Difference between revisions of "Air Powers (FiD)"

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(Created page with "{{FiD}} Air is an elemental power that affects gasses, and to a limited extent vacuum. Air elementals appear as billowing cloud-creatures or as dust devils, transparent by n...")
 
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|align="left" valign="top" | '''Attune'''   
 
|align="left" valign="top" | '''Attune'''   
|valign="top"| '''Perceive''' <br> You can sense gasses or a vacuum and know if that gas is breathable.  
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|valign="top"| '''Perceive''' <br> You can sense air creatures and active air powers.  
 
|valign="top"| '''Dismiss''' <br> You can force an air creature that is native to another plane of existence to return to that plane, or to end the operation of an air power ability.
 
|valign="top"| '''Dismiss''' <br> You can force an air creature that is native to another plane of existence to return to that plane, or to end the operation of an air power ability.
 
|valign="top"| '''Summon''' <br> You can call a creature of air from the aerial realms. This servant is generally unwilling. It will obey one command from you and this can be extended. Knowing who to summon can be a a score in itself or use study.
 
|valign="top"| '''Summon''' <br> You can call a creature of air from the aerial realms. This servant is generally unwilling. It will obey one command from you and this can be extended. Knowing who to summon can be a a score in itself or use study.
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|align="left" valign="top" | '''Command'''   
 
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Communicate''' <br>  You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''Communicate''' <br>  You can communicate with air creatures even if normally couldn't, allowing you to use the command action normally on them.  
|valign="top"| '''Translate''' <br>  You and allies can communicate with creatures based on your power.  
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|valign="top"| '''Translate''' <br>  You and allies can communicate with air creatures.  
|valign="top"| '''Authority''' <br>  You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. You can command and sway air creatures, but you can also make folk more flexible and inspired.
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|valign="top"| '''Authority''' <br>  You can give commands to air creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. You can command and sway air creatures, but you can also make folk more flexible and inspired.
|valign="top"| '''Enslave ''' <br>  You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, similar to very loyal and literal-minded goons.
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|valign="top"| '''Enslave ''' <br>  You can permanently bind air creatures to service. Unless affected by other power effects, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
 
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|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
|valign="top"| '''Mask''' <br>  You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''Mask''' <br>  You can change your clothes and accessories by imbuing them with air and mist. This can mask your identity or create fabulous outfits.  
|valign="top"| '''Shapechange''' <br>  You assume the form of another creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
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|valign="top"| '''Shapechange''' <br>  You assume the form of an air creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
|valign="top"| '''Transform''' <br>  You can shapechange a willing or helpless creatures into a form imbued by your power. This is a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Transform''' <br>  You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
|valign="top"| '''Wild Hunt''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Wild Hunt''' <br> You can transform a large number of willing or non-sentient creatures into air creatures and give them a simple instruction, typically someone for them to hunt.
 
|-
 
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|align="left" valign="top" | '''Finesse'''   
 
|align="left" valign="top" | '''Finesse'''   
|valign="top"| '''Ride''' <br> If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
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|valign="top"| '''Ride''' <br> If there is an air creature mount or air vehicle, you can ride it as if it was domesticated and you have the keys.
|valign="top"| '''Fine Local Control''' <br>  You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
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|valign="top"| '''Fine Local Control''' <br>  You can use air as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
|valign="top"| '''Manipulate''' <br>  You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
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|valign="top"| '''Manipulate''' <br>  You can do fine manipulation of air, creating tiny whirlwinds, clouds, and local over- and under-pressure that can push a button.
|valign="top"| '''Surge''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets, but if you do, there is collateral damage to allies and the environment.  
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|valign="top"| '''Surge''' <br> You create a storm of air blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.  
 
|-
 
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|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Track''' <br>  You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
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|valign="top"| '''Track''' <br>  You can track and pursue a flier, even if the target does not leave any mundane trail or clues. You can hide in thin air, as long as you stay still.
|valign="top"| '''Fine Ranged Attack''' <br>  You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Fine Ranged Attack''' <br>  You can use air to attack, similar in effect to a fine and potent stun rifle. You can buff a normal ranged attack to become fine and potent.
|valign="top"| '''Area attack''' <br>  You can use your power to attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''Area attack''' <br>  You can use air to attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
 
|valign="top"| '''Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
 
|valign="top"| '''Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''   
 
|align="left" valign="top" | '''Prowl'''   
|valign="top"| '''Reconnaissance''' <br>  You can hide in air. This is very powerful, but similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act.
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|valign="top"| '''Reconnaissance''' <br>  You can become almost invisible. This is very powerful, but similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act.
|valign="top"| '''Maneuver''' <br>  You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
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|valign="top"| '''Maneuver''' <br>  You can fly. This is fast but clumsy, not really suited to cluttered environments.
 
