Light Powers (FiD)
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Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light is opposed to Darkness.
Light is the power of ethics, inspiration, and enlightenment. It involves physical light, insight, and clarity. It gives meaning to the blind forces of Flux and Order, and drives away Darkness. Light powers serve to inspire, awe, and enlighten.
Light attacks are beams of coherent light, like lasers, lights words, and holy light. They are usually good against Darkness but may have problems against massive physical targets.
Light Power Effects Table
| Action | Basic | Advanced | Master | Apex |
| Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
| Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
| Attune | Celestial Clarity Detect any Power. |
Celestial Concord Negate any Power. |
Celestial Call Call an angel from Heaven. |
Celestial Conduit Create a physical connection to Heaven. |
| Command | Angelic Anger Intimidate with Light. |
Angelic Appeal Message angels, send messages of hope. |
Angelic Authority Command angels as a superior. |
Angelic Allegiance Bind angels to permanent service. |
| Consort | Radiant Raiment Imbue clothes and accessories with Light. |
Radiant Reflection Assume the form of an angel. |
Radiant Revelation Turn a good creature into an angel. |
Radiant Rapture Turn a host of good creatures into angels. |
| Finesse | Piercing Perception See in light or darkness. |
Piercing Purity Fine and Potent dueling attack or grant vision. |
Piercing Projection Manipulate light with precision. |
Piercing Presence Travel as a ray of Light. |
| Hunt | Piercing Pursuit Track strong good or evil intentions. |
Piercing Precision Attack like a Fine and Potent laser rifle. |
Piercing Proclamation Create light as bright as a sunny day. |
Piercing Pronouncement A Fine and Potent laser bomb. |
| Prowl | Halo Haze Become invisible in bright light. |
Halo Helix Travel as a ray of Light. |
Halo Host Crew Halo Haze and Halo Helix. |
Halo Haven Crew teleport from light to light. |
| Skirmish | Luminous Lock Resist Harm from Light. |
Luminous Lance Fine and Potent melee attack. |
Luminous Labyrinth Prevent enemies from using Scale. |
Luminous Lash Attack all enemies in melee. |
| Study | Enlightened Examination Identify creatures and powers of Light and Darkness. |
Enlightened Education Fathom creatures and powers of Light and Darkness. |
Enlightened Inquiry Read past events involving Light and Darkness. |
Enlightened Insight Area analysis, then three targeted inquiries. |
| Survey | Illuminating Insight Sense physical and ethical Light and Darkness. |
Illuminating Impression Perceive from a known Light Path. |
Illuminating Intersection Perceive a target from the nearest Light Path. |
Illuminating Immersion Perceive from all Light Paths in an Area. |
| Sway | Radiant Rapport Understand angels. |
Radiant Reassurance Speak to angels, sway toward good deeds. |
Radiant Rally Implant lasting good impulses. |
Radiant Reminder Create an active conscience. |
| Tinker | Celestial Crafting Work Light Paths. |
Celestial Conduit Shape Light like clay. |
Celestial Creation Transmute Light. |
Celestial Construction Mass Light construction. |
| Wreck | Searing Surge Cut like a laser. |
Searing Scourge Burn like a laser torch. |
Searing Silence Silent destruction to dust. |
Searing Sun Radiant destruction over an Area. |
Expanded Light Powers
Attune
Light is a high-utility expression of Attune, capable of revealing, dispelling, and dismissing powers and creatures tied to any Form.
Light is the power of truth and revelation. Through Attune Light, you can detect powers, negate ongoing effects, dismiss summoned beings, and open paths to higher realms. As with all alignment Forms, Light functions as a universal dispeller and dismisser, but it does so through exposure and revelation rather than suppression or authority.
The Position depends entirely on the situation. If a powerful creature resists being dispelled or dismissed, the Position is at least Risky. In a general melee against strong opponents, the situation becomes Desperate. Having helpers or bodyguards can improve Position, and sometimes the situation is calm or a creature wishes to be dismissed, making the Position Controlled.
Consequences will often come in the form of demands for action, such as promising to donate to charity or confront a specific Darkness. These are not binding contracts, Light is about ambition and good will, but failure to strive will make future contact with Angels perilous as they can sense if you lived up to your promised ideals.
Celestial Clarity
Detect any Power.
Light Lens reveals powers and power-shaped creatures of any sort. This is so broad that it may be of less use than other similar powers, revealing information you are not interested in, but you can narrow the search to particular Power Forms or effects as desired.
Light Lens can reveal active powers, ongoing effects, and creatures sustained or shaped by power.
This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.
Celestial Concord
Negate any power.
