Difference between revisions of "Forms (FiD)"

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{{FitD}}
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{{FiD}}{{FiD-Powers}}
Powers turn Blades in the Dark-style games into power fantasy.  
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Forms turn Blades in the Dark-style games into form fantasy.  
  
== Introducing Powers ==
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== Introducing Forms ==
Rather than the fantastical being rare and poorly understood, adding powers to your gives characters entirely new abilities they can use.
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Rather than the fantastical being rare and poorly understood, adding forms to your gives characters entirely new abilities they can use.
 
Introducing these into a game changes the game world, making it more fantastical.
 
Introducing these into a game changes the game world, making it more fantastical.
Your game will change from the typical grim blades in the dark into something different and higher powered, though possibly just as grim.
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Your game will change from the typical grim blades in the dark into something different and higher formed, though possibly just as grim.
Powers consist of two elements—a playbook, and powers.
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Forms consist of two elements—a playbook, and forms.
Playbooks are frameworks for which powers you can use and how you use them.
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Playbooks are frameworks for which forms you can use and how you use them.
Powers describe what effects you can create.
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Forms describe what effects you can create.
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Here follows links to form playbooks and forms, explained in the rules below.
 +
[[Typical Power Details (FiD)|Typical Power Details]].
 +
 
 +
{|class="wikitable"
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|-
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|valign=top|
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:'''Form Playbooks
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# '''[[Animism (FiD)|Animism]]'''          Spirits.
 +
# '''[[Artificing (FiD)|Artificing]]'''    Craft.
 +
# '''[[Chi (FiD)|Chi]]'''                  Inner form.
 +
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
 +
# '''[[Jedi (FiD)|Jedi]]'''                The Force.
 +
# '''[[Monster (FiD)|Monster]]'''          Savage form.
 +
# '''[[Mutation (FiD)|Mutation]]'''        Force of the body.
 +
# '''[[Orphic (FiD)|Orphic]]'''            Power of performance.
 +
# '''[[Psi (FiD)|Psi]]'''                  Futuristic magic.
 +
# '''[[Psychonaut (FiD)|Psychonaut]]'''    Power of dreams.
 +
# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
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# '''[[Soulsworn (FiD)|Soulsworn]]'''      Trade soul for power.
 +
# '''[[Spirit (FiD)|Spirit]]'''            Immaterial monster.
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# '''[[Starborn (FiD)|Starborn]]'''        Power of destiny.
 +
# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
 +
# '''[[Wizardry (FiD)|Wizardry]]'''        Magic from study.
 +
|valign=top|
 +
::'''Forms
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# '''[[Air Powers (FiD)|Air Form]]''' Elemental of gas and emptiness.
 +
# '''[[Animal Powers (FiD)|Animal Form]]''' Animals.
 +
# '''[[Barrier Powers (FiD)|Barrier Form]]''' Circles of protection.
 +
# '''[[Darkness Powers (FiD)|Darkness Form]]''' Physical and spiritual darkness.
 +
# '''[[Death Powers (FiD)|Death Form]]''' Death and disease.
 +
# '''[[Earth Powers (FiD)|Earth Form]]''' Element of solidity.
 +
# '''[[Electricity Powers (FiD)|Electricity Form]]''' Elemental electricity.
 +
# '''[[Fire Powers (FiD)|Fire Form]]''' Element of transformation and heat.
 +
# '''[[Flux Powers (FiD)|Flux Form]]''' Luck, chaos, and freedom.
 +
# '''[[Ice Powers (FiD)|Ice Form]]''' Element of cold and ice.
 +
# '''[[Illusion Powers (FiD)|Illusion Form]]''' Images that delude.
 +
# '''[[Kinesis Powers (FiD)|Kinesis Form]]''' Move things.
 +
# '''[[Life Powers (FiD)|Life Form]]''' Master life.
 +
# '''[[Light Powers (FiD)|Light Form]]''' Physical and spiritual light.
 +
# '''[[Metal Powers (FiD)|Metal Form]]''' Elemental metal.
 +
# '''[[Mind Powers (FiD)|Mind Form]]''' Mind Manipulation.
 +
# '''[[Order Powers (FiD)|Order Form]]''' Restore normality.
 +
# '''[[Plant Powers (FiD)|Plant Form]]''' Vegetate matter.
 +
# '''[[Space Powers (FiD)|Space Form]]''' Master location.
 +
# '''[[Time Powers (FiD)|Time Form]]''' Master history.
 +
# '''[[Water Powers (FiD)|Water Form]]''' Element of liquid.
 +
|}
  
 
== Power Playbooks ==
 
== Power Playbooks ==
Playbooks are the frames for acquiring powers.
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Playbooks are the frames for acquiring forms.
The playbooks are the power traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technomancer.  
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The playbooks are the form traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technomancer.  
Each playbook gives you access to certain powers, which are chosen in the same manner as special abilities.  
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Each playbook gives you access to certain forms, which are chosen in the same manner as special abilities.  
A power playbook can also have regular special abilities to choose from, but rarely as many as ordinary playbooks do.
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A form playbook can also have regular special abilities to choose from, but rarely as many as ordinary playbooks do.
 
This is in addition to all the normal features of a playbook.
 
This is in addition to all the normal features of a playbook.
  
Finally, each power playbook gives you a trauma condition.  
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Finally, each form playbook gives you a trauma condition.  
This means you can't survive as much new trauma as characters who have not meddled with the powers.  
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This means you can't survive as much new trauma as characters who have not meddled with the forms.  
The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil in order to use powers.
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The actual trauma condition generally affects how you use forms, imposing conditions you must fulfil in order to use forms.
  
