Water Powers (FiD)

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Animal Power Effects

Action Free Equipment Willpower Trauma
Attune Perceive
You can detect creatures and power use tied to your power.
Dismiss
You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
Summon
You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
Gate
You can create a portal that allows travel to and from the plane of your power for a limited time.
Command Communicate
You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.
Translate
You and allies can communicate with creatures based on your power.
Authority
You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Enslave
You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
Consort Mask
You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
Shapechange
You assume the form of another creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
Transform
You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
Wild Hunt
You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
Finesse Ride
If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
Fine Local Control
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.
Manipulate
You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
Surge
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Track
You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
Fine Ranged Attack
You can use your power to attack, similar in effect to a fine and potent rifle.
Area attack
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.
Barrage
You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
Prowl Reconnaissance
You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
Maneuver
You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
Travel
You can bring allies along when you use Reconnaissance and Maneuver.
Transport
You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
Skirmish Skirmish Attack
You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
Fine Skirmish Attack
Same as Skirmish Attack, except the weapon is fine and potent.
Obstruction
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Flurry
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Analyze
You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
Research
You know the powers and abilities of something you analyze.
Hindsight
You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
Omniscience
You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
Survey Detect
You can sense manifestations of your 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.
Sensor
Choose an object manifesting your power 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.
Scry
Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
Omnipresence
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.
Sway Communicate
You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.
Translate
You and allies can communicate with creatures based on your power.
Mesmerize
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.
Inculcate
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.
Tinker Handle
You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
Shape
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.
Create
You can create objects manifesting your power 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.
Fabricate
This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
Wreck Jimmy
You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
Smash
Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
Disintegrate
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
Obliterate
Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.