Difference between revisions of "Forms (FiD)"

From Action
Jump to navigation Jump to search
 
(173 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FitD}}
+
{{FiD}}{{FiD-Powers}}
Powers turn Blades in the Dark-style games into power fantasy.  
+
Forms turn Blades in the Dark-style games into form fantasy.  
  
== Introducing Powers ==
+
== Introducing Forms ==
Rather than the fantastical being rare and poorly understood, adding powers to your gives characters entirely new abilities they can use.
+
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.
+
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.
+
Forms consist of two elements—a playbook, and forms.
Playbooks are frameworks for which powers you can use and how you use them.
+
Playbooks are frameworks for which forms you can use and how you use them.
Powers describe what effects you can create.
+
Forms describe what effects you can create.
  
Here follows links to power playbooks and powers, explained in the rules below.
+
Here follows links to form playbooks and forms, explained in the rules below.
 +
[[Typical Power Details (FiD)|Typical Power Details]].
  
 
{|class="wikitable"
 
{|class="wikitable"
 
|-
 
|-
 
|valign=top|
 
|valign=top|
::'''Power Playbooks
+
:'''Form Playbooks
# '''[[Animism (FiD)|Animism]]''' You gain your power from a myriad of lesser spirits.
+
# '''[[Animism (FiD)|Animism]]'''           Spirits.
# '''[[Chi (FiD)|Chi]]''' Inner power and mysticism.
+
# '''[[Artificing (FiD)|Artificing]]'''    Craft.
# '''[[Jedi (FiD)|Jedi]]''' The mysticism of Star Wars.
+
# '''[[Chi (FiD)|Chi]]'''                   Inner form.
# '''[[Mutation (FiD)|Mutation]]''' Power is your body, not something learnt.
+
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
# '''[[Orphic (FiD)|Orphic]]''' The power of performing art and music.
+
# '''[[Jedi (FiD)|Jedi]]'''                 The Force.
# '''[[Psi (FiD)|Psi]]''' What powers are called in many futures.
+
# '''[[Monster (FiD)|Monster]]'''          Savage form.
# '''[[Saint (FiD)|Saint]]''' Power from the blessing of god.
+
# '''[[Mutation (FiD)|Mutation]]'''         Force of the body.
# '''[[Sorcery (FiD)|Sorcery]]''' Power is in your heritage.
+
# '''[[Orphic (FiD)|Orphic]]'''             Power of performance.
# '''[[Soulsworn (FiD)|Soulsworn]]''' You traded your soul for power.
+
# '''[[Psi (FiD)|Psi]]'''                   Futuristic magic.
# '''[[Technomancer (FiD)|Technomancer]]''' Technobabble made real.
+
# '''[[Psychonaut (FiD)|Psychonaut]]'''     Power of dreams.
# '''[[Theurgy (FiD)|Theurgy]]''' Power from studying god.
+
# '''[[Sorcery (FiD)|Sorcery]]'''           Power of heritage.
# '''[[Wizardry (FiD)|Wizardry]]''' Magic from study.
+
# '''[[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|
 
