https://hastur.net/action/w/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0Action - New pages [en-gb]2024-03-29T11:11:48ZFrom ActionMediaWiki 1.35.5https://hastur.net/action/wiki/Geometrician_(5A)Geometrician (5A)2024-03-26T15:12:10Z<p>Starfox: /* Subclass Features */</p>
<hr />
<div>{{5A}}{{wip}}<br />
This is an [[Artificer (5A)|Artificer]] Specialization for [[5A]].<br />
<br />
''A geometrician is a master of perspective, using this in drawing, painting, and architecture to understand reality and present reality to observers. ´<br />
In a pinch, this ability can be used to twist reality to the geometrician's whim and advantage.<br />
<br />
'' '''Greyhawk:''' ''<br />
''This is a new artificer tradition, based on discoveries in geometry and paining, in particular the central perspective. As such it exists mainly in progressive cosmopolitan cities. <br />
<br />
== Subclass Features ==<br />
=== Tool Proficiency ===<br />
When you adopt this specialization at 3rd level, you gain proficiency with painter's supplies and cartographer's tools. If you already have either proficiency, you gain proficiency with one other type of tool or a language of your choice for each you already have.<br />
<br />
=== Geometrician's Spells ===<br />
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Geometrician's Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.<br />
<br />
{| class="wikitable" align="right"<br />
|+'''Geometrician's Spells'''<br />
|| '''Artificer<br>Level''' ||valign="bottom" | '''Spells''' <br />
|-<br />
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:illusory-script Illusory Script], <br> [http://dnd5e.wikidot.com/spell:tensers-floating-disk Tenser's Floating Disc]<br />
|-<br />
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:enlarge-reduce Enlarge/Reduce], <br> [http://dnd5e.wikidot.com/spell:vortex-warp Vortex Warp]<br />
|-<br />
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:enemies-abound Enemies Abound], <br> [http://dnd5e.wikidot.com/spell:hypnotic-pattern Hypnotic pattern]<br />
|-<br />
| valign=top align=center | 13 ||valign="top"| [http://dnd5e.wikidot.com/spell:major-image Major Image], <br> [http://dnd5e.wikidot.com/spell:gravity-sinkhole Gravity Sinkhole]<br />
|-<br />
| valign=top align=center | 17 ||valign="top"| [http://dnd5e.wikidot.com/spell:dawn Dawn], <br> [http://dnd5e.wikidot.com/spell:seeming Seeming]<br />
|}<br />
<br />
=== Geometrician's Perspective ===<br />
At 3rd level, you can change how the map works. <br />
All geometrician abilities with perspective in the name allows you to alter a volume of space.<br />
Unless otherwise noted, you can only have one effect running on an area at a time.<br />
Pick a square area within 20 feet with each side being up to 20 feet. <br />
At level 5 you can affect a 30 feet square area within 30 feet, at level 9 a 40 feet square area within 40 feet, and at level 15 a 100 feet square area within 100 feet.<br />
You need to see some of the affected area, but not all of it, and you can make the area smaller as long as it is a square.<br />
<br />
=== Central Perspective ===<br />
At 3rd level, you can grow or shrink an area. <br />
Use a bonus action to alter distances in the area of Geometrician's Perspective until the start of your next turn.<br />
When you use Central Perspective, you either lower or increase distances in the chose area.<br />
Until the start of your next turn, movement and range in this area works differently.<br />
If you choose to shrink this area, then every two squares in this area become 5 feet when calculating range or movement. <br />
If you enlarge the area, every square of range or movement in this area is 10 feet.<br />
Central Perspective only affects range and duration, such things as the area of an effect and the size a creature occupies does not change, nor does the reach of melee attacks.<br />
<br />
=== Curvilinear Perspective ===<br />
At 5th level, you can enlarge selected areas chosen with Geometrician's Perspective.<br />
Use a bonus action to double the reach of melee attacks and area of area effects of all allies within the covered area until the start of your next turn.<br />
For a cone this doubles the length of the cone, for a line it doubles both length and width. <br />
Such area attacks and melee attacks are enlarged, even if their effect is outside of the area of Geometrician's Perspective, and lasting effects such as the Web spell enlarged by Curvilinear Perspective remain large even after the end of Curvilinear Perspective.<br />
<br />
=== Atmospheric Perspective ===<br />
At 9th level, you can make it hard to distinguish allies within the area.<br />
Use a bonus action to make the area within the area of Geometrician's Perspective dizzy and desaturated until the start of your next turn.<br />
When someone tries to see or make a ranged attack against one of your allies inside this area, the attack roll or Wisdom (Perception) check suffers disadvantage. <br />
Allies inside the area gain advantage on Dexterity (Stealth) checks and can try to to hide even if they lack concealment and remain hidden even after the end of Atmospheric Perspective as long as they don't attract attention to themselves.<br />
<br />
=== Combined Perspective ===<br />
At 15th level, you can use a bonus action to combine two effects of Central Perspective, Curvilinear Perspective, and Atmospheric Perspective in the same area.<br />
<br />
== Designer's Notes ==<br />
The area of Geometrician's Perspective really is cubic rather than square, which I suppose applies to all square effects in Dungeons and Dragons.<br />
<br />
== Designer's Notes ==<br />
A geometrician is a controller, using their ability to</div>Starfoxhttps://hastur.net/action/wiki/Wizardry_(FiD)Wizardry (FiD)2024-03-19T21:01:05Z<p>Starfox: Created page with "{{FiD}} Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries. This is a powerful power framework, bo..."</p>
<hr />
<div>{{FiD}}<br />
Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries.<br />
This is a powerful power framework, both competent and flexible.<br />
Wizardry is eclectic.<br />
Their methods include alchemy, <br />
astrology, <br />
esotericism,<br />
geomancy, <br />
herbalism, <br />
lithomancy, <br />
mysticism, <br />
numerology, <br />
pyramidology<br />
rune lore, <br />
sigils, <br />
and the like.<br />
Some of these may be the center of magical traditions of their own besides their use in wizardry.<br />
<br />
'''Trauma Condition<br />
A wizard must speak out loud and gesture to use powers.<br />
The more powerful the power and the further the reach, the louder and wider this needs to be.<br />
Their powers are recoded in tomes called spellbooks, and a wizard that can't access their spellbook cannot do long-term projects, except for a study project to create a new spellbook. <br />
If you can't use your spellbook when preparing for a score add 2 dice to the stress cost and die requirements of all powers. So a basic power now requires 2 dice and costs 5 stress, an advanced power requires 4 dice and costs 7 stress, and so on.<br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
<br />
* '''Crafty Creator''' Add increased effect to all tinker action rolls relating to powers. For you tinker is always an appropriate aspect to use when working on a long term power projects.<br />
* '''Loremaster''' You may always use study for a set up action for yourself, either in the moment or as a flashback. On a partial success, improve position or increase effect. On a full success, improve position and increase effect. On a critical success, improve position, increase effect, and also increase the result level of actions affected by the set up by one (so a miss becomes a partial success, a partial success becomes a full success, and a full success becomes a critical success). The consequences of this are generally slight, but might make you misinformed or cocksure.<br />
<br />
'''Powers<br />
[[Air Powers (FiD)|Air]],<br />
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
<span style="text-decoration: line-through;background-color:red">[[Life Powers (FiD)|Life]]</span>,<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
[[Time Powers (FiD)|Time]],<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Intelligent Friends and Rivals<br />
: ˄ ˅ Rawlin, bookbinder and copyist<br />
: ˄ ˅ Xigatin, wizard<br />
: ˄ ˅ Trollico, specialist in one esotheric method<br />
: ˄ ˅ Lavatir, haughty master of wizardry<br />
: ˄ ˅ Telmo, librarian<br />
<br />
'''Items<br />
: ☐-☐ Staff (or similar large item like a tome or big crustal ball) that increases the effect of powers by 1.<br />
: ☐, ☐, ☐ Pouch containing materials that can reduce the stress cost of a power by two<br />
: ☐, ☐, ☐ Scroll that allows one use of a power on the list of wizard powers that you do not know<br />
: ☐, ☐ Pointy hat that acts as armor for insight and resolve.<br />
: ☐ Crystal ball that gives +1d on action rolls for study and survey when using powers.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or lore.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Study 2<br />
: Tinker 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Theurgy_(FiD)Theurgy (FiD)2024-03-19T21:00:38Z<p>Starfox: Created page with "{{FiD}} You harness divine magic through the invocation of ancient secrets that compel divine powers to aid you, or through the meticulous study of divine beings and their ser..."</p>
<hr />
<div>{{FiD}}<br />
You harness divine magic through the invocation of ancient secrets that compel divine powers to aid you, or through the meticulous study of divine beings and their servants, allowing you to replicate miracles. While many theurgists align themselves with a patron deity and strive to emulate the deeds of saints, such devotion is not for all. <br />
In fantasy worlds, theurgists often wield significant influence within the church, facing opposition from zealous saints. For theurgists, their affiliation with a church is akin to a profession rather than a calling, enabling them to switch institutions and patrons across their career. However, deviations from religious principles within hierarchies can spark significant unrest and potential schisms.<br />
<br />
'''Trauma Condition - Enactment<br />
You are invoking divine power through lore and ritual.<br />
You need to preach and gesture to use powers.<br />
This does not require faith, but using divine powers creates expectations, both within yourself and others.<br />
Failing external expectations can lead to persecution, failing inner expectations can lead to loss of self-esteem.<br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
<br />
'''Powers <br />
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
<span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>,<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
[[Life Powers (FiD)|Life]],<br />
[[Light Powers (FiD)|Light]],<br />
<span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>,<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
<span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>,<br />
[[Time Powers (FiD)|Time]], <br />
<span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.<br />
<br />
'''Divine Associates and Adversaries<br />
: ˄ ˅ Majalan, saint<br />
: ˄ ˅ Hokkin, career cleric<br />
: ˄ ˅ Soloman, sage layman<br />
: ˄ ˅ Halomar, monastic<br />
: ˄ ˅ Leloman, teurgist<br />
<br />
'''Items<br />
: ☐, ☐, ☐ Blessed oil to anoint a weapon, imbuing it with potency for the duration of the score. <br />
: ☐, ☐ Sacred ward that works as armor against any type of attack.<br />
: ☐-☐-☐ Elaborate sacred vestments reducing the stress cost of powers by one. If worn at the start of the session, the load is reduced to ☐.<br />
: ☐-☐-☐ Astrolabe, reliquary, glockenspiel or antikythera that requires both hands to use. Reduces the stress of using powers by 1.<br />
: ☐ Scroll granting one-time use of a power available to theurgists but not currently known.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or diplomacy.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Command 2<br />
: Attune 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Technomancer_(FiD)Technomancer (FiD)2024-03-19T21:00:13Z<p>Starfox: Created page with "{{FiD}} In a world where technology reigns supreme, you've mastered the art of technomancy, blending advanced gadgets and high-tech wizardry to wield extraordinary powers. Whe..."</p>
<hr />
<div>{{FiD}}<br />
In a world where technology reigns supreme, you've mastered the art of technomancy, blending advanced gadgets and high-tech wizardry to wield extraordinary powers. Whether it's manipulating digital constructs, hacking into secure networks, or augmenting your own abilities with cybernetic enhancements, your expertise sets you apart as a techno-sorcerer of unparalleled skill.<br />
<br />
'''Trauma Condition - Nerd<br />
As a technomancer, you possess a distinctive trait that sets you apart; whether it's a peculiar jargon, a technological gadget or prosthetic you use constantly, or some other identifier that makes you recognizable as a technomancer. You rely on gadgets for all your powers, requiring a technobabble explanation for their functionality. Additionally, you are unable to access master and apex abilities from the attune, command, and sway actions unless you use a flashback to devise a gadget that enables you to do so. <br />
<br />
As a technomancer, your affinity for all things high-tech manifests in a distinctive trait that defines your identity. Whether it's your reliance on cutting-edge gadgets, a peculiar jargon that only tech enthusiasts understand, or a signature prosthetic, you're unmistakably a technomancer. Your powers are intricately tied to your gadgets, requiring a technobabble explanation for their functionality. Additionally, accessing master and apex abilities from the attune, command, and sway actions requires you to devise specialized gadgets in a flashback.<br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
<br />
* '''Security Tech''': Your deep understanding of technology allows you to decipher complex systems and manipulate digital interfaces with ease. Gain +1d on tinkering and survey actions involving , security, sensors, and communications gear.<br />
<br />
* '''Inventor''': You possess a knack for innovation, able to create ingenious gadgets on the fly. Gain +1d when creating gadgets or improvising solutions using your technical expertise. Often applicable in flashbacks and long-term projects.<br />
<br />
'''Powers<br />
[[Air Powers (FiD)|Air]],<br />
[[Animal Powers (FiD)|Animal]],<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
<span style="text-decoration: line-through;background-color:red">[[Death Powers (FiD)|Death]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>,<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
<span style="text-decoration: line-through;background-color:red">[[Flux Powers (FiD)|Flux]]</span>,<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
[[Life Powers (FiD)|Life]],<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>, <br />
<span style="text-decoration: line-through;background-color:red">[[Time Powers (FiD)|Time]]</span>,<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Human Resources and Rivals<br />
: ˄ ˅ Ting-yan-cha, fixer<br />
: ˄ ˅ Melomina, technican<br />
: ˄ ˅ Shok-ok, ganger<br />
: ˄ ˅ Moking, dispatch operator<br />
: ˄ ˅ Smoking Toe, hacker<br />
<br />
'''Items<br />
: ☐, ☐, ☐ A power cell that reduces the stress cost of a power by two<br />
: ☐ A specialized gadget that grants you a single use of a power accessible to technomancers that you do not know.<br />
: ☐-☐ A gadget devised in a flashback that grants you access to a specific power for the duration of the score. This requires expending stress like any other flashback.<br />
: ☐ Fine tinkering tools.<br />
: ☐ Fine lockpicks.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using technomancy or tinkering.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Tinker 2<br />
: Wreck 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Soulsworn_(FiD)Soulsworn (FiD)2024-03-19T20:59:45Z<p>Starfox: Created page with "{{FiD}} In a world where the supernatural reigns and dark forces lurk, you find yourself in a pact with a monstrous patron. Whether it's a lord of hell, an enchanting fey, an..."</p>
<hr />
<div>{{FiD}}<br />
In a world where the supernatural reigns and dark forces lurk, you find yourself in a pact with a monstrous patron. Whether it's a lord of hell, an enchanting fey, an alien beyond lore, or a revenant laughing at death, you've willingly traded your soul for unearthly powers. Bound by this unholy bargain, you now wield dark magics and command otherworldly creatures to do your bidding. <br />
<br />
'''Trauma Condition - Cerberic<br />
Your pact has three facets, like the three heads of Cerberus.<br />
# Invocation: You must loudly invoke the name of your patron to wield your powers.<br />
# Aura: You emit a malignant aura that causes people to be reluctant to offer you services or associate with you. Worsen your position in Consort actions. <br />
# Demands: Your patron imposes demands on you, and failure to fulfill these demands may result in adverse consequences. While your patron cannot strip you of your powers, it will use its servants and influence against you if you go against its wishes. This can worsen your position on actions against servants of your patron and situations relating to your patron's interests.<br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
<br />
* '''Sacrifice''' When you kill a creature, you can dedicate their soul to your patron to recover one stress. You can recover up to eight stress per score this way. Killing someone usually requires a great effect level. <br />
<br />
'''Powers<br />
[[Air Powers (FiD)|Air]],<br />
[[Animal Powers (FiD)|Animal]],<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
[[Life Powers (FiD)|Life]],<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
[[Time Powers (FiD)|Time]],<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Dark Allies, Dire Foes<br />
: ˄ ˅ Magelus, rich patron<br />
: ˄ ˅ Ziphon, inquisitor<br />
: ˄ ˅ Zordan, soulsworn<br />
: ˄ ˅ Noggaron, cultist<br />
: ˄ ˅ Eladin, dealer in forbidden goods<br />
<br />
'''Items<br />
: ☐-☐ Familiar Spirit, a monster camouflaged as a small animal that acts as an agent of your patron and serves you as a spy and confidante. The familiar can help you use your powers, this reduces the stress cost of powers by one. Using the familiar this way reveals its true nature. <br />
: ☐, ☐ Drug that gives you +2d to an action roll for a power, but inflicts medium harm: disoriented. This consequence cannot be resisted. <br />
: ☐-☐ Fine potent melee hand weapon, usually a sword or dagger. <br />
: ☐ Incense improves the effect of all powers. If enemy also has powers, worsen position by one.<br />
: ☐-☐ Fine scary mask or costume.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or coercion.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Attune 2<br />
: Command 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Sorcery_(FiD)Sorcery (FiD)2024-03-19T20:59:14Z<p>Starfox: Created page with "{{FiD}} Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with an instinctual finesse. Embark on a journey through the mystical realms..."</p>
<hr />
<div>{{FiD}}<br />
Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with an instinctual finesse. Embark on a journey through the mystical realms of magic, where raw power intertwines with untamed intuition in a mesmerizing dance of potential and peril.<br />
<br />
'''Trauma Condition - Ostentatious<br />
As a sorcerer you must speak out loud and gesture to use powers.<br />
Your power effects are dramatic and obvious to observers.<br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
<br />
'''Powers<br />
[[Air Powers (FiD)|Air]],<br />
[[Animal Powers (FiD)|Animal]],<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
<span style="text-decoration: line-through;background-color:red">[[Life Powers (FiD)|Life]]</span>,<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
[[Time Powers (FiD)|Time]],<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Powerful Personas<br />
: ˄ ˅ Xanatan, fellow sorcerer<br />
: ˄ ˅ Yuclan, cultist<br />
: ˄ ˅ Hatakan, mastermind<br />
: ˄ ˅ Jolanpah the innocent<br />
: ˄ ˅ Wester, a monster<br />
<br />
'''Items<br />
:☐☐ Staff (or similar large item like a tome or big crustal ball) that allows pushing action rolls for powers at a cost of one stress. <br />
: ☐ Scroll that allows one use of a power on the list of sorcerer powers that you do not know. <br />
: ☐ A familiar, a small intelligent animal that serves you as a messenger, spy and confidante. <br />
: ☐ Scary mask<br />
: ☐, ☐, ☐ A drug that enhances your power, increasing effect by one. <br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or majesty.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Skirmish 2<br />
: Command 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Saint_(FiD)Saint (FiD)2024-03-19T20:58:49Z<p>Starfox: Created page with "{{FiD}} Gods and spirits share their powers with saints, their select servants. '''Trauma Condition - Faith Saints pray for their powers, which usually involves straightforw..."</p>
<hr />
<div>{{FiD}}<br />
Gods and spirits share their powers with saints, their select servants. <br />
<br />
'''Trauma Condition - Faith<br />
Saints pray for their powers, which usually involves straightforward words and gestures asking for what you want. <br />
Your patron will answer your prayers even if you only say them in your mind, but this increases the stress cost of using powers by one.<br />
As a miracle-worker need to love and serve your patron saint, spirit, or god.<br />
This does not mean that all disciples of the same patron agree on much of anything, religious dissent is as old as religion.<br />
Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith. <br />
<br />
You cannot use powers with the the consort, hunt, and skirmish actions except your domain power, see special abilities below. <br />
Picking up another power playbook that does allow these powers negates this limitation. <br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
<br />
* '''Community''' Name a religious faction. Gain +1d on all insight and resolve action checks when dealing with followers of this faction. This includes lay people of the same faith, even if their faction allegiance is uncertain.<br />
<br />
* '''Domain Power''' Learn any one power outside of the saint power list, or an action normally forbidden, representing the patron's sphere of divine influence. This even allows the prohibited combinations light + dark and flux + order. You can choose a power normally allowed to miracle-workers as your domain, in which case you reduce the stress cost of all abilities of that power by one.<br />
<br />
'''Powers <br />
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,<br />
[[Barrier Powers (FiD)|Barrier]],<br />
<span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]] or [[Light Powers (FiD)|Light]] (not both)</span>,<br />
[[Death Powers (FiD)|Death]],<br />
<span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>,<br />
<span style="background-color:Yellow">[[Flux Powers (FiD)|Flux]] or [[Order Powers (FiD)|Order]] (not both)</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Illusion Powers (FiD)|Illusion]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>,<br />
[[Life Powers (FiD)|Life]],<br />
<span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>,<br />
[[Mind Powers (FiD)|Mind]],<br />
<span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>,<br />
[[Time Powers (FiD)|Time]], <br />
<span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.<br />
<br />
'''Allies and Antagonists<br />
: ˄ ˅ Tarikan, a teurgist<br />
: ˄ ˅ Velmi, inquisitor<br />
: ˄ ˅ Hakkaman, rebel<br />
: ˄ ˅ Rowahl, career cleric<br />
: ˄ ˅ Sossingal, heretic<br />
<br />
'''Items<br />
: ☐, ☐, ☐ Holy item that gives +1d on any one action roll against supernatural enemies of the faith.<br />
: ☐, ☐, ☐ Sacred armor that works against any type of attack.<br />
: ☐ Oil to bless a weapon, making it potent.<br />
: ☐, ☐, ☐ Food enough to feed 10 people.<br />
: ☐ Potent hand weapon.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or charisma.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Sway 2<br />
: Attune 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Psi_(FiD)Psi (FiD)2024-03-19T20:58:24Z<p>Starfox: Created page with "{{FiD}} Psionics brings the mystical into the futuristic, offering a diverse spectrum of powers that adapt to the unique contexts of futuristic settings. Psionics represent th..."</p>
<hr />
<div>{{FiD}}<br />
Psionics brings the mystical into the futuristic, offering a diverse spectrum of powers that adapt to the unique contexts of futuristic settings. Psionics represent the pinnacle of human potential, granting practitioners the ability to command extraordinary powers through the sheer force of their minds. This write-up delves into a mature and formidable psionic tradition, grounded in advanced mental and psychic discipline. <br />
<br />
'''Trauma Condition - Sensitivity<br />
Psionic powers manifest through intense concentration accompanied by subtle gestures, which can be masked as mere tension by increasing the stress cost by one point. In addition, psionics are inherently vulnerable to the powers of others, you suffer a worsened position against opponents using powers. Against another psychic with this sensitivity, you also gain an increase in effect to represent your opponent's sensitivity. In psychic duels, both parties often risk burning out as they push the limits of their mental faculties.<br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities. <br />
<br />
'''Powers<br />
[[Air Powers (FiD)|Air]],<br />
[[Animal Powers (FiD)|Animal]],<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
[[Life Powers (FiD)|Life]],<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
[[Time Powers (FiD)|Time]],<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Psionic Connections<br />
: ˄ ˅ Rokun, inquisitor<br />
: ˄ ˅ Shasak, fixer<br />
: ˄ ˅ Lollapo, smuggler<br />
: ˄ ˅ Malata, psychic<br />
: ˄ ˅ Heroman, warrior<br />
<br />
'''Items<br />
: ☐ Jewelry, headband, bare scalp, or visible head tattoo that allows you to push psionic powers at a cost of only one stress. Only works with a light load. <br />
: ☐-☐ Crystal that allows use of a power on the list of psi powers that you do not know for the duration of the score. <br />
: ☐-☐-☐ Crystal that burns itself out to entirely remove the stress cost of a single power use. <br />
: ☐, ☐, ☐ An object linked to the wearer of a similar object that you gave them in a flashback. Allows you to use powers on a creature touching the item as if touching them.<br />
: ☐ Incense that enhances astral projection and lucid dreaming, increasing the effect of study, survey, and sway powers.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or by forging or using social bonds.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Survey 2<br />
: Sway 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Mutation_(FiD)Mutation (FiD)2024-03-19T20:57:41Z<p>Starfox: Created page with "{{FiD}} Mutants possess innate powers either from birth or acquired through extraordinary circumstances, encompassing superheroes, monsters, and individuals with extraordinary..."</p>
<hr />
<div>{{FiD}}<br />
Mutants possess innate powers either from birth or acquired through extraordinary circumstances, encompassing superheroes, monsters, and individuals with extraordinary abilities.<br />
<br />
'''Trauma Condition - Focus Power<br />
As a mutant you require bodily movement to activate powers. Your powers have a unique visual signature recognizable to those familiar with your abilities. Your first acquired power becomes your focus power, reducing the stress cost of using abilities related to it by one. However, you also become vulnerable to effects targeting creatures associated with your focus power.<br />
This includes barrier, attune, command, and sway powers, and possibly more depending on your specific focus power.<br />
<br />
'''Powers<br />
A mutant is born with a link to their first power, see the trauma condition.<br />
[[Air Powers (FiD)|Air]],<br />
[[Animal Powers (FiD)|Animal]],<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
[[Life Powers (FiD)|Life]],<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
[[Time Powers (FiD)|Time]],<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Dramatic Encounters<br />
: ˄ ˅ Yogalin, a misunderstood monster<br />
: ˄ ˅ Haga Haga, a mentor<br />
: ˄ ˅ For-step Joe, a mutant<br />
: ˄ ˅ Kakali, agent of the genetics board<br />
: ˄ ˅ Yogun, a bounty hunter<br />
<br />
'''Items<br />
: ☐ Drug that reduces the stress cost of activating a power by 4, but inflicts harm: mutating. This consequence cannot be resisted. <br />
: ☐ A costume that shows your identity or affiliation, made to work with your powers. This gives you a pool of three points of stress that can only be used to pay for power use. ☐☐☐<br />
: ☐ A disguise that hides your identity.<br />
: ☐, ☐ A gimmick that allows you to avoid worsening position when threatened by multiple opponents.<br />
: ☐-☐ Fine climbing gear.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or in a one-on-one confrontation.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Wreck 2<br />
: Command 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Orphic_(FiD)Orphic (FiD)2024-03-19T20:57:09Z<p>Starfox: Created page with "{{FiD}} Orphic magic is worked through performance, using one or more of acting, music, song, dance, or other performing arts. Mostly used to charm and influence, a masterful..."</p>
<hr />
<div>{{FiD}}<br />
Orphic magic is worked through performance, using one or more of acting, music, song, dance, or other performing arts.<br />
Mostly used to charm and influence, a masterful orphic can calm the waves through song and even enchant death itself.<br />
Orphics may be known as bards, songmasters, thespians, and by a myriad of titles for performers.<br />
<br />
'''Trauma Condition - Turbulence<br />
An orphic has three lesser trauma conditions, rather than one severe one.<br />
<br />
# As an orphic your first power must be the animal, flux, illusion, life, mind, order, or time power. Thereafter you can select any orphic power you wish.<br />
# You must make some kind of performance to use your powers, which attracts attention but can also provide cover for your power use, making it seem to be just a normal performance. It is hard to see that what you do is supernatural.<br />
# Orphics have a hard time with relationships. You can be charming in the short term, but your long-term relationships are troubled; jealousy, infidelity, broken friendships, overzealous fans and similar over-emotional events conspire to leave you lonely. <br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
<br />
* '''Star Quality''' By playing for 5 minutes with an audience (other player characters suffice) you can reduce the stress cost of a power by two. This applies to all downtime power use.<br />
<br />
'''Powers<br />
[[Air Powers (FiD)|Air]],<br />
<span style="background-color:yellow">[[Animal Powers (FiD)|Animal]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>,<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
<span style="background-color:yellow">[[Flux Powers (FiD)|Flux]]</span>,<br />
<span style="background-color:yellow">[[Illusion Powers (FiD)|Illusion]]</span>,<br />
<span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>,<br />
<span style="background-color:yellow">[[Life Powers (FiD)|Life]]</span>,<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
<span style="background-color:yellow">[[Mind Powers (FiD)|Mind]]</span>,<br />
<span style="background-color:yellow">[[Order Powers (FiD)|Order]]</span>,<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
<span style="background-color:yellow">[[Time Powers (FiD)|Time]]</span>,<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Strangers in the Night<br />
: ˄ ˅ Tam Tam, owner of a music shop<br />
: ˄ ˅ Celest, orphic<br />
: ˄ ˅ Yagatan, music agent<br />
: ˄ ˅ Kalle, adventurous fan<br />
: ˄ ˅ Haia, mysterious heir<br />
<br />
'''Items<br />
: ☐ Notes and lyrics that allows one use of a power on the list of orphic powers that you do not know. <br />
: ☐ A memento that reduces the stress cost of a power by three.<br />
: ☐ Party supplies for five people. Spend additional load for more people, ☐-☐ for 25, ☐-☐-☐ for 125. This is not food.<br />
: ☐ Fine disguise kit<br />
: ☐ A musical instrument or striking outfit that allows you to push any resolve action (not just powers) at the cost of only one stress. You must carry a light load to use this.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or charm.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Sway 2<br />