 
'''Multiple Power Playbooks
 
'''Multiple Power Playbooks
You cannot pick special abilities from a power playbook unless you are using that playbook. It is possible to add a power playbook by selecting this as a special ability. If you already have a power playbook, you can gain multiple power playbooks this way, giving you a wider range of powers at the price of more trauma conditions and thus more restrictions on the use of all of your powers.
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You cannot pick special abilities from a form playbook unless you are using that playbook. It is possible to add a form playbook by selecting this as a special ability. If you already have a form playbook, you can gain multiple form playbooks this way, giving you a wider range of forms at the price of more trauma conditions and thus more restrictions on the use of all of your forms.
  
Doing so gives you access to the special abilities and items of the power playbook, but also forces you to accept its trauma condition.  
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== Form ==
You can even gain access to multiple power playbooks this way, giving you a wider range of powers at the price of more trauma conditions and thus more restrictions on the use of all of your powers.
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Form are what actually gives you exceptional abilities.
 +
A form playbook doesn't give you any form abilities unless you select a form from that playbook's special abilities.
 +
Once you select a form, you gain abilities appropriate to the form.  
 +
So if you select the electricity form, you can shoot lightning, form electric engines, cause shortcuts, summon electric creatures, depending on which actions you are good at.
 +
In many cases, forms work as equipment does, emforming your normal actions.
 +
Some forms allow you to do what is normally impossible, these generally have more rules governing them
  
=== Animism ===
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'''Stress Cost
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.
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You use your normal actions to activate forms, but there is an associated cost in stress.
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.
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The stress cost of each category of abilities is given at the top of each column, but this cost is reduced by the result of the action roll.
An animist might be known as a medicine woman, miku, shaman, or druid.
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This works much like resistance rolls, but is handled as a part of the action roll.
 +
Each form has a stress cost, which is reduced by the result of the action roll.
 +
A critical success reduces the cost by 2 for each six rolled beyond the first.
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This is the same roll used to judge the effect of the action itself.
 +
Sometimes the use of a form does not need an action roll, but you still make one to find the stress cost.
 +
For example, using Survey and [[Darkness_Powers_(FiD)|darkness]] to allow your friends to see in the dark is not exciting enough to require an action roll.
 +
In this case, ignore the result of the action roll except to calculate stress cost, the action itself always succeeds without consequences.
 +
For basic forms not used as a part of a significant action, just ignore the cost and action roll.
  
'''Trauma Condition (Animism) <br>
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'''Avoid The Trap of Form
''Spirit Realm
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Just because a form allows something does not mean that you can't do it without that form.
Your powers work best in a place where you have had time to get to know the local spirits, reducing the danger of the position.
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Attacks with weapons do not lose any effectiveness just because there are form that do the same.
In strange places your powers work normally.  
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Items can be more effective than forms because once you select an item of equipment, you usually have it for the rest of the score.  
In the home base of others spirits tend to be loyal to the locals, making it more dangerous to use your powers Worsen position by one.<br>
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Attune allows the identification of supernatural creatures even without using a form, tough forms are more precise in detecting creatures and things tied to that particular form.
''Spirit Symbols
 
To use powers you must show symbols of all the pacts you have with various spirits.  
 
This is usually small tokens, but can be tattoos, scents, holograms, piercings, or spirits visibly floating around you.
 
Observers can tell your power playbook and those in the know can learn your powers from your symbols.
 
The stronger you are, the more you look like a flea market.
 
  
'''Items
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'''Form are Inflexible
# ☐ A bribe for your spirits that gives +1d on a single use of a power.
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Unlike normal actions, which are flexible, forms are specific. If you want to make a ranged attack using your form, that is done with Hunt action unless the particular form description says otherwise, you cannot fudge this with another action as you normally can.
# ☐ A temporary pact that allows you a single use a power you do not know.
 
# ☐-☐ A disguise that hides your spirit symbols when you are not using any powers.
 
# ☐ Armor that works against any type of attack.
 
# ☐ A blessed weapon that is potent.
 
  
'''Powers
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'''Form are Flexible
There are myriad spirits, giving you access to oh so many powers.
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The abilities described for each combination of form and action are typical examples that can be expanded upon.  
Air,
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The drift of the ability is set, but the particulars can be changed.
Animal,
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If a character wants to do something that seems appropriate to their form but no description fits, modify existing abilities to allow it as some kind of action.
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
* '''Wisdom of the Spirits''' You can commune with the spirits of a locale. They will tell you a task you must do ingrain yourself to them. This is usually to purge som corruption or defeat some foe with power over the environment. If you succeed you and allies recover 2 stress each. Sometimes the spirits are content and have no complaint for you to administer to, but this is rare, especially in the places scores are done in. When indulging your vice, you add 1d.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge by dealing with spirits or using powers.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
=== Chi ===
 
The inner power of a living creature that can be channeled into amazing feats.
 
Associated with martial arts, meditation, chacras, and oriental medicine.
 
Chi is mainly about affecting yourself and your own body, it can create effects in the world around you but this is harder to do.
 
 
 
'''Trauma Condition
 
You must be free to move to use chi.
 
Using powers that affect you or a target you touch gains +1d.
 
Powers used at a range of more than a meter out of reach suffer -1d.
 
 
 
'''Clever Friends, Rivals
 
 
 
'''Items
 
Chi users have access to a number of medicine bundles, known as potions.
 
