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.
 +
# '''[[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.
Some spirits are actual physical creatures, others may call these creatures monsters but you won't.
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This works much like resistance rolls, but is handled as a part of the action roll.
An animist might be known as a medium, medicine man, miku, shaman, or druid.
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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_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 - Pact Tokens
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'''Avoid The Trap of Form
You activate your powers by whispering to your spirit allies and touch a pact token.
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Just because a form allows something does not mean that you can't do it without that form.
Your powers are based on deals with spirits, and each spirit is represented by a token that represents your relationship with that spirit.  
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Attacks with weapons do not lose any effectiveness just because there are form that do the same.
This is usually small tokens, but can be tattoos, scents, holograms, piercings, or even the spirit visibly floating around you.
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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.  
The spirits demand that these tokens be visible.
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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.
Observers can tell your power playbook and those in the know can learn your powers from your symbols.
 
The stronger you are, the symbols you have.
 
  
'''Special Abilities'''<br>
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'''Form are Inflexible
In addition to the listed powers, you have access to these special abilities.
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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.
* '''Wisdom of the Spirits''' Commune with local spirits. They'll assign a task to strengthen your bond, often involving purging corruption or defeating spirit foes. Success grants you and allies 2 stress relief. Vice indulgence gains +1d.
 
  
'''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 Powers (FiD)|Air]],
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The drift of the ability is set, but the particulars can be changed.
[[Animal Powers (FiD)|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.
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
 
 
''' Allies and antagonists
 
: ˄ ˅ Bolo, a talking animal
 
: ˄ ˅ Fatiga, a spirit-speaker
 
: ˄ ˅ Hernan, a monster and spirit
 
: ˄ ˅ Lorigan, a tribal chief
 
: ˄ ˅ Terranam, a herbalist healer
 
 
 
'''Items
 
: ☐, ☐ A bribe for your spirits that gives +1d on a single use of a power.
 
: ☐ A temporary pact that allows you a single use a power you do not know.
 
: ☐-☐ A disguise that hides your spirit symbols without interfering with your powers.
 
: ☐, ☐ Spirit-pact armor that works against any type of attack.
 
: ☐ A blessed weapon that is potent.
 
  
'''XP
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{| class="wikitable"
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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||'''Effect and Outcome'''<br>
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.
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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.
* You addressed a challenge by dealing with the environment or using powers.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
  
'''Starting Actions
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The first kind, that I call effect, is the initial effect of the action.
: Attune 2
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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.
: Consort 1
 
: 4 points by choice, no higher than 2 in any one
 
  
=== Chi ===
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I call the other kind of effect the outcome, but this could also be called final effect.  
The inner power of a living creature that can be channeled into amazing feats.  
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It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.
Associated with martial arts, meditation, chacras, and oriental medicine.
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|}
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 - Inner Peace
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'''Combining Form
You must be free to move to use chi.
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If you know several forms, you can combine all of them with a single action, as long as this makes sense.
Using powers that affect only you and creatures you touch gain improved position.
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So if you know both the fire and plant forms, you can dismiss, command, or sway using both at once.
Powers used at a range of more than a meter out of reach suffer a loss of effect.
+
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.
  
'''Special Abilities'''<br>
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'''Combining Actions
In addition to the listed powers, you have access to these special abilities.
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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.
  
* '''Remember Your Teachings''' 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.
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''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.  
  
'''Powers
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'''Cooperative Form
[[Air Powers (FiD)|Air]],
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It is possible for multiple characters to cooperate in using a form in a group action.
[[Animal Powers (FiD)|Animal]],
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Each member contributes the forms they know to the final effect.
[[Barrier Powers (FiD)|Barrier]],
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If multiple actions are involved, different people in the group can roll using different actions, as long as it makes sense.
[[Darkness Powers (FiD)|Darkness]],
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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.
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
  
'''Challengers
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''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.
: ˄ ˅ Mon Mah, a chi master
 
: ˄ ˅ Managan, a chi adept
 
: ˄ ˅ Chon-hu, a healer
 
: ˄ ˅ Dadaga the mystic shadow
 
: ˄ ˅ Hileah, heir to nobility
 
 
 
'''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 lets you ignore the stress of pushing.
 
: ☐ 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.
 
: ☐ A potent weapon.
 
: ☐ A fine weapon.
 
 
 
'''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.
 