: Finesse 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Jedi_(FiD)Jedi (FiD)2024-03-19T20:56:41Z<p>Starfox: Created page with "{{FiD}} {{wip}} Jedi harness the mystical Force, an energy field that binds the galaxy together, to perform extraordinary feats and uphold peace and justice across the cosmos...."</p>
<hr />
<div>{{FiD}}<br />
{{wip}}<br />
Jedi harness the mystical Force, an energy field that binds the galaxy together, to perform extraordinary feats and uphold peace and justice across the cosmos. Drawing on ancient traditions and disciplined training, Jedi are revered as guardians of peace and defenders of the innocent. This playbook delves into the noble and revered path of the Jedi, focusing on their mastery of the Force and their unwavering commitment to the light side.<br />
<br />
'''Trauma Condition - Dark Side<br />
A jedi's power requires distancing yourself from emotions and attachments. <br />
Pushing an action is the opposite of this, and this disquietude increases the cost of pushing to three points of stress.<br />
A jedi that suffers trauma temporarily loses control and acts without regard to the consequences, likely exploiting a successful action to the point where the result is harmful.<br />
A jedi that suffer four trauma conditions falls to the dark side.<br />
<br />
=== Mutation ===<br />
Mutants possess innate powers either from birth or acquired through extraordinary circumstances, encompassing superheroes, monsters, and individuals with extraordinary abilities.<br />
<br />
'''Trauma Condition - Focus Power<br />
As a mutant you require bodily movement to activate powers. Your powers have a unique visual signature recognizable to those familiar with your abilities. Your first acquired power becomes your focus power, reducing the stress cost of using abilities related to it by one. However, you also become vulnerable to effects targeting creatures associated with your focus power.<br />
This includes barrier, attune, command, and sway powers, and possibly more depending on your specific focus power.<br />
<br />
'''Powers<br />
A mutant is born with a link to their first power, see the trauma condition.<br />
[[Air Powers (FiD)|Air]],<br />
[[Animal Powers (FiD)|Animal]],<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
[[Life Powers (FiD)|Life]],<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
[[Time Powers (FiD)|Time]],<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Dramatic Encounters<br />
: ˄ ˅ Yogalin, a misunderstood monster<br />
: ˄ ˅ Haga Haga, a mentor<br />
: ˄ ˅ For-step Joe, a mutant<br />
: ˄ ˅ Kakali, agent of the genetics board<br />
: ˄ ˅ Yogun, a bounty hunter<br />
<br />
'''Items<br />
: ☐ Drug that reduces the stress cost of activating a power by 4, but inflicts harm: mutating. This consequence cannot be resisted. <br />
: ☐ A costume that shows your identity or affiliation, made to work with your powers. This gives you a pool of three points of stress that can only be used to pay for power use. ☐☐☐<br />
: ☐ A disguise that hides your identity.<br />
: ☐, ☐ A gimmick that allows you to avoid worsening position when threatened by multiple opponents.<br />
: ☐-☐ Fine climbing gear.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge using powers or in a one-on-one confrontation.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Wreck 2<br />
: Command 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Chi_(FiD)Chi (FiD)2024-03-19T20:55:50Z<p>Starfox: Created page with "{{FiD}} Chi embodies the inner power of living creatures, which can be channeled through disciplined practice. It focuses on self-improvement, immediate surroundings, and the..."</p>
<hr />
<div>{{FiD}}<br />
Chi embodies the inner power of living creatures, which can be channeled through disciplined practice. It focuses on self-improvement, immediate surroundings, and the manipulation of inner energy.<br />
<br />
'''Trauma Condition - Inner Peace<br />
To utilize chi effectively, one must maintain inner peace and freedom of movement. Powers that affect only the user or creatures touched gain improved position, while those used at a distance suffer a loss of effect due to the practitioner's inability to fully channel their energy.<br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
<br />
* '''Remember Your Teachings''' Drawing on past teachings, the practitioner can gain a 1d assistance bonus through a flashback, reflecting their training and discipline. This flashback costs at least 1 stress, and can be made made in addition to pushing, but does not stack with assistance from another character.<br />
<br />
'''Powers<br />
[[Air Powers (FiD)|Air]],<br />
[[Animal Powers (FiD)|Animal]],<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
[[Life Powers (FiD)|Life]],<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
[[Time Powers (FiD)|Time]],<br />
[[Water Powers (FiD)|Water]].<br />
<br />
'''Challengers<br />
: ˄ ˅ Mon Mah, a chi master<br />
: ˄ ˅ Managan, a chi adept<br />
: ˄ ˅ Chon-hu, a healer<br />
: ˄ ˅ Dadaga the mystic shadow<br />
: ˄ ˅ Hileah, heir to nobility<br />
<br />
'''Items<br />
Chi users have access to a number of medicine bundles, known as potions.<br />
Once the action that benefits from the potion is resolved, you take minor harm that cannot be resisted. <br />
: ☐, ☐ A potion that lets you ignore the stress of pushing. <br />
: ☐ A potion that allows one use of a power on the list of chi powers that you do not know.<br />
: ☐, ☐ An outfit showing your school or allegiance that can be used as armor against prowess and resolve effects.<br />
: ☐ A potent weapon.<br />
: ☐ A fine weapon.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or<br />
an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge with prowess or wisdom.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Prowl 2<br />
: Skirmish 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Animism_(FiD)Animism (FiD)2024-03-19T20:54:55Z<p>Starfox: Created page with "{{FiD}} You gain your power from a host of spirits, each less in power than the patrons of other power playbooks but versatile in their breadth. You may see these spirits as y..."</p>
<hr />
<div>{{FiD}}<br />
You gain your power from a host of spirits, each less in power than the patrons of other power playbooks but versatile in their breadth.<br />
You may see these spirits as your masters, allies in a cause, servants you bully, mischievous friends, or slaves to capture or a mix of all of these.<br />
Some spirits are actual physical creatures, others may call these creatures monsters but you won't.<br />
An animist might be known as a medium, medicine man, miku, shaman, or druid.<br />
<br />
'''Trauma Condition - Pact Tokens<br />
You activate your powers by whispering to your spirit allies and touch a pact token.<br />
Your powers are based on deals with spirits, and each spirit is represented by a token that represents your relationship with that spirit. <br />
This is usually small tokens, but can be tattoos, scents, holograms, piercings, or even the spirit visibly floating around you.<br />
The spirits demand that these tokens be visible.<br />
Observers can tell your power playbook and those in the know can learn your powers from your symbols. <br />
The stronger you are, the symbols you have.<br />
<br />
'''Special Abilities'''<br><br />
In addition to the listed powers, you have access to these special abilities.<br />
* '''Wisdom of the Spirits''' Commune with local spirits. They'll assign a task to strengthen your bond, often involving purging corruption or defeating spirit foes. Success grants you and allies 2 stress relief. Vice indulgence gains +1d.<br />
<br />
'''Powers <br />
There are myriad spirits, giving you access to oh so many powers.<br />
[[Air Powers (FiD)|Air]],<br />
[[Animal Powers (FiD)|Animal]],<br />
[[Barrier Powers (FiD)|Barrier]],<br />
[[Darkness Powers (FiD)|Darkness]],<br />
[[Death Powers (FiD)|Death]],<br />
[[Earth Powers (FiD)|Earth]],<br />
[[Electricity Powers (FiD)|Electricity]],<br />
[[Fire Powers (FiD)|Fire]],<br />
[[Ice Powers (FiD)|Ice]],<br />
[[Flux Powers (FiD)|Flux]],<br />
[[Illusion Powers (FiD)|Illusion]],<br />
[[Kinesis Powers (FiD)|Kinesis]],<br />
[[Life Powers (FiD)|Life]],<br />
[[Light Powers (FiD)|Light]],<br />
[[Metal Powers (FiD)|Metal]],<br />
[[Mind Powers (FiD)|Mind]],<br />
[[Order Powers (FiD)|Order]],<br />
[[Plant Powers (FiD)|Plant]],<br />
[[Space Powers (FiD)|Space]],<br />
[[Time Powers (FiD)|Time]],<br />
[[Water Powers (FiD)|Water]].<br />
<br />
''' Allies and antagonists<br />
: ˄ ˅ Bolo, a talking animal<br />
: ˄ ˅ Fatiga, a spirit-speaker<br />
: ˄ ˅ Hernan, a monster and spirit<br />
: ˄ ˅ Lorigan, a tribal chief<br />
: ˄ ˅ Terranam, a herbalist healer<br />
<br />
'''Items<br />
: ☐, ☐ A bribe for your spirits that gives +1d on a single use of a power.<br />
: ☐ A temporary pact that allows you a single use a power you do not know.<br />
: ☐-☐ A disguise that hides your spirit symbols without interfering with your powers.<br />
: ☐, ☐ Spirit-pact armor that works against any type of attack.<br />
: ☐ A blessed weapon that is potent.<br />
<br />
'''XP<br />
* ''Every time you roll a desperate action, mark xp in that action's attribute.<br />
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.<br />
* You addressed a challenge by dealing with the environment or using powers.<br />
* You expressed your beliefs, drives, heritage, or background.<br />
* You struggled with issues from your vice or traumas during the session.<br />
<br />
'''Starting Actions<br />
: Consort 2<br />
: Attune 1<br />
: 4 points by choice, no higher than 2 in any one</div>Starfoxhttps://hastur.net/action/wiki/Lila_the_Lost_Princess_(PW)Lila the Lost Princess (PW)2024-03-18T15:16:30Z<p>Starfox: </p>
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<div>{{PW}}<br />
{|table align=left<br />
|-<br />
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<br />
Lila, the Lost Princess, is a 13-year-old with a youthful appearance, her bright eyes reflecting a sense of wonder and mischief. Her chestnut hair falls in untamed curls around her face, and she often wears a mischievous grin.<br />
Lila prefers comfortable and practical clothing, often adorned with patches and embroidery from her own handiwork. She favors earthy tones and functional accessories, allowing her freedom of movement during her escapades.<br />
<br />
Due to her tender age, Lila has yet to graduate from the Princess Academy, finding herself constantly waylaid by her knack for getting lost. Her experiences at the academy have been marked by both frustration and discovery as she navigates the challenges of mastering her magical abilities while grappling with her tendency to wander off.<br />
Lila shares a close bond with her fellow academy princesses, often finding herself at the center of their misadventures. She has a particularly strong friendship with Princess Clover, the Bunny Princess, whose cheerful demeanor complements Lila's adventurous spirit.<br />
<br />
Lila's constant companion is a whimsical creature known as Sprig, a mischievous sprite with emerald-green wings and a penchant for causing mayhem. Despite their differences, Sprig's boundless energy and keen sense of mischief make them the perfect partner in Lila's escapades.<br />
<br />
Princess Weapon: Lila's distinctive accessory is a compass pendant, worn around her neck and imbued with magical properties that aid her in navigating through the most perplexing of mazes and labyrinthine landscapes. Lila trusts this device implicitly, tough it leads her into trouble as often as out of trouble, it seems to give her a charmed life to survive all the trouble she finds.<br />
As the Lost Princess, Lila's magic manifests in her ability to vanish from sight at a moment's notice, blending seamlessly into her surroundings like a wisp of mist. Despite her talent for disappearing, she often finds herself inadvertently lost, stumbling into hidden corners and secret passageways with a mixture of awe and exasperation.</div>Starfoxhttps://hastur.net/action/wiki/Log_(BiD)Log (BiD)2024-03-18T15:06:23Z<p>Starfox: </p>
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<div>{{PW}}<br />
<br />
'''Campaign Summary: Princess World - Frontier Kingdoms'''<br />
<br />
In the vast marshlands reminiscent of Ankor Wat, a new kingdom flourishes under the leadership of three remarkable princesses: Claire, Princess of Chains; Nagalila, the Boa Princess; and Clover, the Bunny Princess. Together, they embark on a quest to unlock the secrets of ancient magic, aided by a group of Victorian-inspired explorers.<br />
With each episode, they draw closer to unlocking the ancient magic that lies buried beneath the marshlands, their journey filled with excitement, danger, and the promise of discovery.<br />
<br />
===Episode 1: The Genesis of Nutopia===<br />
<br />
The inaugural episode sees our heroines exploring the terrain of their newfound kingdom, officially naming the kingdom Nutopia for nude utopia, as all the princesses have a very relaxed attitude to clothing. They establish a camp, with white tents and cozy furnishings befitting a royal retreat. As they gather around a campfire, exchanging stories and dreams, they are interrupted by the unexpected arrival of a delegation from the prestigious Princess Academy. Led by the wise but formidable Granny Poppy, Princess of Knitting, these young princesses bring humor and chaos to the camp, unwittingly leaving behind one of their own, the spirited Princess Lila.<br />
<br />
The interactions between the princesses are lighthearted and endearing, showcasing their diverse personalities and forging bonds of friendship amidst the wild jungle. Granny Poppy regales them with tales of her adventures and imparts valuable lessons in leadership and resilience. Meanwhile, Princess Lila, eager to prove herself, embarks on a mischievous escapade that leads her into the heart of the ruins, where she encounters a curious creature with glowing eyes—a harbinger of the magical mysteries awaiting our heroines.<br />
<br />
===Episode 2: Elemental Encounters===<br />
<br />
Venturing deeper into the lush jungle, our princesses heed the guidance of their explorer minions, following rumors of a hidden source of ancient magic. Their journey leads them to a secluded clearing where a mysterious pillar of light pierces through the dense canopy, illuminating the surrounding foliage with an ethereal glow. Sensing the presence of something otherworldly, our heroines cautiously approach, only to discover a gaping pit shrouded in shadows.<br />
<br />
With trepidation and curiosity intertwining, they descend into the depths, blinded by the beam of light emanating from below. Within the cavernous chamber, they encounter a fearsome elemental creature, its form a swirling vortex of elemental energy—earth, water, air, and fire converging in a mesmerizing dance of power and chaos. Undaunted by the creature's formidable presence, our heroines muster their courage and unleash a coordinated assault, exploiting its elemental weaknesses and harnessing the power of their unity. Clover, the Bunny Princess, distracts the monster, Clair, Princess of Chains, secures a glowing floor tile that is the source of the pillar of light, and Nagalila, the Boa Princess, helps the other two escape.<br />
<br />
Through cunning teamwork and unwavering determination, they emerge victorious, the elemental fooled and the chamber bathed in a soft, golden light. Amidst the remnants of their battle, they discover that the floor tile is a curious artifact—an intricately carved stone plate an inch thick and ten inches to a side (2 x 25 x 25 cm), pulsating with yellow light. With a sense of triumph and trepidation, they pocket the artifact, its significance shrouded in mystery yet to be unveiled.<br />
<br />
===Episode 3: Dance of Rivalry===<br />
<br />
Invited to the neighboring rival kingdom Dance Academy, our princesses find themselves immersed in a world of elegance, grace, and fierce competition. The kingdom's three princesses—Hussar Princess of Sabers, Tutu Princess of Ballet, and Grace Princess of Grace—greet them with a mix of curiosity and skepticism, their graceful demeanor belying a competitive spirit honed through years of rigorous training.<br />
<br />
In a series of dazzling displays and spirited performances, tensions run high as our heroines vie for recognition and respect amidst the dance academy's illustrious halls. From classical ballet to rhythmic gymnastics, each princess showcases her unique talents and strengths, leaving an indelible mark on the hearts of the audience.<br />
<br />
As the competition reaches its climax, our princesses find themselves entangled in a rivalry fueled by ambition and camaraderie. Yet, amidst the flurry of pirouettes and leaps, bonds of friendship begin to blossom, transcending rivalries and uniting them in a shared appreciation for the beauty of dance.<br />
<br />
As a token of their newfound friendship, the kingdom's princesses present our heroines with a second glowing tile—radiant azure imbued with the essence of the dance academy's enchanting spirit. With their collection of mysterious artifacts growing, our princesses embark on the next stage of their journey, their resolve unshaken and their hearts brimming with anticipation.<br />
<br />
===Episode 4: Labyrinthine Lurkers===<br />
<br />
Exploring the ruins within their kingdom, our princesses encounter the enigmatic morlocks, guardians of the subterranean labyrinth.<br />
They also find little Lila, who now has found her title, Lila the Lost Princess. Seems her magic is all about getting lost!<br />
Hounded by the morlocks and aided by their own wit and courage, our heroines navigate the treacherous tunnels, uncovering another glowing tile and a cryptic puzzle of statues.<br />
<br />
The room they discover is adorned with eight statues, each representing a different creature or being. The statues are rough representations that leave much to the imagination, but their general shape and nature can be divined.<br />
<br />
# A princess in a cheery power pose, radiating confidence and determination.<br />
# An elemental of mixed elements similar to the one encountered earlier, swirling with energy and power.<br />
# A mammalian creature, perhaps a dog or panther, poised for action with eyes alert and muscles tensed.<br />
# A reptilian creature, resembling a gecko or monitor lizard, its scales glistening in the dim light.<br />
# A snake, coiled and ready to strike, its eyes gleaming with intelligence and cunning.<br />
# A bird of paradise, its plumage vibrant and iridescent, wings spread wide in a display of beauty.<br />
# A morlock, depicted in stoic silence, its features rugged and weathered from a lifetime of hardship.<br />
#A mysterious figure, neither fully man nor monster, its form shrouded in ambiguity and intrigue.<br />
<br />
At the center of the room lies a depression, seemingly designed to hold nine tiles of the kind our heroines have already found. Experimenting with the tiles they've collected, the princesses place them in different configurations. Clover, the Bunny Princess, steps before the statue of the princess, with Claire, Princess of Chains, and Nagalila, the Boa Princess, assisting her. They arrange the tiles with the green tile next to Clover, the blue tile in the middle, and the yellow tile towards the mammalian creature.<br />
As they work to decipher the purpose of the tiles and the significance of the statues, a surge of magic envelops the room, transforming Clover into an actual bunny. Though the effect is temporary, it offers a tantalizing clue to the room's secrets.<br />
<br />
The princesses then spend several tiring tea-and-cookies less hours navigating the maze to escape, leaving Clair Princes of Chains crashed and in dire need of sweet cakes, soon enjoyed by all.<br />
<br />
===Episode 5: Troublesome Tribulations===<br />
<br />
Responding to environmental disturbances, our heroines face a series of challenges in their kingdom. Clover's penchant for posing inadvertently triggers an invasion of rabbits, escalating chaos across the region. Additionally, a communication breakdown arises as a river crucial for transportation becomes blocked by water elementals. Granny Poppy, the Knitting Princess is there to fetch Lila the Lost Princess back to Princess Academy, but their path is blocked by this event.<br />
<br />
In their investigation, our princesses encounter Princess Hussar, leader of the Sabres, her formidable drill girls. They discover that the passage to the Dance Academy kingdom is also obstructed by the same water elementals, who have transformed into a rough and blobbish drill troupe, mirroring Hussar's own troupe in peculiar fashion. Possibly Hussar and the Sabres is what first attracted these water elementals? Hussar contemplates attacking the elementals, but their numbers pose a formidable challenge.<br />
<br />
In a stroke of ingenuity, our princesses propose an alternative solution: luring the elementals to a nearby bywater and persuading them to pose there permanently, thus creating a picturesque view. After some negotiation and the sharing of tea and cookies, Hussar agrees to the plan, and her troupe leads the elementals to the designated spot, assisted by Nagalia, the Boa Princess.<br />
<br />
Meanwhile, Claire, Princess of Chains, and Clover, the Bunny Princess, explore a nearby area and stumble upon a tranquil pool nestled in a grassy slope, resembling an amphitheater with the river in the background. To their surprise, the slope is teeming with rabbits. Clover, the Bunny Princess discovers their network of burrows hidden within the grassy slopes and befriends them, enchanted by their whimsy. As the princesses prepare to execute their plan, Claire suspends Clover over the pool in magical chains, while she joins the approaching troupes, one Princess Hussar and the Sabres, the other consists of water elementals. When Princess Clover is left alone and gazes upon the rabbits, they suddenly wear fanciful attire reminiscent of fine folks enjoying a leisurely afternoon. When she is distracted by the approaching troupes and then look back at the rabbits, they are just rabbits.<br />
<br />
Arriving at the bywater in a grand display of magic and showmanship, Claire and Clover collaborate to immobilize the leader of the water elementals with magical chains, while the others perform before the amused audience of rabbits. This ingenious solution permanently removes the river blockage, allowing our heroines to return home successfully, their bond with Princess Hussar strengthened through shared adversity and creative problem-solving.</div>Starfoxhttps://hastur.net/action/wiki/Kit_and_Tiers_(FiD)Kit and Tiers (FiD)2024-03-14T02:08:26Z<p>Starfox: </p>
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<div>{{FiD}}<br />
<br />
Examples to illustrate what tier means in various areas and settings.<br />
Fine gear is simply one tier above your own.<br />
Potent gear become more exceptional over tiers as enemy entities become more exceptional.<br />
<br />
Of course this is no an exact guide, more of a mood setter. <br />
<br />
For player characters, this includes not only advances in tier, but you are also assumed to have gained access to more kit through scores or long-term projects.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Field''' <br />
|align="center" | '''Tier 0 <br> Newbs''' <br />
|align="center" | '''Tier 1 <br> Gangs''' <br />
|align="center" | '''Tier 2 <br> Gangsters'''<br />
|align="center" | '''Tier 3 <br> Conscripts''' <br />
|align="center" | '''Tier 4 <br> Regulars''' <br />
|align="center" | '''Tier 5 <br> Veterans''' <br />
|align="center" | '''Tier 6 <br> Elite''' <br />
|-<br />
|align="left" valign="top" | '''Coin''' <br> Minimum wage.<br />
|valign="top"| '''Week''' <br> A purse of copper coins.<br />
|valign="top"| '''Month''' <br> A few silver coins.<br />
|valign="top"| '''Quarter''' <br> A pouch of silver.<br />
|valign="top"| '''Year''' <br> A few gold pieces.<br />
|valign="top"| '''Five years''' <br> A bag of gold coins.<br />
|valign="top"| '''Twenty Years''' <br> Silver bars.<br />
|valign="top"| '''Century''' <br> Gold bars.<br />
|-<br />
|align="left" valign="top" | '''Doskvol Weapons''' <br> Default setting of Blades in the Dark.<br />
|valign="top"| '''Trash''' <br> Improvised weapons made in a garage from trash. <br />
|valign="top"| '''Improvised''' <br> Weapon lookalikes made in a smithy or workshop.<br />
|valign="top"| '''Surplus''' <br> Second hand professional gear.<br />
|valign="top"| '''Regular''' <br> Professional industry-made gear.<br />
|valign="top"| '''Selected''' <br> Gear specialized for each role.<br />
|valign="top"| '''Customized''' <br> Special features and accessories like sights. <br />
|valign="top"| '''Elite''' <br> Optimized for each role and mission. <br />
|-<br />
|align="left" valign="top" | '''Contemporary''' <br> What you'll find in a modern action movie.<br />
|valign="top"| '''Pipe Guns''' <br> Improvised weapons made in a garage from trash. <br />
|valign="top"| '''Crafts''' <br> Industry-made weapon lookalikes made in a smithy or workshop.<br />
|valign="top"| '''Routine''' <br> Made in routine line industrial processes but standardized.<br />
|valign="top"| '''Selected''' <br> Chosen for each combat role.<br />
|valign="top"| '''Customized''' <br> Add accessories like underslung grenades and advanced sights. <br />
|valign="top"| '''Optimized''' <br> Modified and optimized for role and mission. <br />
|valign="top"| '''Elite''' <br> Made for each mission by elite technical support units. <br />
|-<br />
|align="left" valign="top" | '''Greyhawk''' <br> A kitchen sink renaissance setting.<br />
|valign="top"| '''Scrap''' <br> Clubs, rocks, shivs, farm implements, improvised selfbows, single-shot pipe guns. <br />
|valign="top"| '''Salvage''' <br> Some gear was originally professional weapons, others are improvised or hunting weapons.<br />
|valign="top"| '''Surplus''' <br> Hand-me-down weapons, functional with a lot of fiddling and polish. Improvised armor.<br />
|valign="top"| '''Regular''' <br> Professionally crafted gear. Metal armor. Novice adventurers.<br />
|valign="top"| '''Masterwork ''' <br> Masterwork weapons, fitted armor, personalized gear, occasional magic items. <br />
|valign="top"| '''Magic''' <br> Basic magic gear. <br />
|valign="top"| '''Elite''' <br> State-of-the-art magic, occasional artifacts. <br />
|-<br />
|align="left" valign="top" | '''Princess Kingdoms''' <br> Magical girls escalate in both FX and power.<br />
|valign="top"| '''Decoration''' <br> A part of your outfit that detaches, like a brooch, choker, or hair ornament. Likely to shoot a ray.<br />
|valign="top"| '''Accessory''' <br> An accessory that turns into a weapon, like a tiara, bracelet, or badge. Often thrown or shoots a simple ray.<br />
|valign="top"| '''Wand''' <br> A small handheld, with your symbol on it. Wielded in large dramatic sweeps.<br />
|valign="top"| '''Symbol''' <br> When drawn, this creates a light display showing your power and identity. Even more so when used.<br />
|valign="top"| '''Rod''' <br> A larger wand, with a larger symbol and even more dramatic in use.<br />
|valign="top"| '''Heraldic''' <br> An free-floating symbol that showcases your magic: a weapon, musical instrument, animal, or large symbol. <br />
|valign="top"| '''Cosmic''' <br> Magic on the cosmic level, model star system, the grail, angelic manifestation.<br />
|-<br />
|align="left" valign="top" | '''Food''' <br> At its best.<br />
|valign="top"| Vegetables or a cereal. Little or no meat. Drink is buttermilk or water. <br />
|valign="top"| Vegetables, cereals, cheese, and eggs. Occasionally meat or fish. Beer.<br />
|valign="top"| Meat or fish with most meals. Beer and table wines.<br />
|valign="top"| Plentiful meat, fowl, shellfish, etc. Pastries and breads. Good wines. <br />
|valign="top"| Luxury items such as bird nest soup, candied fruits, and rare beasts. The finest wines. Large banquets and parties.<br />
|valign="top"| Rare or outré luxury items such as hummingbird tongues, enormous complex pastries, elaborately prepared platters.<br />
|valign="top"| State dinners are events talked about for months and years. <br />
|-<br />
|align="left" valign="top" | '''Housing'''<br />
|valign="top"| Perhaps none; maybe a tiny room or hut for a family; no furniture. Often housed on the workplace floor. <br />
|valign="top"| One good room shared by a family or a decent pallet in the workplace. A chest or two, bench and tables, lamps.<br />
|valign="top"| Small house or apartment. Good bed, fine furniture, decorations or display items.<br />
|valign="top"| Multi-roomed villa or grand apartment. Artworks and fine rugs. <br />
|valign="top"| Several large dwellings including a country mansion and a townhouse or small palace. <br />
|valign="top"| Palaces. <br />
|valign="top"| Large palaces. <br />
|-<br />
|align="left" valign="top" | '''Clothing''' <br> At its best.<br />
|valign="top"| Sackcloth, homespun, rude leathers, nudity.<br />
|valign="top"| Shoes, 1 new suit of clothes a year; winter clothes will be warm and protective.<br />
|valign="top"| High-quality linens and cottons, occasional luxury such as fur trim or jewelry.<br />
|valign="top"| Silks and satins, decorative trims including gold and silver threads. Gold jewelry with gemstones.<br />
|valign="top"| Trend-setting, exquisite garments of the rarest materials, fine jewelry and accouterments.<br />
|valign="top"| Beyond style, one-of-a-kind items, accenting large and beautiful precious gems.<br />
|valign="top"| Designs which accent the wearer's ritual or political functions. Several exquisite crowns, scepters, etc.<br />
|-<br />
|align="left" valign="top" | '''Retainers'''<br />
|valign="top"| None<br />
|valign="top"| Dependents in the family may act as servants.<br />
|valign="top"| A simple maid or other household help is not uncommon.<br />
|valign="top"| A valet/butler, cook, and maid.<br />
|valign="top"| A secretary and a staff of servants. Possibly a bodyguard or an artist on patronage.<br />
|valign="top"| Waited on by a small army of cooks and grooms. A small personal guard. Advisers, such as priests or scholars.<br />
|valign="top"| A court of advisors, specialists, and lesser lords. A large honor guard.<br />
|-<br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Claire_Princess_of_Chains_(PW)Claire Princess of Chains (PW)2024-02-29T13:43:37Z<p>Starfox: </p>
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<div>{{PW}}<br />
{|table align=left<br />
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'''Special Abilities<br />
: '''Chain Mastery''' You can create and control temporary brass chains. These can be used as weapons, to bind creatures and things, to extend reach, to climb and swing, and similar stunts normal chains are capable of.<br />
: '''Chain Mystery''': By spending a point of prep for each use, you can create chains that can either be permanent or that can do supernatural things. Supernatural chains can suspend from thin air, bind ephemeral things, allow fine telekinetic control, and other physically impossible tasks reasonable for chains.</div>Starfoxhttps://hastur.net/action/wiki/Clover_the_Bunny_Princess_(PW)Clover the Bunny Princess (PW)2024-02-29T13:38:05Z<p>Starfox: Created page with "{{PW}} {|table align=right |- |<imagemap> File:FiD-Clover-Bunnies.jpeg |400px </imagemap> |- |<imagemap> Image:FiD-Clover-Bunnies-Nude.jpg |400px </imagemap> |}"</p>
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<div>{{PW}}<br />
{|table align=right<br />
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<div>{{PW}}<br />
{|table align=left<br />
|-<br />
|<imagemap><br />
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''Faction Representative for the Guidance Collective''<br />
<br />
Granny is a small and aged princess who walks with the aid of her princess weapon, a<br />
wooden cane. She enjoys bright colours, and always incorporates at least one handknitted<br />
shawl or scarf into her outfit. She has a blunt no-nonsense way of speaking and does not<br />
appreciate being interrupted one little bit. As mentioned her princess weapon is a wooden<br />
cane, unspectacular in appearance, although any princess who has witnessed Granny Poppy<br />
get to whacking will give it the respect it deserves. Granny tends to keep out of fighting—<br />
can't be having with that sort of nonsense, not at her age—but when sufficiently riled she is<br />
a tiny terrifying force of nature.<br />
<br />
Granny has been around forever, or at least that's how it feels. She's something of a presence<br />
at the Academy and showsup at a lot of parties, regardless of whether or not she was<br />