Once the action that benefits from the potion is resolved, you take minor harm that cannot be resisted. 
 
# ☐, ☐ A potion that adds 1d to an action roll.
 
# ☐ A potion that allows one use of a power on the list of chi powers that you do not know.
 
# ☐, ☐ An outfit showing your school or allegiance that can be used as armor against prowess and resolve effects.
 
 
 
'''Powers
 
Air,
 
Animal,
 
<span style="text-decoration: line-through;background-color:red">Barriers,</span>
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
* '''Reflexes''' When there’s a question about who acts first, the answer is you.
 
* '''Master Flashback''' You can use a flashback to your teachings to gain a 1d bonus on a roll or gain a single use of a power allowed by this playbook that you do not have.
 
* '''Remember Your Teachings''' Have a flashback to when you learnt your powers. Replace one of your beliefs with one fitting this situation. Recover all spent stress. You can only use this after your next advancement phase.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with prowess or mystic wisdom.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
=== Mutant ===
 
Mutants are born with power or gain innate powers from exceptional circumstances.
 
This also covers superheroes and monsters.
 
 
 
'''Trauma Condition
 
Before taking any other power, you must select the focus power special ability (see below).
 
You become a creature of this type,  this makes you sensitive to power effects that affect such creatures. On your home plane, you cannot be dismissed, but you can be affected by barriers, command, and sway powers and depending on your specific choice of focus power possibly other power abilities as well.
 
 
 
'''Items
 
# ☐ Drug that reduces the stress cost of activating a power by 4, but inflicts light harm: mutating. This consequence cannot be resisted. Others taking the drug suffers the consequence without the benefit.
 
# ☐ A costume that shows your identity or affiliation, adjusted to compensate for the flaws in your powers. This gives you a pool of three points of stress that can inly be used to pay for power use. ☐☐☐
 
 
 
'''Powers
 
A mutant is born with a link to one power, this must be the first power selected for this playbook.
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
* '''Power Focus''' Pick one power to learn, this becomes your focus power. This gives your power an individual signature, making it easy to recognize you used it. It also reduces the stress cost of using abilities of this power by one.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or in a duel.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
=== Orphic ===
 
Orphic magic is worked through performance, using one or more of music, song, and dance.
 
Mostly used to charm and influence, a masterful orphic can calm the waves through song and even enchant death itself.
 
 
 
'''Trauma Condition
 
An orphic has three lesser trauma conditions, rather than one severe one.
 
 
 
#As an orphic you must take either the animal, flux, illusion, life, mind, order, or time power as your first power selection, these are marked in yellow below. Thereafter you can select any orphic power you wish.
 
#You must make music to use your powers, which can attract attention but can also provide cover for your power use, making it seem to be a normal performance. It is easy to guess what you are trying to do, but it is hard to see that what you do is supernatural.
 
# Orphics have a hard time with relationships. Most orphics can easily charm others, but such relationships are troubled; jealousy, infidelity, broken friendships, overzealous fans and similar over-emotional events conspire to make many orphics lonely. 
 
 
 
'''Clever Friends, Rivals
 
 
 
'''Items
 
# A musical instrument or striking outfit that allows the oprhic to push any resolve action (not just powers) at the cost of only one stress. The cost of this depends on your loadout. With a light load it costs ☐, with a normal load it costs ☐-☐, and with a heavy load it costs ☐-☐-☐.
 
# ☐ Notes and lyrics that allows one use of a power on the list of orphic powers that you do not know. 
 
# ☐ A memento that reduces the stress cost of a power by three.
 
 
 
'''Powers
 
Air,
 
<span style="background-color:yellow">Animal</span>,
 
<span style="text-decoration: line-through;background-color:red">Barriers</span>,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
<span style="background-color:yellow">Flux</span>,
 
<span style="background-color:yellow">Illusion</span>,
 
<span style="text-decoration: line-through;background-color:red">Kinesis</span>,
 
<span style="background-color:yellow">Life</span>,
 
Light,
 
Metal,
 
<span style="background-color:yellow">Mind</span>,
 
<span style="background-color:yellow">Order</span>,
 
Plant,
 
Space,
 
<span style="background-color:yellow">Time</span>,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
* '''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.
 
 
 
'''Notes
 
Many orphics have a hard time with relationships.
 
Most orphics can easily charm others, but such relationships are troubled; jealousy, infidelity, broken friendships, overzealous fans and similar over-emotional events conspire to make many orphics lonely.
 
This is a common second trauma condition for orphics.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or charm.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
=== Psi ===
 
Psionics is futuristic magic.
 
The list of powers varies greatly depending on setting.
 
 
 
'''Trauma Condition
 
A psyker is vulnerable to powers and suffer -1 position against others who use powers.  
 
If the enemy is also a psyker, you also gain +1 effect.
 
It is not uncommon for a psychic duel to end with both blowing out their brains out.
 
 
 
'''Clever Friends, Rivals
 
 
 
'''Items
 
# ☐-☐ Ferronnière, headband, or tattoo on the hands, forehead, or temples that allows you to push powers at a cost of one stress. 
 
# ☐ Crystal that allows one use of a power on the list of psi powers that you do not know. 
 
 
 
'''Powers
 
<span style="text-decoration: line-through;background-color:red">Air</span>,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
<span style="text-decoration: line-through;background-color:red">Earth</span>,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
<span style="text-decoration: line-through;background-color:red">Metal</span>,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or cooperation.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
=== Saint ===
 
Gods and spirits share their powers with select servants.
 
 
 
'''Trauma Condition (Miracles)
 
As a miracle-worker need to love and serve your patron saint, spirit, or god.
 
