming Grasp that can smash certain power effects. Works as a Fine and Potent sledgehammer in combat. Wreck the physical manifestations of the powers of Barrier, Illusion, and Darkness, destroying them entirely with Standard Effect.

Searing Silence

Silent Radiant Ravage to dust.

As Radiant Ravage, and destroyed targets silently disappear or are reduced to fine dust. Barrier, Illusion, and Darkness power effects destroyed this way do not alert their creators that they have failed.

Searing Sun

Radiant Ravage over an area.

Light causes destruction, and Heavenly Holocaust applies this over a wide area, but the material destruction to mundane objects is limited to common vandalism, like smashing structures with hammers across the scene. Against physical manifestations of Barrier, Illusion, and Darkness, Standard Effect causes catastrophic collapse rather than mere damage.