invited, so most princesses have a Granny Poppy story. It's only recently that she's started<br />
taking on frontier kingdoms, and although she takes the responsibility seriously she also<br />
treats it as something of a hobby. Back in her day, you see, the wild lands were WILD and<br />
the frontier was a FRONTIER and monsters were MONSTERS. You children don't know<br />
how easy you have it, what with these newfangled teleportation circles and whatnot.<br />
And so on.<br />
<br />
Regarding the other factions, Granny gets along well enough with most of them, as long as<br />
they give her the respect she feels she's due. She looks favourably on the older and more<br />
established factions, the Royal Architects, the Silver Masks, the Scientific Promotion<br />
Society, the Universal Librarians. Princesses from more recently established factions such as<br />
the Luxury Seekers or the Wild Lands Protection Committee or Starlight Investigations<br />
have to work a lot harder to earn her respect.<br />
<br />
Granny is not the most actively helpful faction rep, and can often seem more like just one<br />
more thing to deal with than any kind of support—constantly popping in for a cup of tea<br />
and getting riled at the lack of respect you young princesses show her. Her advice is almost<br />
always tragically outdated, and requests for help might have to be submitted multiple times<br />
before she actually gets around to putting them through. On the other hand, it's said that<br />
whenever a princess in one of Granny Poppy's kingdoms is truly in trouble, in her darkest<br />
hour, lost without hope, she'll hear a familiar voice saying something like "Now what's all<br />
this fuss and bother?" before Granny comes hobbling to the rescue.<br />
<br />
Granny likes respect, fairies, properly made tea and cakes, familiar things, established<br />
traditions, solid craftsmanship, flowers, handcrafts, manners, yoghurt, and polite princesses<br />
who know their place.<br />
<br />
Granny dislikes lemons, unfamiliar things, pointlessly confusing jibber-jabber, newfangled<br />
mumbo-jumbo, rudeness, uncouth behaviour, overly casual attitudes, spicy food, overly sweet<br />
sweets, stickiness, untidiness, unwashed faces, and princesses who talk back to her.</div>Starfoxhttps://hastur.net/action/wiki/Clarity_Shoal,_Princess_of_Piranhas_(FiD)Clarity Shoal, Princess of Piranhas (FiD)2024-02-25T19:44:54Z<p>Starfox: </p>
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Faction Representative for the Sparkle Union<br />
<br />
Clarity is a shortish sort of princess with a blankish sort of face, with red hair done in short<br />
pigtails. She favours a lady explorer sort of look; rugged but handsome clothing, pith helmet,<br />
goggles hanging around her neck. Her princess weapon is a fish net, which can expand to<br />
magnificent proportions. Clarity has never enjoyed fighting, but she's an experienced<br />
princess who's practical about these things. If there are fish or fish-type monsters around<br />
she'll likely be focused on catching them and keeping them safe.<br />
Clarity had an okay time at the academy, never quite finding her place but not having<br />
anything in particular to complain about. After graduation her lack of direction continued,<br />
so she signed up for an expedition with Exploration Unlimited, in the hopes of seeing some<br />
interesting or cute fish, or fish-type monsters. She wasn't fussy. The expedition was a<br />
complete wash in terms of fishspotting, but it led to Clarity making friends with '''Cartaliza Lazurite, the Shark Princess''', who had a dream; the '''Aquarium Kingdom'''. None of the<br />
factions were interested in the concept, so Clarity and Cartaliza ended up founding it<br />
themselves as a Sparkle Union kingdom. It took time and effort but the two of them were<br />
eventually successful. Their efforts were noticed by SUN, who offered them both positions<br />
as faction reps. Cartaliza chose to stay in the newly founded kingdom as a caretaker, but<br />
Clarity accepted the job offer.<br />
<br />
It's been a bit of a rocky road for Clarity, as a representative for a faction that is tragically<br />
under-resourced. She's grown used to being presented with lists of needs and wants that she<br />
has no actual means of helping with, and with being looked down upon and bullied by the<br />
bigger more powerful factions. With that said she's quite a good little networker with a<br />
number of useful contacts, and she's always happy to reach out on your behalf. It never hurts<br />
to ask, is something of a motto for her. Clarity is always very happy when she can actually<br />
help with something, and over the years she's learned a number of tricks and shortcuts and<br />
stopgap solutions and so forth, to the sorts of problems that frontier kingdoms commonly<br />
face. Even if she can't provide any resources she'll often pitch in and lend a hand. She's got<br />
your backs, and even if she can't do all that much to help she'll always do what she can. At<br />
the very least she provides good moral support, and she's adept at telling princesses that she<br />
can't fulfil their requests in a way that leaves them feeling sort of good about the whole<br />
situation—a kind of you can do it, we're Sparkle Union princesses and we accomplish<br />
impossible things with no resources all the time, we have no roses OR bread but solidarity<br />
forever sort of mood.<br />
<br />
'''Spoilers Ahead'''<br />
<br />
On those rare occasions that Clarity visits a kingdom and finds that they're doing fine on<br />
their own with no actual demands—an 'independent kingdom' living up to its name, so to<br />
speak—she'll be well pleased, and this will be reflected in her assessment of the kingdom.<br />
Regarding the other factions, Clarity doesn't have a lot of love for princess politics but, by<br />
necessity, has learned to play them. Mostly she's skilled at placating other factions, knowing<br />
full well that her own faction has little power or influence. She tends to get along with the<br />
looser factions—Exploration Unlimited, Luxury Seekers, Hunter Guild—but dreads having<br />
to deal with the likes of the Noble Traders or the Universal Librarians, those big powerful<br />
no-nonsense factions skilled at negotiation and used to getting what they want.<br />
Clarity likes fish, solidarity, freedom, animals generally, kindness, nature, basic food, hopes<br />
and dreams, clear explanations, and she loves to see princesses ACTUALLY doing it for<br />
themselves.<br />
<br />
Clarity dislikes excess formality, bullies, manipulative behaviour, unreasonable demands,<br />
feeling helpless, and she has absolutely no tolerance for cruelty, especially to animals.</div>Starfoxhttps://hastur.net/action/wiki/Hussar_Princess_of_Sabers_(FiD)Hussar Princess of Sabers (FiD)2024-02-25T15:59:49Z<p>Starfox: </p>
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Princess Hussar cuts a striking figure with her tall, lean frame and piercing gaze. Her golden hair is pulled back into a sleek ponytail, adorned with a blue hussar hat adorned with a plume of white feathers. Her uniform is a resplendent blue hussar jacket, adorned with intricate gold braid and buttons. The hussar knots at the front are stark white, adding a touch of contrast to her ensemble. She carries herself with the confidence and poise befitting her noble lineage.<br />
<br />
Princess Weapon: Hussar's princess weapon is a saber, a gleaming blade imbued with the power of the wind. With a deft slash, she can unleash a cutting wave of wind that slices through her enemies with deadly precision, even at range.<br />
<br />
Personality & Relationships: Hussar is fiercely competitive and fiercely independent, with a strong sense of honor and duty. She views herself as the epitome of skill and bravery, and she's determined to prove her superiority to her fellow princesses. Her ongoing rivalry with them fuels her drive to excel and pushes her to constantly strive for greatness.<br />
<br />
Followers: Hussar's followers, clad in uniforms similar to her own but less ostentatious, are fiercely loyal to their princess. Together, they train tirelessly in saber exercises and formation drills, honing their skills to perfection. They take great pride in their ability to hold impressive parades and military displays, showcasing their prowess to all who behold them.</div>Starfoxhttps://hastur.net/action/wiki/Tutu_Princess_of_Ballet_(FiD)Tutu Princess of Ballet (FiD)2024-02-25T15:58:30Z<p>Starfox: </p>
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Princess Tutu is the epitome of grace and beauty, with delicate features and a lithe, graceful figure. Her hair is swept up into a neat bun, adorned with a tiara of sparkling crystals. She wears a ballet outfit consisting of a voluminous tutu skirt, white thigh stockings, and a form-fitting white bodice, accentuating her elegant lines and fluid movements.<br />
<br />
Princess Weapon: Tutu's princess weapon is her tutu skirt, a deceptively delicate garment that conceals a deadly secret. With a graceful twirl, she can manipulate the folds of her skirt to cut through the air with razor-sharp precision, or she can unleash a flurry of small shuriken hidden within its folds.<br />
<br />
Personality & Relationships: Tutu is charming, charismatic, and endlessly captivating, with a magnetic presence that draws others to her. She thrives on the admiration and adoration of her fans, and she revels in the spotlight. However, beneath her charming exterior lies a fiercely competitive spirit and a relentless drive to outshine her rivals.<br />
<br />
Followers: Tutu's followers, fellow dancers who emulate her elegant style and grace, are devoted to their princess and eager to assist her in her quest for supremacy. While they may lack Tutu's magical abilities, they make up for it with their skill and dedication to their craft. Together, they train tirelessly, perfecting their balletic movements and practicing intricate choreography to dazzle audiences with their performances.</div>Starfoxhttps://hastur.net/action/wiki/Princess_Ivy,_Princess_of_Herbalism_(FiD)Princess Ivy, Princess of Herbalism (FiD)2024-02-25T15:40:16Z<p>Starfox: </p>
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Princess Ivy is a vision of natural beauty, with long, flowing locks the color of fresh spring leaves and eyes as green as the forest canopy. Her gentle demeanor and serene presence exude a sense of tranquility and harmony with nature.<br />
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Attire: Ivy's attire is simple and earthy, with flowing dresses and tunics in shades of green and brown. She often accessorizes with floral wreaths, garlands, and jewelry crafted from natural materials such as wood, stone, and bone.<br />
<br />
Princess Weapon: Ivy's princess weapon is a wooden staff adorned with intricate carvings of vines, leaves, and flowers. It is imbued with the magic of the natural world, allowing her to channel the healing and transformative powers of plants and herbs.<br />
<br />
Personality & Relationships: Ivy is gentle, nurturing, and deeply attuned to the rhythms of the natural world. She possesses a deep empathy for all living creatures and a profound respect for the balance and beauty of the natural world. Ivy shares a close bond with her fellow princesses, offering comfort, support, and herbal remedies to those in need.<br />
<br />
Crafting Specialization: Ivy specializes in the art of herbalism, cultivating and harvesting a wide variety of plants and herbs with medicinal, magical, and aromatic properties. She uses her knowledge of plants to create healing potions, salves, teas, and poultices, as well as fragrant oils, incenses, and perfumes.<br />
<br />
Role in the Tavern: Ivy serves as the tavern's resident herbalist, tending to the tavern's herb garden and crafting herbal remedies and potions for patrons and travelers. She also hosts workshops and classes on herbalism, sharing her knowledge and expertise with those eager to learn the secrets of the natural world. As a patron of the tavern, Ivy enjoys spending time in the company of her friends, sharing stories, laughter, and the simple pleasures of life amidst the beauty of Tinker Tavern.</div>Starfoxhttps://hastur.net/action/wiki/Princess_Ember,_Princess_of_Blacksmithing_(FiDPrincess Ember, Princess of Blacksmithing (FiD2024-02-25T15:38:47Z<p>Starfox: </p>
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Princess Ember is a fiery redhead with a fierce spirit and a mischievous twinkle in her eye. Her muscular physique and calloused hands bear witness to her prowess as a blacksmith, with strength and determination evident in every movement.<br />
<br />
Attire: Ember's attire is practical yet stylish, featuring leather aprons, sturdy boots, and form-fitting tunics adorned with metal studs and rivets. She wears her hair in a wild mane of curls, tied back with a bandana or adorned with metal hair accessories.<br />
<br />
Princess Weapon: Ember's princess weapon is a mighty hammer forged in the heart of a roaring forge. It is imbued with the elemental power of fire, capable of delivering devastating blows and igniting her enemies in flames.<br />
<br />
Personality & Relationships: Ember is bold, brash, and fiercely loyal to her friends and family. She has a quick wit and a sharp tongue, but her heart is as big as her forge, and she will go to great lengths to protect those she cares about. She shares a close bond with her fellow princesses, often teasing them affectionately and engaging in friendly competitions of skill and strength.<br />
<br />
Crafting Specialization: Ember is a master blacksmith, skilled in the art of forging weapons, armor, and other metal goods. She takes pride in her workmanship and strives for perfection in every piece she creates.<br />
<br />
Role in the Tavern: Ember serves as the tavern's resident blacksmith, crafting weapons, armor, and decorative metalwork for patrons and adventurers alike. She also hosts impromptu forging demonstrations and competitions, entertaining guests with her impressive skills and fiery personality.</div>Starfoxhttps://hastur.net/action/wiki/Princess_Luna,_Princess_of_Alchemy_(FiD)Princess Luna, Princess of Alchemy (FiD)2024-02-25T15:38:15Z<p>Starfox: </p>
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Princess Luna, Long, flowing hair the color of midnight and eyes that shimmer like liquid gold. Her ethereal aura is enhanced by the faint glow of arcane symbols hovering around her, marking her as a master of alchemy.<br />
<br />
Attire: Luna's attire reflects her affinity for alchemical arts, featuring robes adorned with mystical symbols and patterns reminiscent of celestial bodies. She accessorizes with vials, potion bottles, and amulets containing rare and exotic ingredients.<br />
<br />
Princess Weapon: Luna's princess weapon is a crystal vial filled with a potent elixir of her own creation. With a mere drop, she can unleash powerful alchemical effects, ranging from healing and invigoration to manipulation of elemental forces.<br />
<br />
Personality & Relationships: Luna is enigmatic and mysterious, with a wisdom that belies her youthful appearance. She is deeply attuned to the rhythms of the natural world and the arcane energies that flow through it. Though reserved at times, she shares a profound bond with her fellow princesses, offering sage advice and guidance when needed.<br />
<br />
Crafting Specialization: Luna specializes in the ancient art of alchemy, brewing potions, elixirs, and tinctures imbued with mystical properties. Her concoctions are sought after by adventurers, scholars, and seekers of arcane knowledge.<br />
<br />
Role in the Tavern: Luna serves as both a patron and an alchemical consultant at the tavern, offering her expertise to those in need and enchanting guests with her mystical brews and potions.</div>Starfoxhttps://hastur.net/action/wiki/Princess_Aurora,_Princess_of_Clockwork_(FiD)Princess Aurora, Princess of Clockwork (FiD)2024-02-25T15:37:43Z<p>Starfox: </p>
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With hair the color of burnished copper and eyes as bright as the gears in her intricate creations, Princess Aurora is a vision of creativity and ingenuity. Her slender frame moves with precision and grace, her nimble fingers deftly manipulating tools and tinkering with delicate mechanisms.<br />
<br />
Attire: Aurora favors attire adorned with gears, cogs, and other mechanical motifs, reflecting her passion for clockwork. She wears tailored jackets and skirts in shades of brass and bronze, accessorized with steampunk-inspired jewelry and goggles perched atop her head.<br />
<br />
Princess Weapon: Aurora's princess weapon is a miniature wrench, enchanted to adjust and repair mechanical devices with unparalleled precision. It is both a tool of her trade and a formidable weapon in her capable hands.<br />
<br />
Personality & Relationships: Aurora is the ingenious mind behind many of the tavern's mechanical marvels, from clockwork automatons to elaborate contraptions that entertain and delight patrons. She is resourceful, quick-witted, and fiercely independent, with a passion for innovation that knows no bounds. She shares a close bond with her fellow princesses, often collaborating on projects and exchanging ideas over drinks at the tavern.<br />
<br />
Crafting Specialization: Aurora excels in crafting intricate clockwork mechanisms, from ornate timepieces to automatons that perform dazzling feats of engineering.<br />
<br />
Role in the Tavern: Aurora is both a patron and a vital member of the tavern's staff, using her mechanical expertise to keep the establishment running smoothly and entertain guests with her fantastical creations.</div>Starfoxhttps://hastur.net/action/wiki/Celeste_Princess_of_Stars_(FiD)Celeste Princess of Stars (FiD)2024-02-21T20:43:48Z<p>Starfox: </p>
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Celeste, a radiant presence among her peers, is a beloved figure within the Dance Academy kingdom. She possesses an innate charm and charisma that draws others to her, with an infectious enthusiasm that lights up any room she enters.<br />
<br />
Draped in robes of azure and silver, Celeste's attire mirrors the celestial beauty of the night sky, adorned with shimmering sequins and ethereal fabrics that capture the imagination. Her regal garments seem to dance with her every movement, reflecting the starlight and casting a magical aura around her.<br />
<br />
Under the mentorship of Princess Grace, Celeste has blossomed into a gifted dancer, her movements fluid and expressive, evoking the wonder and mystery of the cosmos. With each graceful step, she weaves a tapestry of emotion and storytelling, transporting audiences to distant realms and igniting their imaginations.<br />
<br />
Celeste's princess weapon is a vertical circle of stars that floats behind her head, framing her like a celestial halo. These stars, imbued with the magic of the celestial chorus, serve as a conduit for her power, amplifying her abilities on the dance floor and lending an ethereal beauty to her performances.<br />
<br />
As a fan of Princess Grace, Celeste looks up to her mentor with admiration and respect, eager to follow in her footsteps and make her mark on the world of dance. Though she has yet to make her official debut in the story, her presence is sure to leave a lasting impression on all who have the privilege of witnessing her talent and grace.</div>Starfoxhttps://hastur.net/action/wiki/Grace_Princess_of_Grace_(FiDGrace Princess of Grace (FiD2024-02-21T14:42:06Z<p>Starfox: </p>
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Grace, with her commanding presence and aristocratic demeanor, epitomizes elegance and refinement. Her regal bearing and exquisite features are reminiscent of a bygone era of European aristocracy, evoking images of grand ballrooms and glittering soirées. Her piercing gaze holds both grace and authority, commanding the attention of all who behold her.<br />
<br />
Adorned in elaborate court gowns from a bygone age, Grace's attire exudes opulence and sophistication. Rich fabrics in hues of royal blue and deep crimson drape gracefully around her, embellished with intricate lace, delicate embroidery, and shimmering jewels. Every detail of her ensemble speaks to her status as a princess of unparalleled grace and beauty.<br />
<br />
Grace's princess weapon is a folding fan, a symbol of her mastery of the art of dance. Crafted from the finest materials and adorned with delicate designs, her fan is both a graceful accessory and a formidable weapon in her skilled hands. With a flick of her wrist, she can unleash a flurry of precise movements, each as graceful and deadly as the next.<br />
<br />
Despite her royal upbringing and high expectations, Grace possesses a warm and welcoming demeanor. She delights in the company of others and takes great joy in sharing her passion for dance with her devoted students. Under her guidance, they learn not only the intricacies of movement and rhythm but also the importance of poise, discipline, and grace in all aspects of life.</div>Starfoxhttps://hastur.net/action/wiki/Sakura_Princess_of_Cherry_Flowers_(BiD)Sakura Princess of Cherry Flowers (BiD)2024-02-21T13:46:04Z<p>Starfox: </p>
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[[Princess_World_-_Frontier_Kingdoms_(FiD)|Frontier Kingdoms]]<br />
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Princess Sakura, the silent guardian of Bonsai Park, possesses an ethereal beauty that mirrors the delicate cherry blossoms that bloom in her kingdom. With porcelain skin and eyes the color of pale pink petals, Sakura exudes an aura of serene elegance.<br />
<br />
Unlike her flamboyant counterpart, Sakura favors modest attire in soft pastel hues, reminiscent of the delicate cherry blossoms that blanket her kingdom year around. She wears flowing robes adorned with subtle floral motifs, embodying the understated grace of her tranquil realm.<br />
<br />
Sakura's personality is marked by quiet introspection and a deep reverence for the natural world. While she may be more reserved than Arietta, her inner strength and unwavering dedication to her kingdom are evident to those who know her well.<br />
<br />
Sakura's princess weapon is a slender katana crafted from the wood of a sacred cherry blossom tree, infused with ancient magic that enhances her swordsmanship. With swift and precise movements, she defends Bonsai Park with a grace and poise befitting of its serene guardian.</div>Starfoxhttps://hastur.net/action/wiki/Arietta_Princess_of_Bonsai_(FiD)Arietta Princess of Bonsai (FiD)2024-02-21T13:43:22Z<p>Starfox: </p>
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Arietta, with her luminous emerald eyes and cascading locks of verdant green hair, embodies the vibrant spirit of the Bonsai Park. Her features are delicate yet resolute, framed by the lush foliage of her kingdom. She carries herself with an air of regal elegance, her movements as graceful as the branches of her beloved bonsai trees.<br />
<br />
Clad in opulent green dresses adorned with intricate floral patterns and leafy embellishments, Arietta's attire reflects her deep connection to the natural world. Though some may consider her choice of clothing impractical for someone living in a park, she sees it as a tribute to the beauty and majesty of her kingdom's towering bonsai trees.<br />
<br />
Arietta's princess weapon is a pruning saw on a wooden handle, a symbol of her dedication to nurturing and preserving the grandeur of her bonsai kingdom. The saw, enchanted to vary in size and length, serves as both a practical tool for tending to the trees and a formidable weapon when the need arises to defend her realm.<br />
<br />
While Arietta is known for her friendly and outgoing nature, her demeanor can turn defensive when the size of the trees in her park is questioned. She firmly believes that bonsai trees can be large and magnificent, as long as they are loved and meticulously cared for.</div>Starfoxhttps://hastur.net/action/wiki/Die_Probabilities_(FiD)Die Probabilities (FiD)2024-02-18T15:59:31Z<p>Starfox: </p>
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<div>{{FiD}}<br />
{| class="wikitable" width=80% align=center<br />
|align=center| '''Highest Die''' ||align=center| '''2d6 Low''' ||align=center| '''1d6''' ||align=center| '''2d6''' ||align=center| '''3d6''' ||align=center| '''4d6''' ||align=center| '''5d6''' ||align=center| '''6d6''' ||align=center| '''7d6''' ||align=center| '''8d6''' ||align=center| '''9d6''' ||align=center| '''10d6'''<br />
|-<br />
|align=center| '''1 - Fumble''' ||align=center| 31% ||align=center| 16% ||align=center | 3% ||align=center| 0.5% ||align=center| 0% ||align=center| 0% ||align=center| 0% ||align=center| 0% ||align=center| 0% ||align=center| 0% ||align=center| 0% <br />
|-<br />
|align=center| '''3 or less - Failure''' ||align=center| 83% ||align=center| 50% ||align=center | 25% ||align=center| 13% ||align=center| 6% ||align=center| 3% ||align=center| 2% ||align=center| 1% ||align=center| 0% ||align=center| 0% ||align=center| 0% <br />
|-<br />
|align=center| '''4 or more - Success''' ||align=center| 17% ||align=center| 50% ||align=center | 75% ||align=center| 87% ||align=center| 94% ||align=center| 97% ||align=center| 98% ||align=center| 99% ||align=center| 100% ||align=center| 100% ||align=center| 100%<br />
|-<br />
|align=center| '''6 - Full Success''' ||align=center| 3% ||align=center| 16% ||align=center | 30% ||align=center| 42% ||align=center| 51% ||align=center| 59% ||align=center| 66% ||align=center| 72% ||align=center| 76% ||align=center| 81% ||align=center| 84%<br />
|-<br />
|align=center| '''2x6 - Critical''' ||align=center| — ||align=center| — ||align=center | 3% ||align=center| 13% ||align=center| 19% ||align=center| 59% ||align=center| 26% ||align=center| 33% ||align=center| 39% ||align=center| 46% ||align=center| 51%<br />
|}<br />
<br />
== External Links ==<br />
* [https://www.omnicalculator.com/statistics/dice Omni Dice Probability Calculator]</div>Starfoxhttps://hastur.net/action/wiki/Barriers_Powers_(FiD)Barriers Powers (FiD)2024-02-02T00:27:30Z<p>Starfox: </p>
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<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Barrier is the ability to create walls and circles of protection. A barrier is normally a wall up to your twice your tier meters in height and width or a globe with a diameter equal to your tier. Yes, that means that at tier zero, you cannot create a barrier. If you only know this power, the barriers you make are transparent and vaguely luminous. If you use another power together with barrier, you can imbue your barrier with that power at no additional cost, which can give additional effects, often damage to creatures that try to break through your barrier.<br />
A barrier can be one-way, hindering effects only one way.<br />
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When used to attack, barrier takes the form of darts or blades that cut or pierce.<br />
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No creatures are associated with the barrier power.<br />
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{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
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|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Perceive''' <br> You can feel the presence of barriers of all kinds. You can identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.<br />
|valign="top"| '''Barrier''' <br> Barriers you create can repel any summoned creature and stop any power. When you create the barrier, you can make it ignore some powers of your choice. <br />
|valign="top"| '''Wall''' <br> A barrier you create can also bar mundane creatures or effects.<br />
|valign="top"| '''Arena''' <br> You can create a large extradimensional barrier covering an entire scene. You can pick who you bring into this extradimensional space, and who stays put. <br />
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|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Message Ward''' <br> You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby. <br />
|valign="top"| '''Translation Wall''' <br> You can create a barrier that translates speech from one side to the other. You need to know these languages, or at least have a dictionary.<br />
|valign="top"| '''Mental Wall''' <br> You can make a barrier that commands all or certain creatures not to cross. This can be in addition to other effects of the barrier. <br />
|valign="top"| '''Honey Wall''' <br> You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.<br />
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|align="left" valign="top" | '''Consort'''<br />
|valign="top"| '''Magic Mask''' <br> You can create clothes and accessories from barrier. These can take any form but look supernatural. This can mask your identity or create fabulous outfits. <br />
|valign="top"| '''Body Mask''' <br> You can cover yourself in an obviously supernatural barrier that envelops you, disguises your appearance and can even change your sounds and scents. It acts as tier 2 prowess armor.<br />
|valign="top"| '''Give Mask''' <br> You can use Body Mask on willing or helpless creatures. In combination with other powers you can create barriers that change those who pass through them, making such as an underwater club where every guest gets a mermaid tail and the like. <br />
|valign="top"| '''Wild Hunt''' <br> You can body mask a large number of creatures over a wide area, making them anonymous and unidentifiable.<br />
|-<br />
|align="left" valign="top" | '''Finesse'''<br />
|valign="top"| '''Ride''' <br> You can control existing devices based on barriers. Barrier devices are rare and barrier vehicles rarely even exist.<br />
|valign="top"| '''Barrier Blade''' <br> You can create barrier splinters that work as a fine and potent close-range attack, similar in effect to a fine potent dueling sword<br />
|valign="top"| '''Labyrinth''' <br> You can create very temporary barriers that are persistent enough to split a battlefield and negate an advantage in numbers.<br />
|valign="top"| '''Storm of Blades''' <br> Your barriers can form a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt'''<br />
|valign="top"| '''Track Barriers''' <br> You can sense and track barriers powers. <br />
|valign="top"| '''Cage''' <br> You can cage a target to isolate it for an hour or so.<br />
|valign="top"| '''Prison''' <br> You can cage all creatures in a small area. This allows you to fight many creatures in the same area very effectively, but there is a risk of caging allies.<br />
|valign="top"| '''Fort''' <br> You can create a great barrier bubble that spans a small city, allowing you to control who can pass.<br />
|-<br />
|align="left" valign="top" | '''Prowl'''<br />
|valign="top"| '''Dark Barrier''' <br> Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.<br />
|valign="top"| '''Wall Walk''' <br> You can move on and through barriers. <br />
|valign="top"| '''Team Barrier''' <br> You can use Dark Barrier and Wall Walk on you and allies simultaneously.<br />
|valign="top"| '''Bubble Walk''' <br> You and allies can teleport from inside one global barrier and into another. This is regional travel, you stay within the same city or region.<br />
|-<br />
|align="left" valign="top" | '''Skirmish'''<br />
|valign="top"| '''Barrier Blade''' <br> You can use barriers as close-range attacks, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Fine Barrier Blade''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Maze''' <br> You cage all opponents who try to attack you except the one you are fighting. You can do this as a part of an attack.<br />
|valign="top"| '''Barrier Shards''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.<br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Analyze''' <br> You can identify and get a basic analysis of a barrier. <br />
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.<br />
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This allows you to see the creator as they create the barrier.<br />
|valign="top"| '''Omniscience''' <br> You research every barrier in a large area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Detect Barriers''' <br> You can sense barriers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Barrier Eye''' <br> Choose a power barrier 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. <br />
|valign="top"| '''Barrier Scry''' <br> Choose a location or creature. You gain a sensor at the nearest power barrier, which is often close enough to perceive the target.<br />
|valign="top"| '''Omnibarrier''' <br> You perceive from all power barriers at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway'''<br />