This does not mean that all disciples of the same patron agree on much of anything, religious dissent is as old as religion.
 
Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith.
 
 
 
You cannot use powers with the the consort, hunt, and skirmish actions except your domain power, see special abilities below. 
 
Picking up another power playbook that does allow these powers negates this limitation.
 
 
 
'''Clever Friends, Rivals
 
 
 
'''Items
 
# ☐, ☐, ☐ Holy item that gives +1d on any one action roll against supernatural enemies of the faith.
 
# ☐, ☐, ☐ Armor that works against any type of attack.
 
# ☐ A blessed melee weapon that is potent.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or charisma.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Powers
 
<span style="text-decoration: line-through;background-color:red">Air</span>,
 
<span style="text-decoration: line-through;background-color:red">Animal</span>,
 
Barriers,
 
<span style="background-color:Yellow">Darkness or Light (not both)</span>,
 
Death,
 
<span style="text-decoration: line-through;background-color:red">Earth</span>,
 
<span style="text-decoration: line-through;background-color:red">Electricity</span>,
 
<span style="text-decoration: line-through;background-color:red">Fire</span>,
 
<span style="text-decoration: line-through;background-color:red">Ice</span>,
 
<span style="background-color:Yellow">Flux or Order (not both)</span>,
 
<span style="text-decoration: line-through;background-color:red">Illusion</span>,
 
<span style="text-decoration: line-through;background-color:red">Kinesis</span>,
 
Life,
 
<span style="text-decoration: line-through;background-color:red">Metal</span>,
 
Mind,
 
<span style="text-decoration: line-through;background-color:red">Plant</span>,
 
<span style="text-decoration: line-through;background-color:red">Space</span>,
 
Time,
 
<span style="text-decoration: line-through;background-color:red">Water</span>.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
* '''Community''': Name a religious faction. Gain +1d on insight and resolve action checks when dealing with followers of this faction, including lay people of the same faith, even if their faction allegiance is uncertain.
 
 
 
* '''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.
 
 
 
=== Sorcery ===
 
One of the most powerful power users, both competent and flexible.
 
Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries.
 
 
 
'''Trauma Condition
 
A wizard must speak out loud and gesture to use powers.
 
Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book.
 
 
 
'''Items
 
#☐☐ 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.
 
# ☐, ☐, ☐ Scroll that allows one use of a power on the list of sorcerer powers that you do not know.
 
# ☐ A familiar, a small intelligent animal that serves you as a spy and confidante. 
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or majesty.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Powers
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
<span style="text-decoration: line-through;background-color:red">Life</span>,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
=== Soulsworn ===
 
You have sold your soul to a monstrous patron for power.
 
Devils and fey are common patrons.
 
 
 
'''Trauma Condition
 
You must invoke the name of your patron  to use powers.
 
You have a malignant aura that makes people who don't know you reluctant to offer you services or hang out around you.
 
Your patron puts demands on you, if you don't follow it will mess with you, but can't remove your powers.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
* '''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.
 
 
 
'''Clever Friends, Rivals
 
* Magelus, a rich merchant
 
* Ziphon, an inquisitor
 
* Zordan, another soulsworn
 
* Noggaron, a nobleman
 
* Eladin, black market trader
 
 
 
'''Items
 
# ☐ A Familiar Spirit, a monster in the form of a small animal that acts as an agent of your patron and serves you as a spy and confidante. If this familiar helps you use your powers, it reduces the stress cost of powers by one. Using the familiar this way reveals its true nature.
 
# ☐☐ Drug that restores 4 stress to you but inflicts medium harm: disoriented. This consequence cannot be resisted. Others taking the drug suffers the consequence without the benefit.
 
# ☐☐ a fine potent melee weapon, usually a sword or dagger. If you kill another creature with this weapon, you recover a point of stress.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or coercion.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Powers
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or coercion.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
=== Technomancy ===
 
These "powers" are actually just high tech.
 
 
 
'''Trauma Condition
 
As technomancer you have some trait that distinguishes you; a peculiar jargon, a technological gadget or prosthetic, or some such that makes you easy to recognize as a technomancer.
 
You need gadgets for all your powers and some kind of technobabble explanation for how they work.
 
You can only use free and equipment abilities from the
 
attune,
 
command, and
 
sway
 
actions unless you create a gadget that allows you to do so, see equipment.
 
 
 
'''Clever Friends, Rivals
 
 
 
'''Items
 
# ☐, ☐, ☐, ☐  Battery or power cell that reduces the stress cost of a power by two.
 
# ☐☐ A gadget you build in a flashback that allows you to use a power you do not have for the rest of the score. This costs stress like any other flashback. 
 
 
 
'''Powers
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
<span style="text-decoration: line-through;background-color:red">Death</span>,
 
<span style="text-decoration: line-through;background-color:red">Earth</span>,
 
Electricity,
 
Fire,
 
Ice,
 
<span style="text-decoration: line-through;background-color:red">Flux</span>,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
<span style="text-decoration: line-through;background-color:red">Space</span>,
 
<span style="text-decoration: line-through;background-color:red">Time</span>,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or tinkering.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
=== Theurgy ===
 
You work divine magic by invoking secrets that compel divine powers to help you, or you have studied the abilities of divine beings and their servants to the point where you can imitate their powers.
 
In either case, those devoted to these powers are likely to detest you, but this need tot be everyone in the church.
 
 
 
'''Trauma Condition (Theurgy)
 
You are seen as a blasphemer and possibly an apostate by religious people.
 
