Starlight Seeks Its Form
- Starlight Seeks Its Form
- Starlight Seeks Its Form Lore
- Starlight Seeks Its Form Cards
- Starlight Seeks Its Form Strategy
- Starlight Seeks Its Form Design and Extras
A build-your-own-Spirit, capable of going in many different directions based on Elements picked, Growth choices selected, and Power Cards kept. Has a very high personal/visual complexity and a huge number of early-game options, but doesn't alter play much for other players at the table.
As it commits to choices, it loses versatility - not all paths will be good (or even possible) at all things. It especially wants a measure of adaptation to early Power Cards, rather than trying to pre-select a strategy.
|First growth option, use Template:Growth (If always was selected in growthtype, must be the Always Option)||Second growth Option, continue to use template||Same||Same - but Optional|
|Top Presence Track|
|Bottom Presence Track|
GROWTH BEGETS GROWTH
You have 6 tracks. (As usual, you may add from any track.) 4 of the tracks are next to rows of Growth choices: these choices start unavailable. Upon emptying a Growth track, pick one of its two Growth choices to be immediately available. The other stays unavailable fo rthe rest of the game (cover with a spare piece).
After you add from a space marked Template:Energy+1, gain 1 Energy.
SLOWLY COALESCING NATURE
After revealing a Template:Gainelement, place 1 permanent element of your choice on it. It is constantly available. (As if pre-printed on the track.)
Name of Innate power on the left
Innate Power on the left, use Template:Targeting
First innate threshold. Use wiki text.
First innate threshold 2.
first innate threshold 3. Do not use if nothing.
First innate threshold 4. Do not use if nothing.
Name of Innate power on the right.
Innate Power on the right, use Template:Targeting Optional.
Second innate threshold. Use wiki text. Optional.
Second innate threshold 2. Optional.
Second Innate threshold 3. Do not use if nothing.
Second Innate threshold 4. Do not use if nothing.
SUMMARY OF POWERS Use the Template:Powersummary
From the Playmat
Every once and again, where starlight falls to ground there arises a new Spirit. Its essence is initially that of the stars and nighttime sky, but from the moment it touches the island it begins to change, adapting and reimagining itself for its new home. Only a few of the island's Spirits came to be in this fashion, but many of them have been memorable.
This one arrived after the Invaders started to spread, striking the earth where they had cleared land for farming. Fragile and new, it was saved from dissolution by Stone's Unyielding Defiance, and in gratitude fights the Invaders even as it seeks to define itself.
The natural world is not static, and neither are the Spirits. Individuals among them grow and change, both reflective-of and reflecting-into the parts of the world that they embody. Spirits can cease to exist, either slowly fading away, being severed from the vital life of nature, or through the cessation of portions of the world they cannot do without. They can transform, their nature fundamentally shifting. And new Spirits can come into being, either coalescing around the existing, or via the genesis of the new.
Usually, when Spirits arise, they embody or represent something right from the get-go. There is, however, something different and unusual about the light of stars. While there do certainly exist Spirits of the night and nighttime sky, when starlight itself falls to earth (common) and brings a Spirit (much rarer), that Spirit arises unattached to any facet of nature, other than a lingering and fading connection to the stars above. Over its first hours, months, years of its existence, it transforms, forming connections to local places and aspects of nature, becoming something altogether new.
Are the stars themselves immense Spirits, slower-moving than any on the island, but so powerful they create children from across the vast reach of sky? By the time starlight-Spirits understand this question being posed to them, they no longer remember whether it is true.
If they do, they draw 6 Minor Power Cards and gain 2 of them.
If you target another Spirit, they gain 1 Energy.
You may then Forget a Unique Power Card to reclaim up to 3 additional cards.
Wiki Text Acceptable. Link to Forum Posts, or new Strategy Pages
Wiki Text Acceptable. Link content regarding design, not lore