|valign="top"| '''Signpost''' <br> You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby <br />
|valign="top"| '''Echo Wall''' <br> You can create a barrier that translates emotions and expressions from one side to the other. This is not language-dependent.<br />
|valign="top"| '''Insinuate''' <br> You can imbue a barrier with the ability to insinuate an action in the mind of a nearby creature. Common insinuation are to steal something, attack someone, or ignore some event. <br />
|valign="top"| '''Instill''' <br> You change the personality and motivations of creatures that move through a barrier. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Barrier Apprentice''' <br> You can manipulate existing power barriers as if they were made of stout wood.<br />
|valign="top"| '''Barrier Journeyman''' <br> You can create temporary objects obviously made out of barriers. <br />
|valign="top"| '''Barrier Master''' <br> You can create temporary but complex objects out of barriers. This can create objects that are fine and potent. You can also create an environment inside a shield globe, if you have the appropriate power.<br />
|valign="top"| '''Barrier Factor''' <br> This is similar to Barrier Master, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Jimmy Barrier''' <br> You can noisily jimmy barriers, but not to a great degree.<br />
|valign="top"| '''Smash Barriers''' <br> Similar to jimmy. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Aegisbreaker''' <br> Similar to smash, but destroyed barriers silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Aegisquake''' <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.<br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Darkness_Powers_(FiD)Darkness Powers (FiD)2024-02-02T00:27:24Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Darkness is linked to both physical and mental darkness. Darkness is opposed to light.<br />
Darkness is associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious. In physics, darkness is merely the absence of light, and many claim that spiritual evil and darkness is the absence of enlightenment and control. Darkness powers deal with moral and physical darkness, base carnality, indulgence, and deception. <br />
<br />
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.<br />
<br />
Dark creatures are shades, devils, and creatures of the night. They are usually more interested in corrupting people than in killing them. <br />
Learning who to summon may require study or be a a score in itself.<br />
Giving the single order you get from summoning a creature of darkness is rarely very useful.<br />
These subtle creatures need time to use their full powers of deception and coercion.<br />
This means you often have to bargain with them, which they of course use to corrupt you.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Perceive''' <br> You can detect creatures of darkness. <br />
|valign="top"| '''Dismiss''' <br> 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. <br />
|valign="top"| '''Summon''' <br> You can call a creature from a plane of darkness. This is generally an unwilling servant. It will obey one simple command from you and this can be extended. <br />
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the planes of darkness for a limited time. <br />
<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Command''' <br> You can communicate speak to creatures of darkness even if normally couldn't, allowing you to use the command action normally on them. You cannot understand them.<br />
|valign="top"| '''Corrupt''' <br> You and allies can communicate with creatures of darkness. You can communicate with normal folk to tempt them to commit evil deeds.<br />
|valign="top"| '''Authority''' <br> You can give commands to darkness creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|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, like very loyal and literal-minded goons.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Dark Mask''' <br> You can invoke darkness and envy in your appearance, such as luxury clothes, jewelry, and personal beauty. <br />
|valign="top"| '''Devil Form''' <br> You assume the form of a creature of darkness. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Devil Possession''' <br> 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.<br />
|valign="top"| '''Infernal Infusion''' <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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Ride the Dark''' <br> You can ride darkness creatures as if they were trained mounts and vehicles as if you had a key. <br />
|valign="top"| '''Fine Dark Control''' <br> You can use darkness as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.<br />
|valign="top"| '''Master Darkness''' <br> You can do fine manipulation of darkness, allowing you to play with shadows. You can use this to suppress sensors. <br />
|valign="top"| '''Dark Storm''' <br> Your can create a storm of blades of darkness, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Dark Scout''' <br> You can see perfectly in the dark. You can hide in shadows, areas of darkness or at least relative darkness.<br />
|valign="top"| '''Fine Ranged Attack''' <br> You can use darkness to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Area Attack''' <br> 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.<br />
|valign="top"| '''Dark Barrage''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Dark Cloak''' <br> You can make yourself appear as a shadow. This allows you to hide in impossible places as long as the environment is dark. <br />
|valign="top"| '''Dark Step''' <br> You can move on and through darkness. This allows you to climb on shadows, walk through walls as long as both sides are dark and so on. <br />
|valign="top"| '''Dark Team''' <br> You can bring allies along when you use Dark Cloak and Dark Step.<br />
|valign="top"| '''Void Walk''' <br> You and allies can teleport from one location in darkness 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.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Dark Melee''' <br> You can use darkness as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Fine Dark Melee''' <br> Same as skirmish attack, except the weapon is fine and potent.<br />
|valign="top"| '''Umbral Trick''' <br> Darkness can create distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Umbral Explosion''' <br> Darkness strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Dark Name''' <br> You can identify objects and creatures that manifest physical or moral darkness and see the use of dark power abilities. <br />
|valign="top"| '''Dark Lore''' <br> You know the powers and abilities of something you identify with Dark lore.<br />
|valign="top"| '''Dark Past''' <br> 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.<br />
|valign="top"| '''World of Darkness''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Eye of the Bat''' <br> You can see perfectly in the dark. <br />
|valign="top"| '''Gift of the Bat''' <br> You can give the ability to see in darkness to allies. <br />
|valign="top"| '''Eyes of the Dark''' <br> Choose a location or creature. If the target is in darkness, you can se as if you were there.<br />
|valign="top"| '''Dark World''' <br> You perceive from every dark place at once over a wide area. <br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Dark Empathy''' <br> You can understand darkness creatures speech and motivations. <br />
|valign="top"| '''Dark Words''' <br> You and allies can communicate with dark creatures. You can tempt normal folk to commit evil deeds, even across language barriers.<br />
|valign="top"| '''Hypnosis''' <br> 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.<br />
|valign="top"| '''Indoctrination''' <br> 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. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Mold Darkness''' <br> You can mold darkness like soft black clay, and it maintains it form for a few minutes.<br />
|valign="top"| '''Shape Darkness''' <br> As Mold Darkness, and the darkness can form simple useable objects that will retain its new shape and function for hours or even days. <br />
|valign="top"| '''Craft Darkness''' <br> 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 of solid darkness.<br />
|valign="top"| '''Master Darkness''' <br> This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Dark Corrosion''' <br> Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place. Can attack like a dark torch in combat.<br />
|valign="top"| '''Dark Smash ''' <br> Similar to jimmy but faster. Works as a fine potent torch in combat.<br />
|valign="top"| '''Dark Disintegrate''' <br> Similar to smash, but destroyed targets disappear or are reduced to a fine dust.<br />
|valign="top"| '''Obliterate Dark''' <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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Death_Powers_(FiD)Death Powers (FiD)2024-02-02T00:27:15Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Death and disease are powerful forces. <br />
<br />
Action and motivation need not cease with death. Characters can use the powers of the dead, learn their secrets, and even reanimate them as undead.<br />
<br />
Death attacks are made with phlegm and ectoplasm that inflict disease. Paradoxically this means that death attacks don't kill quickly, instead they take their time as disease and infection kills you, and this is extremely hard to cure. Death attacks can weaken and corrupt objects, but again this is slow.<br />
<br />
Death creatures are spirits of the dead. <br />
Study can call apparition that can communicate but not act. <br />
Attune can call ghosts that scare and some poltergeist activities at and undead spirits can be called to inhabit corpses as zombies and skeletons.<br />
At mid to high tiers, spirits can be called to possess stronger things, such as an undead knight or a powerful mummy, or as incorporeal undead that can walk thru walls and are invulnerable to weapons that are not potent.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Perceive''' <br> You can detect undead in both physical and spirit form. <br />
|valign="top"| '''Dismiss''' <br> You can banish an undead. Summoned undead are usually just gone, natural undead may reform later. You can end the operation of a death ability. You can summon undead spirits to animate corpses as simple corporeal undead. <br />
|valign="top"| '''Summon''' <br> You can summon an undead spirit. 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.<br />
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of death. <br />
<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Rebuke''' <br> You can speak to undead even if normally couldn't, allowing you to use the command action normally on them. <br />
|valign="top"| '''Translate''' <br> You and allies can communicate with undead.<br />
|valign="top"| '''Authority''' <br> You can give commands to undead, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Enslave ''' <br> You can permanently bind undead 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.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Mask''' <br> You add clothes and accessories that look rotten but are fully functional when used by you and undead creatures. You can make normal objects appear rotten. This can mask your identity or create very goth outfits. <br />
|valign="top"| '''Gift of Undeath''' <br> You assume the form of an undead. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Curse of Undeath''' <br> You can shapechange a willing or helpless creature into a corporeal undead. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Haunted Hunt''' <br> You can transform a large number of willing or non-sentient creatures into corporeal undead and give them a simple instruction, typically someone for them to hunt.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Ride''' <br> You can ride undead or a vehicle powered by undead as if they were trained to carry a rider. <br />
|valign="top"| '''Scythe''' <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.<br />
|valign="top"| '''Dead Man's Hand''' <br> You can do fine manipulation of corpses, 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 you have a corpse to work with.<br />
|valign="top"| '''Deluge of Death''' <br> Your power manifests like a storm of undead, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Scent of Death''' <br> You can track and pursue undead and corpses, even if they do not leave any mundane trail or clues. You can hide in graveyards, tombs, and haunted places.<br />
|valign="top"| '''Shard of Death''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Outbreak''' <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.<br />
|valign="top"| '''Plague''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This will rot organic materials, but only slowly. Usually enough to provide cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Deathwatch''' <br> You can hide in graveyards, tombs, and haunted places. You gain advantage when sneaking on undead.<br />
|valign="top"| '''Ghost Walk''' <br> You can move on and through corpses and cadavers, including leather and silk. <br />
|valign="top"| '''Dance Macabre''' <br> You can bring allies along when you use Reconnaissance and Maneuver.<br />
|valign="top"| '''Death March''' <br> You and allies can teleport from one burial place 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.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Touch of Death''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Hand of Death''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Ghost Dance''' <br> You can animate corpses and cadavers to create distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Carnival of Carnage''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Name of the Deceased''' <br> You can identify corpses and cadavers, including silk, leather, and undead, learning their use and abilities. <br />
|valign="top"| '''Seance''' <br> You can summon an apparition of a a dead who you have a link to and ask them questions.<br />
|valign="top"| '''History of the Deceased''' <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, even back when they were alive.<br />
|valign="top"| '''Tale of Tragedy''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Scent of Death''' <br> You can sense manifestations of death at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Skull's Eye''' <br> Choose an skull that you have detected, whether it be an actual skull or a representation of one; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so. <br />
|valign="top"| '''Seeking Skull''' <br> Choose a location or creature. You gain a sensor at the nearest skull, which is sometimes close enough to perceive the target.<br />
|valign="top"| '''Omnipresent Death''' <br> You perceive from all skulls at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Moody Dead''' <br> You understand undead even if normally couldn't, allowing you to see their motivations. <br />
|valign="top"| '''Dead Men Talking''' <br> You and allies can communicate with undead. You can make folk morose.<br />
|valign="top"| '''Elegy''' <br> You can post suggestions in the mind of an undead, 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.<br />
|valign="top"| '''Unity in Death''' <br> You change the personality and motivations of undead. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Dead Polish''' <br> You can work the remains of dead creatures but also decrepit and broken items, making them function normally despite their condition but not improving their looks or make them look good despite being decrepit, but not both.<br />
|valign="top"| '''Dead Craft''' <br> You can shape materials you can handle as if they were of clay. <br />
|valign="top"| '''Luxuries of the Dead''' <br> You can create objects you can handle out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.<br />
|valign="top"| '''Funerary Splendor''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Rot to Death''' <br> You can slowly wreck remnants of the dead, but also objects that already suffer from some damage, corrosion, or corruption. Noisy and leaves a twisted object in place. Works as a sledgehammer in melee.<br />
|valign="top"| '''Rot to Oblivion''' <br> Similar to Rot to Death, but faster. When smashing objects from your power, such as corroded metal, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Dust to Dust''' <br> Similar to Rot to Oblivion, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''The Bustling City Deserted''' <br> Similar to Rot to Oblivion, 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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Earth_Powers_(FiD)Earth Powers (FiD)2024-02-02T00:27:09Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Earth is the base of all, the solid ground we walk on, dig into, and who ultimately nourishes us all.<br />
<br />
The earth can be influenced and used by other powers, yet it remains earth. Earth powers can be slow and imprecise, but are very powerful.<br />
<br />
Earth attacks are thrown rocks and weapons made of stone, but more powerful effects can cause tremors and earthquakes. Combines well with other powers, for example earth plus fire can cause a volcano and earth plus air can cause a sandstorm.<br />
<br />
Earth creatures are mainly earth elementals, but also creatures that burrow into the earth and monsters and animals with earth powers. <br />
Burrowing animals are also covered by the [[Animal Powers (FiD)|Animal]] power.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Perceive''' <br> You can detect earth creatures and earth powers. <br />
|valign="top"| '''Dismiss''' <br> You can force an earth creature that is native to another plane of existence to return to that plane, or to end the operation of an earth ability. <br />
|valign="top"| '''Summon''' <br> You can summon an earth creature. 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.<br />
|valign="top"| '''Earth Gate''' <br> You can create a portal that allows travel to and from the plane of earth for a limited time. <br />
<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Communicate''' <br> You can talk to earth creatures even if normally couldn't, allowing you to use the command action normally on them. <br />
|valign="top"| '''Translate''' <br> You and allies can communicate with earth creatures.<br />
|valign="top"| '''Authority''' <br> You can give commands to earth creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|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, like very loyal and literal-minded goons.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Mask''' <br> You can change your clothes and accessories by imbuing them with earth, including crystals and gems. This can mask your identity or create fabulous outfits. <br />
|valign="top"| '''Shapechange''' <br> You assume the form of an earth creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures into an earth creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Subterranean Stampede''' <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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Ride Earth''' <br> If there is an earth creature mount or a vehicle made of earth, you can ride it as if it was domesticated and you have the keys. <br />
|valign="top"| '''Stalagmite Strike''' <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.<br />
|valign="top"| '''Pebble Poke''' <br> You can do fine manipulation of earth, 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 you have a pebble.<br />
|valign="top"| '''Stalactite Storm''' <br> Your power manifests like a storm of spears, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Impressions In Earth''' <br> You can track over any solid surface, even if the target does not leave any mundane trail or clues. <br />
|valign="top"| '''Pellet Shot''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Gravel Grenade''' <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.<br />
|valign="top"| '''Boulder 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.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Boulder Blend''' <br> You can hide among rocks or bare stone, including stone, brick, and concrete walls. This allows you to hide in impossible places. <br />
|valign="top"| '''Earthglide''' <br> You can move on and through earth. This allows you to climb on vertical walls, walk through walls and so on, as long as they are made of earth. Rebar can block your path.<br />
|valign="top"| '''Earthwalk''' <br> You can bring allies along when you use Boulder Blend and Earthglide.<br />
|valign="top"| '''Womb of the Earth''' <br> You and allies can teleport from one location surrounded by nothing but earth to another. Barriers blocking access to earthen walls must be removed. 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.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Stone Skirmish''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Diamond Daggers''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Labyrinth''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Crystal Cascade''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Crystal Clarity''' <br> You can identify objects and creatures that manifest earth and see the use of the abilities of the earth power. <br />
|valign="top"| '''Earthly Expertise''' <br> You know the powers and abilities of something you identified with Crystal Clarity.<br />
|valign="top"| '''Earthly Echoes''' <br> You can read the past events of something you use Earthly Expertise on. This includes previous owners and how the object has been moved around as well as significant scenes.<br />
|valign="top"| '''Gaia's Glory''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Earthly Intuition''' <br> You can sense manifestations of earth at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Earth Eyes''' <br> Choose a piece of earth, whether it be soil, a rock, or any other earth-related object; you can perceive as if you were at that spot. <br />
|valign="top"| '''Earthwatch''' <br> Choose a location or creature. You gain a sensor at the nearest piece of earth, which is often close enough to perceive the target.<br />
|valign="top"| '''One with the Earth''' <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.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Earth Empathy''' <br> You can understand earth creatures even if normally couldn't. You learn learn their objectives.<br />
|valign="top"| '''Terran Talk''' <br> You and allies can communicate with earth creatures. You can make folk more content and confident<br />
|valign="top"| '''Stone Suggestion''' <br> You can post suggestions in the mind of an earth creature, 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.<br />
|valign="top"| '''Carved in Stone''' <br> You change the personality and motivations of earth creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Chisel''' <br> You can handle earth and stone as if you had the appropriate tools and protective devices.<br />
|valign="top"| '''Mold''' <br> You can shape earth and stone as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as sand. <br />
|valign="top"| '''Earthforge''' <br> You can create objects of earth and stone out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.<br />
|valign="top"| '''Earthspawn''' <br> Similar to Earthforge, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Crack''' <br> You can crack earth and stone much like a sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Stonebreaker''' <br> When smashing earth and stone, you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Disintegrate''' <br> Similar to Stonebreaker, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Ruinous Rumble''' <br> Similar to Stonebreaker, but over a large area. This can level a city block, raze a city wall, and similar massive destruction. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Electricity_Powers_(FiD)Electricity Powers (FiD)2024-02-02T00:27:04Z<p>Starfox: /* Electricity Power Effects */</p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more.<br />
<br />
Electricity powers deal with electric current, tension, and potential. It also masters magnetism. Most commonly viewed in technological terms, this also represents the lightning bolts of Zeus and the thundering hammer of Thor. Electricity is in a dominant position towards much technology - even if electric powers are not subtle enough to control technology and electronics, they can usually detect or destroy such devices.<br />
<br />
Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity.<br />
<br />
Electric creatures are electric elementals and monsters with electric powers, such as Tanngrisnir and Tanngnjóstr, the goats of Thor. <br />
This includes creatures with electronic brains like AIs and robots. <br />
The few animals that use electricity, mainly electric eels and sharks with their electrosense can be affected by both electric and [[Animal Powers (FiD)|Animal powers.<br />
<br />
=== Electricity Power Effects ===<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Perceive''' <br> You can detect electric creatures and powers. <br />
|valign="top"| '''Dismiss''' <br> You can force an electric creature that is native to another plane of existence to return to that plane, or to end the operation of an electric ability. <br />
|valign="top"| '''Summon''' <br> You can call an electric creature from another plane. 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.<br />
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of electricity. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Electric Edict''' <br> You can speak to electric creatures even if normally couldn't, allowing you to use the command action normally on them. You do not understand them in return.<br />
|valign="top"| '''Jolt Jargon''' <br> You and allies can communicate with electric creatures.<br />
|valign="top"| '''Electric Elite''' <br> You can give commands to electric creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Electric Enslave''' <br> You can permanently bind electric 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.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Arcing Attire''' <br> You can make electric arcs around your body, permanent or temporary. This can mask your identity or create fabulous outfits.<br />
|valign="top"| '''Shocking Shape''' <br> You assume the form of an electric creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures into an electric creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Wild Watts''' <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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Jolted Journey''' <br> You can ride an electric mount or vehicle as if it was domesticated and you have the keys. <br />
|valign="top"| '''Lightning Lunge''' <br> You can use electricity 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.<br />
|valign="top"| '''Current Control''' <br> You can do fine manipulation of electricity, allowing you to do small and exact manipulations at range, such as jolting or powering an electric device.<br />
|valign="top"| '''Lightning Labyrinth''' <br> Your power manifests a storm of electricity, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Spark Seeker''' <br> You can track electric creatures and vehicles, even if the target does not leave any mundane trail or clues. <br />
|valign="top"| '''Lightning Longshot''' <br> You can use electricity to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Volt Volley''' <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.<br />
|valign="top"| '''Bolt 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.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Lightning Lurker''' <br> You can sense electric currents and electric conductors. You can hide from electric and electronic sensors.<br />
|valign="top"| '''Surge Surfer''' <br> You can travel along electric power cables. Your movement is impeded by safety measures like plugs and breakers.<br />
|valign="top"| '''Shock Squadron''' <br> You can bring allies along when you use Lightning Lurker and Surge Surfer.<br />
|valign="top"| '''Watt Warp''' <br> You and allies can teleport along electrical power lines. 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.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Spark Stab''' <br> You can use electricity as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Lightning Lunge''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Lightning Labyrinth''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Electro-Explosion''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Current Clarity''' <br> You can identify electric creatures and items powered by electricity. You can see radio waves. <br />
|valign="top"| '''Research''' <br> You learn the powers and abilities of something you analyze. You can listen to radio comms. <br />
|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.<br />
|valign="top"| '''Omniscience''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Volt Vision''' <br> You can sense electric creatures and electromagnetic radiation at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Voltage View''' <br> You can perceive the surroundings of a known operating electric device as if you were there. You cannot use your Survey action for anything else when doing so. <br />
|valign="top"| '''Power Probe''' <br> Choose a location or creature. You gain Voltage View at the nearest electric device, which is often close enough to perceive the target.<br />
|valign="top"| '''Power Panorama''' <br> You perceive from all electric devices at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Current Clarity''' <br> You can understand electric creatures even if you normally couldn't and gauge their motivations. <br />
|valign="top"| '''Electric Eloquence''' <br> You and allies can communicate with electric creatures. You can make folk more quick and decisive.<br />
|valign="top"| '''Watt Whispers''' <br> You can post suggestions in the mind of an electric creature, 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.<br />
|valign="top"| '''Charge Compulsion''' <br> You change the personality and motivations of electric creatures. This is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Current Control''' <br> You can handle electric devices as if you had the appropriate tools and protective devices. Handy against many modern alarms and security devices.<br />
|valign="top"| '''Current Crafting''' <br> You can shape materials electric devices, currents, and radiation as if they were of clay. Currents and radiation will retain their new shape for some time. You can hear radio transmissions.<br />
|valign="top"| '''Spawn Sparks''' <br> You can create electric objects, currents, and radiation out of nothing. This can create complex tools, such as fine and potent items.<br />
|valign="top"| '''Lightning Lattice''' <br> This is similar to Spawn Sparks but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Static Smash''' <br> You can jimmy electric devices like a sledgehammer. Noisy and leaves a twisted object in place. Can jam radio waves.<br />
|valign="top"| '''Short Circuit''' <br> Similar to Static Smash. When smashing electric devices, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Silent Surge''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust. Can blank out radar and radio waves.<br />
|valign="top"| '''Electro-Magnetic Pulse''' <br> Similar to Short Circuit, but over a large area. This can cause blackout, quiet radio and radar, and cause random lighting strikes over a town.<br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Fire_Powers_(FiD)Fire Powers (FiD)2024-02-02T00:26:59Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Fire is an element of transformation, it can destroy but also forge.<br />
<br />
Fire is the the element of energy and change; it fuels the processes of the world. <br />
Science sees fire as a process, not an element. <br />
Fire powers are often destructive, manifesting as searing goats of flame, raging elementals, or anger. <br />
But it has a peaceful side as well in the application of intelligence, crafts and industry.<br />
<br />
Fire attacks are direct and deadly. <br />
<br />
Fire creatures include fire elementals, fire-breathing dragons, and other monsters with fire powers.<br />
Learning who to summon may require study or be a a score in itself.<br />
It includes desert animals, which can also be affected by [[Animal Powers (FiD)|Animal]] powers.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Pyro Perception''' <br> You can detect fire creatures and fire powers. <br />
|valign="top"| '''Pyro Purge''' <br> You can force a fire creature that is native to another plane of existence to return to that plane, or to end the effect of a fire power ability. <br />