You can learn both the dark and light powers and the order/chaos powers but must pick an action for your domain power.
 
You cannot use a holy symbol or blessed melee weapon.
 
You cannot use powers with the the consort, hunt, and skirmish actions unless you choose that as your domain, see special actions. 
 
Picking up another power playbook that does allow these actions negates this limitation.
 
 
 
'''Clever Friends, Rivals
 
 
 
'''Items
 
# ☐, ☐, ☐ Holy item that gives +1d on an action roll used against supernatural enemies of the faith.
 
# ☐, ☐, ☐ Armor that works against any type of attack.
 
# ☐ A blessed melee weapon that is potent.
 
 
 
'''Powers
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
<span style="text-decoration: line-through;background-color:red">Kinesis</span>,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
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.
 
* You addressed a challenge with power or intruige.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
=== Wizardry ===
 
One of the most powerful power users, both competent and flexible.
 
Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries.
 
 
 
'''Trauma Condition
 
A wizard must speak out loud and gesture to use powers.
 
Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book.
 
 
 
'''Clever Friends, Rivals
 
 
 
'''Items
 
# ☐,☐ Staff (or similar large item like a tome or big crustal ball) that reduces the stress of powers to 1.
 
# ☐ Pouch containing materials that can reduce the stress cost of a power by one, usable three times. ☐, ☐, ☐
 
# ☐, ☐, ☐, ☐ Scroll that allows one use of a power on the list of wizard powers that you do not know.
 
 
 
'''Powers
 
Air,
 
<span style="text-decoration: line-through;background-color:red">Animal</span>,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
<span style="text-decoration: line-through;background-color:red">Life</span>,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
  
* '''Crafty Creator''' Add increased effect to all rolls made using tinker. For you tinker is always an appropriate aspect to use when working on a long term project.
+
{| class="wikitable"
* '''Loremaster''' You may always use study for a set up action, 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).
+
||'''Effect and Outcome'''<br>
 +
There are really two kinds of effect in Blades in the Dark, and the form rules use this concept so much it need to be explained. To keep them apart, I have introduced the term outcome for one of these types of effect.
  
'''XP
+
The first kind, that I call effect, is the initial effect of the action.
* ''Every time you roll a desperate action, mark xp in that action's attribute.
+
This comes from the negotiation between player and game master and depends entirely on the situation at hand and how suitable the player's proposed action is.  
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.
 
* You addressed a challenge with power or lore.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
  
== Powers ==
+
I call the other kind of effect the outcome, but this could also be called final effect.  
Powers are what actually gives you exceptional abilities.
+
It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.
A power playbook doesn't give you any power abilities unless you select a power from that playbook's special abilities.
+
|}
Once you select a power, you gain abilities appropriate to the power.  
 
So if you select the electricity pool, you can shoot lightning, power electric engines, cause shortcuts, summon electric creatures, and so forth.
 
In many cases, powers work as equipment does, empowering your normal actions.
 
Some powers allow you to do what is normally impossible, these generally have more rules governing them
 
  
'''Stress Cost
+
'''Combining Form
You use your normal actions to activate powers, but there is an associated cost in stress.
+
If you know several forms, you can combine all of them with a single action, as long as this makes sense.
The stress cost of each category of power abilities is given at the top of each column, but this cost is reduced by the result of the action roll.
+
So if you know both the fire and plant forms, you can dismiss, command, or sway using both at once.
This works much like resistance rolls, but is handled as a part of the action roll.
+
The stress cost is that of the most difficult effect you use.
Each power ability has a stress cost, which is reduced by the result of the action roll.
+
This often increases effect at the cost of position as controlling a combined form is harder.
A critical success reduces the cost by 2 for each six rolled beyond the first.
 
This is the same roll used to judge the effect of the action itself.
 
Sometimes the use of a power does not need an action roll, but you still make one to find the stress cost.
 
For example, using Survey and [[Darkness_Powers_(FiD)|darkness]] to allow your friends to see in the dark is not exciting enough to require an action roll.
 
In this case, ignore the result of the action roll, it always succeeds without consequences.
 
For basic powers not used as a part of a significant action, just ignore the cost and action roll.
 
  
'''Avoid The Trap of Powers
+
'''Combining Actions
Just because a power allows something does not mean that you can't do it without that power.
+
Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings.
Attacks with weapons do not lose any effectiveness just because there are power that do the same.
+
This lower rating must then satisfy the minimum die requirement.
Items can be more effective than powers because once you select an item of equipment, you usually have it for the rest of the score.  
 
Attune allows the identification of supernatural creatures even without a power.
 
  
'''Powers are Inflexible
+
''If you want to use both the basic Command and Sway effects, likely to both speak to an understand someone, you use the lower of your Command and Sway rating.  
Unlike normal actions, which are flexible, powers are specific. If you want to make a ranged attack using your power, that is done with Hunt action unless the particular power description says otherwise, you cannot fudge this with another action as you normally can.
 
  
'''Powers are Flexible
+
'''Cooperative Form
The abilities described for each combination of power and action are typical examples that can be expanded upon.  
+
It is possible for multiple characters to cooperate in using a form in a group action.
The drift of the ability is set, but the particulars can be changed.
+
Each member contributes the forms they know to the final effect.
 +
If multiple actions are involved, different people in the group can roll using different actions, as long as it makes sense.
 +
This can be exploited by adding nonsensical effects to a cooperative form use just to allow the use of different actions, keep an eye out for this.
  