 
 
'''Starting Actions
 
: Prowl 2
 
: Skirmish 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== Mutant ===
 
Mutants are born with power or gain innate powers from exceptional circumstances.
 
This also covers superheroes and monsters.
 
 
 
'''Trauma Condition - Focus Power
 
You need to move your body to use powers.
 
You have an individual look to your power effects, recognizable to those in the know.
 
The first power you learn becomes your focus power.
 
Reduce the stress cost of using abilities of your focus power by one.
 
You area a creature of that power, which makes you vulnerable to effects that affect such creatures.
 
This includes barrier, attune, command, and sway powers, and possibly more depending on your specific focus power.
 
 
 
'''Powers
 
A mutant is born with a link to their first power, see the trauma condition.
 
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
 
 
'''Dramatic Encounters
 
: ˄ ˅ Yogalin, a misunderstood monster
 
: ˄ ˅ Haga Haga, a mentor
 
: ˄ ˅ For-step Joe, a mutant fighter
 
: ˄ ˅ Kakali, an inquisitor
 
: ˄ ˅ Yogun, a bounty hunter
 
 
 
'''Items
 
: ☐ Drug that reduces the stress cost of activating a power by 4, but inflicts light harm: mutating. This consequence cannot be resisted. 
 
: ☐ A costume that shows your identity or affiliation, made to work with your powers. This gives you a pool of three points of stress that can only be used to pay for power use. ☐☐☐
 
: ☐ A disguise that hides your identity.
 
: ☐, ☐ A gimmick that allows you to avoid worsening position when threatened by multiple opponents.
 
: ☐-☐ Fine climbing gear.
 
 
 
'''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 using powers or in a one-on-one confrontation.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Wreck 2
 
: Command 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== Orphic ===
 
Orphic magic is worked through performance, using one or more of acting, music, song, dance, or other performing arts.
 
Mostly used to charm and influence, a masterful orphic can calm the waves through song and even enchant death itself.
 
Orphics may be known as bards, songmasters, thespians, and by a myriad of titles for performers.
 
 
 
'''Trauma Condition - Turbulence
 
An orphic has three lesser trauma conditions, rather than one severe one.
 
 
 
# As an orphic your first power must be the animal, flux, illusion, life, mind, order, or time power. Thereafter you can select any orphic power you wish.
 
# You must make some kind of performance to use your powers, which attracts attention but can also provide cover for your power use, making it seem to be just a normal performance. It is hard to see that what you do is supernatural.
 
# Orphics have a hard time with relationships. You can be charming in the short term, but your long-term relationships are troubled; jealousy, infidelity, broken friendships, overzealous fans and similar over-emotional events conspire to leave you lonely. 
 
 
 
'''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. This applies to all downtime power use.
 
 
 
'''Powers
 
[[Air Powers (FiD)|Air]],
 
<span style="background-color:yellow">[[Animal Powers (FiD)|Animal]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>,
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
<span style="background-color:yellow">[[Flux Powers (FiD)|Flux]]</span>,
 
<span style="background-color:yellow">[[Illusion Powers (FiD)|Illusion]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>,
 
<span style="background-color:yellow">[[Life Powers (FiD)|Life]]</span>,
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
<span style="background-color:yellow">[[Mind Powers (FiD)|Mind]]</span>,
 
<span style="background-color:yellow">[[Order Powers (FiD)|Order]]</span>,
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
<span style="background-color:yellow">[[Time Powers (FiD)|Time]]</span>,
 
[[Water Powers (FiD)|Water]].
 
 
 
'''Strangers in the Night
 
: ˄ ˅ Tam Tam, a music shop keeper
 
: ˄ ˅ Celest, an orphic
 
: ˄ ˅ Yagatan, venue owner
 
: ˄ ˅ Kalle, adventurous fan
 
: ˄ ˅ Haia, mysterious heir
 
 
 
'''Items
 
: ☐ 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.
 
: ☐ Party supplies for five people. Spend additional load for more people, ☐-☐ for 25, ☐-☐-☐ for 125. This is not food.
 
: ☐ Fine disguise kit
 
: ☐ A musical instrument or striking outfit that allows you to push any resolve action (not just powers) at the cost of only one stress. You must carry a light load to use this.
 
 
 
'''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 using powers or charm.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Sway 2
 
: Finesse 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== Psi ===
 
Psionics is futuristic magic.
 