|valign="top"| '''Pyro Pact''' <br> You can call a fire creature from another plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. <br />
|valign="top"| '''Pyro Passage''' <br> You can create a portal that allows travel to and from the plane of fire for a limited time. <br />
<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Ember Edict''' <br> You can speak to fire creatures even if normally couldn't, allowing you to use the command action on them. You cannot understand them.<br />
|valign="top"| '''Pyro Parley''' <br> You and allies can communicate with fire creatures.<br />
|valign="top"| '''Pyro Potentate''' <br> You can give commands to fire creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Ember Enslavement''' <br> You can permanently bind fire 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.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Fire Fashion''' <br> You add fire, smoke, or soot to a body, clothes and accessories. This can mask your identity or create fabulous outfits. <br />
|valign="top"| '''Ember Embodiment''' <br> You assume the form of a fire creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Ember Enchantment''' <br> You can shapechange a willing or helpless creatures into fire creatures. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Heat Hounds''' <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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Ember Express''' <br> You can ride a fire creature or combustion-powered vehicle as if it is domesticated and you have the keys. <br />
|valign="top"| '''Ember Assault''' <br> You can use fire 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.<br />
|valign="top"| '''Pyro Precision''' <br> You can do fine manipulation of fire, allowing you to apply very precise heat or flame. Can cause precise destruction or create patterns or letters of fire.<br />
|valign="top"| '''Ember Ensnarement''' <br> Create a maze of fire, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Pyro Pursuit''' <br> You can track by following traces of heat. <br />
|valign="top"| '''Blaze Bullet''' <br> You can use fire to attack at range, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Fireball''' <br> You can use fire 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.<br />
|valign="top"| '''Combustion Cascade''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Smoke Shroud''' <br> You can hide in smoke and ash without discomfort. You can breathe smoke without damage or hindrance.<br />
|valign="top"| '''Pyro Path''' <br> You can move on and through areas of fire, smoke, ash, and lava without danger as long as you don't stop. You can do rocket-assisted jumps.<br />
|valign="top"| '''Blaze Brigade''' <br> You can bring allies along when you use Smoke Shroud and Pyro Path.<br />
|valign="top"| '''Rocket Ride''' <br> You can fly like a rocket. This is fast but imprecise. You can bring others along by touching them, this can be a chain of hands.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Pyro Punch''' <br> You can use fire as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Pyro Power''' <br> Same as Pyro Punch, except the weapon is fine and potent.<br />
|valign="top"| '''Blaze Barrier''' <br> Your fires can create obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Ember Explosion''' <br> Your fire strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Infernal Insight''' <br> You can identify objects and creatures of fire and see the use of the fire power. <br />
|valign="top"| '''Ember Expertise''' <br> You know the powers and abilities of something you analyze with Infernal Insight.<br />
|valign="top"| '''Ember Echo''' <br> You can read the past events of something hot, fire, ash, or igneous rock. This includes what happened nearby and how the thing was ignited or heated, but not its history beyond that.<br />
|valign="top"| '''Conflagration Cognition''' <br> You apply Ember Expertise and Ember Echo to everything in a wide area. This is easy to do where you are, more difficult at range. <br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Pyre Perception''' <br> You can sense fire and fire creatures at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Pyre Peek''' <br> Choose fire that you know of; you can perceive as if you were at that spot. You are blind when doing so. <br />
|valign="top"| '''Hearth Homing''' <br> Choose a location or creature. You Pyre Peek at the nearest fire, which is often close enough to perceive the target.<br />
|valign="top"| '''Pyro Panopticon''' <br> You Pyre Peek from all fires at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Ember Empathy''' <br> You can understand fire creatures even if normally couldn't, and to sense their motivations. <br />
|valign="top"| '''Flame Fellowship''' <br> You and allies can communicate with fire creatures. You can make folk more energetic, fiery, and industrious.<br />
|valign="top"| '''Ember Entrancement''' <br> You can plant suggestions in the mind of a fire creature, which will be triggered under conditions you specify. This is a subtle power, but easier to spot once triggered.<br />
|valign="top"| '''Inferno Induction''' <br> You change the personality and motivations of fire creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Kindling Control''' <br> You can handle fire as if you had the appropriate tools and protective devices. You can create fire out of nothing.<br />
|valign="top"| '''Pyroshaping''' <br> You can shape fire as if it were of clay, and the fire will retain their new shape for some time even. You can forge, solder, and weld.<br />
|valign="top"| '''Molten Mastery''' <br> You can transform an object by precise heat treatment. This works particularly well on metals. You can create fine and potent items this way.<br />
|valign="top"| '''Ember Engineering''' <br> This is similar to Molten Mastery but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Flame Flare''' <br> You can burn like a small fire or put one out. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Ignition Impact''' <br> Similar to Flame Flare, except more powerful; works like a cutting torch or bonfire. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Ash Annihilation''' <br> Similar to Ignition Impact, but destroyed targets silently disappear or are reduced to a fine ash.<br />
|valign="top"| '''Pyre Pandemonium''' <br> Similar to Ignition Impact, 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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Ice_Powers_(FiD)Ice Powers (FiD)2024-02-02T00:26:54Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
The power of frozen water, arctic cold, and creatures of cold.<br />
<br />
Ice is a special case and a bit hard to classify. Some claim it is a variant of fire, cold where fire is hot. Others claim that it is an aspect of water, or a mix of water and air. Some claim it is an element all to itself. Most ice creatures could not care less and use the powers regardless.<br />
<br />
Many powers of this form are limited to ice and snow. This includes frozen water, but also ice and snow created by freezing substances that are liquid or gaseous at normal room temperature. In many cases, the ice created with this form is actually dry ice, which means it melts without leaving any water behind.<br />
<br />
Ice attacks with intense cold or with icicles.<br />
<br />
Ice elementals are spirits of cold and snow as well as columns of ice. <br />
Learning who to summon may require study or be a a score in itself.<br />
Ice creatures is anything living in the arctic.<br />
Arctic animals are governed by both the Ice and [[Animal Powers (FiD)|Animal]] powers.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Ice Intuition''' <br> You can detect ice creatures and powers. <br />
|valign="top"| '''Frigid Farewell''' <br> You can force an ice creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the ice power. <br />
|valign="top"| '''Frigid Follower''' <br> You can call a creature from the plane of ice. This is generally an unwilling servant. It will obey one command from you and this can be extended. <br />
|valign="top"| '''Glacial Gateway''' <br> You can create a portal that allows travel to and from the plane of ice for a limited time. <br />
<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Icebound Edicts''' <br> You can speak to ice creatures, allowing you to use the command action on them. You cannot understand them.<br />
|valign="top"| '''Polar Parley''' <br> You and allies can communicate with ice creatures.<br />
|valign="top"| '''Arctic Authority''' <br> You can give commands to ice creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Icy Allegiance''' <br> You can permanently bind ice creatures to service. They will stay in one location and act according to your instructions, like very loyal and literal-minded goons.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Frosty Fashion''' <br> You can add frost, snow, and ice to clothes and accessories. This can mask identity or create fabulous outfits. <br />
|valign="top"| '''Glacier Guise''' <br> You assume the form of an ice creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Frostfell Transformation''' <br> You can shapechange a willing or helpless creatures into ice creatures. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Frostfall Flock''' <br> You can transform a large number of willing or non-sentient creatures into ice beasts and give them a simple instruction, typically someone for them to hunt.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Snow Steed''' <br> If there is an ice or snow vehicle or a cooperative ice creature, you can ride it as if it was domesticated and you have the keys. <br />
|valign="top"| '''Icy Impact''' <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.<br />
|valign="top"| '''Frosty Finesse''' <br> You can do fine manipulation of the power. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as you have a bit of ice as a tool.<br />
|valign="top"| '''Icicle Inferno''' <br> Your power manifests as a storm of icicles, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Frosty Finder''' <br> You can track and pursue an ice creature or over frozen terrain, even if the target does not leave any trail. You can hide in wintry conditions.<br />
|valign="top"| '''Frostbolt''' <br> You can use ice to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Froststorm''' <br> You can use an ice storm 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.<br />
|valign="top"| '''Avalanche''' <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.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Frostcloak''' <br> 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 are not at risk of sinking into snow or slipping on ice. You can move and breathe in survivable cold without damage or hindrance. <br />
|valign="top"| '''Glacier Glide''' <br> You can move on and through wintry environments. This allows you to climb on and walk on walls of ice, and increase your speed by skiing on snow and skate on ice. <br />
|valign="top"| '''Crystal Conduit''' <br> You can bring allies along when you use Frostcloak and Glacier Glide.<br />
|valign="top"| '''Glacial Gateway''' <br> You and allies can teleport from one ice-walled room or cave 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.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Crystal Cut''' <br> You can use ice as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Crystal Cleave''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Crystal Cave''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Crystal Cyclone''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Crystal Clarity''' <br> You can identify objects and creatures of ice and see the use of the abilities of your power. <br />
|valign="top"| '''Crystal Comprehension''' <br> You know the powers and abilities of something you analyze.<br />
|valign="top"| '''Crystal Chronicle''' <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.<br />
|valign="top"| '''Icebound Intellect''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Glacial Glimpse''' <br> You can sense ice and ice creatures at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Glacier Gaze''' <br> Choose an icy object 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. <br />
|valign="top"| '''Crystal Clairvoyance''' <br> Choose a location or creature. You gain a sensor at the nearest icy object, which is often close enough to perceive the target.<br />
|valign="top"| '''Crystal Clarity''' <br> You perceive from all icy objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Glacier Gab''' <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. <br />
|valign="top"| '''Glacier Gathering''' <br> You and allies can communicate with creatures based on your power. You can also make folk more cool and aloof.<br />
|valign="top"| '''Crystal Charm''' <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.<br />
|valign="top"| '''Icebound Imprint''' <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. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Frosty Finesse''' <br> You can handle icy materials as if you had the appropriate tools and protective devices.<br />
|valign="top"| '''Crystal Crafting''' <br> You can shape icy materials as if they were of clay. <br />
|valign="top"| '''Crystal Conversion''' <br> You can create ice objects out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.<br />
|valign="top"| '''Frosty Factory''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Frosty Force''' <br> You can jimmy icy objects much like a sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Crystal Crush''' <br> Similar to jimmy. When smashing ice, you can affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Thraw''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to mist and spray.<br />
|valign="top"| '''Crystal Catastrophe''' <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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Flux_Powers_(FiD)Flux Powers (FiD)2024-02-02T00:26:49Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art. <br />
<br />
Flux is the power of unrealized potential; it is free energy and tension, infinite detail and variation without inherent meaning. Flux revels in randomness, and can produce spectacular but unpredictable results. This gives it an affinity for drunkenness and other inhibition-reducing states. Anything can be created using flux, but in its raw form it is uncontrollable and disruptive.<br />
Always chancy and dangerous, when it works flux manipulates events in your favor. This makes flux subtle, when it works, the effects are seemingly random events. Flux is opposed to order.<br />
<br />
Flux attacks are natural events, like roof tiles falling on enemies or them tripping on a random passing turtle. <br />
Often not fatal unless the environment is particularly lethal. <br />
You can also use flux with weapons to improve your chances.<br />
<br />
Flux creatures are strange spirits of whimsy, sometimes known as muses, sometimes as demons.<br />
They inspire arts and cause chaos.<br />
They may possess other creatures.<br />
If they take physical form they are often a chimera of different parts.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Perceive''' <br> Detect supernatural creatures and powers. <br />
|valign="top"| '''Dismiss''' <br> Force any creature native to another plane of existence to return to that plane, or to end the operation of any power. <br />
|valign="top"| '''Summon''' <br> Call a creature from a plane of chaos. 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.<br />
|valign="top"| '''Gate''' <br> Create a temporary portal that allows travel to a plane of chaos. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Call to Chaos''' <br> You can command anyone as long as you incite independence and chaos. They understand you, but you don't understand them.<br />
|valign="top"| '''Translate''' <br> You and allies can communicate with any kind of creature.<br />
|valign="top"| '''Call to Freedom''' <br> As long as you inspire independence and chaos you can affect anyone, as if you were their friend. Of course, them acting independently might not be helpful. <br />
|valign="top"| '''Emancipate''' <br> You can permanently make creatures resistant to command and control.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Chaos Mask''' <br> You can change your clothes and accessories by imbuing them chaos, making them shift and change. This can mask your identity or create fabulous outfits. <br />
|valign="top"| '''Shapechange''' <br> You can change into anything, but the change is unstable and might have flaws or change while in progress. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them. Which action and attributes are affected change randomly.<br />
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures as above. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Chaotic Chase''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, which then will likely ignore.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Ride''' <br> You can ride any mount or vehicle you first encountered on this score as if it was domesticated and you have the keys. <br />
|valign="top"| '''Fine Local Control''' <br> You can use luck as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.<br />
|valign="top"| '''Manipulate''' <br> You can call on luck very precisely, 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 your luck holds.<br />
|valign="top"| '''Surge''' <br> You call a rain of random chaos, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Lucky Trail''' <br> You can track, pursue, and hide by blind luck. Events conspire to help you - to a point.<br />
|valign="top"| '''Lucky Shot''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Random Carnage''' <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.<br />
|valign="top"| '''Starfall?''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Chaotic Cover''' <br> You can hide anywhere, protected by random distractions. This won't last long.<br />
|valign="top"| '''Fortune's Flow''' <br> You can move on and through environments as if your life was charmed. Events will conspire to help you move freely.<br />
|valign="top"| '''Serendipitous Saunter''' <br> You can bring allies along when you use Chaotic Cover and Fortune's Flow.<br />
|valign="top"| '''Out of the Fire''' <br> Teleport to a random location within the same city or region, which is generally sufficient to enter or escape any dangerous situation - maybe into another situation. <br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Pratfall''' <br> Flux is always a high-risk strategy, and trying to rely on it to help again and again in a skirmish involving multiple enemies is to raise the odds each time. <br />
|valign="top"| '''Anarchic Assault''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Chaos Shroud''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Anarchic Avalanche''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Analyze Anomaly''' <br> You learn the powers and abilities of flux powers and creatures you study.<br />
|valign="top"| '''Serendipity Seer''' <br> You gain glimpses of future events relating to a creature you focus on.<br />
|valign="top"| '''Anomaly Archive''' <br> You can read the past events of something you study with Analyze Anomaly. This includes previous owners and how the thing has been moved around as well as significant scenes.<br />
|valign="top"| '''Serendipity Sweep''' <br> You find and analyze all flux in a wide area. This is easy to do where you are, more difficult at range. You can then use Anomaly Archive on some of these targets.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Fortune's Find''' <br> You tend to stumble on good information, people, and paths by chance, but sometimes those encounters turn out to be dangerous.<br />
|valign="top"| '''Flux Farsight''' <br> Choose an object in flux that you know of; you can perceive as if you were at that spot. Object in flux are those behaving randomly. <br />
|valign="top"| '''Serendipitous Scan''' <br> You get a vision of a random thing or creature you will encounter in the near future.<br />
|valign="top"| '''Omniscient Opportunist''' <br> You perceive all random coincidences over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Intuitive Awareness''' <br> You can understand any creature and gauge their motivations. They do not understand you.<br />
|valign="top"| '''Chance Concord''' <br> You and allies can communicate with anyone.<br />
|valign="top"| '''Chance Compulsion''' <br> You can post random impulses in the mind of any creature, which will be triggered under conditions you specify. This is usually drastic actions, sometimes violent.<br />
|valign="top"| '''Liberation ''' <br> You remove all inculcation or domestication from a creature, giving it the complete freedom of a wild and uncontrolled state. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Serendipity's Gift''' <br> With luck, you might find just the tool or component you need.<br />
|valign="top"| '''Chance Crafting''' <br> You can randomly shape any object as if they were of clay. This is not under your control but often fulfills your needs in an unexpected way. <br />
|valign="top"| '''Capricious Crafting''' <br> You can randomly reshape any object into any other object, hopefully a useful one. This can create complex tools, such as fine and potent items appropriate to the power(s) used.<br />
|valign="top"| '''Wish''' <br> You wish for an object and it might appear. This can be something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Chaotic Clutter''' <br> Objects seem to have suffered damage when they hinder you. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Anarchic Impact''' <br> You channel chaos into an object, making it bend and crack as if it was wood. Give it a good smash to break it.<br />
|valign="top"| '''Hushed Havoc''' <br> Similar to Anarchic Impact, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Chaos Cataclysm''' <br> Similar to Anarchic Impact, 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. <br />
|}<br />
<br />
== Descriptions ==<br />
=== Attune ===<br />
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.<br />
<br />
'''Perceive:'''<br />
You gain the ability to detect supernatural creatures and powers. Your senses become attuned to the chaotic energies that permeate the world, allowing you to perceive entities and phenomena that are beyond the ordinary senses of mortals.<br />
<br />
'''Dismiss:'''<br />
Through sheer force of will, you can compel any creature native to another plane of existence to return to that plane, or to cease the operation of any power. By disrupting the connection between the target and their plane of origin, you can banish them from the mortal realm or neutralize their abilities.<br />
<br />
'''Summon:'''<br />
By tapping into the chaotic forces of other planes, you can call forth creatures from realms of pure chaos. However, these summoned beings are generally unwilling servants, and their obedience may be tenuous at best. You can issue them a single command, which they must obey, but maintaining control over them beyond that initial command may require further study or even a separate score.<br />
<br />
'''Gate:'''<br />
With the power of Gate, you can create temporary portals that allow travel to and from chaotic planes of existence. These portals are unpredictable in nature, and the destination may vary each time they are opened. Exercise caution when using this power, as it can lead to encounters with beings of immense power and unpredictability.<br />
<br />
=== Command ===<br />
Command the forces of chaos with unparalleled authority, compelling obedience and inciting independence among those who would heed your call.<br />
<br />
'''Call to Chaos:'''<br />
Through your commanding presence and the incitement of independence and chaos, you can compel obedience from anyone within your vicinity. Those affected by your command understand your intentions, but you may not comprehend their responses. Use this power to rally allies or sow discord among your enemies.<br />
<br />
'''Translate:'''<br />
With the ability to translate languages, you and your allies can communicate effectively with any kind of creature, regardless of their native tongue or form of communication. This power breaks down barriers to understanding and fosters cooperation in diverse situations.<br />
<br />
'''Call to Freedom:'''<br />
By inspiring independence and chaos in those around you, you can influence individuals as if you were their trusted friend. However, be mindful that encouraging independence may lead to actions that are not necessarily advantageous to your goals. Use this power to liberate allies or disrupt the plans of your adversaries.<br />
<br />
'''Emancipate:'''<br />
With Emancipate, you have the power to permanently free creatures from the shackles of command and control. This liberation grants them complete autonomy and resistance to external influences, allowing them to embrace their wild and unbridled nature.<br />
<br />
=== Consort ===<br />
Embrace the chaotic nature of flux to forge connections and shape reality itself, transforming both yourself and the world around you with boundless creativity.<br />
<br />
'''Chaos Mask:'''<br />
Through manipulation of chaotic energies, you can imbue your clothes and accessories with an ever-shifting appearance. This ability allows you to conceal your identity or create dazzling outfits that reflect the unpredictability of flux.<br />
<br />
'''Shapechange:'''<br />
Shapechange grants you the ability to transform into any form you desire. However, this transformation is unstable and may have unforeseen consequences. While transformed, your actions may be affected by random fluctuations, making each transformation a gamble with uncertain outcomes.<br />
<br />
'''Transform:'''<br />
With Transform, you can shapechange willing or helpless creatures at will. This transformative effect can be a boon or a curse, depending on the circumstances. Breaking the transformation is possible but not easy, requiring careful intervention to reverse its effects.<br />
<br />
'''Chaotic Chase:'''<br />
This power allows you to transform a large number of creatures, whether willing or non-sentient, and give them a simple instruction. However, the chaotic nature of flux ensures that these creatures may not adhere to your commands, leading to unpredictable outcomes.<br />
<br />
=== Finesse ===<br />
Master the art of finesse and manipulation, wielding luck as a potent weapon to achieve precision strikes and subtle control over your surroundings.<br />
<br />
'''Ride:'''<br />
With the ability to ride any mount or vehicle as if it were domesticated, you gain unparalleled control over your means of transportation. Whether it be a steed or a vehicle, you can navigate with finesse and ease, unlocking new avenues of mobility.<br />
<br />
'''Fine Local Control:'''<br />
Harnessing luck as a potent weapon, you can execute precise close-range attacks with remarkable accuracy. This power grants you the finesse and precision of a seasoned duelist, enabling you to strike with deadly precision at your adversaries.<br />
<br />
'''Manipulate:'''<br />
Through precise manipulation of luck, you can exert control over the environment from a distance. Whether it's opening doors, triggering mechanisms, or hindering your enemies, this power allows for subtle and precise actions as long as your luck holds.<br />
<br />
'''Surge:'''<br />
By invoking a rain of random chaos, you can suppress the abilities of multiple opponents and unleash havoc upon your enemies. This power acts as both a defensive shield and an offensive weapon, providing you with a potent tool for controlling the battlefield.<br />
<br />
=== Hunt ===<br />
Embark on a journey guided by blind luck and uncanny intuition, tracking prey and evading pursuit with the unpredictable grace of flux.<br />
<br />
'''Lucky Trail:'''<br />
With the aid of blind luck, you can track, pursue, and hide from your adversaries with uncanny efficiency. Events seem to conspire in your favor, guiding you toward your quarry while confounding your pursuers.<br />
<br />
'''Lucky Shot:'''<br />
Channeling your power into a focused attack, you can unleash devastating strikes akin to a fine and potent rifle. This precision allows you to target foes with lethal accuracy, turning the tide of battle in your favor.<br />
<br />
'''Random Carnage:'''<br />
Utilizing your power to its fullest extent, you can unleash chaos upon the battlefield, striking down multiple enemies with devastating force. However, be wary of collateral damage, as the indiscriminate nature of this power may harm allies as well as foes.<br />
<br />
'''Starfall?:'''<br />
With this ability, you can call down a barrage of destruction upon your enemies, wreaking havoc upon the surrounding area. The sheer force of this attack can level buildings and create chaos, providing cover for your escape or turning the tide of battle in your favor.<br />
<br />
=== Prowl ===<br />
Move through the shadows with effortless grace, navigating treacherous terrain and eluding detection with the serendipitous blessings of chaos.<br />
<br />
'''Chaotic Cover:'''<br />
Blend into your surroundings with ease, protected by random distractions that confound the senses of those who seek to find you. While this cover may not last long, it provides a valuable advantage in stealth and evasion.<br />
<br />
'''Fortune's Flow:'''<br />
Move through environments with the grace and ease of one blessed by fortune. Events seem to conspire in your favor, clearing obstacles and opening paths to freedom.<br />
<br />
'''Serendipitous Saunter:'''<br />
Bring your allies along on your adventures, sharing the benefits of Chaotic Cover and Fortune's Flow. Together, you can navigate treacherous terrain and evade pursuit with uncanny efficiency.<br />
<br />
'''Out of the Fire:'''<br />
When danger looms, escape to safety with the power of teleportation. Teleport to a random location within the same city or region, evading danger and gaining a chance to regroup and plan your next move.<br />
<br />
=== Skirmish ===<br />
Engage in combat with reckless abandon, unleashing chaos upon your foes and wielding the unpredictable power of flux to devastating effect.<br />
<br />
'''Pratfall:'''<br />
Utilizing flux in combat is a high-risk endeavor, with each successive use raising the stakes of failure. Engaging multiple enemies in skirmish after skirmish increases the likelihood of dire consequences.<br />
<br />
'''Anarchic Assault:'''<br />
Unleash devastating attacks upon your foes with the power of flux. Similar to a standard skirmish attack, but with the added potency of fine and potent weaponry.<br />
<br />
'''Chaos Shroud:'''<br />
Create distractions and obstructions that hinder your enemies and level the playing field. This power disrupts enemy formations and prevents them from overwhelming you with sheer numbers.<br />
<br />
'''Anarchic Avalanche:'''<br />
Unleash chaos in all directions, striking out at multiple enemies simultaneously. This wide-ranging attack can turn the tide of battle in your favor, but be prepared for the unpredictable consequences of wielding such power.<br />
<br />
=== Study ===<br />
Delve into the mysteries of flux and uncover its secrets, gaining insights into the nature of chaos and unlocking its potential to reshape reality.<br />
<br />
'''Analyze Anomaly:'''<br />
Unlock the secrets of flux powers and creatures by studying their abilities and weaknesses. This power grants you insights into the nature of chaos and allows you to exploit its vulnerabilities.<br />
<br />
'''Serendipity Seer:'''<br />
Peer into the future and gain glimpses of events yet to come. By focusing on a particular creature, you can gain insights into their fate and the role they may play in future events.<br />
<br />
'''Anomaly Archive:'''<br />
Delve into the past and uncover the hidden history of objects and creatures affected by flux. This power allows you to trace the origins of artifacts and beings, shedding light on their past and potential future.<br />
<br />
'''Serendipity Sweep:'''<br />
Extend your analysis to a wider area, scanning for flux and its effects across a broad swath of territory. While more challenging at greater distances, this power provides valuable information for planning and strategizing.<br />
<br />
=== Survey ===<br />
Peer through the veil of chaos to glimpse the future and perceive the world with newfound clarity, guided by the serendipitous whims of flux.<br />
<br />
'''Fortune's Find:'''<br />
Stumble upon valuable information, people, and paths through sheer chance. While these encounters may prove fortuitous, be wary of the dangers that lurk beneath the surface.<br />
<br />
'''Flux Farsight:'''<br />