'''Combining Powers
+
''A group of scoundrels want to summon a demon. This is a Master Attune Darkness effect. One player suggests turning this into a group action by adding a Hunt Plant effect to create a bower in the shape of a pentagram. This draws some chuckles from around the game table, no-one else thinks this a meaningful group action. Instead the GM suggests this as a setup action.
If you know several powers, you can combine all of them with a single action, as long as this makes sense.  
 
So if you know both the fire and plant powers, you can dismiss, infiltrate, or infiltrate using both at once, but using barrage or research using both powers at once makes less sense.
 
It is also possible to combine powers with another power-user as a part of assisting them.
 
Combination powers are often more effective but become more vulnerable to the banish effect of the attunement action.  
 
Negating any of the component powers of a combined power negates the entire power.
 
  
 
'''Power Duration
 
'''Power Duration
There are no specific rules for the duration of powers.
+
There are no specific rules for the duration of forms.
Most powers last for a single use of an action: you use the power, the effect happens, and then the power ends but the effects of the power remains.
+
Most forms last for a single use of an action: you use the form, the effect happens, and then the form ends but the effects of the form remains.
The typical example of this is attacks, you wield your fire blade for the duration of the fight, and then it dissipates.
+
An attack is the typical example of this.
Powers that last usually last for an entire score, but this depends on the degree of success.  
+
You create a bolt of energy using a form like electricity, fight with it for the time it takes to make a single die roll (this can be involve several die rolls in the fiction), then the form ends but any damage or other effects remain.
A possible consequence of power use is that the power suddenly ends at an inappropriate moment.
+
Form that last usually last for an entire score, but this depends on the degree of success.  
 +
A possible consequence is that the form suddenly ends at an inappropriate moment.
  
 
'''Power Area
 
'''Power Area
The target of powers can be described in plural or singular, but uses the normal effects of multiple targets, increasing position and reducing effect as appropriate.
+
The target of forms can be described in plural or singular, but forms use the normal effects of multiple targets, increasing position and/or reducing effect as appropriate.
If the power explicitly says it has an area this does no apply.
+
If the form explicitly says it has an area this does no apply.
  
'''Powers Gated by Dice
+
'''Form Gated by Dice
 
Power effects can be gated by the number of dice rolled for an action.
 
Power effects can be gated by the number of dice rolled for an action.
This means that pushing, assists, and devils' bargain enhances the effect of your powers.
+
This means that pushing, assists, and devils' bargain enhances the effect of your forms.
No dice, no power.
+
No dice, no form.
 
One die gives access to free abilities.
 
One die gives access to free abilities.
 
two dice gives access to item abilities,
 
two dice gives access to item abilities,
 
three dice gives access to stress abilities,
 
three dice gives access to stress abilities,
four dice allows access to all powers.
+
four dice allows access to all forms.
  
'''Optional Rule: Powers Gated by Tier
+
'''Optional Rule: Form Gated by Tier
If powers seem to powerful for low-tier adventures, you can tier-lock powers.  
+
If forms seem to formful for low-tier adventures, you can tier-lock forms.  
At tier zero, you can only use free powers.
+
At tier zero, you can only use free forms.
At tiers 1-2 you can only use free and item powers.
+
At tiers 1-2 you can only use free and item forms.
At tier 3-4 you can use free, item, and stress powers abilities.
+
At tier 3-4 you can use free, item, and stress forms abilities.
At tier 5, you can use all powers.
+
At tier 5, you can use all forms.
This makes powers almost useless at tier zero and weak until tier 3.
+
This makes forms almost useless at tier zero and weak until tier 3.
Long-term projects allows use of powers as if you were two tiers higher.
+
Long-term projects allows use of forms as if you were two tiers higher.
 
Make sure to limit exceptional equipment like bombs and grenades in a similar manner.
 
Make sure to limit exceptional equipment like bombs and grenades in a similar manner.
  
 
'''Availability and Genre  
 
'''Availability and Genre  
Different power and action combinations fit in different genres, as do power playbooks.  
+
Different form and action combinations fit in different genres, as do form playbooks.  
The easiest way to manage this is to modify or remove the power playbooks and powers that don't fit.
+
The easiest way to manage this is to modify or remove the form playbooks and forms that don't fit.
 
But you can also remove the abilities linked to certain actions.
 
But you can also remove the abilities linked to certain actions.
Removing attune removes summoning and anti-power abilities, making the setting decidedly less mystical.
+
* Removing attune removes summoning and anti-form abilities, making the setting decidedly less mystical.
Removing command and sway powers make powers more physical and less subtle.
+
* Removing command and sway forms make forms more physical and less subtle.
Removing consort makes a creature's form more definite, making the setting less confusing.
+
* Removing consort makes a creature's form more definite, making the setting less confusing.
Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy.
+
* Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy.
Removing prowl limits how people move, also making the setting less flashy.
+
* Removing prowl limits how people move, also making the setting less flashy.
Removing study and survey removes information powers, making the setting more mundane.
+
* Removing study and survey removes information forms, making the setting more mundane.
It is also possible to limit sub-categories of power playbooks, making certain components secret and something that has to be earned.
+
It is also possible to limit sub-categories of form playbooks, making certain components secret and something that has to be earned.
This can include adding the powers currently forbidden to a certain playbook.
+
You can also lock certain action/form combinations behind an additional cost, such as requiring a separate ability to use Survey form if you dislike scrying.
 
 
=== Power Specifications ===
 
List of powers and how they differ from the generic power table.
 
