Those that are capable in this Aspect are able to manipulate and encourage natural energies in the world around us. This includes motivating another's body into healing itself (though never their own), or using unseen energies to make something new again. It also includes manipulating and developing the environment. The Spirit Aspect gives its wielder an innate interaction with things on a molecular level. They can break things down into their component parts, all the way down to the molecular level when they become strong enough, and rebuild them from those component parts.

All abilities targeting a PC can be resisted with a Grit+Composure, or a direct Spirit vs Spirit contest; this command will choose whichever ability is the higher of the two: spirit Enactor vs Target

To mend someone's injuries, use mend <target>.

Please remember that Spirit cannot be used to mend/heal one's self, but it can be used to damage one's self.

Ability Guidelines

Note that the abilities below are essentially optional. You're welcome to decide for story or character reasons that your character can't do things listed below, or that they haven't learned how to do them yet and will later. No approval is needed.

Level One

  • Sense Damage: Sense when someone is damaged, even if they have no visible external wounds. Note that diagnosing this damage would still require medical knowledge.
  • Create Damage: Create minor external damage (a small cut, a small tear) to living or inanimate objects, increasing in strength according to the damage guidelines below with each level. Note that in the initial stages (skill level 1-3), in order to repair an item, the Spiritualist must have all the pieces readily available. See healing and damage guidelines below.
  • Heal Wounds: The Spiritualist can help direct the energies of a person or animal to speed up the healing process of external wounds only. As many heals can be done in a 24 hour period as the Spiritualist has dots in Spirit. (See below).

Prior to June 2020 IC (December 2019 OOC), characters were able to completely heal wounds, even to the point that they left behind no scars. Something changed at that time, and those who are able to use healing energies would have noted the change. In June 2022 (IC and OOC) healers managed to negotiate a partial increase in ability; they can now heal more times in a day, but they can still not completely cure or remove injuries like they once could.

Please note: The code used for this command in FS3 combat is the Mend code, which will speed up the healing on a character's damage report. Characters can only successfully heal using this command once per RL day. Subsequent heals will be role-play only.

  • Encourage Fire: Able to tap into fire's energies. At low levels, this will not result in actual flame - just the ability to burn things. See the "Damage Guidelines" section below for details about how much damage is done based on level and successes.
  • Buff: Able to affect the luck of other individuals. A successful Spirit roll will add a +2/-2 modifier to the target's next roll. This cannot be used on one's self.

Level Two

  • Psychic Botany: Encourage or wither plant growth, cause a flower or small plant to instantly bloom from a seed and encourage healthy growth of already blossomed plants, or cause them to wither and sicken or fail to germinate.
  • Improved Pyrokinesis: Pyrokinetic attacks are now capable of doing minor damage (flesh wounds). See the Damage Guidelines below. Note that this still does not produce actual visible flame (more like a sunburn / proximity burn).

Level Three

  • Aspect Detection: Detect the Aspect capabilities of others (i.e., they can tell the relative strength of another person who Glimmers in each Aspect).

Level Four

  • Mend or Break Bones: Able to treat or create bone injuries (broken bones, sprains, etc) and internal damage. See below healing guidelines. They are not able to cure terminal illnesses.
  • Improved Pyrokinesis: Pyrokinetic attacks are now capable of doing moderate damage (impaired wounds). See the Damage Guidelines below. This is the first level that actual flames will manifest.

Level Five

  • Animate Plants: Temporarily animate small plant life (nothing larger than a bush). If the plant animates away from where it is rooted, it will die when the effect is over.

Level Six

  • Revive: Create a burst of vitality in a fallen team member, effectively allowing them to continue after being knocked out of the fight.
  • Aspect Improvement: Able to strengthen or weaken one Glimmer Aspect of a target for one round/roll, adding +/-1 to their next roll. (Note that, in combat, this is the equivalent of combat/buff used with the level 1 ability.)
  • Improved Pyrokinesis: Pyrokinetic attacks are now capable of doing catastrophic damage (incapacitated wounds). See the Damage Guidelines below.