You can force any summoned creature to return to its plane of origin, force spirits to materialize, or halt the operation of any power effect, regardless of Form.
Light negates powers by exposing and unraveling them, rather than by command or binding.
Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
Celestial Call
Call an angel from Heaven.
You can call an angel from Heaven. You never truly control angels, but they will perform good deeds according to their own understanding of what is right.
Angels come in many forms, some appearing as radiant elementals of light, others as glowing glyphs or text, and still others as animal, humanoid, or even mechanical beings. All angels are ethical, possessing intellect sufficient to judge ethics, or even a supernatural sense for what is good.
Angels act according to their own judgment, not yours.
Summons are Chohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.
You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
Summoning a Creature: The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.
Depending on your degree of outcome, a creature is willing to do different things:
- Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
- Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
- Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.
The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:
- Half-hearted efforts
- Demanding not to be summoned again
- Breaking things or demanding concessions
- A short fight to assert dominance
- Deliberate sabotage
- A constant struggle to maintain control
An angel may require you to promise future good deeds, accept a quest or mission, or submit to ethical testing.
- An angel might pose ethical questions or otherwise test your resolve before acting.
Celestial Conduit
Create a physical connection to Heaven.
You can open a physical connection to Heaven. This power is only useful under exceptional circumstances.
Heaven may accept pilgrims or refugees for a time, but not permanently, and it does not function as a prison, vault, or dumping ground for unresolved problems.
There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.
This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.
Command
Angelic Anger
Intimidate with light.
You can create Light effects such as a halo, aura, or staged illumination to heighten your authority, gaining leverage similar to a threat such as displaying a weapon. This can provide the authority needed to use Command to intimidate without an actual threat of violence. If you are genuinely a servant of Light, creatures of Light will recognize you as a figure of authority.
Angelic Appeal
Message angels, send messages of hope.
You can communicate over long distances with angels or send messages of hope. You must know the name of the creature you communicate with, or have met them in person. A message of hope is meant to lift spirits, morale, or encourage good deeds. This has no supernatural influence over the receiver; they choose their own actions.
Angelic Authority
Command angels as a superior.
You can command angels and other creatures of Light as if you were their superior, even across language barriers. This does not remove existing loyalties, which can lead to conflicts if they already have a task or master. Angels will not perform evil deeds. They may perform neutral deeds if they see a chance of redemption or a positive outcome; this can be used to mislead them, though they will be actively attempting to redeem you in return.
Angelic Allegiance
Bind angels to permanent service.
You can bind angels to long-term or permanent service. They usually remain in one location and act according to your instructions, becoming loyal and benevolent guardians. They fulfill the spirit of a request rather than the letter and may spare the innocent even when this conflicts with your instructions.
This does not work unless the task aligns with the principles of Light. The effect resembles Angelic Authority but is potentially permanent. An angel rarely breaks free, but may disobey specific instructions if doing so better serves the greater good.
Consort
Consort powers change your form and later that of other creatures. Often, Consort rolls are not made when you use the power to change your appearance or form; instead, the roll is made in the relevant social situation, when Effect and Position are determined. This may grant improved starting Effect, a better Position, or even allow an action that would otherwise be impossible.
These powers may also be used as set-up actions for later Consort rolls.
Consequences may reveal your disguise, but only if the Position is Risky or Desperate. People may mistake you for an angel, fawn over you, attempt to tease or corrupt you, or otherwise react strongly to your unusual presence.
Radiant Raiment
Imbue clothes and accessories with light.
You alter your clothes and accessories by imbuing them with Light. This can mask your identity or create magnificent, symbolic attire.
This allows effects such as halos, mandorlas, or even a mask of diffuse light bright enough to conceal your identity. You do not physically change; instead, you accessorize, alter your garments, or surround yourself with a luminous aura.
You may apply this to allies as an Advanced Effect.
Radiant Reflection
Assume the form of an angel.
You assume the form of an angel. You do not need to mimic an existing being, provided the gamemaster agrees that the form is recognizably angelic.
Radiant Reflection may function as a set-up action for other actions, but may also penalize certain actions depending on your new form. When appropriate, your angelic form may use Basic and Advanced Light powers inherently without risking Stress.
- Limited outcome: You resemble how you might have been had you grown up as an angel; those familiar with you may still recognize you.
- Standard outcome: You become a generic angelic being, difficult to recognize as yourself.
- Great outcome: You assume the form and some of the personality of a specific angel you have studied.
Radiant Revelation
Turn a good creature into an angel.
You apply Radiant Reflection to a willing creature of good nature. The target may end the effect at any time.
Radiant Rapture
Turn a host of good creatures into angels.