 
 
# '''[[Air Powers (FiD)|Air Power]]'''. Air is an elemental power that affects gasses, and to a limited extent vacuum.
 
# '''[[Animal Powers (FiD)|Animal Power]]'''. Animals are an important part of mystic experience.
 
# '''[[Barriers Powers (FiD)|Barriers Power]]'''. Barriers is the ability to create walls and circles of protection.
 
# '''[[Darkness Powers (FiD)|Darkness Power]]'''. Darkness is linked to both physical and spiritual darkness.
 
# '''[[Death Powers (FiD)|Death Power]]'''. Death and disease are powerful forces.
 
# '''[[Earth Powers (FiD)|Earth Power]]'''. Earth is the base of all, the solid ground we walk on and dig into.
 
# '''[[Electricity Powers (FiD)|Electricity Power]]'''. Electricity is something that accompanies technology.
 
# '''[[Fire Powers (FiD)|Fire Power]]'''. Fire is an element of transformation, it can destroy but also forge.
 
# '''[[Ice Powers (FiD)|Ice Power]]'''. The power of frozen water, arctic cold, and creatures of cold.
 
# '''[[Flux Powers (FiD)|Flux Power]]'''. Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.
 
# '''[[Illusion Powers (FiD)|Illusion Power]]'''. Illusion powers create images, sound, and other sensory impressions to confuse and delude.
 
# '''[[Kinesis Powers (FiD)|Kinesis Power]]'''. The ability move things, including simple thoughts.
 
# '''[[Life Powers (FiD)|Life Power]]'''. Life power is about life energy used to heal and improve living things.
 
# '''[[Light Powers (FiD)|Light Power]]'''. Light is both physical and spiritual light, inspiring deeds of charity and benevolence.
 
# '''[[Metal Powers (FiD)|Metal Power]]'''. Metalworkers have often been associated with mystical powers.
 
# '''[[Mind Powers (FiD)|Mind Power]]'''. Mind delves into sentience and intelligence.
 
# '''[[Order Powers (FiD)|Order Power]]'''. Order is the power the status quo that restores normality.
 
# '''[[Plant Powers (FiD)|Plant Power]]'''. Governs plants and dead plant matter, including fungi.
 
# '''[[Space Powers (FiD)|Space Power]]'''. Governs location and distance, the power to teleport and create extradimensional spaces.
 
# '''[[Time Powers (FiD)|Time Power]]'''. Time allows looking into the past and possible futures, but can create deadly paradoxes.
 
# '''[[Water Powers (FiD)|Water Power]]'''. Water is the element of life, spirituality, and endless flowing cycles.
 

Latest revision as of 20:01, 20 October 2024

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Forms turn Blades in the Dark-style games into form fantasy.

Introducing Forms

Rather than the fantastical being rare and poorly understood, adding forms to your gives characters entirely new abilities they can use. Introducing these into a game changes the game world, making it more fantastical. Your game will change from the typical grim blades in the dark into something different and higher formed, though possibly just as grim. Forms consist of two elements—a playbook, and forms. Playbooks are frameworks for which forms you can use and how you use them. Forms describe what effects you can create.

Here follows links to form playbooks and forms, explained in the rules below. Typical Power Details.

Form Playbooks
  1. Animism Spirits.
  2. Artificing Craft.
  3. Chi Inner form.
  4. Chosen Gifted by god.
  5. Jedi The Force.
  6. Monster Savage form.
  7. Mutation Force of the body.
  8. Orphic Power of performance.
  9. Psi Futuristic magic.
  10. Psychonaut Power of dreams.
  11. Sorcery Power of heritage.
  12. Soulsworn Trade soul for power.
  13. Spirit Immaterial monster.
  14. Starborn Power of destiny.
  15. Theurgy Study of miracles.
  16. Wizardry Magic from study.
Forms
  1. Air Form Elemental of gas and emptiness.
  2. Animal Form Animals.
  3. Barrier Form Circles of protection.
  4. Darkness Form Physical and spiritual darkness.
  5. Death Form Death and disease.
  6. Earth Form Element of solidity.
  7. Electricity Form Elemental electricity.
  8. Fire Form Element of transformation and heat.
  9. Flux Form Luck, chaos, and freedom.
  10. Ice Form Element of cold and ice.
  11. Illusion Form Images that delude.
  12. Kinesis Form Move things.
  13. Life Form Master life.
  14. Light Form Physical and spiritual light.
  15. Metal Form Elemental metal.
  16. Mind Form Mind Manipulation.
  17. Order Form Restore normality.
  18. Plant Form Vegetate matter.
  19. Space Form Master location.
  20. Time Form Master history.
  21. Water Form Element of liquid.

Power Playbooks

Playbooks are the frames for acquiring forms. The playbooks are the form traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technomancer. Each playbook gives you access to certain forms, which are chosen in the same manner as special abilities. A form playbook can also have regular special abilities to choose from, but rarely as many as ordinary playbooks do. This is in addition to all the normal features of a playbook.

Finally, each form playbook gives you a trauma condition. This means you can't survive as much new trauma as characters who have not meddled with the forms. The actual trauma condition generally affects how you use forms, imposing conditions you must fulfil in order to use forms.

Multiple Power Playbooks You cannot pick special abilities from a form playbook unless you are using that playbook. It is possible to add a form playbook by selecting this as a special ability. If you already have a form playbook, you can gain multiple form playbooks this way, giving you a wider range of forms at the price of more trauma conditions and thus more restrictions on the use of all of your forms.