Level Seven

  • Cure Illness: Cure or send into remission otherwise terminal illnesses, or push a non-terminal (but lethal) illness to terminal levels. Note that a medicine check may also be required to diagnose or inflict uncommon illnesses, and no strictly psychological illnesses can be cured or caused.
  • Fireball: Ignite the air around them, generating a single, fist-sized fireball that can be hurled at objects.

Level Eight

  • Recreate Item: Completely recreate an object from a single minuscule piece, as long as they are aware of what the item looked like before it was broken.
  • Animate All Plants: Temporarily animate all plant life, to include trees, though the length of animation is inverse to the size of the plant (up to 24 hours for a flower, 15 minutes for a tree). If the plant animates away from where it is rooted, it will die when the effect is over.

Healing and Damage Guidelines

A Spiritualist is able to create or repair damage to living beings and inanimate objects. In living beings, this has the effect of causing or healing injuries, and at higher levels includes completely curing diseases. (Note that they are never able to heal themselves regardless of skill level.)

Healing

For healing code-dealt damage (visible on a character's damage sheet) on PCs, use the mend <person> command. This will roll Spirit, and based on the number of successes add healing time to all of the target's current wounds. This can only be done once every RL day.

For 'soft' damage, i.e. damage which was not applied to the damage sheet but is narratively relevant, that's up to the healer and injured character. The Spiritualist should roll Spirit with any relevant modifiers (contested if the target would resist the healing), and based on the number of successes the characters can determine how effective the healing was. Bare in mind that this should still function like the coded healing does; the body is encouraged to heal as it would normally, i.e. the injury doesn't simply vanish.

Note: We encourage interacting with healer-type PCs (doctors, nurses, EMTs and paramedics, etc.). Anyone with 2 or more dots in the Medicine skill can use the heal <person> command to heal someone over time, and anyone with 2 or more dots in the Medicine skill can use treat <person> command to apply First Aid type healing to the single worst wound on the damage sheet which is still treatable (see the 'Treat?' column on the damage sheet).

Damage

The below guide outlines the effectiveness of a spiritualist's damage-dealing power, including the use of Pyrokinesis, based on successes. Note that you may want to, as an ST/GM, take into account skill level, as while it's technically possible for someone who is Spirit 1 and Glimmer 4 to get a Crushing Victory, perhaps that shouldn't necessarily have the exact same effect as someone who's Spirit 8 doing the same thing.

Wound Description Minimum Successes Description
Incapacitated Crushing Victory or 5 successes (Great Success ) Catastrophic tear/cut or burn. Life-threatening if untreated. Item is effectively destroyed.
Impaired Victory or 3 successes (Good Success ) Major tear/cut or burn.
Flesh Wound Marginal Victory or 1 success (Success ) Moderate tear/cut or burn.
Graze Wound Draw or 1 Success (Success ) Doesn't appear on the damage report. Small tear/cut or burn (superficial/less than inch long).

Proximity Guidelines

The proximity guidelines below mention "multiple targets," but all of the abilities for Spirit are single-target only.

Level Proximity Example
1 Your abilities work as long as your target is within arm's length
2 You can affect a single target directly in your line of sight
3 You can affect a single target in the same room as you, even if sight is obstructed
4 You can affect multiple targets in the same room as you, even if sight is obstructed
5 Abilities work in a space up to 50 feet around you, even if sight is obstructed
6 Abilities work in a space up to 100 feet around you, even if sight is obstructed
7 Abilities work in a one-block radius around you / 100 yards, even if sight is obstructed
8 Abilities work in a one-mile radius around you, even if sight is obstructed

Backlash Examples

These suggestions and examples are simply that; suggestions and examples. Always keep in mind that you can tailor the drawbacks to using Glimmer to your character's narrative.

Lower level/less frequent use

  • Tingling/loss of sensation in extremities
  • Low grade fever
  • Muscle weakness
  • Random, small things seem to break (small hole in a shirt, a chip in the car's paint)

Frequent use/higher level use

  • Plants die within a small radius around you for a day
  • Body extremities 'wither' from healing someone
  • 2nd degree burns
  • Things with low flash points catch on fire
  • High grade fever
  • Attempts to repair things cause them to disintegrate