You transform a large number of good-natured creatures, or even natural songbirds, into a host of angels. This is where Consort becomes similar to an Attune Summon power effect. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.
This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat. This host is angelic and will not consort with evil in any form. They are trusting and will usually agree to morally neutral deeds, assuming that you made the order out of benevolence.
Finesse
Exact control of physical light to move, fight, and illuminate your environment. Finesse has little relation to spiritual Light, though Light-based attacks may still be more effective against creatures of Darkness.
Piercing Perception
See in light or darkness.
You can move and see regardless of ambient light or darkness. This avoids penalties to Position or Effect in dark, blinding, or overlit conditions. However, your vision remains sensitive to sharp contrasts between light and shadow, which may still allow creatures to hide unless the environment is uniformly lit or uniformly dark.
Piercing Purity
A Fine and Potent dueling weapon.
You attack in a manner similar in effect to a Fine and Potent dueling sword or pistol. Light attacks may be extra effective against Darkness and Illusion, but may be less reliable against purely physical creatures.
You may instead grant your crew the effect of Piercing Pursuit.
Piercing Projection
Manipulate light.
You create focused beams or atmospheric lighting effects to illuminate areas or set a mood. You can trigger light-sensitive devices such as photocells or laser sensors, replicating the function of any laser-based communications or detection system you are familiar with.
This is usually used as a Set-Up action. Consequences are typically partial results; severe consequences may disrupt the scene or create unwanted attention.
Piercing Presence
Travel as a ray of light.
You transform yourself, your crew, mounts, and vehicles into rays of light. In this state, you can travel through clear air or vacuum almost instantly.
Movement occurs in straight lines within your line of sight. You may chain multiple movements by increasing Effect. You immediately return to normal form when you stop moving.
Hunt
Track, attack, and unleash precise judgment with the power of Light. As you advance, the scope of your attacks increases, allowing you to control significant areas and cause widespread destruction. At short range, this can be dangerous to you and those near you.
Piercing Pursuit
Track strong good or evil intentions.
You can see and track creatures with strong benevolent or malevolent intentions.
Tracking is based on the present ethical disposition and emotional state of the target. Creatures exhibiting intense goodness or cruelty are easier to follow, as are those driven by violent, vengeful, or fanatical emotions. A strong permanent disposition can be tracked. Casual bystanders and emotionally neutral creatures cannot be tracked this way, nor do they interfere with your ability to track.
Consequences usually involve losing the trail. Serious consequences may draw attention due to your overt holiness or lead you into an ambush.
Piercing Precision
Attack like a Fine and Potent laser rifle.
You perform precise, long-range attacks using focused Light. These attacks are especially effective against creatures of Darkness, but may be less reliable against purely physical beings.
Piercing Proclamation
Create light as bright as a sunny day.
You control ambient illumination over an area. This is commonly used to diffuse light, reducing glare and minimizing shadows for clear visibility, or to intensify illumination to the level of direct sunlight, potentially causing temporary blindness. You cannot create darkness, but you can enforce stark contrast between brightly lit and shadowed areas.
Piercing Pronouncement
A Fine and Potent laser bomb.
This functions like Piercing Precision on a massive scale. You can overcome Scale and harm many enemies at once. Collateral damage is likely, and careless use will endanger allies or bystanders.
Prowl
Sneak, move, and teleport with stealth and agility. In a Controlled position, consequences often involve lost time as you are forced to lie low. More serious consequences may involve opponents catching flashes of light that alert them or provide clues, or leaving you in a precarious position.
Halo Haze
Become invisible in bright light.
You can vanish within glare and hide in brightly lit places where concealment would normally be impossible. Otherwise, this functions like a normal use of Prowl to avoid notice.
Halo Helix
Travel as a ray of light.
You momentarily transform into a ray of light and teleport to a visible location. Travel follows a straight line unless redirected by a mirror, lens, or similar reflective surface.
This works best in bright light; in darkness, the effect is conspicuous. The required Outcome depends on visibility: distant, obscured, or murky locations require greater Outcome, while a Limited Outcome suffices for nearby, well-lit destinations.
You may pass through transparent walls and Barriers.
Halo Host
Crew Halo Haze and Halo Helix.
You allow allies you can clearly see to use Halo Haze and Halo Helix. This uses your Stress, but each ally rolls their own Prowl action. The result is usually a Group Action.
Halo Haven
Crew teleport from light to light.
You and your allies can teleport from one brightly illuminated area to another. This allows regional travel within the same city or region.
Halo Haven can be used to escape nearly any situation, though finding a safe arrival point in unfamiliar or hostile territory is uncertain. On a fumble, you may arrive in a similar but incorrect location, potentially placing you in immediate danger.