|valign="top"| '''Travel''' <br>  You can bring allies along when you use Reconnaissance and Maneuver.
 
|valign="top"| '''Travel''' <br>  You can bring allies along when you use Reconnaissance and Maneuver.
|valign="top"| '''Transport''' <br> You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
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|valign="top"| '''Transport''' <br> You and allies can fly very fast from one location to another in the same region.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''   
 
|align="left" valign="top" | '''Skirmish'''   
|valign="top"| '''Skirmish Attack''' <br>  You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Skirmish Attack''' <br>  You can use air as a close-range attack, similar in effect to a melee weapon or pistol.  
 
|valign="top"| '''Fine Skirmish Attack''' <br>  Same as Skirmish Attack, except the weapon is fine and potent.
 
|valign="top"| '''Fine Skirmish Attack''' <br>  Same as Skirmish Attack, except the weapon is fine and potent.
|valign="top"| '''Obstruction''' <br>  Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Obstruction''' <br>  You can create air distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.   
 
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.   
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Analyze''' <br>  You can identify objects and creatures that manifest your power and see the use of the abilities of your power.  
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|valign="top"| '''Analyze''' <br>  You can identify objects and creatures of air and see the use of the abilities of the air power.  
 
|valign="top"| '''Research''' <br>  You know the powers and abilities of something you analyze.
 
|valign="top"| '''Research''' <br>  You know the powers and abilities of something you analyze.
 
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
 
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
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|-
 
|-
 
|align="left" valign="top" | '''Survey'''   
 
|align="left" valign="top" | '''Survey'''   
|valign="top"| '''Detect''' <br>  You can sense air at a distance and understand the general nature. This works even when you can't see the target, but both location and information suffers.
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|valign="top"| '''Detect''' <br>  You can sense air at a distance and understand the general nature of that air; fresh, stale, toxic, vacuum. This works even when you can't see the target, but both range and information suffers.
|valign="top"| '''Sensor''' <br>  Choose an a volume of air that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so. You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices.
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|valign="top"| '''Sensor''' <br>  Choose an a volume of air that you have detected; you can perceive as if you were at that spot. You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices.
|valign="top"| '''Scry''' <br>  Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
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|valign="top"| '''Scry''' <br>  Choose a location or creature. You gain a sensor at the nearest suitable space of air, which is usually right on top of the target.
|valign="top"| '''Omnipresence''' <br> You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''Omnipresence''' <br> You perceive from all air at once over a wide area. This is harder if the air is closed of or must pass a narrow passage to give you access.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Communicate''' <br>  You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.  
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|valign="top"| '''Communicate''' <br>  You can communicate with creatures air creatures even if normally couldn't, allowing you to use the sway action normally on them.  
|valign="top"| '''Translate''' <br>  You and allies can communicate with creatures based on your power.
+
|valign="top"| '''Translate''' <br>  You and allies can communicate with air creatures.
|valign="top"| '''Mesmerize''' <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
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|valign="top"| '''Mesmerize''' <br> You can post suggestions in the mind of air creatures. This suggestion will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
|valign="top"| '''Inculcate'''  <br> You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.   
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|valign="top"| '''Inculcate'''  <br> You change the personality and motivations of air creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.   
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''   
 
|align="left" valign="top" | '''Tinker'''   
 
|valign="top"| '''Handle''' <br>  You can handle air and gases as bellows or a fan, air pump, or compressor.   
 
|valign="top"| '''Handle''' <br>  You can handle air and gases as bellows or a fan, air pump, or compressor.   
 
|valign="top"| '''Shape''' <br>  You can shape sir, and it will retain their new shape for some time. Your control becomes more powerful and can create a vacuum or wider wind.  
 
|valign="top"| '''Shape''' <br>  You can shape sir, and it will retain their new shape for some time. Your control becomes more powerful and can create a vacuum or wider wind.  
|valign="top"| '''Create''' <br>  You can create air out of nothing, or transform an object from or into air as long as you know the power required for the other form. You can purify or pollute air.
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|valign="top"| '''Create''' <br>  You can create air out of nothing, or transform an object from or into air as long as you know the power required for the other form. You can separate air into its components and purify or pollute air.
 
|valign="top"| '''Fabricate'''  <br> You can do create effects on a huge scale, affecting the weather or air of an entire region.
 
|valign="top"| '''Fabricate'''  <br> You can do create effects on a huge scale, affecting the weather or air of an entire region.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''   
 
|align="left" valign="top" | '''Wreck'''   
 
|valign="top"| '''Jimmy''' <br>  Air is not very good at wrecking with power and precision, but can jimmy even very large things, such as vehicles and small houses. Noisy.  
 
|valign="top"| '''Jimmy''' <br>  Air is not very good at wrecking with power and precision, but can jimmy even very large things, such as vehicles and small houses. Noisy.  
|valign="top"| '''Smash''' <br>  Similar to jimmy.  When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Smash''' <br>  Similar to jimmy but stronger.  Works as a fine potent sledgehammer in combat. Noisy.
 
|valign="top"| '''Disintegrate''' <br>  Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
 
|valign="top"| '''Disintegrate''' <br>  Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
 
|valign="top"| '''Obliterate''' <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.   
 
|valign="top"| '''Obliterate''' <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.   
 
|}
 
|}

Revision as of 17:49, 1 February 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

Air is an elemental power that affects gasses, and to a limited extent vacuum.

Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. Visible when they act but invisible while at rest. Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.

Air does damage by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying, but very poor at doing actual damage. Escalated air attacks can create a vacuum that does significant damage to creatures that breathe.

Air Power Effects

Action Free Equipment Willpower Trauma
Attune Perceive
You can sense air creatures and active air powers.
Dismiss
You can force an air creature that is native to another plane of existence to return to that plane, or to end the operation of an air power ability.
Summon
You can call a creature of air from the aerial realms. This servant is generally unwilling. It will obey one command from you and this can be extended. Knowing who to summon can be a a score in itself or use study.
Gate
You can create a portal that allows travel to and from the plane of your power for a limited time.
Command Communicate
You can communicate with air creatures even if normally couldn't, allowing you to use the command action normally on them.
Translate
You and allies can communicate with air creatures.
Authority
You can give commands to air creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. You can command and sway air creatures, but you can also make folk more flexible and inspired.
Enslave
You can permanently bind air creatures to service. Unless affected by other power effects, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
Consort Mask
You can change your clothes and accessories by imbuing them with air and mist. This can mask your identity or create fabulous outfits.
Shapechange
You assume the form of an air creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
Transform
You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
Wild Hunt
You can transform a large number of willing or non-sentient creatures into air creatures and give them a simple instruction, typically someone for them to hunt.
Finesse Ride
If there is an air creature mount or air vehicle, you can ride it as if it was domesticated and you have the keys.
Fine Local Control
You can use air as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
Manipulate
You can do fine manipulation of air, creating tiny whirlwinds, clouds, and local over- and under-pressure that can push a button.
Surge
You create a storm of air blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
Hunt Track
You can track and pursue a flier, even if the target does not leave any mundane trail or clues. You can hide in thin air, as long as you stay still.
Fine Ranged Attack
You can use air to attack, similar in effect to a fine and potent stun rifle. You can buff a normal ranged attack to become fine and potent.
Area attack
You can use air to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
Barrage
You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
Prowl Reconnaissance
You can become almost invisible. This is very powerful, but similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act.
Maneuver
You can fly. This is fast but clumsy, not really suited to cluttered environments.
Travel
You can bring allies along when you use Reconnaissance and Maneuver.
Transport
You and allies can fly very fast from one location to another in the same region.
Skirmish Skirmish Attack
You can use air as a close-range attack, similar in effect to a melee weapon or pistol.
Fine Skirmish Attack
Same as Skirmish Attack, except the weapon is fine and potent.
Obstruction
You can create air distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Flurry
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Analyze
You can identify objects and creatures of air and see the use of the abilities of the air power.
Research
You know the powers and abilities of something you analyze.
Hindsight
You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
Omniscience
You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
Survey Detect
You can sense air at a distance and understand the general nature of that air; fresh, stale, toxic, vacuum. This works even when you can't see the target, but both range and information suffers.
Sensor
Choose an a volume of air that you have detected; you can perceive as if you were at that spot. You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices.
Scry
Choose a location or creature. You gain a sensor at the nearest suitable space of air, which is usually right on top of the target.
Omnipresence
You perceive from all air at once over a wide area. This is harder if the air is closed of or must pass a narrow passage to give you access.
Sway Communicate
You can communicate with creatures air creatures even if normally couldn't, allowing you to use the sway action normally on them.
Translate
You and allies can communicate with air creatures.
Mesmerize
You can post suggestions in the mind of air creatures. This suggestion will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
Inculcate
You change the personality and motivations of air creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
Tinker Handle
You can handle air and gases as bellows or a fan, air pump, or compressor.
Shape
You can shape sir, and it will retain their new shape for some time. Your control becomes more powerful and can create a vacuum or wider wind.
Create
You can create air out of nothing, or transform an object from or into air as long as you know the power required for the other form. You can separate air into its components and purify or pollute air.
Fabricate
You can do create effects on a huge scale, affecting the weather or air of an entire region.
Wreck Jimmy
Air is not very good at wrecking with power and precision, but can jimmy even very large things, such as vehicles and small houses. Noisy.
Smash
Similar to jimmy but stronger. Works as a fine potent sledgehammer in combat. Noisy.
Disintegrate
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
Obliterate
Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.