Peer through the veil of chaos and perceive distant objects behaving erratically. This power grants you insight into the nature of flux, allowing you to observe its effects from afar.<br />
<br />
'''Serendipitous Scan:'''<br />
Receive visions of future encounters with random entities or objects. These glimpses into the future may provide valuable insights or warnings of impending danger.<br />
<br />
'''Omniscient Opportunist:'''<br />
Attune your senses to the chaotic energies around you, perceiving all random coincidences within your vicinity. This heightened awareness allows you to anticipate events and react accordingly, providing valuable information to yourself and your allies.<br />
<br />
=== Sway ===<br />
Influence the minds of others with the subtle art of persuasion, tapping into the chaotic undercurrents of flux to sway hearts and minds alike.<br />
<br />
'''Intuitive Awareness:'''<br />
Understand the motivations and intentions of any creature, regardless of their nature or origin. While you can gauge their thoughts and emotions, they may not comprehend your own intentions.<br />
<br />
'''Chance Concord:'''<br />
Establish communication with any being, transcending language barriers and fostering understanding and cooperation. This power promotes unity and collaboration among diverse groups and individuals.<br />
<br />
'''Chance Compulsion:'''<br />
Implant random impulses in the minds of creatures, compelling them to act under specific conditions. These impulses may manifest as drastic actions or violent outbursts, depending on the circumstances.<br />
<br />
'''Liberation:'''<br />
Free creatures from the constraints of domestication and control, granting them the freedom to act according to their own will. This power liberates beings from oppression and empowers them to embrace their wild and untamed nature.<br />
<br />
=== Tinker ===<br />
Craft reality itself with the capricious touch of flux, shaping objects and forging connections with the serendipitous creativity of chaos.<br />
<br />
'''Serendipity's Gift:'''<br />
Discover tools and components through sheer luck, finding exactly what you need at the most opportune moments. This power facilitates innovation and creativity, enabling you to overcome obstacles with ingenuity and resourcefulness.<br />
<br />
'''Chance Crafting:'''<br />
Shape objects at random, molding them like clay to suit your needs. While you may not have full control over the outcome, this power often yields surprising and unexpected results.<br />
<br />
'''Capricious Crafting:'''<br />
Transform objects into new forms, reshaping them into complex tools and items of value. This power allows for the creation of fine and potent artifacts, limited only by your imagination and the chaotic nature of flux.<br />
<br />
'''Wish:'''<br />
Manifest objects through the power of sheer will, bringing forth items of great significance or utility. Whether it's a vehicle or a building, this power allows you to materialize your desires into reality.<br />
<br />
=== Wreck ===<br />
Unleash devastation upon the world with the unstoppable force of chaos, tearing down obstacles and reshaping the very fabric of reality with reckless abandon.<br />
<br />
'''Chaotic Clutter:'''<br />
Leave a trail of destruction in your wake, twisting and deforming objects as you move through the environment. This power disrupts and disorients your adversaries, creating chaos and confusion on the battlefield.<br />
<br />
'''Anarchic Impact:'''<br />
Channel chaos into objects, causing them to bend and crack under the strain. With a well-placed strike, you can shatter obstacles and incapacitate foes, turning the tide of battle in your favor.<br />
<br />
'''Hushed Havoc:'''<br />
Destroy targets silently and efficiently, reducing them to dust with a single blow. This power allows for covert operations and stealthy takedowns, leaving no trace of your presence behind.<br />
<br />
'''Chaos Cataclysm:'''<br />
Unleash chaos on a massive scale, leveling entire city blocks and reshaping the landscape with devastating force. This power is the pinnacle of destruction, capable of laying waste to vast areas with a single act of chaos.</div>Starfoxhttps://hastur.net/action/wiki/Illusion_Powers_(FiD)Illusion Powers (FiD)2024-02-02T00:26:43Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
<br />
Illusion is the art of perception and deception. It is concerned with image, not substance. Illusion powers are most often used to deceive, but they can be used to educate and to discern new things.<br />
It can create some sounds, scents, tactile phenomena, and other sensory phenomena, but is focused on vision.<br />
Illusionists whose primary sense is not sight would instead focus on illusions to their primary sense, this is not covered by the rules.<br />
<br />
Illusions create images of creatures and objects that are objectively real in the sense that there it registers on physical senses, including those of living creatures and sensory devices. Such images are still unreal in that they are mere projections, not the actual physical thing projected. An illusion cannot affect objects (other than sensors) unless the power explicitly says it can. An illusion of weight would cause scales to react, but could not cause a bridge to collapse. A lift with a weight limit sensor could shut off, but if the sensor is overridden, the lift would work normally despite the illusory overload.<br />
<br />
Illusion attacks cause pain and apparent wounds, but cannot actually kill. Obviously they cannot affect insensate things that lack perception and imagination. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and plants.<br />
<br />
Illusion creatures are called specters. They are very good actors and believe themselves to really be what they portray, allowing their illusions to respond to events without the user's intervention. Some specters appear as objects and terrain features.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune'''<br />
|valign="top"| '''Dream Detection''' <br> You can detect illusory creatures and powers. This can spoil illusions, but you must actively work to see through them.<br />
|valign="top"| '''Sever Spectre''' <br> You can force a specter that is native to another plane of existence to return to that plane, or to end the operation of an ability of the illusion power. <br />
|valign="top"| '''Summon Spectre''' <br> You can call a specter from another plane. This is generally an unwilling servant, but very willing to maintain its illusory role. It will obey one command from you and this can be extended.<br />
|valign="top"| '''Apparition Army''' <br> You can summon a host of specters who can create a large scene including terrain and creatures. No way to safely access the plane of illusions has been found, or maybe anyone who did went insane and didn't return. <br />
|-<br />
|align="left" valign="top" | '''Command'''<br />
|valign="top"| '''Menacing Mirage''' <br> You can create scary or awe-inducing images or sounds perceptible to everyone. <br />
|valign="top"| '''Majestic Mirage''' <br> You can create full-sense illusions scary or awe-inducing to others.<br />
|valign="top"| '''Stolen Scare''' <br> You can create illusions apparent to anyone but drawn from a target's mind, making them extremely scary or awesome to this target and not requiring concentration on your part. <br />
|valign="top"| '''Mirage Arcana''' <br> You project illusions over vast areas. You can disguise existing features and add new ones, but not make things invisible.<br />
|-<br />
|align="left" valign="top" | '''Consort'''<br />
|valign="top"| '''Makeover Mirage''' <br> You can add any illusory clothes or accessories to your outfit. This can mask your identity or create fabulous outfits. <br />
|valign="top"| '''Monster Mirage''' <br> You assume the appearance of any other creature. This does not confer any abilities.<br />
|valign="top"| '''Metamorphosis Mirage''' <br> You can give a willing or helpless creatures any appearance you want. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Mob Mirage''' <br> You can change the appearance of large number creatures, giving each an individual appearance if desired.<br />
|-<br />
|align="left" valign="top" | '''Finesse'''<br />
|valign="top"| '''Ride''' <br> You can change the appearance of a mount or personal vehicle you are riding. <br />
|valign="top"| '''Fine Local Control''' <br> You can create an illusion of a fine and potent close-range attack, similar to a fine potent dueling sword or pistol.<br />
|valign="top"| '''Manipulate''' <br> You can alter the appearance of your surroundings, adding features like walls and objects.<br />
|valign="top"| '''Surge''' <br> Your power manifests a storm of illusory blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt'''<br />
|valign="top"| '''Shadow Seeker''' <br> You can track a creature as long as you have a good mental image or likeness to focus on.<br />
|valign="top"| '''Shadow Shot''' <br> You create an illusory attack, similar in effect to a fine and potent rifle, painful but not lethal.<br />
|valign="top"| '''Shadow Shock''' <br> You can make an illusory 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 to allies if not terrain.<br />
|valign="top"| '''Shadow Surge''' <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.<br />
|-<br />
|align="left" valign="top" | '''Prowl'''<br />
|valign="top"| '''Shadow Cloak''' <br> You can hide in shadows, areas of local darkness. <br />
|valign="top"| '''Invisibility''' <br> You can turn yourself invisible, but the air wavers just a bit and you glow very faintly in the dark. Sounds, strong light, and perfect darkness are your enemies. <br />
|valign="top"| '''Inclusive Invisibility''' <br> You can make others invisible and bring others along when you use Invisibility.<br />
|valign="top"| '''Illusive Incursion''' <br> You and allies can teleport from one location to another that looks much the same. 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.<br />
|-<br />
|align="left" valign="top" | '''Skirmish'''<br />
|valign="top"| '''Illusory Impact''' <br> You can use the power as an illusion of a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Illusory Elite''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Illusory Obstacle''' <br> Your power changes the appearance of a battlefield that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Illusionary Onslaught''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study'''<br />
|valign="top"| '''Identify Illusion''' <br> You can identify illusions you can see as illusions and what type of creature created the illusion, such as a human or monster. <br />
|valign="top"| '''Illusion Insight''' <br> You learn the powers and abilities of an image, illusion, or specter and the identity of the creator.<br />
|valign="top"| '''Illusory Echoes''' <br> You can see the past of an place, image, illusionist, or specter. This is like playing a film backwards.<br />
|valign="top"| '''Panopticon''' <br> You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do. <br />
|-<br />
|align="left" valign="top" | '''Survey'''<br />
|valign="top"| '''Detect''' <br> You can see through illusions and see invisible things when you focus on observing a specific area.<br />
|valign="top"| '''Sensor''' <br> Choose an object of a particular appearance; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so. <br />
|valign="top"| '''Scry''' <br> Choose a location or creature and an imagined object. You gain a sensor at the nearest object that looks much like you imagined, which is often close enough to perceive the target.<br />
|valign="top"| '''Omnipresence''' <br> You perceive from all objects looking like an object you imagine at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway'''<br />
|valign="top"| '''Persuasive Phantom''' <br> You can create convincing visual images up to the size of a human.<br />
|valign="top"| '''Phantasmal Procession''' <br> You can create full-sense illusions to convince others, up to the size of a small house of progression of people.<br />
|valign="top"| '''Mirage Mansion''' <br> You can create a large illusion, such as a small forest or the exterior of a large mansion.<br />
|valign="top"| '''Dreamweaver''' <br> You can take over all a target's senses, placing them in a private dream world under your control.<br />
|-<br />
|align="left" valign="top" | '''Tinker'''<br />
|valign="top"| '''Illusory Enhancement''' <br> Change the appearance of an object up to man size. This can seem to give abilities your item do not actually have or hide abilities it does have. <br />
|valign="top"| '''Phantasmal Fabrication''' <br> You can make more extensive appearance changes on objects, making them invisible or creating illusory items out of nothing. <br />
|valign="top"| '''Shadow Structure''' <br> You can create items that work for you and allies, but not for anyone else, such as an illusory bridge only your team can cross.<br />
|valign="top"| '''Mass Mirage''' <br> This is similar to Phantasmal Fabrication, but you mass produce objects, even a set of different objects. You can also make something huge, such as a vehicle or building or small landscape.<br />
|-<br />
|align="left" valign="top" | '''Wreck'''<br />
|valign="top"| '''Faux Fracture''' <br> Illusory wrecking only affect appearance, but can seem to ruin objects even at a distance, such as enemy weapons.<br />
|valign="top"| '''Phantom Fracture''' <br> Similar to Phantom Fracture but on a larger scale, allowing you to apparently smash a vehicle or small building. Works as a fine potent illusory sledgehammer in combat.<br />
|valign="top"| '''Illusionary Annihilation''' <br> Similar to smash, but even larger. You can create the illusion of a blasted landscape or cityscape.<br />
|valign="top"| '''Obliterate''' <br> Similar to Illusionary Annihilation, but the illusions is partly real, allowing creatures interacting with it to walk on illusory floors or through invisible walls. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Kinesis_Powers_(FiD)Kinesis Powers (FiD)2024-02-02T00:26:32Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.<br />
<br />
Kinesis is raw energy manifesting as physical forces. <br />
Some see kinesis as the purest kind of power.<br />
You can combine kinetics with material powers in order to move those effects around quickly. <br />
So if you know fire and kinesis, you can move flames.<br />
<br />
Kinetic attacks hurl objects or manipulate weapons at a distance. This has an advantage in that these attacks are physical and real, resistance to powers won't affect them much. You can also throw opponents around, which is a great distraction, but doesn't cause much damage.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Psionic Perception''' <br> You can detect creatures and kinesis powers. There are no kinetic creatures for attune to affect.<br />
|valign="top"| '''Telekinetic Termination''' <br> You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale. <br />
|valign="top"| '''Telekinetic Tether''' <br> You can hinder the movement of large vehicles like busses or trucks.<br />
|valign="top"| '''Psychic Paralysis''' <br> You can dampen all fast movement in a large area for the duration of a score while not affecting the movement of things you select to avoid. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Vocal Vortex''' <br> You can amplify your voice to be heard across a wide area, like a football field.<br />
|valign="top"| '''Arena Amplifier''' <br> Your amplified voice can be heard across a stadium. It is not deafening close by.<br />
|valign="top"| '''Psychic Puppetry''' <br> Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak. <br />
|valign="top"| '''Telekinetic Tyrant''' <br> You can use Psychic Puppetry on multiple creatures at once.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Telekinetic Tack''' <br> This allows you to attach things to yourself while you concentrate, like glue. <br />
|valign="top"| '''Kinetic Cargo''' <br> This allows you to pick two more items for the duration of a score. You can only use this once per score.<br />
|valign="top"| '''Psychic Portage''' <br> You can apply Kinetic Cargo to an ally.<br />
|valign="top"| '''Kinetic Coalition''' <br> This allows a small army to each carry two extra items.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Telekinetic Trek''' <br> A vehicle of mount you ride is always capable of participating in a chase, even if it would normally be too slow. This does not give access to new environments; to fly or swim you must have an appropriate ride. <br />
|valign="top"| '''Focused Force''' <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.<br />
|valign="top"| '''Telekinetic Touch''' <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.<br />
|valign="top"| '''Telekinetic Tempest''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Mindful Monitor''' <br> Gives you a vague feeling when other power-users are near and allows you to track them, more so for friends and relatives.<br />
|valign="top"| '''Telekinetic Targeting''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Mindful Mayhem''' <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.<br />
|valign="top"| '''Telekinetic Thunder''' <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.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Telekinetic Grip''' <br> You can climb and hide under ceilings where people rarely look and take no damage from falls. <br />
|valign="top"| '''Psychic Stride''' <br> You can make long jumps, adding 5 meters per tier to your jumping distance. <br />
|valign="top"| '''Team Transport''' <br> You can toss allies in a way similar to Psychic Stride.<br />
|valign="top"| '''Legion Leap''' <br> You can toss a host of allies in a way similar to maneuver.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Brawler Blast''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Brawler Blitz''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Barrier Bash''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Whirlwind Wallop''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Momentum Mapping''' <br> You can identify speed and direction of movement. <br />
|valign="top"| '''Trajectory Tracking''' <br> You know the exact weight, speed, acceleration, and projected path of target.<br />
|valign="top"| '''Path Prediction''' <br> You can learn how something has moved to where it is now and project its future path, but the future is subject to change.<br />
|valign="top"| '''Complete Calculations''' <br> You gain the same information as Trajectory Tracking for everything in a huge volume.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Velocity Vision''' <br> You can sense kinetic powers and things that accelerate.<br />
|valign="top"| '''Detect Detail''' <br> You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration. <br />
|valign="top"| '''Clairvoyance''' <br> You can gain a sensor read from a point you choose.<br />
|valign="top"| '''Complete Kinetic Knowledge''' <br> You gain the information Detect Detail gives, but for all objects in a large volume of space.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Lip Language''' <br> You can lip read perfectly. <br />
|valign="top"| '''Vocal Vision''' <br> You can listen in on a conversation as long as you see the talkers.<br />
|valign="top"| '''Whisperer's Whim''' <br> You can project your voice and listen to any creature you can see, allowing conversation.<br />
|valign="top"| '''Sound Sage''' <br> You can project your voice and listen to any creature you know in the same region, allowing distant conversation. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Guided Grip''' <br> You can telekinetically manipulate an object as if by hand.<br />
|valign="top"| '''Artisan Ability''' <br> You can form any kind of object about as efficiently as a workshop. <br />
|valign="top"| '''Kinetic Crafting''' <br> You can telekinetically work objects like a machine shop.<br />
|valign="top"| '''Psionic Production''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Psychic Pummel''' <br> Works much like a punch, but at range. <br />
|valign="top"| '''Kinetic Crush''' <br> Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.<br />
|valign="top"| '''Telekinetic Tremor''' <br> Similar to Psychic Pummel. When smashing objects you affect hard objects as if they were wood. <br />
|valign="top"| '''Psionic Pulverize''' <br> Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Life_Powers_(FiD)Life Powers (FiD)2024-02-02T00:26:27Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Life power is about life energy. You heal and improve living things.<br />
<br />
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 it. It is the antithesis of death, but without death it would become static.<br />
<br />
Life attacks causes wounds to spontaneously appear on living things and undead but does nothing to things that never lived.<br />
<br />
Life is a wide but diffuse energy, there are no life creatures.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Vitality Vision''' <br> You can detect all kinds of living creatures and living objects such as plants. <br />
|valign="top"| '''Purge Pulse''' <br> You can dismiss powers affecting any living thing, but you cannot dismiss creatures. <br />
|valign="top"| '''Life Loom''' <br> Summon life energy to heal harm to heal the living. The position depends on their level of harm: Lesser harm controlled position, moderate harm is risky, and severe harm is desperate. <br />
|valign="top"| '''Liberate Life''' <br> You free living creatures over a large area from all kinds of control, both physical and mental. This includes addiction and all effects of drugs.<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Extend Emotion''' <br> You can project emotions to living creatures you see. <br />
|valign="top"| '''Emotion Echo''' <br> You can read and project emotions to living creatures.<br />
|valign="top"| '''Slumber''' <br> You can put living creatures to sleep. <br />
|valign="top"| '''Hold on the Heart''' <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, like very loyal and literal-minded goons.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Living Mask''' <br> You can make cosmetic changes to your own body, growing or losing hair, changing coloration, gaining or losing weight, and so on. <br />
|valign="top"| '''Mimicry''' <br> You assume the form of another creature of the same basic type as you, such as a human if you are human. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Morphing''' <br> You can shapechange a willing or helpless creatures as Mimicry. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Track''' <br> You can emote with and ride any living but non-sentient creature. <br />
|valign="top"| '''Beastly Blade''' <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 Beast Bond ability for the duration of a score.<br />
|valign="top"| '''Beastly Barrage''' <br> You can infuse life energy into living things, energizing them and making them look their best.<br />
|valign="top"| '''Beastly Blitz''' <br> Your power manifests like a storm of blood, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Sanguine Scout''' <br> You can track living creatures, even if the target does not leave any mundane trail or clues.<br />
|valign="top"| '''Beastly Blade''' <br> You can use your power to cause wounds at a distance to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Beastly Barrage''' <br> You can use your power to create a fount of blood, an 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.<br />
|valign="top"| '''Beastly Blitz''' <br> You call down a torrent of blood, the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Hide in the Herd''' <br> You can hide among living creatures, even if you look nothing like them.<br />
|valign="top"| '''Agile Advance''' <br> You empower your own strength and stamina, helping your movement. <br />
|valign="top"| '''Pack Passage''' <br> You can bring allies along when you use Hide in the Herd and Agile Advance.<br />
|valign="top"| '''Transport''' <br> You and allies can teleport to any place in the same region where you have slept.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Clawed Clash''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Razor Rumble''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Swarm Strike''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Mob Maul''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Analyze Anatomy''' <br> You can identify living creatures and any aliments they suffer from. <br />
|valign="top"| '''Life Lore''' <br> You know the powers and abilities of something you analyze.<br />
|valign="top"| '''Living Legacy''' <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.<br />
|valign="top"| '''Wisdom of the Wild''' <br> You use Life Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Living Legacy on some of these targets.<br />
|-<br />
|align="left" valign="top" | '''Survey'''<br />
|valign="top"| '''Vitality Vision''' <br> You can sense life and life powers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Sensory Symbiosis''' <br> Choose a living creature with eyes you have detected; you can perceive what that creature perceives. You cannot use your Survey action for anything else when doing so. <br />
|valign="top"| '''Savage Scrying''' <br> Choose a location or creature. You see through the eyes of the closest living creature, which is often close enough to perceive the target.<br />
|valign="top"| '''Legion Lens''' <br> You perceive from all living creatures at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Emotion Echo''' <br> You can read the emotions of living creatures you see and get a sense of their motivations. <br />
|valign="top"| '''Mood Meld''' <br> You can read and project emotions to living creatures.<br />
|valign="top"| '''Empathic Charm''' <br> You can project emotions of warmth and affection to living creatures, which will usually improve their attitude.<br />
|valign="top"| '''Soul Serenade''' <br> You can change the emotional state of living creatures. This power is permanent, but blatant. Targets remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Refine Remnants''' <br> You can handle living and formerly things that are not creatures, such as wood, bone, leather, and fossils, as if you had the appropriate tools and protective devices.<br />
|valign="top"| '''Remnant Reconstruction''' <br> As handle, and you can manipulate items as if they were of clay. <br />
|valign="top"| '''Materialization''' <br> You can create items you could handle using Refine Remnants out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.<br />
|valign="top"| '''Biological Building''' <br> This is similar to Remnant Reconstruction, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Grind and Gash''' <br> You can jimmy objects made out of living and formerly things that are not creatures, such as wood, bone, leather, and fossils like a sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Bone Break''' <br> Similar to Grind Gash. When smashing objects you can jimmy, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Digest''' <br> Similar to Bone Break, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Breakdown Blitz''' <br> Similar to Bone Break, 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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Light_Powers_(FiD)Light Powers (FiD)2024-02-02T00:26:21Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to darkness.<br />
<br />
Light is the power of ethics, inspiration, and enlightenment. <br />
It involves physical light, insight, and meaning. <br />
It gives meaning to the blind forces of order and flux, and drives away the darkness. <br />
Light powers serve to inspire, awe, and enlighten.<br />
<br />
Light attacks are beams of coherent light, like lasers, lights words, and holy light. <br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Light Lens''' <br> You can detect creatures and powers of light. Creatures of light are called angels and have a halo of light. <br />
|valign="top"| '''Dismiss''' <br> You can force any that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power. <br />
|valign="top"| '''Summon''' <br> You can call an angel from a place of your power. You never truly control angles, but they will cooperate in good deeds. Learning who to summon may require study or be a a score in itself.<br />
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of light for a limited time. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Communicate''' <br> You can communicate with angels even if normally couldn't, allowing you to use the command action normally on them. <br />
|valign="top"| '''Radiant Rejection''' <br> You and allies can communicate with angels. You can communicate with normal folk to make break free of evil domination.<br />
|valign="top"| '''Celestial Calling''' <br> You can give commands to angels, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Angelic Archway''' <br> You can permanently bind angels to stay on your plane. Unless affected by other powers, they will stay in one location and act according to your instructions, very loyal and very literal-minded.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Radiant Raiment''' <br> You can change your clothes and accessories by imbuing them with light. This can mask your identity or create fabulous outfits. <br />
|valign="top"| '''Angelic Alteration''' <br> You assume the form of an angel. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Celestial Conversion''' <br> You can shapechange a willing creature of good nature into an angel. A target can end the effect at any time. <br />
|valign="top"| '''Legion of Light''' <br> You can transform a large number of willing and good-natured creatures into angels for a limited time.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Radiant Roam''' <br> You can move and see regardless of the level of light or darkness. Enemies can still hide in shadows. <br />
|valign="top"| '''Radiant Riposte''' <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.<br />
|valign="top"| '''Radiant Reach''' <br> You can do fine manipulation of light, allowing you to do small and exact manipulations at range. This allows you to trigger or hinder mechanisms or perform other minor manipulations, as long as the target is sensitive to light or heat.<br />
|valign="top"| '''Radiant Rain''' <br> Your power manifests like a rain of searing rays, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Ethereal Eye''' <br> You can track creatures with strong good or bad intentions.<br />
|valign="top"| '''Radiant Ray''' <br> You can use your power to attack, similar in effect to a fine and potent laser rifle.<br />
|valign="top"| '''Celestial Cascade''' <br> You can use your power to attack similar to a fine and potent laser bomb. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.<br />
|valign="top"| '''Celestial Cannonade''' <br> You call down the equivalent of a fine potent artillery laser barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Halo Haze''' <br> You can become invisible in strong light. <br />
|valign="top"| '''Luminous Leap''' <br> You can move in a flash. This allows you to teleport short distances to a spot you can see. <br />
|valign="top"| '''Celestial Conveyance''' <br> You can bring allies along when you use Halo Haze and Luminous Leap.<br />
|valign="top"| '''Ethereal Express''' <br> You and allies can teleport from one brightly illuminated to another. This is regional travel, you stay within the same city or region.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Radiant Rapier''' <br> You can use the power as a close-range laser attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Luminous Lance''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Luminous Labyrinth''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Bright Blitz''' <br> Your light strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Angelic Appraisal''' <br> You can sense the use and result of powers. <br />
|valign="top"| '''Luminescent Lore''' <br> You know the powers and abilities of something you use Angelic Appraisal on.<br />
|valign="top"| '''Radiant Recall''' <br> You read the past events of something you analyze with Luminescent Lore. This includes previous owners and how the object has been moved around as well as significant scenes.<br />
|valign="top"| '''Divine Discovery''' <br> You use Luminescent Lore on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use Radiant Recall on some of these targets.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Angelic Awareness''' <br> You can sense strong good and evil intentions as well as physical illumination. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Gleaming Gaze''' <br> Choose a glowing object 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. <br />