|valign=top|
::'''Powers
+
::'''Forms
# '''[[Air Powers (FiD)|Air Powers]]''' Air is an elemental power that affects gasses, and to a limited extent vacuum.  
+
# '''[[Air Powers (FiD)|Air Form]]''' Elemental of gas and emptiness.  
# '''[[Animal Powers (FiD)|Animal Powers]]''' Animals are an important part of mystic experience.
+
# '''[[Animal Powers (FiD)|Animal Form]]''' Animals.
# '''[[Barrier Powers (FiD)|Barrier Powers]]''' Barriers is the ability to create walls and circles of protection.
+
# '''[[Barrier Powers (FiD)|Barrier Form]]''' Circles of protection.
# '''[[Darkness Powers (FiD)|Darkness Powers]]''' Darkness is linked to both physical and spiritual darkness.  
+
# '''[[Darkness Powers (FiD)|Darkness Form]]''' Physical and spiritual darkness.  
# '''[[Death Powers (FiD)|Death Powers]]''' Death and disease are powerful forces.
+
# '''[[Death Powers (FiD)|Death Form]]''' Death and disease.
# '''[[Earth Powers (FiD)|Earth Powers]]''' Earth is the base of all, the solid ground we walk on and dig into.
+
# '''[[Earth Powers (FiD)|Earth Form]]''' Element of solidity.
# '''[[Electricity Powers (FiD)|Electricity Powers]]''' Electricity is often technology, but there was always lightning.
+
# '''[[Electricity Powers (FiD)|Electricity Form]]''' Elemental electricity.
# '''[[Fire Powers (FiD)|Fire Powers]]''' Fire is an element of transformation, it can destroy but also forge.
+
# '''[[Fire Powers (FiD)|Fire Form]]''' Element of transformation and heat.
# '''[[Ice Powers (FiD)|Ice Powers]]''' The power of frozen water, arctic cold, and creatures of cold.
+
# '''[[Flux Powers (FiD)|Flux Form]]''' Luck, chaos, and freedom.  
# '''[[Flux Powers (FiD)|Flux Powers]]''' Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.  
+
# '''[[Ice Powers (FiD)|Ice Form]]''' Element of cold and ice.
# '''[[Illusion Powers (FiD)|Illusion Powers]]''' Illusion powers create images, sound, and other sensory impressions to confuse and delude.
+
# '''[[Illusion Powers (FiD)|Illusion Form]]''' Images that delude.
# '''[[Kinesis Powers (FiD)|Kinesis Powers]]''' The ability move things, including sound.  
+
# '''[[Kinesis Powers (FiD)|Kinesis Form]]''' Move things.  
# '''[[Life Powers (FiD)|Life Powers]]''' Life power is about life energy used to heal and improve living things.
+
# '''[[Life Powers (FiD)|Life Form]]''' Master life.
# '''[[Light Powers (FiD)|Light Powers]]''' Light is both physical and spiritual light, inspiring deeds of charity and benevolence.
+
# '''[[Light Powers (FiD)|Light Form]]''' Physical and spiritual light.
# '''[[Metal Powers (FiD)|Metal Powers]]''' Metalworkers have often been associated with mystical powers.
+
# '''[[Metal Powers (FiD)|Metal Form]]''' Elemental metal.
# '''[[Mind Powers (FiD)|Mind Powers]]''' Mind delves into sentience and intelligence.  
+
# '''[[Mind Powers (FiD)|Mind Form]]''' Mind Manipulation.  
# '''[[Order Powers (FiD)|Order Powers]]''' Order is the power the status quo that restores normality.
+
# '''[[Order Powers (FiD)|Order Form]]''' Restore normality.
# '''[[Plant Powers (FiD)|Plant Powers]]''' Governs plants and dead plant matter, including fungi.
+
# '''[[Plant Powers (FiD)|Plant Form]]''' Vegetate matter.
# '''[[Space Powers (FiD)|Space Powers]]''' Governs location and distance, the power to teleport and create extradimensional spaces.
+
# '''[[Space Powers (FiD)|Space Form]]''' Master location.
# '''[[Time Powers (FiD)|Time Powers]]''' Time allows looking into the past and possible futures, but can create deadly paradoxes.  
+
# '''[[Time Powers (FiD)|Time Form]]''' Master history.  
# '''[[Water Powers (FiD)|Water Powers]]''' Water is the element of life, spirituality, and endless flowing cycles.
+
# '''[[Water Powers (FiD)|Water Form]]''' Element of liquid.
 
|}
 
|}
  
 
== Power Playbooks ==
 
== Power Playbooks ==
Playbooks are the frames for acquiring powers.
+
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.  
+
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.  
+
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.
+
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.  
+
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.  
+
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.
+
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.
+
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.
  
== Powers ==
+
== Form ==
Powers are what actually gives you exceptional abilities.  
+
Form 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.
+
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 power, you gain abilities appropriate to the power.  
+
Once you select a form, you gain abilities appropriate to the form.  
So if you select the electricity pool, you can shoot lightning, power electric engines, cause shortcuts, summon electric creatures, and so forth.
+
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, powers work as equipment does, empowering your normal actions.
+
In many cases, forms work as equipment does, emforming your normal actions.
Some powers allow you to do what is normally impossible, these generally have more rules governing them
+
Some forms allow you to do what is normally impossible, these generally have more rules governing them
  
 
'''Stress Cost
 
'''Stress Cost
You use your normal actions to activate powers, but there is an associated cost in stress.
+
You use your normal actions to activate forms, 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.
+
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.
 
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.
+
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.
 
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.
 
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.
+
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.
 
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.
+
In this case, ignore the result of the action roll except to calculate stress cost, the action itself always succeeds without consequences.
For basic powers not used as a part of a significant action, just ignore the cost and action roll.
+
For basic forms not used as a part of a significant action, just ignore the cost and action roll.
  
'''Avoid The Trap of Powers
+
'''Avoid The Trap of Form
Just because a power allows something does not mean that you can't do it without that power.
+
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 power that do the same.
+
Attacks with weapons do not lose any effectiveness just because there are form 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.  
+
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 a power.
+
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.
  
