Darkness Powers (FiD)

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Main Page is Powers Darkness is linked to both physical and mental darkness. Darkness is opposed to light.

Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.

Darkness Power Effects

Action Free Equipment Willpower Trauma
Attune Perceive
You can detect creatures of darkness. Dark creatures are shades, devils, and creatures of the night.
Dismiss
You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.
Summon
You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
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 creatures of darkness even if normally couldn't, allowing you to use the command action normally on them.
Translate
You and allies can communicate with creatures of darkness. You can communicate with normal folk to tempt them to commit evil deeds, but they can only answer yes or no.
Authority
You can give commands to darkness creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Enslave
You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
Consort Mask
You can invoke darkness and envy in your appearance, such as luxury clothes and jewelry and personal beauty.
Shapechange
You assume the form of a darkness creature. Add and subtract 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
Transform
You can shapechange a willing or helpless creature into a darkness creature. 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 and give them a simple instruction, typically someone for them to hunt.
Finesse Ride
You can operate darkness creatures and devices as if you had access and a mount was trained.
Fine Local Control
You can use darkness as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
Manipulate
You can do fine manipulation of darkness, allowing you to play with shadows. You can use this to suppress sensors.
Surge
Your can create a storm of blades of darkness, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
Hunt Track
You can see perfectly in the dark. You can hide in shadows, areas of darkness or at least relative darkness.
Fine Ranged Attack
You can use darkness to attack, similar in effect to a fine and potent rifle.
Area attack
You can use darkness 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. This can raze buildings but leaves little rubble. Usually enough to provide cover for any escape.
Prowl Reconnaissance
You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
Maneuver
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.
Travel
You can bring allies along when you use Reconnaissance and Maneuver.
Transport
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.
Skirmish Skirmish Attack
You can use darkness 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
Darkness can create distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Flurry
Darkness strikes out in all directions, attacking all enemies in a wide area.
Study Analyze
You can identify objects and creatures that manifest physical or moral darkness and see the use of the abilities of your 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 or person 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 see perfectly in the dark.
Sensor
You can give the ability to see in darkness to allies.
Scry
Choose a location or creature in darkness. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
Omnipresence
You perceive everything that is in darkness once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
Sway Communicate
You can communicate with darkness creatures even if normally couldn't, allowing you to use the sway action normally on them.
Translate
You and allies can communicate with creatures based on your power. You can communicate with normal folk to tempt them to commit evil deeds, but they can only answer yes or no.
Mesmerize
You can post suggestions in the mind of dark creatures and in the minds of folk to corrupt them. This will trigger 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 creatures you mesmerize. 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 mold darkness like soft black clay, and it maintains it form for a few minutes.
Shape
As handle, and the darkness can form useable objects that will retain its new shape and function for hours or even days.
Create
You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the power required for both the starting and final form. You can create complex tools, such as fine and potent items appropriate to the power(s) used.
Fabricate
This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
Wreck Jimmy
Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place.
Smash
Similar to jimmy but faster. Works as a fine potent sledgehammer in combat.
Disintegrate
Similar to smash, but destroyed targets 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.