The list of powers varies greatly depending on setting.
 
This writeup is for a mature and powerful psionic tradition.
 
 
 
'''Trauma Condition - Sensitivity
 
You are vulnerable to powers and suffer a worse position against others who use powers, or a loss of effect is the position is already desperate.
 
If the opponent is also a psionic with this sensitivity, you also gain increased effect.
 
It is not uncommon for a psychic duel to end with both blowing their brains out.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
'''Powers
 
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
 
 
'''Clever Friends, Rivals
 
: ˄ ˅ Rokun, inquisitor
 
: ˄ ˅ Shasak, fixer
 
: ˄ ˅ Lollapo, smuggler
 
: ˄ ˅ Malata, psychic
 
: ˄ ˅ Heroman, warrior
 
 
 
'''Items
 
: ☐-☐-☐ Jewelry, headband, crystal, 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.
 
: ☐-☐-☐ Crystal that burns itself out to entirely remove the stress cost of a single power use.
 
: ☐, ☐, ☐ An object linked to the wearer of a similar object that you gave them in a flashback. Allows you to use powers on a creature touching the item as if touching them.
 
: ☐ Dreamwalker's Incense: A enhances astral projection and lucid dreaming, increasing the effect of study, survey, and sway powers.
 
 
 
'''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 using powers or by forging or using social bonds.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Survey 2
 
: Sway 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== Saint ===
 
Gods and spirits share their powers with select servants.
 
 
 
'''Trauma Condition - Faith
 
Saints pray for their powers, which usually involves straightforward words and gestures asking for what you want.
 
Your patron will answer your prayers even if you only say them in your mind, but this increases the stress cost of using powers by one.
 
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.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
* '''Community''' Name a religious faction. Gain +1d on all insight and resolve action checks when dealing with followers of this faction. This includes 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.
 
 
 
'''Powers
 
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
 
[[Barrier Powers (FiD)|Barrier]],
 
<span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]] or [[Light Powers (FiD)|Light]] (not both)</span>,
 
[[Death Powers (FiD)|Death]],
 
<span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>,
 
<span style="background-color:Yellow">[[Flux Powers (FiD)|Flux]] or [[Order Powers (FiD)|Order]] (not both)</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Illusion Powers (FiD)|Illusion]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>,
 
[[Life Powers (FiD)|Life]],
 
<span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>,
 
[[Mind Powers (FiD)|Mind]],
 
<span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>,
 
[[Time Powers (FiD)|Time]],
 
<span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.
 
 
 
'''Allies and Antagonists
 
: ˄ ˅ Tarikan, a teurgist
 
: ˄ ˅ Velmi, inquisitor
 
: ˄ ˅ Hakkaman, rebel
 
: ˄ ˅ Rowahl, career cleric
 
: ˄ ˅ Sossingal, heretic
 
 
 
'''Items
 
: ☐, ☐, ☐ Holy item that gives +1d on any one action roll against supernatural enemies of the faith.
 
: ☐, ☐, ☐ Sacred armor that works against any type of attack.
 
: ☐ Oil to bless a weapon, making it potent.
 
: ☐, ☐, ☐ Food enough to feed 10 people.
 
: ☐ Potent hand weapon.
 
 
 
'''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 using powers or charisma.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Sway 2
 
: Attune 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== Sorcery ===
 
Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with an instinctual finesse. Embark on a journey through the mystical realms of magic, where raw power intertwines with untamed intuition in a mesmerizing dance of potential and peril.
 
 
 
'''Trauma Condition - Ostentatious
 
As a sorcerer you must speak out loud and gesture to use powers.
 
Your power effects are dramatic and obvious to observers.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
'''Powers
 
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
<span style="text-decoration: line-through;background-color:red">[[Life Powers (FiD)|Life]]</span>,
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
 
 
'''Powerful Personas
 
: ˄ ˅ Xanatan, fellow sorcerer
 
: ˄ ˅ Yuclan, cultist
 
: ˄ ˅ Hatakan, mastermind
 
: ˄ ˅ Jolanpah the innocent
 
: ˄ ˅ Wester, a monster
 
 
 
'''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 messenger, spy and confidante.
 
: ☐ Scary mask
 
: ☐, ☐, ☐ A drug that enhances your power, increasing effect 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 using powers or majesty.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Skirmish 2
 
: Command 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== Soulsworn ===
 
You have sold your soul to a monstrous patron for power.
 