Form

Form are what actually gives you exceptional abilities. A form playbook doesn't give you any form abilities unless you select a form from that playbook's special abilities. Once you select a form, you gain abilities appropriate to the form. So if you select the electricity form, you can shoot lightning, form electric engines, cause shortcuts, summon electric creatures, depending on which actions you are good at. In many cases, forms work as equipment does, emforming your normal actions. Some forms allow you to do what is normally impossible, these generally have more rules governing them

Stress Cost You use your normal actions to activate forms, but there is an associated cost in stress. The stress cost of each category of abilities is given at the top of each column, but this cost is reduced by the result of the action roll. This works much like resistance rolls, but is handled as a part of the action roll. Each form has a stress cost, which is reduced by the result of the action roll. A critical success reduces the cost by 2 for each six rolled beyond the first. This is the same roll used to judge the effect of the action itself. Sometimes the use of a form does not need an action roll, but you still make one to find the stress cost. For example, using Survey and darkness to allow your friends to see in the dark is not exciting enough to require an action roll. In this case, ignore the result of the action roll except to calculate stress cost, the action itself always succeeds without consequences. For basic forms not used as a part of a significant action, just ignore the cost and action roll.

Avoid The Trap of Form Just because a form allows something does not mean that you can't do it without that form. Attacks with weapons do not lose any effectiveness just because there are form that do the same. Items can be more effective than forms because once you select an item of equipment, you usually have it for the rest of the score. Attune allows the identification of supernatural creatures even without using a form, tough forms are more precise in detecting creatures and things tied to that particular form.

Form are Inflexible Unlike normal actions, which are flexible, forms are specific. If you want to make a ranged attack using your form, that is done with Hunt action unless the particular form description says otherwise, you cannot fudge this with another action as you normally can.

Form are Flexible The abilities described for each combination of form and action are typical examples that can be expanded upon. The drift of the ability is set, but the particulars can be changed. If a character wants to do something that seems appropriate to their form but no description fits, modify existing abilities to allow it as some kind of action.

Effect and Outcome

There are really two kinds of effect in Blades in the Dark, and the form rules use this concept so much it need to be explained. To keep them apart, I have introduced the term outcome for one of these types of effect.

The first kind, that I call effect, is the initial effect of the action. This comes from the negotiation between player and game master and depends entirely on the situation at hand and how suitable the player's proposed action is.

I call the other kind of effect the outcome, but this could also be called final effect. It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.

Combining Form If you know several forms, you can combine all of them with a single action, as long as this makes sense. So if you know both the fire and plant forms, you can dismiss, command, or sway using both at once. The stress cost is that of the most difficult effect you use. This often increases effect at the cost of position as controlling a combined form is harder.

Combining Actions Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings. This lower rating must then satisfy the minimum die requirement.

If you want to use both the basic Command and Sway effects, likely to both speak to an understand someone, you use the lower of your Command and Sway rating.

Cooperative Form It is possible for multiple characters to cooperate in using a form in a group action. Each member contributes the forms they know to the final effect. If multiple actions are involved, different people in the group can roll using different actions, as long as it makes sense. This can be exploited by adding nonsensical effects to a cooperative form use just to allow the use of different actions, keep an eye out for this.

A group of scoundrels want to summon a demon. This is a Master Attune Darkness effect. One player suggests turning this into a group action by adding a Hunt Plant effect to create a bower in the shape of a pentagram. This draws some chuckles from around the game table, no-one else thinks this a meaningful group action. Instead the GM suggests this as a setup action.

Power Duration There are no specific rules for the duration of forms. Most forms last for a single use of an action: you use the form, the effect happens, and then the form ends but the effects of the form remains. An attack is the typical example of this. You create a bolt of energy using a form like electricity, fight with it for the time it takes to make a single die roll (this can be involve several die rolls in the fiction), then the form ends but any damage or other effects remain. Form that last usually last for an entire score, but this depends on the degree of success. A possible consequence is that the form suddenly ends at an inappropriate moment.

Power Area The target of forms can be described in plural or singular, but forms use the normal effects of multiple targets, increasing position and/or reducing effect as appropriate. If the form explicitly says it has an area this does no apply.

Form Gated by Dice Power effects can be gated by the number of dice rolled for an action. This means that pushing, assists, and devils' bargain enhances the effect of your forms. No dice, no form. One die gives access to free abilities. two dice gives access to item abilities, three dice gives access to stress abilities, four dice allows access to all forms.

Optional Rule: Form Gated by Tier If forms seem to formful for low-tier adventures, you can tier-lock forms. At tier zero, you can only use free forms. At tiers 1-2 you can only use free and item forms. At tier 3-4 you can use free, item, and stress forms abilities. At tier 5, you can use all forms. This makes forms almost useless at tier zero and weak until tier 3. Long-term projects allows use of forms as if you were two tiers higher. Make sure to limit exceptional equipment like bombs and grenades in a similar manner.

Availability and Genre Different form and action combinations fit in different genres, as do form playbooks. The easiest way to manage this is to modify or remove the form playbooks and forms that don't fit. But you can also remove the abilities linked to certain actions.

  • Removing attune removes summoning and anti-form abilities, making the setting decidedly less mystical.
  • Removing command and sway forms make forms more physical and less subtle.
  • Removing consort makes a creature's form more definite, making the setting less confusing.
  • Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy.
  • Removing prowl limits how people move, also making the setting less flashy.
  • Removing study and survey removes information forms, making the setting more mundane.

It is also possible to limit sub-categories of form playbooks, making certain components secret and something that has to be earned. You can also lock certain action/form combinations behind an additional cost, such as requiring a separate ability to use Survey form if you dislike scrying.