|valign="top"| '''Radiant Revelation''' <br> Choose a location or creature. You gain a sensor at the nearest glowing object, which is often close enough to perceive the target.<br />
|valign="top"| '''Illuminated Insight''' <br> You perceive from all glowing objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Radiant Rapport''' <br> You can communicate with angels even if normally couldn't, allowing you to use the sway action normally on them. <br />
|valign="top"| '''Luminous Lexicon''' <br> You and allies can communicate with angels. You can communicate with normal folk to make them do good.<br />
|valign="top"| '''Cricket Voice''' <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. These suggestions must be to make them do good or to break free of evil domination. <br />
|valign="top"| '''Seraphic Subjugation''' <br> You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.<br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Celestial Crafting''' <br> You can handle light, lamps, lasers, and holiness as if you had the appropriate tools and protective devices.<br />
|valign="top"| '''Radiant Reshaping''' <br> 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, such as light and lasers. <br />
|valign="top"| '''Radiant Creation''' <br> You can handle light, lasers, and holiness out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used. <br />
|valign="top"| '''Radiant Replication''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Gleaming Grasp''' <br> Light cuts and welds like a laser and chases darkness away. You can wield this power like a sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Radiant Ravage''' <br> Similar to Gleaming Grasp but with increased effect. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Ethereal Erasure''' <br> Similar to Radiant Ravage, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Heavenly Holocaust''' <br> Similar to Radiant Ravage, 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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Metal_Powers_(FiD)Metal Powers (FiD)2024-02-02T00:26:16Z<p>Starfox: /* Metal Power Effects */</p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Metals are common in all but the most primitive culture, and metalworkers have often been associated with mystical powers.<br />
<br />
Metal is considered an element in some systems of thought, a mix of elements in others. It combines the resilience of earth with the flexibility and destructive potential of fire. It carries the mark of civilization, yet is used in wars of destruction. Metal, especially iron, is essential to technology and thus opposed to the fey and magic in general.<br />
<br />
Metal attacks are blades and bullets.<br />
<br />
Metal elementals are made up of chunks of scrap metal, other metal creatures includes metallic robots, clockwork creatures, and animated armor and weapons.<br />
<br />
=== Metal Power Effects ===<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Alloy Awareness''' <br> You can detect metal creatures and powers. <br />
|valign="top"| '''Allay Metal''' <br> You can force a metal creature that is native to another plane of existence to return to that plane, or to end the operation of a metal power. <br />
|valign="top"| '''Manifest Metal''' <br> You can call a metal creature from a different plane. 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.<br />
|valign="top"| '''Brass Bridge''' <br> You can create a portal that allows travel to and from the plane of metal for a limited time. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Chromium Command''' <br> You can command metal creatures even if normally couldn't. This does not make you comprehend them.<br />
|valign="top"| '''Alloy Interpretation''' <br> You and allies can communicate with metal creatures.<br />
|valign="top"| '''Master of Metal''' <br> You can give commands to metal creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Brass Bondage''' <br> You can permanently bind metal 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.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Metal Masquerade''' <br> You can change your clothes and accessories by imbuing them with metal. This can mask your identity or create fabulous outfits. <br />
|valign="top"| '''Metal Metamorphosis''' <br> You assume the form of a metal creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Iron Infusion''' <br> You can shapechange a willing or helpless creatures into a metal creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Steel Stampede''' <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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Metal Mount''' <br> If there is a mount or vehicle of metal, you can ride it as if it was domesticated and you have the keys.<br />
|valign="top"| '''Brass Blade''' <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.<br />
|valign="top"| '''Manipulate Metal''' <br> You can do fine manipulation of metal, 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.<br />
|valign="top"| '''Metal Maelstrom''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Steel Steps''' <br> You can track and pursue metal creatures and vehicles, or track anything across a metal surface, even if the quarry does not leave any mundane trail or clues. <br />
|valign="top"| '''Metal Marksman''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Steel Storm''' <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.<br />
|valign="top"| '''Iron Inferno''' <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.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Steel Stealth''' <br> You can hide in environments of metal. This allows you to hide in impossible places. <br />
|valign="top"| '''Metal Maneuver''' <br> You can move on and through metal. This allows you to climb on sheer metal walls, walk through walls of metal, and so on. <br />
|valign="top"| '''Titanium Travel''' <br> You can bring allies along when you use Steel Stealth and Metal Maneuver.<br />
|valign="top"| '''Chromium Conduit''' <br> You and allies can teleport from one location dominated by metal 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.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Metal Melee''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Honed Hammer''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Brass Blockade''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Metal Mayhem''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Steel Scrutiny''' <br> You can identify metal objects and creatures and see the use of the abilities of the metal power. <br />
|valign="top"| '''Analyze Alloy''' <br> You know the powers and abilities of something you analyze.<br />
|valign="top"| '''Metal Memory''' <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.<br />
|valign="top"| '''All-Knowing Alloy''' <br> You research all metal in a wide area. This is easy to do where you are, more difficult at range. You can then use Metal Memory on some of these targets.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Iron Insight''' <br> You can sense creatures and manifestations of the metal power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Metal Monitor''' <br> Choose a metal object 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. <br />
|valign="top"| '''Iron Inquisition''' <br> Choose a location or creature. You gain a sensor at the nearest metal object, which is often close enough to perceive the target.<br />
|valign="top"| '''Copper Clarity''' <br> You perceive from all metal objects at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Iron Insight''' <br> You can understand metal creatures even if normally couldn't, and to sense their mood and motivations. <br />
|valign="top"| '''Iron Interpreter''' <br> You and allies can communicate with metal creatures. You can make folk more precise, decisive, and confident.<br />
|valign="top"| '''Iron Intrigue''' <br> You can post suggestions in the mind of a metal 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.<br />
|valign="top"| '''Metal Molding''' <br> You change the personality and motivations of metal creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Iron Instrumentation''' <br> You can handle metal as if you had the appropriate tools and protective devices.<br />
|valign="top"| '''Mold Metal''' <br> You can shape metal objects as if they were of clay. <br />
|valign="top"| '''Titanium Transmutation''' <br> You can create metal objects out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.<br />
|valign="top"| '''Steel Structure''' <br> This is similar to Mold Metal, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Iron Impact''' <br> You can jimmy metal objects much like a sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Shatter Steel''' <br> Similar to Iron Impact. When smashing metal objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Alloy Annihilation''' <br> Similar to Shatter Steel, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Alloy Apocalypse''' <br> Similar to Shatter Steel, but over a large area. This can level a city block, raze a metal wall, and similar massive destruction. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Mind_Powers_(FiD)Mind Powers (FiD)2024-02-02T00:26:10Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Mind delves into sentience and intelligence. It is the power most associated with normal folk such as humans and alternate humans such as elves, orcs, social aliens, and other sentient creatures and even intelligent objects like control devices all the way up to sentient AI. <br />
<br />
Anthropomorphic man is the epitome of mind, a civilized being, part of a society, sapient and cultured if not necessarily human. It represents the end product of evolution and, by extension, ultimate intellect. It can exist independently of life, in machines and undead.<br />
<br />
Mind attacks are mental bolts and blades that can only hurt sentient creatures.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Mind Monitor''' <br> You can detect sentient creatures and use of mind powers.<br />
|valign="top"| '''Mindforge''' <br> You can end the operation of a mind ability. You can summon an spirit skilled in a particular action. These are not creatures, their advice gives +1d on their chosen action. <br />
|valign="top"| '''Summon Hero''' <br> You can summon folk from other planes, which is usually alternate realities. This is used to summon heroes in times of crisis. Learning who to summon may require study or be a a score in itself.<br />
|valign="top"| '''Parallel Plane''' <br> You can create a portal that allows travel to and from another reality for a limited time. <br />
<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Mental Mandate''' <br> You can command intelligent creatures even if normally couldn't, but you cannot understand them. <br />
|valign="top"| '''Psyche Parley''' <br> You and allies can communicate with intelligent creatures.<br />
|valign="top"| '''Mental Monarchy''' <br> You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Thought Thrall''' <br> You can permanently bind intelligent 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.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Pretend Persona''' <br> You can an assume an identity and reflect it in your actions, such as a healer, noble, merchant etc. This the impression you give without changing your appearance. <br />
|valign="top"| '''Assume Aspect''' <br> You assume the form of a normal humanoid, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Gift of Guise''' <br> You can shapechange a willing or helpless creatures into any humanoid. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Gift of Gab''' <br> You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Psychic Saddle''' <br> If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys. <br />
|valign="top"| '''Neural Needle''' <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.<br />
|valign="top"| '''Neural Nudge''' <br> You can do fine manipulation of the power, allowing you to do send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.<br />
|valign="top"| '''Psyche Surge''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Trace Thought''' <br> You can focus on a particular thought and vaguely sense and track creatures that share this thought.<br />
|valign="top"| '''Mental Marksman''' <br> You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.<br />
|valign="top"| '''Cognitive Cascade''' <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.<br />
|valign="top"| '''Cognitive Cataclysm''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and intelligent creature in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Psychic Pursuit''' <br> You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible.<br />
|valign="top"| '''Astral Ascent''' <br> You can detach your astral body, which is immaterial, transparent, and can hover. Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but takes no actions. <br />
|valign="top"| '''Astral Adventure''' <br> You send your and allies' astral bodies to any location you know of or into the presence of any creature you know.<br />
|valign="top"| '''Astral Gateway''' <br> You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Mental Melee''' <br> You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Psychic Strike''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Cognitive Cover''' <br> Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Mental Storm''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Identify Intellect''' <br> You can identify intelligent objects and creatures. <br />
|valign="top"| '''Analyze Intellect''' <br> You learn the powers and abilities of something you analyze.<br />
|valign="top"| '''Past Perception''' <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.<br />
|valign="top"| '''Universal Understanding''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Thought Trace''' <br> You can sense manifestations of the mind power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Astral Assembly''' <br> Choose an ally; you can send your astral body to their location. See prowl: Astral Ascent.<br />
|valign="top"| '''Astral Audience''' <br> Choose a location or creature. You send your astral body to that location.<br />
|valign="top"| '''Psychic Panorama''' <br> You perceive from all intelligent creatures at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Intellectual Intuition''' <br> You can understand intelligent creatures even if normally couldn't, and gauge their motivations. <br />
|valign="top"| '''Intelligent Interpreter''' <br> You and allies can communicate with intelligent creatures.<br />
|valign="top"| '''Eloquent Enchantment''' <br> You can post suggestions in the mind of intelligent creatures, 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.<br />
|valign="top"| '''Cognitive Conversion''' <br> You change the personality and motivations of intelligent creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Automation''' <br> You imbue mind into objects. Handle can create simple triggers, like a push button.<br />
|valign="top"| '''Create Cognition''' <br> You can imbue limited intelligence in an object, allowing it to sense a situation nearby and react by directing whatever abilities the item may have or send a mental alarm. <br />
|valign="top"| '''Install Intellect''' <br> You can imbue limited intelligence able to hold simple conversations. With Attune: Mindforge you can make sentient items.<br />
|valign="top"| '''Mass Mind''' <br> This is similar to create, above, but you mass produce intelligent objects, even a set of different objects. <br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Disrupt Device''' <br> You mess with intelligence in items, that is their ability to react to the environment. Noisy and leaves the damaged object in place. <br />
|valign="top"| '''Sabotage System''' <br> Similar to Disrupt Device. Can also mess with control surfaces like buttons or steering.<br />
|valign="top"| '''Silent Sabotage''' <br> Similar to Sabotage System, but destroyed targets are disabled silently or you can remove certain functions from them, such as the ability to sense you and allies.<br />
|valign="top"| '''Terminate Tech''' <br> Similar to Sabotage System, but over a large area. This can negate control devices over a large area, forcing everyone to rely on manual handling of objects. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Order_Powers_(FiD)Order Powers (FiD)2024-02-02T00:26:05Z<p>Starfox: /* Order Power Effects */</p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Order is the power the status quo, of perfection, of loyalty, indoctrination, and dogma. <br />
<br />
Order is the system of the world; the ordered universe of space and matter we are all familiar with.<br />
Order powers restore normality, negate randomness, negates powers, and makes mechanisms and people behave as expected. <br />
It is associated with what science calls low entropy; a completely ordered universe has no content but enormous potential.<br />
<br />
Order attacks come in two kinds. One is regular weapons. Your weapons wont fail them as long as you use them properly for a proper cause. The other is exorcism. Order is powerful in banishing unnatural creatures. These two are often combined into potent weapons blessed to defeat the supernatural.<br />
<br />
Known as virtues, creatures of order represent different tasks, functions, skills, and moral values. Get the right one and it will perform to perfection. Get the wrong one, and you have a very insistent pedantic. <br />
<br />
=== Order Power Effects ===<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Virtuous Vision''' <br> You can detect summoned creatures and active powers. <br />
|valign="top"| '''Power Purge''' <br> 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. <br />
|valign="top"| '''Herald of Harmony''' <br> You can call a virtue, creatures of order from a plane of law. <br />
|valign="top"| '''Disciplined Domain'' <br> You can dismiss all summoned creatures and negate all powers in a wide area. <br />
<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Loyal Linguistics''' <br> You can communicate with creatures with loyalty to your faction even if normally couldn't, allowing you to use the command action normally on them. <br />
|valign="top"| '''Factional Fellowship''' <br> You and allies can communicate with creatures not opposed to your faction.<br />
|valign="top"| '''Add Alegience''' <br> You can create loyalty in any creature. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Oath of Obedience''' <br> You can permanently remove and create loyalty in any creature that does not resist you violently. <br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Unify Uniform''' <br> You can change your clothes and accessories to match local customs. <br />
|valign="top"| '''Maestro of Mimicry''' <br> You assume the form of a local creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Form Flock''' <br> You can shapechange allies into local creatures.<br />
|valign="top"| '''Assimilation''' <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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Tool Tamer''' <br> Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear. <br />
|valign="top"| '''Weapon Warden''' <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 Tool Tamer ability for the duration of a score.<br />
|valign="top"| '''Machinist Magician'' <br> You can make machines do what they are supposed to do, activating them at a distance.<br />
|valign="top"| '''Perfect Prowess''' <br> You enforce the rules of fair duels, preventing opponents from ganging up on you. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Perfect Pursuit''' <br> Bystanders and technology you rely on to track are reliable.<br />
|valign="top"| '''Precise Projectile''' <br> You can use your power to make a rigel attack fine and potent, or make an potent exorcism at range.<br />
|valign="top"| '''Hunter's Havoc''' <br> You can use your power perfect a grenade, making it fine and potent, or to potent exorcise an area at range.<br />
|valign="top"| '''Hunters Hellfire''' <br> You an artillery barrage or bomb, making it fine and potent, or you potently exorcise a large area at range.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Clear-cut Course''' <br> Order isn't very conductive to prowling. Everything will work for you if its supposed to—you better have a plan with no room for chance.<br />
|valign="top"| '''Refine Route''' <br> You can move along paths you are supposed to be able to move along, finding a clear path even if it is damaged or obstructed. <br />
|valign="top"| '''Guide's Glide''' <br> You can bring allies along when you use Refine Route.<br />
|valign="top"| '''Punctual Pathway''' <br> You and allies can teleport from one regional transport nexus to another, even if normal transport is down. <br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Precise Prowess''' <br> A melee weapon or pistol you use will not fail, improving your position. You can make a potent exorcise by touch. <br />
|valign="top"| '''Combat Control''' <br> Same as Skirmish Attack, except the weapon or exorcism is also fine and potent.<br />
|valign="top"| '''Combat Command''' <br> You deny the enemy the ability to coordinate their attacks to benefit from numbers.<br />
|valign="top"| '''Combat Conquest''' <br> You optimize your movement to attack multiple enemies without disadvantage. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Inquisitor's Insight''' <br> You can identify objects and creatures that break the status quo and see the use of the abilities of any power. <br />
|valign="top"| '''Insightful Inquiry''' <br> You learn the powers and abilities of something you analyze with Inquisitor's Insight.<br />
|valign="top"| '''Lexicon of Lore''' <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.<br />
|valign="top"| '''Wide-Angle Wisdom''' <br> You use Insightful Inquiry on 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Vigilant Vision''' <br> You can sense manifestations of any power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Sensor's Secret''' <br> You can sense the workings of machines and alarms and see through surveillance devices, including others' powers used to survey. <br />
|valign="top"| '''Enhanced Espionage''' <br> Choose a location or creature. You gain a sensor at the nearest surveillance device, which is often close enough to perceive the target.<br />
|valign="top"| '''Web of Watchers''' <br> You perceive from all surveillance devices at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Diplomatic Discourse''' <br> You can communicate with creatures who are not enemies even if normally couldn't, allowing you to use the sway action normally on them. <br />
|valign="top"| '''Negotiation Nexus''' <br> You and allies can communicate with creatures who are not enemies.<br />
|valign="top"| '''Compelling Command''' <br> You can post suggestions in the mind of a creature who are not enemies, which will be triggered under conditions you specify. A suggested action must be within the creatures normal range of action. This is a subtle power, but easier to spot once triggered.<br />
|valign="top"| '''Inculcate Influence''' <br> You change the personality and motivations of creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Tool Tweak''' <br> You can repair objects as if you had the appropriate tools and protective devices.<br />
|valign="top"| '''Device Design''' <br> You can create objects from existing components as long as you know them well or have a blueprint. <br />
|valign="top"| '''Create Components''' <br> You can create objects out of nothing as you know them well or have a blueprint. This can create complex tools, such as fine and potent items.<br />
|valign="top"| '''Machine Miracle''' <br> This is similar to Device Design, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Find Fault''' <br> You cannot wreck that which is perfect, but you can wreck anything that is already damaged. You can make a potent but clumsy exorcism. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Implode Inperfections''' <br> Similar to jimmy. When smashing damaged objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer or exorcism in combat.<br />
|valign="top"| '''Defects to Dust''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Deficiency Disaster''' <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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Plant_Powers_(FiD)Plant Powers (FiD)2024-02-02T00:25:55Z<p>Starfox: /* Plant Power Effects */</p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Governs plants and dead plant matter, including fungi.<br />
<br />
Plant governs the majority of all life, things that do not act or move but only grow. <br />
Plant powers can accelerate and empower normally inanimate plants as barriers, tools, and weapons.<br />
Some plants do move, animate plants that act as other creatures do, but these are the exception.<br />
<br />
Plant attacks are poison, infiltrating roots, and shooting seeds and barbs. <br />
These are effective against living things, but slow to damage objects.<br />
<br />
Plant elementals are animated trees or masses of vegetation. Plant creatures are all kinds of plants capable of action.<br />
Learning who to summon may require study or be a a score in itself.<br />
<br />
=== Plant Power Effects ===<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Sense Sprout''' <br> You can detect plants and plant powers. <br />
|valign="top"| '''Banish Bud''' <br> You can force a plant creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the plant power. <br />
|valign="top"| '''Fecundity''' <br> You can call a plant creature from a different plane. Summoning plant usually animates existing plants; summoning creatures from nothing gives a worse position. <br />
|valign="top"| '''Gateway of Growth''' <br> You can create a portal that allows travel to and from the plane of plants for a limited time. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Petal Proclamation''' <br> You can command plant creatures even they can't understand you, but you gain no additional comprehension of them. <br />
|valign="top"| '''Leafy Language''' <br> You and allies can talk to plant creatures. <br />
|valign="top"| '''Leafy Leadership''' <br> You can give commands to plant creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Petal Potentate''' <br> You can permanently bind plant creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, as very loyal and literal-minded goons.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Floral Fashion''' <br> You can change clothes and accessories by adding plants. This can mask identity or create fabulous outfits. <br />
|valign="top"| '''Verdant Visage''' <br> You assume the form of a plant creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them. <br />
|valign="top"| '''Plant Polymorphism''' <br> You can shapechange a willing or helpless creature into a plant creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Chlorophyll Command''' <br> You can transform a large number of willing or non-sentient creatures into plant creatures and give them a simple instruction, typically someone for them to hunt.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Green Gallop''' <br> If there is a plant mount or vehicle, you can ride it as if it was domesticated and you have the keys. You can breathe while inside plants. <br />
|valign="top"| '''Thorn of the Rose''' <br> You can use plants 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 Green Gallop ability for the duration of a score.<br />
|valign="top"| '''Precise Prickle''' <br> Fine control of plants, you can do small and exact manipulations at range. This allows you to push buttons, manipulate mechanisms, or move plant objects about, as long as there are plants to work with.<br />
|valign="top"| '''Bowery's Barrage''' <br> Your power manifests like a storm of thorns, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Plant Pursuer''' <br> You can track plant creatures and creatures moving through or across plants, even if the target does not leave any mundane trail or clues. <br />
|valign="top"| '''Petal Projectile''' <br> You can fling plants to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Vine Volley''' <br> You can plants 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.<br />
|valign="top"| '''Bloom Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Stealthy Stalk''' <br> You can hide in overgrown areas even when the growth is not enough to cover you. You gain advantage when sneaking on plant creatures.<br />
|valign="top"| '''Plant Pathway''' <br> You can move on and through plant environments. This allows you to climb on plants, even those with no handholds or unable to bear your weight. <br />
|valign="top"| '''Foliage Ferry''' <br> You can bring allies along when you use Stealthy Stalk and Plant Pathway.<br />
|valign="top"| '''Plant Portal''' <br> You and allies can teleport from one overgrown area to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape any situation.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Leafy Lash''' <br> You can use plants as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Thorn Thrust''' <br> You can use plants as a fine and potent close-range attack.<br />
|valign="top"| '''Thorny Thicket''' <br> Create plant obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Thorny Tempest''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Leafy Learning''' <br> You can identify plant powers, objects, and creatures. Plants can report recent nearby events.<br />
|valign="top"| '''Leaf Lore''' <br> You learn the abilities of a vegetal object, plant power, or plant creature you analyze.<br />
|valign="top"| '''Root Revelation''' <br> You can read the past events of a plant or vegetal object. This includes previous owners and how the object has been moved around as well as significant scenes.<br />
|valign="top"| '''Wisdom of the Wood''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Sense Stem''' <br> You can sense plant creatures and powers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers<br />
|valign="top"| '''Plant Perception''' <br> Choose a plant that you know of; you can perceive as if you were at that spot. <br />
|valign="top"| '''Verdant Vigilance''' <br> Choose a location or creature. You gain a sensor at the nearest plant, which is often close enough to perceive the target.<br />
|valign="top"| '''Woodland Watch''' <br> You perceive from all plants at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Petal Patter''' <br> You can understand what plant creatures say and their general objective. They do not gain the ability to understand you. <br />
|valign="top"| '''Verdant Vocabulary''' <br> You and allies can talk to plant creatures. You can also make folk more stoic.<br />
|valign="top"| '''Rose's Rhetoric''' <br> Post suggestions in the mind of a plant creature, 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.<br />
|valign="top"| '''Orchid Oratory''' <br> You change the personality and motivations of plant creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Leafy Loom''' <br> You can handle plants and vegetal matter as if you had the appropriate tools and protective devices. This can create tripwire alarms and snares.<br />
|valign="top"| '''Floral Forge''' <br> You can shape plants and vegetal matter as if they were of clay, and they will retain their new shape. <br />
|valign="top"| '''Thorny Transformation''' <br> Create vegetal matter out of nothing, or transform an object from one material to another as long as you know the power for both the starting and final form. Can create complex tools, such as fine and potent items.<br />
|valign="top"| '''Botanical Build''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Vandal Vines''' <br> You can jimmy plants and things made of plants much like a sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Stem Slam''' <br> Similar to Vandal Vines. When smashing plants and things made of plants, you to affect hard objects as if they were brittle wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Quick Compost''' <br> Similar to Stem Slam, but destroyed targets silently disappear or are reduced to a fine dust. You can also sabotage things by entangling them with plants.<br />
|valign="top"| '''Thicket Torrent''' <br> Similar to Stem Slam, but over a large area. This can level a city block of wood buildings, fill a canal system with vines, and similar massive destruction. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Space_Powers_(FiD)Space Powers (FiD)2024-02-02T00:25:50Z<p>Starfox: /* Space Power Effects */</p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Governs location and distance, and is thus the power to teleport and create extradimensional spaces.<br />