Devils and fey are common patrons.
 
 
 
'''Trauma Condition - Cerberic
 
Your pact has three facets, like the three heads of Cerberus.
 
# Invocation: You must loudly invoke the name of your patron to wield your powers.
 
# Aura: You emit a malignant aura that causes people to be reluctant to offer you services or associate with you. Worsen your position in Consort actions.
 
# Demands: Your patron imposes demands on you, and failure to fulfill these demands may result in adverse consequences. While your patron cannot strip you of your powers, it will use its servants and influence against you if you go against its wishes. This can worsen your position on actions against servants of your patron and situations relating to your patron's interests.
 
 
 
'''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. Killing someone usually requires a great effect level.
 
 
 
'''Powers
 
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
 
 
'''Fellow Sinners
 
: ˄ ˅ Magelus, a rich merchant
 
: ˄ ˅ Ziphon, an inquisitor
 
: ˄ ˅ Zordan, another soulsworn
 
: ˄ ˅ Noggaron, a nobleman
 
: ˄ ˅ Eladin, black market dealer
 
 
 
'''Items
 
: ☐-☐ Familiar Spirit, a monster camouflaged as a small animal that acts as an agent of your patron and serves you as a spy and confidante. The familiar can help you use your powers, this reduces the stress cost of powers by one. Using the familiar this way reveals its true nature.
 
: ☐, ☐ Drug that gives you +2d to an action roll for a power, but inflicts medium harm: disoriented. This consequence cannot be resisted. 
 
: ☐-☐ Fine potent melee hand weapon, usually a sword or dagger. If you kill another creature with this weapon, you recover a point of stress.
 
: ☐ Incense improves the effect of all powers. If enemy also has powers, worsen position by one.
 
: ☐-☐ Fine scary mask or costume.
 
 
 
'''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 using powers or coercion.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Attune 2
 
: Command 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== Technomancy ===
 
These "powers" are actually just high tech.
 
 
 
'''Trauma Condition - Nerd
 
As a technomancer, you possess a distinctive trait that sets you apart; whether it's a peculiar jargon, a technological gadget or prosthetic you use constantly, or some other identifier that makes you recognizable as a technomancer. You rely on gadgets for all your powers, requiring a technobabble explanation for their functionality. Additionally, you are unable to access master and apex abilities from the attune, command, and sway actions unless you use a flashback to devise a gadget that enables you to do so.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
'''Powers
 
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
<span style="text-decoration: line-through;background-color:red">[[Death Powers (FiD)|Death]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>,
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
<span style="text-decoration: line-through;background-color:red">[[Flux Powers (FiD)|Flux]]</span>,
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Time Powers (FiD)|Time]]</span>,
 
[[Water Powers (FiD)|Water]].
 
 
 
'''Clever Friends, Rivals
 
: ˄ ˅ Ting-yan-cha, fixer
 
: ˄ ˅ Melomina, technican
 
: ˄ ˅ Shok-ok, ganger
 
: ˄ ˅ Moking, dispatcher
 
: ˄ ˅ Smoking Toe, primitive
 
 
 
'''Items
 
: ☐, ☐, ☐ Battery or power cell that reduces the stress cost of a power by two
 
: ☐ A gadget that allows a single use of a power you do not know
 
: ☐-☐ 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.
 
: ☐ Fine tinkering tools
 
: ☐ Fine lockpicks
 
 
 
'''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 using powers or tinkering.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Tinker 2
 
: Wreck 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== 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.
 
Many theurgists do their best to act as saints, adopting a patron deity and even a favorite power similar to the saint's patron power, but this is not required.
 
In a fantasy world, theurgists often control the church, opposed by zealous saints that preach reform.
 
To a theurgist, being part of a church is a job more than a calling, and they can change institution and patron as a mere career change, but when hierarchies stray from religious ethos this is a big issue that could lead to a schism.
 
 
 
'''Trauma Condition - Enactment
 
You are invoking divine power through lore and ritual.
 
You need to preach and gesture to use powers.
 
This does not require faith, but using divine powers creates expectations, both within yourself and others.
 
Failing external expectations can lead to persecution, failing inner expectations can lead to loss of self-esteem.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
'''Powers
 
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
<span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>,
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
<span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>,
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
<span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>,
 
[[Time Powers (FiD)|Time]],
 
<span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.
 