Skirmish
Engage in close combat and create opportunities with the power of Light. This uses the normal combat rules typical to consequences.
Luminous Lock
Resist harm from light.
Absorb Light energy. This allows you to ignore most harm from dangerous light and radiation, making you immune to such environmental effects and to resist such harm. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.
Luminous Lance
Fine and potent melee attack.
An attack similar to a fine and potent laser pistol or laser sword. Light attacks are good against Darkness but may have problems against purely physical creatures.
Luminous Labyrinth
Prevent scale.
Create distractions and obstructions that prevent the enemy from benefiting from numbers/scale. Otherwise as Luminous Lance.
Luminous Lash
Attack all enemies in melee.
Prevents opponents from using scale and allows you to strike multiple targets. Otherwise as Luminous Lance.
Study
Enlighten yourself on the subject of Light.
The Outcome required depends on range.
- Limited outcome for touch.
- Standard outcome for line-of-sight.
- Great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
Position depends on the situation. Safely in your base, the Position is Controlled. In the middle of a fight or when pinned down, the Position is Desperate. Sometimes the subject of your research is dangerous in itself, worsening Position. Consequences may provide knowledge that lacks crucial details or context.
Enlightened Examination
Identify creatures and powers of Light and Darkness.
You gain precise mundane information about creatures, objects, and effects tied to Light and Darkness. This does not reveal supernatural abilities, Power mechanics, or specific rules.
Enlightened Education
Fathom creatures and powers of Light and Darkness.
You learn the exact nature of a creature, power, or ability of Light or Darkness. This reveals occult details, Power interactions, and relevant rules.
Enlightened Inquiry
Read past events involving Light and Darkness.
You uncover past events related to creatures or powers of Light or Darkness. This reveals previous owners, significant encounters, and notable scenes in the subject’s history, especially those with ethical significance.
Enlightened Insight
Scan and analyze a large area.
You gain a detailed understanding of events and influences involving Light and Darkness within Range (p. 221). This highlights locations of interest such as searchlights, illuminated streets, sanctified areas, and unusually dark cellars or alleys.
You may then use Enlightened Inquiry on up to three highlighted targets.
Survey
Perceive and locate angels, devils, spectres, and power effects of Light, Darkness, and Illusion.
Many Survey Light abilities need to use a Light Path. This includes anything that transfers, reflects, or directs light, such as a window, lens, mirror, polished surface, or beam of sunlight. Anything in direct sunlight qualifies.
The outcome you need depends on the target’s concealment.
- Limited outcome finds those hiding behind cover and in far places you can only barely see.
- Standard outcome can look behind walls and into hard cover.
- Great outcome can look into far-away places and spots you had no idea existed, as long as Light Paths are present.
Illuminating Insight
Sense physical and ethical Light and Darkness.
This is a basic spotting power, selectively sensing things related to Light. You can sense strong benevolent or malevolent intentions. You can choose to detect all such intentions, those directed toward you, or those directed at a specific creature or group you know well. You can also detect Darkness, Illusion, and Light effects, but not thoughts, plans, or beliefs.
Illuminating Impression
Perceive from a Light Path you know of.
Shift your vision to a Light Path you know is present and sense as if you were physically there, while still maintaining dim awareness of your actual location.
Illuminating Intersection
Perceive a target from the nearest Light Path.
Similar to Gleaming Gaze, but allows you to focus on a specific creature or location rather than a specific Light Path. Choose a creature or position. You can see from the Light Path nearest to the target. This automatically selects the best available vantage point. Fails if no suitable Light Path is available.
Illuminating Immersion
Gleaming Gaze from every Light Path in an Area.
You perceive from all Light Paths at once over a wide area. Your senses are enhanced impossibly, forming a comprehensive mental image of the scene and revealing many details simultaneously. Targets find it extremely difficult to hide unless they are able to avoid all Light Paths in the area.
Sway
Communicate, fascinate, and motivate creatures of Light, and inspire Light in any type of creature. Position and Effect are determined normally, depending on the situation and your relationship to the audience.
Because Light is an ethical power, Sway Light does not allow mind control. You influence others through inspiration, reassurance, and ethical alignment rather than social pressure.
Radiant Rapport
Understand angels.
You can converse with angels and gauge their mood, outlook, and immediate motivations.
Radiant Reassurance
Speak to angels. Sway toward good deeds.
You and your crew can communicate with angels using Sway with full Effect. You can also overcome cultural and linguistic barriers to motivate any creature in good faith.
Radiant Rally
Lasting good impulse.