<br />
Space governs the position of all things in this universe and others. It is a very ordered form, at odds with powers like Flux and Time that represent change. Yet space magic is used to break the barriers between worlds and shatter the very rules it seems to uphold. The signature power of Space is teleportation.<br />
<br />
Space attacks cut and dislocate.<br />
<br />
Space creatures are alien Lovecraftian horrors from outer space or the wrinkles of reality.<br />
Learning who to summon may require study or be a score in itself, and even if you get it right these creatures are very dangerous. <br />
Getting it wrong is usually the last thing you do.<br />
<br />
=== Space Power Effects ===<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Spatial Sight''' <br> You can detect space creatures and powers. <br />
|valign="top"| '''Rift Rejection''' <br> Force a space creature that is native to another plane of existence to return home, or end the operation of an ability of the space power or any type of teleport or gate. <br />
|valign="top"| '''Spatial Summons''' <br> You can call a space creature into this reality. Lesser creatures will owe you service, greater creatures do not.<br />
|valign="top"| '''Grand Gate''' <br> You can create a portal that allows travel to and from any plane. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Warp Whisper''' <br> You can command allies over any distance, but they cannot answer. <br />
|valign="top"| '''Space Speech''' <br> You and allies can communicate over any distance.<br />
|valign="top"| '''Cosmic Command''' <br> You can communicate and use the use command action on space creatures. <br />
|valign="top"| '''Cosmic Conquest''' <br> You can permanently bind space creatures to service. They may still flit in and out of existence.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Warp Wardrobe''' <br> You can alter your own dimensions and those of your clothes and accessories, making you elongated or compressed like a fun-house mirror. <br />
|valign="top"| '''Dislocate''' <br> You can separate parts of your body that will still work normally, except at a distance. You are really reaching through higher dimensions, which also allows you to squeeze through walls.<br />
|valign="top"| '''Cosmic Conversion''' <br> You can assume the form of a space creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Spatial Synthesis''' <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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Warp Walker''' <br> If there is a space mount or vehicle, you can ride it as if it was domesticated and you have the keys. You can in vacuum. <br />
|valign="top"| '''Spatial Slice''' <br> Cut a target with an effect similar to a fine potent dueling sword or pistol, or you can give your friends the Warp Walker ability.<br />
|valign="top"| '''Displace Dimensions'' <br> You can warp nearby space, lengthening and shortening distances within the local area.<br />
|valign="top"| '''Spatial Surge''' <br> Create a storm of spatial cuts, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Warp Watch''' <br> You can track a teleporting or dimension warping creature.<br />
|valign="top"| '''Spatial Sniper''' <br> You can use your power to attack at range, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Extradimensional Explosion''' <br> You can use your power to attack similar to a fine and potent grenade. There is a risk of collateral damage.<br />
|valign="top"| '''Warp Wrath''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Can raze buildings and create rubble. Usually enough to provide cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Spatial Stealth''' <br> You can hide in tiny cracks and cover as long as they are large enough to hide your head.<br />
|valign="top"| '''Spatial Step''' <br> You can teleport line-of-sight. <br />
|valign="top"| '''Convey Crowd''' <br> You can bring allies along when you teleport.<br />
|valign="top"| '''Spatial Circle''' <br> You can create a teleport circle or teleport to a known teleport circle over a very long range.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Warp Whack''' <br> Use space to cut opponents, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Phased Fury''' <br> As above, and the attack is fine and potent.<br />
|valign="top"| '''Shift and Slice''' <br> Create spatial distortions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Slice Storm''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Warp Watcher''' <br> You can identify space creatures and powers.<br />
|valign="top"| '''Teleport Trace''' <br> You analyze the exact destination and origin of any recent teleport.<br />
|valign="top"| '''Dimension Detection''' <br> You research the location of a creature or object you know, which allows you to use Spatial Step to teleport to their location. <br />
|valign="top"| '''Omniscience''' <br> You combine Warp Watcher and Teleport Trace over a large area, such as a city district.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Spatial Scan''' <br> You can sense space powers and teleports and understand their general nature. <br />
|valign="top"| '''Warped Watch''' <br> Choose a location; you perceive as if you were at that spot. <br />
|valign="top"| '''Spatial Scrying''' <br> Choose a location or creature. You gain a sensor nearby that allows you to see your target.<br />
|valign="top"| '''Space Sight''' <br> You can perceive everything at once over a wide area. This si very distracting.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Local Listener''' <br> You can understand space creatures even if normally couldn't, and gain a basic understanding of their agenda. <br />
|valign="top"| '''Spatial Speech''' <br> You and allies can communicate through space. You can also make folk more apt to go with the flow, ignoring strange events and distractions<br />
|valign="top"| '''Warp Whisper''' <br> You and allies can communicate with space creatures. <br />
|valign="top"| '''Space Serenade''' <br> You change the personality and motivations of space creatures. Such changes will last for the score at the very least, but they can randomly end. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Spatial Skill''' <br> You can very precisely control the location of small objects, allowing repair and assembly work at a tiny scale.<br />
|valign="top"| '''Dimensional Dexterity''' <br> You can reach into small objects, allowing you to work internal components without disassembly. <br />
|valign="top"| '''Teleport Technician''' <br> You can reach into walls to manipulate internal alarms, locks, and other devices.<br />
|valign="top"| '''Spatial Synthesis''' <br> You can reach into a large number of devices at once to manipulate many similar devices over a large area.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Warp Wrinkle''' <br> You can jimmy objects by stretching and compressing them. The effect is similar to a sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Warp Wreck''' <br> Similar to Warp Wrinkle, but more powerful. You teleport an object into pieces. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Warp Vanish''' <br> Similar to Warp Wreck, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Warp Wrath''' <br> Similar to Warp Wreck, 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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Time_Powers_(FiD)Time Powers (FiD)2024-02-02T00:25:44Z<p>Starfox: </p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Time is a mysterious and dangerous power. It allows looking into the past and possible futures, but can create deadly paradoxes. <br />
<br />
Time is the governing principle of all things, the regulator or the stream from Order to Flux. <br />
Together with Space, Time governs position and movement. <br />
The universe would be incomprehensible without orderly time. <br />
Time is a favorite of disaster theorists. <br />
Many claim that time manipulation is foolhardy and dangerous. <br />
Some claim time is an artifact of our perception; that it is the ultimate prison. <br />
Time travel is possible, but temporal inertia tend to restore events to what they were and minimize the effect of any changes to the past.<br />
<br />
Time attacks stops time for an instant, then you set up weapons and events to cause harm when time resumes. They are hard to defend against, but likely to cause severe backlash if time is released too soon.<br />
<br />
=== Time Power Effects ===<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune''' <br />
|valign="top"| '''Chrono Sense''' <br> You can detect time creatures and powers. <br />
|valign="top"| '''Causality Collapse''' <br> You can force a time creature that is native to another plane of existence to return to that plane. You can end power effects by forcing their duration to run out. <br />
|valign="top"| '''Chrono Conjuration''' <br> Summon time creatures or versions of yourself from alternate timelines. A common trick is the three ages of fate, that is yourself at two additional different ages.<br />
|valign="top"| '''Wish''' <br> You can break down causality, causing events to happen without cause. This is beyond dangerous but can allow wish fulfilment. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Time Whisper''' <br> You can use the command action against creatures that normally wouldn't understand you. <br />
|valign="top"| '''Temporal Tip''' <br> You can warn allies in the past of events in their future. This reduces the consequences of recent actions, as if the position had been one step better.<br />
|valign="top"| '''Time Tongues''' <br> You and allies can communicate with time creatures.<br />
|valign="top"| '''Time Tyrant''' <br> You can give commands to time creatures as if you were their superior. This does not remove existing motivations, which can lead to conflicts. <br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Alter Age''' <br> You can change your age. <br />
|valign="top"| '''Temporal Transition''' <br> You become yourself from various alternate timelines. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Chrono Change''' <br> Temporal Transition a willing or helpless creatures into themselves at another age or from alternate timelines. This is permanent, but you can easily break the effect.<br />
|valign="top"| '''Wild Hunt''' <br> Transform a large number of willing or non-sentient creatures into future versions of themselves with +1d to all combat actions and give them a simple instruction, typically someone for them to hunt.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Temporal Turbo''' <br> You can increase the speed of a mount or vehicle giving it fine quality.<br />
|valign="top"| '''Time Technique''' <br> You set up 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.<br />
|valign="top"| '''Time Trim''' <br> You can manipulate time precisely in small spots. This can slow down or hasten alarms, timers, and other mechanisms.<br />
|valign="top"| '''Chrono Charge''' <br> Your set up and then release a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Time Trace''' <br> You can track time-travellers and time warps.<br />
|valign="top"| '''Temporal Target''' <br> You can set up a ranged attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Temporal Torrent''' <br> You can set up an area 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.<br />
|valign="top"| '''Chrono Cannon''' <br> You set up the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Time Tactician''' <br> This gives you slight warning of future events, making you less likely to be spotted or surprised, improving your position.<br />
|valign="top"| '''Double Time''' <br> You can halve or double speed, increasing the effect of movement maneuvers. <br />
|valign="top"| '''Temporal Transport''' <br> You can bring allies along when you use Time Tactician and Double Time.<br />
|valign="top"| '''Time Travel''' <br> You can time travel, which is extremely dangerous even when you know what you are doing.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Stopwatch Strike''' <br> Set up a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Time Touch''' <br> Same as Stopwatch Strike, except the weapon is fine and potent.<br />
|valign="top"| '''Temporeal Tango''' <br> Create areas of slowed time, useful for distracting some enemies while you fight others.<br />
|valign="top"| '''Time Torrent''' <br> Set up attacks in all directions, attacking all enemies in the area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Analyze''' <br> You can identify objects and creatures linked to time, including clocks. You can see the use of time abilities. <br />
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.<br />
|valign="top"| '''Hindsight''' <br> You can read the past events of any object or person. This includes how the target has been moving around as well as significant scenes.<br />
|valign="top"| '''Hyped Havoc''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Time Tingle''' <br> You instinctively feel time effects in a wide area. This is always active and requires no rolls.<br />
|valign="top"| '''Time Twinkle''' <br> You can can observe the past and possible futures at your location. <br />
|valign="top"| '''Temporal Temptation''' <br> You view a known creature, but this vision can be from the near past or a potential future.<br />
|valign="top"| '''Transcend Time''' <br> You perceive a large area in the past or a potential future, giving you an idea of strategic events. <br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Tempo''' <br> You can understand time creatures and gain a sense of their motivations. <br />
|valign="top"| '''Translate Time''' <br> You and allies can communicate with time creatures.<br />
|valign="top"| '''Temporal Temptation''' <br> You can plant suggestions in the mind of any creature, to be triggered under conditions you specify. This is a subtle power, but easier to spot once triggered.<br />
|valign="top"| '''Temporal Tyrant''' <br> You change the personality and motivations of time creatures. This power is permanent, whatever that means for time creatures. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Temporal Tools''' <br> You can work with time measuring devices and timers as if you had the appropriate tools and protective devices.<br />
|valign="top"| '''Tailor Tempo''' <br> You can delay or accelerate timed mechanisms such as traps and computers. <br />
|valign="top"| '''Time Transformation''' <br> You can conjure objects from alternate timelines. This can create complex tools, such as fine and potent items appropriate to the power(s) used.<br />
|valign="top"| '''Conjurer's Clock''' <br> This is similar to Time Transformation, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Future Fault''' <br> You can expose objects to potential future events, much like a sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Age Erodes''' <br> You can age objects. You can smash even hard objects as if they were wood. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Date of Disintegration''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Tide of Time''' <br> Similar to Age Erodes, 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. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Water_Powers_(FiD)Water Powers (FiD)2024-02-02T00:25:39Z<p>Starfox: /* Water Power Effects */</p>
<hr />
<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Water is the element of life, spirituality, and endless flowing cycles. <br />
<br />
Water is matter in a liquid state and fluidity in general. <br />
In philosophy it is recognized as an element, sometimes as the first to form and the basis of all others, in others as the river that rings the world.<br />
Liquids often enable other elements to function, making earth fertile, filling the air with clouds and vapors, and either fueling or putting out fire. <br />
It is linked to the spiritual and nurturing side of life, and often considered a female element. <br />
Water powers often have subtle or indirect effects.<br />
<br />
Water attacks can smash, drown, or be a corroding acid.<br />
<br />
=== Water Power Effects ===<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune'''<br />
|valign="top"| '''Wave Watch''' <br> You can detect water creatures and powers. <br />
|valign="top"| '''Hydro Halt''' <br> You can force a water creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the water power. <br />
|valign="top"| '''Summon Stream''' <br> You can call a water creature from another plane. 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.<br />
|valign="top"| '''Deluge Doorway''' <br> You can create a portal that allows travel to and from the plane of water for a limited time. <br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Aquatic Orders''' <br> You can use the command action on water creatures even if they normally couldn't understand you. <br />
|valign="top"| '''Hydrolexicon''' <br> You and allies can communicate with water creatures.<br />
|valign="top"| '''Hydro Hegemony''' <br> You can give commands to water creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Tide Tyranny''' <br> You can permanently bind water creatures to service. They will stay in one location and act according to your instructions, very literal-minded goons.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Aquatic Attire''' <br> You can change your clothes and accessories by imbuing them with water, and this water will stay where you put it. This can mask your identity or create fabulous outfits. You can breathe underwater.<br />
|valign="top"| '''Fluid Form''' <br> You assume the form of a water creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Aquatic Evolution''' <br> You can shapechange a willing or helpless creature into a water creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|valign="top"| '''Hydro Horde''' <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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Ripple Ride''' <br> If there is a swimming mount or water vehicle, you can ride it as if it was domesticated and you have the keys. You can breathe underwater. <br />
|valign="top"| '''Liquid Lance''' <br> You can use water as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give friends the Ripple Ride ability.<br />
|valign="top"| '''Fluid Flexibility''' <br> Do fine control of water, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, and perform other minor manipulations, as long as there is water.<br />
|valign="top"| '''Fluid Frenzy''' <br> Your power manifests in a torrent, suppressing the effect of multiple opponents and acting as a fine potent weapon. <br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Hydro Hunt''' <br> You can track and pursue in water, even if the target does not leave any mundane trail or clues.<br />
|valign="top"| '''Ripple Rifle''' <br> You can use water to attack, similar in effect to a fine and potent rifle.<br />
|valign="top"| '''Splash Squall''' <br> You can use water to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area, but there is a risk of collateral damage.<br />
|valign="top"| '''Aqua Artillery''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl''' <br />
|valign="top"| '''Liquid Lurking''' <br> In water you can be invisible when still but appear as froth and turbulence when active. <br />
|valign="top"| '''Aqua Agility''' <br> You can move on and through water at run speed. <br />
|valign="top"| '''Aqua Adventure''' <br> You can bring allies along when you use Liquid Lurking and Aqua Agility.<br />
|valign="top"| '''Ripple Rift''' <br> You and allies can teleport from one body of water to another. This is regional travel, you stay within the same city or region.<br />
|-<br />
|align="left" valign="top" | '''Skirmish''' <br />
|valign="top"| '''Liquid Lash''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Aqua Assault''' <br> Same as Skirmish Attack, except the weapon is fine and potent.<br />
|valign="top"| '''Liquid Lockdown''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Ripple Rampage''' <br> Your power strikes out in all directions, attacking all enemies in the area. <br />
|-<br />
|align="left" valign="top" | '''Study''' <br />
|valign="top"| '''Liquid Lore''' <br> You can identify liquids, water creatures, and water powers. <br />
|valign="top"| '''Aquatic Appraisal''' <br> You know the powers and abilities of something you analyze.<br />
|valign="top"| '''Fluid Flashback''' <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.<br />
|valign="top"| '''Hydro Horizon''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Aquatic Awareness''' <br> You can sense liquids and water creatures at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.<br />
|valign="top"| '''Sensory Stream''' <br> Choose a liquid that you know of; you can perceive as if you were at that spot. <br />
|valign="top"| '''Witness Wave''' <br> Choose a location or creature. You gain a sensor at the nearest liquid, which is often close enough to perceive the target.<br />
|valign="top"| '''Tide Totality''' <br> You perceive from all liquids power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Empathic Embrace''' <br> You can understand water creatures and get a general sense of their motivations. <br />
|valign="top"| '''Fluid Friendship''' <br> You and allies can communicate with water creatures. You can make folk more caring and spiritual<br />
|valign="top"| '''Hydro Hypnotism''' <br> You can post suggestions in the mind of water creatures, which will be triggered under conditions you specify. This is a subtle power, but easier to spot once triggered.<br />
|valign="top"| '''Ripple Remolding''' <br> You change the personality and motivations of water creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. <br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Fluid Finesse''' <br> You can handle liquids as if you had the appropriate tools and protective devices.<br />
|valign="top"| '''Aquatic Artistry''' <br> You can shape liquids as if it were of clay, and they will retain their new shape for some time. <br />
|valign="top"| '''Aqua Alchemy''' <br> You can create liquids out of nothing, or transform one liquid into another or into matter governed by another power you know. This can create complex tools, such as fine and potent items.<br />
|valign="top"| '''Aqua Architecture''' <br> 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.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Hydro Havoc''' <br> You can pollute liquids and strike with a watery sledgehammer. Noisy and leaves a twisted object in place. <br />
|valign="top"| '''Hydro Haze''' <br> You can evaporate liquids, strike as a fine potent sledgehammer made of water, or slice as a watery saw.<br />
|valign="top"| '''Aqua Annihilation''' <br> Similar to Hydro Haze, but destroyed targets silently disappear.<br />
|valign="top"| '''Aquatic Armageddon''' <br> Similar to Hydro Haze, but over a large area. This can sink a ship, empty a canal system of water, raze a levee, and similar massive destruction. <br />
|}</div>Starfoxhttps://hastur.net/action/wiki/Animal_Powers_(FiD)Animal Powers (FiD)2024-02-02T00:20:34Z<p>Starfox: </p>
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<div>{{FiD}}<br />
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]<br />
Animals are an important part of mystic experience. <br />
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The entire domain of living creatures is governed by the animal power. Humans and other social folk are a special case, governed by Mind instead, and plants are not animals, but other than that, all natural creatures are considered animals.<br />
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You will often have a particular animal, and your relation to other animals is colored by the totem. Wolf totem is respected and feared by other animals, sheep totem is liked and regarded as harmless, and so on.<br />
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Animal attacks create phantom animal features such as teeth, claws, antlers, or horns to attack with. You can do things like grab, tackle, or knock back.<br />
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Animal spirits exist with all kinds of weird powers, often reminiscent of tribal society myths.<br />
Naturally animal creatures include all natural animals, including those that can be affected by elemental powers by virtue of living in that element.<br />
Animals with power abilities related to other powers are tied to that power, not the animal power.<br />
<br />
{| class="wikitable" <br />
|align="center" | '''Action''' <br />
|align="center" | '''Basic''' <br> No minimum <br> 3 Stress<br />
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress<br />
|align="center" | '''Master''' <br> Minimum 4 Dice <br> 7 Stress<br />
|align="center" | '''Apex''' <br> Minimum 6 Dice <br> 13 Stress<br />
|-<br />
|align="left" valign="top" | '''Attune'''<br />
|valign="top"| '''Perceive''' <br> You can detect animals and animal powers. <br />
|valign="top"| '''Dismiss''' <br> You can force animals that are native to another plane of existence to return to that plane, or to end the operation of an animal power. <br />
|valign="top"| '''Summon''' <br> You can summon animals and animal spirits. This is generally an unwilling servant unless they are of your totem. A summoned animal will obey one command from you and this can be extended. <br />
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the animal spirit realm. <br />
<br />
|-<br />
|align="left" valign="top" | '''Command''' <br />
|valign="top"| '''Beast Command''' <br> You can speak to animals, allowing you to use the command action normally on them. You cannot understand them using only this power.<br />
|valign="top"| '''Beast Master''' <br> You and allies can communicate with animals. When commanded by you, animals act as if trained to perform what you are ordering them to do. <br />
|valign="top"| '''Animal Authority''' <br> You can give commands to animals, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. <br />
|valign="top"| '''Enslave Animals''' <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, like very loyal and literal-minded goons.<br />
|-<br />
|align="left" valign="top" | '''Consort''' <br />
|valign="top"| '''Animal Mask''' <br> You can give yourself or your outfit cosmetic animal traits. This can mask your identity or create a fabulous look. <br />
|valign="top"| '''Animal Shape''' <br> You assume the form of an animal or human-animal hybrid. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.<br />
|valign="top"| '''Animal Transformation''' <br> You can use Animal Shape on a willing or helpless creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.<br />
|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.<br />
|-<br />
|align="left" valign="top" | '''Finesse''' <br />
|valign="top"| '''Ride''' <br> You can ride any animal capable of carrying you and all animal-powered vehicles, even if the animal is not trained.<br />
|valign="top"| '''Fine Animal 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.<br />
|valign="top"| '''Control Animal''' <br> Allows you to assume control of an animals body like a string puppet. If the animal trusts you, this control is very fine indeed, allowing that animal to do what is normally beyond its intelligence.<br />
|valign="top"| '''Storm of Fangs''' <br> Your power manifests like a storm of fangs, suppressing the effect of multiple opponents and acting as a fine potent weapon.<br />
|-<br />
|align="left" valign="top" | '''Hunt''' <br />
|valign="top"| '''Scent''' <br> You can track by scent, similar to a well-trained tracking dog.<br />
|valign="top"| '''Fine Pounce''' <br> You can use your power to attack at range, similar in effect to a fine and potent rifle. This can be phantom animals attacking or flying claws and teeth.<br />
|valign="top"| '''Pack Pounce''' <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.<br />
|valign="top"| '''Animal Army''' <br> You can initiate a mass onslaught, akin to calling down a fine potent artillery barrage, attacking everything and everyone in a wide area. This can cause significant damage and create chaos, providing cover for any escape.<br />
|-<br />
|align="left" valign="top" | '''Prowl'''<br />
|valign="top"| '''Camouflage''' <br> You assume the camouflage pattern of an animal, effective concealment in environments where any animal could hide.<br />
|valign="top"| '''Beast Stride''' <br> You can use the movement capabilities of animals, to climb like an animal, and move through herds or packs of animals. <br />
|valign="top"| '''Pack Prowl''' <br> You can bring allies along when you use Camouflage and Beast Stride.<br />
|valign="top"| '''Roaming''' <br> You and allies can teleport from one animal den 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.<br />
|-<br />
|align="left" valign="top" | '''Skirmish'''<br />
|valign="top"| '''Ravage''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol. <br />
|valign="top"| '''Potent Ravage''' <br> Same as Ravage, except the attack is fine and potent.<br />
|valign="top"| '''Pack Attack''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.<br />
|valign="top"| '''Onslaught''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. <br />
|-<br />
|align="left" valign="top" | '''Study'''<br />
|valign="top"| '''Animal Analyze''' <br> You can identify animals and objects relating to animals. <br />
|valign="top"| '''Animal Lore''' <br> You know the powers and abilities of something you analyze with Animal Analyze.<br />
|valign="top"| '''Pedigree''' <br> You can read the past events of an animal or animal product. This includes previous owners and how the object has been moved around as well as significant scenes.<br />
|valign="top"| '''Omniscience''' <br> You research every animal 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.<br />
|-<br />
|align="left" valign="top" | '''Survey''' <br />
|valign="top"| '''Sense Animal''' <br> You can sense animals and animal remains at a distance. You can gain the senses of a chosen animal.<br />
|valign="top"| '''Beast Perception''' <br> You can tap into the perception of an animal you know is there and perceive as if you were at that animal. A dog's perception focuses on scent, a cat's on hearing and the ability see motion even in the dark, and so on.<br />
|valign="top"| '''Pet Perception''' <br> Choose a location or creature. You gain a sensor at the nearest animal, which is often close enough to perceive the target, especially if the target has an animal pet.<br />
|valign="top"| '''Wild Sense''' <br> You perceive from all animals at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.<br />
|-<br />
|align="left" valign="top" | '''Sway''' <br />
|valign="top"| '''Read Animal''' <br> You can read animal communication, which allows you to understand their motives and what they are about to do and to avoid provoking them. <br />
|valign="top"| '''Animal Tunges''' <br> You and allies can communicate with animals. You can also influence folk to be lustful and competitive.<br />
|valign="top"| '''Program Animal''' <br> You can post suggestions in the mind of an animal, 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. <br />
|valign="top"| '''Domesticate''' <br> You change the personality and motivations of animals. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.<br />
|-<br />
|align="left" valign="top" | '''Tinker''' <br />
|valign="top"| '''Animal Crafts''' <br> You work with animal products like leather, bone, teeth, sinew, and horn as if you had the appropriate tools and protective devices. Items you work with can have small parts made of other materials, such as metal eyelets or synthetic thread.<br />
|valign="top"| '''Animal Shaping''' <br> You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand or smoke. <br />
|valign="top"| '''Beastcraft''' <br> You can create objects made from animal parts out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items.<br />
|valign="top"| '''Wild Fabrication''' <br> Similar to Beastcraft, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.<br />
|-<br />
|align="left" valign="top" | '''Wreck''' <br />
|valign="top"| '''Mangle''' <br> You can jimmy organic materials either made of animal products, or that animals could reasonably destroy. Noisy and leaves a twisted object in place. Can be used to attack in melee.<br />
|valign="top"| '''Decompose''' <br> You can apply the effect of reducers like bacteria and insects like woodworms. Still slow but powerful. Works as a fine potent sledgehammer in combat.<br />
|valign="top"| '''Wildwarp''' <br> Similar to Mangle, but destroyed targets silently disappear or are reduced to a fine dust.<br />
|valign="top"| '''Obliterate''' <br> Similar to Mangle, 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. <br />
|}</div>Starfox