 
 
'''Clever Friends, Rivals
 
: ˄ ˅ Majalan, a saint
 
: ˄ ˅ Hokkin, career cleric
 
: ˄ ˅ Soloman, wise layman
 
: ˄ ˅ Halomar, monastic
 
: ˄ ˅ Leloman, teurgist
 
 
 
'''Items
 
: ☐, ☐, ☐ Oil to bless a weapon, making that weapon potent for the rest of the score.
 
: ☐, ☐ Sacred ward that works as armor against any type of attack.
 
: ☐-☐-☐ Ostentatious sacred vestments that reduces the stress cost of powers by one. If you start the session wearing these vestments, the cost is just ☐.
 
: ☐-☐-☐ Astrolabe, reliquary, or complex abacus that requires both hands to use. Reduces the stress of using powers by 1.
 
: ☐ Scroll that allows one use of a power allowed to Theurgists that you do not know.
 
 
 
'''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 using powers or diplomacy.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Command 2
 
: Attune 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
=== Wizardry ===
 
Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries.
 
This is a powerful power frameworks, both competent and flexible.
 
Wizardry is eclectic.
 
Their methods include alchemy,
 
astrology,
 
esotericism,
 
geomancy,
 
herbalism,
 
lithomancy,
 
mysticism,
 
numerology,
 
pyramidology
 
rune lore,
 
sigils,
 
and the like.
 
Some of these may be the center of magical traditions of their own besides their use in wizardry.
 
 
 
'''Trauma Condition
 
A wizard must speak out loud and gesture to use powers.
 
The more powerful the power and the further the reach, the louder and wider this needs to be.
 
Their powers are recoded in tomes called spellbooks, and a wizard that can't access their spellbook cannot do long-term projects, except for a study project to create a new spellbook.
 
If you can't use your spellbook when preparing for a score add 2 dice to the stress cost and die requirements of all powers. So a basic power now requires 2 dice and costs 5 stress, an advanced power requires 4 dice and costs 7 stress, and so on.
 
 
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
 
 
* '''Crafty Creator''' Add increased effect to all tinker action rolls relating to powers. For you tinker is always an appropriate aspect to use when working on a long term power projects.
 
* '''Loremaster''' You may always use study for a set up action for yourself, 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). The consequences of this are generally slight, but might make you misinformed or cocksure.
 
 
 
'''Powers
 
[[Air Powers (FiD)|Air]],
 
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
<span style="text-decoration: line-through;background-color:red">[[Life Powers (FiD)|Life]]</span>,
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
 
 
'''Intelligent Friends and Rivals
 
: ˄ ˅ Rawlin, bookbinder and copyist
 
: ˄ ˅ Xigatin, wizard
 
: ˄ ˅ Trollico, specialist in one esotheric method
 
: ˄ ˅ Lavatir, haughty master of wizardry
 
: ˄ ˅ Telmo, librarian
 
 
 
'''Items
 
: ☐-☐ Staff (or similar large item like a tome or big crustal ball) that increases the effect of powers by 1.
 
: ☐, ☐, ☐ Pouch containing materials that can reduce the stress cost of a power by two
 
: ☐, ☐, ☐ Scroll that allows one use of a power on the list of wizard powers that you do not know
 
: ☐, ☐ Pointy hat that acts as armor for insight and resolve.
 
: ☐ Crystal ball that gives +1d on action rolls for study and survey when using powers.
 
 
 
'''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 using powers or lore.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
 
 
'''Starting Actions
 
: Study 2
 
: Tinker 1
 
: 4 points by choice, no higher than 2 in any one
 
 
 
== Powers ==
 
Powers are what actually gives you exceptional abilities.
 
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
 
You use your normal actions to activate powers, but there is an associated cost in stress.
 
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.
 
This works much like resistance rolls, but is handled as a part of the action roll.
 
Each power ability 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 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
 
Just because a power allows something does not mean that you can't do it without that power.
 
Attacks with weapons do not lose any effectiveness just because there are power that do the same.
 
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
 
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
 
The abilities described for each combination of power 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 power but no description fits, modify existing abilities to allow it as some kind of action.
 
 
 
'''Combining Powers
 
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.
 
# '''[[Barrier Powers (FiD)|Barrier 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 often technology, but there was always lightning.
 
# '''[[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.