You implant gentle suggestions encouraging benevolent action in any type of creature. This is an enhanced Sway attempt, allowing you to define conditions under which the suggestion activates. The suggestion remains subtle until triggered, and may persist for up to a few days. The target does not remember being influenced.
Radiant Reminder
Create an active conscience.
You instill an active ethical awareness that alerts the target when they are about to commit an evil act. The Radiant Reminder reflects a blend of your values and the target’s existing ethics, leaning toward goodness without feeling alien or intrusive.
If the target follows the guidance, their behavior gradually improves. To commit a clearly evil action, the target must Resist, which silences the Radiant Reminder for the remainder of the score. Repeated resistance weakens the effect and will eventually cause it to fade entirely.
NPCs Resist when it creates an interesting story.
Tinker
Manipulate, shape, and create physical Light. While the ethical aspect of Light is still present, Tinker has little direct ethical effect.
- Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
- Standard Outcome construction, repair, or item lasts for the duration of a score.
- Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.
- Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.
Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.
Celestial Crafting
Work Light Paths.
You can craft materials that function as Light Paths. This includes anything that transfers, reflects, or directs light, such as windows, lenses, mirrors, polished surfaces, and prisms.
You can craft lamps, laser mechanisms, and light-sensitive devices as if you had the appropriate tools and protective equipment. You can repair, recharge, and maintain sanctified items that possess Light powers, and possibly other powers designed to fight Darkness. A common example of a Light device is light crystals that glow without fire or fuel.
Celestial Conduit
Shape Light like clay.
You can shape Light Paths, light, lasers, and supernatural Light as if they were clay. These forms retain their shape for a time, even when they normally would not.
This allows normally instantaneous effects to gain duration. You may manipulate light as if it were a moldable solid, store light within objects, or perfectly absorb incoming light.
This surpasses normal crafting and facilitates the construction of traps or devices without extensive equipment.
Celestial Creation
Transmute light.
You can conjure Light from nothing or transmute Light into the material of another Form you know.
You may create Light without raw materials. You master Light at the Celestial Conduit level, allowing the creation of Fine and Potent items.
If you possess multiple Forms, you can transform Light into materials associated with another Form you know. This allows complex transformations, such as turning a metal sword into Light while it still functions as a sword, or converting a wooden door into a curtain of Light that can be passed through before reverting.
You can also send, intercept, and interpret radiation used for communication, such as radio signals, signal lights, and lasers. As the element of enlightenment, Light allows you to decode such transmissions: Limited Outcome for open communication or simple signals, up to Great Outcome for complex encrypted information.
Celestial Construction
Mass Light construction.
You can mass-produce objects created through Celestial Crafting and Celestial Conduit, or construct large Light-based structures such as cathedrals, lighthouses, or telescopes that would normally require a workforce and specialized facilities.
In long-term projects involving construction or crafting, you can produce many dozens of items with the effort of a single item, at the usual Apex Stress cost.
Wreck
This is more about using Light to wreck than about wrecking light. Use Light to destroy, dismantle, and obliterate objects and effects of the Barrier and Darkness powers.
Light wrecks Barrier and Darkness effects by forcing total transmission: barriers meant to selectively pass light are overloaded, and darkness effects collapse when saturated with illumination and illusions are penetrated by the light of truth. Wreck Light can destroy physical manifestations of Barrier, Illusion, and Darkness including ephemeral effects such as areas of physical Darkness, but not Darkness effects created via Command or Sway, or effects that alter mood, emotion, or thought. In most cases, wrecking a power effect destroys it in its entirety.
The position depends on the situation. A quiet workspace is Controlled, the general hustle of adventure Risky, and dealing with direct attacks, massive crowds, or dangerous construction Desperate.
Searing Surge
Cut like a laser.
Cuts like a laser and disperses physical darkness. This power is like a laser torch: noisy, precise, and leaving twisted or scarred material behind.
Searing Scourge
Burn like a laser torch.
An intensified Gleaming Grasp that can smash certain power effects. Works as a Fine and Potent sledgehammer in combat. Wreck the physical manifestations of the powers of Barrier, Illusion, and Darkness, destroying them entirely with Standard Effect.
Searing Silence
Silent Radiant Ravage to dust.
As Radiant Ravage, and destroyed targets silently disappear or are reduced to fine dust. Barrier, Illusion, and Darkness power effects destroyed this way do not alert their creators that they have failed.
Searing Sun
Radiant Ravage over an area.
Light causes destruction, and Heavenly Holocaust applies this over a wide area, but the material destruction to mundane objects is limited to common vandalism, like smashing structures with hammers across the scene. Against physical manifestations of Barrier, Illusion, and Darkness, Standard Effect causes catastrophic collapse rather than mere damage.