'''Powers are Inflexible
+
'''Form 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.
+
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.
  
'''Powers are Flexible
+
'''Form are Flexible
The abilities described for each combination of power and action are typical examples that can be expanded upon.  
+
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.
 
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.
+
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.
  
'''Combining Powers
+
{| class="wikitable"
If you know several powers, you can combine all of them with a single action, as long as this makes sense.  
+
||'''Effect and Outcome'''<br>
So if you know both the fire and plant powers, you can dismiss, infiltrate, or infiltrate using both at once.
+
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.
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.  
+
The first kind, that I call effect, is the initial effect of the action.
This often increased effect at the cost of position as controlling a combined power is harder.
+
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.
Negating any of the component powers of a combined power negates the entire power.
+
 
 +
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
 
'''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 powers use the normal effects of multiple targets, increasing position and/or 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.
You can also lock certain action/power combinations behind an additional cost, such as requiring a separate ability to use Survey power if you dislike scrying.
+
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.
 
 
== Pattern of Powers ==
 
This is the pattern that most powers follow.
 
You can refer to this when interpreting how powers should work.
 
 
 
=== Attune ===
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
 
 
 
'''Perceive:'''
 
You can detect creatures and power use tied to your power.
 
This is usually done to spot a disguised summoned creature, but can also detect supernatural creatures behind walls or otherwise hidden, as well as traces of their passing and use of powers.
 
Naturally, this gets more difficult as the creature is more heavily obscured.
 
This reduces effect.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
 
 
'''Dismiss:'''
 
You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
 
 
 
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
 
The consequences of this depends entirely on what happens around you when you do it.
 
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
 
 
Dispelling is usually easier, but not always.
 
Most powers only dispel effects of their own power.
 
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
 
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.
 
 
 
'''Summon:'''
 
You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
 
 
 
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
 
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
 
 
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a blueprint or block of data.
 
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
This also counts as a set-up action for your summoning.
 
 
 
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding.
 
 
 
Spirits generally come in three types, elementals, spirits, and creatures with powers.
 
 
 
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
 
An elemental is a simple creature totally dominated by its power.
 
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
 
 
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
 
They can use sophisticated power effects and usually have an agenda of their own.
 
Darkness, death, Flux, Illusion, Order, and Space can summon spirits. 
 
 
 
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
 
A fire dragon is impossibly large, flies, and breathes fire.
 
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
 
 
Depending on your degree of effect the creature is willing to do different things.
 
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
 
 
 
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on. This includes dangerous tasks such as combat.
 
 
 
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
 
 
 
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
 
 
 
The position is usually risky. The creature is being forced to serve and might lash out.
 
Typical consequences are that the creature strikes out at you once, breaks things around you, demands concessions from you, overly literal interpretations of your commands, or that the creature deliberately does its tasks poorly.
 
 
 
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
 
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
 
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
 
 
 
'''Gate:'''
 
You can create a portal that allows travel to and from the plane of your power for a limited time.
 
 
 
This is rarely useful, but can be under exceptional circumstances.
 
Each power is linked to a different world where that power is dominant.
 
This can be an entire world, but more commonly it is a region in a spirit world or hyperdimensional plane shared by several powers, each having its own region.
 
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.
 
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
 
 
Using a gate is usually played out as a score, which means there is an engagement roll.
 
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
 
 
=== Command ===
 
Command creatures based on your power with communication and authority.
 
 
 
'''Communicate:'''
 
You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.
 
 
 
'''Translate:'''
 
You and allies can communicate with creatures based on your power.
 
 
 
'''Authority:'''
 
You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
 
 
 
'''Enslave:'''
 
You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
 
 
 
=== Consort ===
 
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
 
 
 
'''Mask:'''
 
You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
 
 
'''Shapechange:'''
 
You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
 
 
'''Transform:'''
 
You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
 
 
 
'''Wild Hunt:'''
 
You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
 
 
 
=== Finesse ===
 
Exercise finesse with your power, manipulating and attacking with precision.
 
 
 
'''Ride:'''
 
If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
 
 
 
'''Fine Local Control:'''
 
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
 
 
 
'''Manipulate:'''
 
You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
 
 
 
'''Surge:'''
 
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
 
 
 
=== Hunt ===
 
Track, attack, and unleash devastating barrages with the power of Hunt.
 
 
 
'''Track:'''
 
You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
 
 
 
'''Fine Ranged Attack:'''
 
You can use your power to attack, similar in effect to a fine and potent rifle.
 
 
 
'''Area attack:'''
 
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
 
 
 
'''Barrage:'''
 
You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
 
 
 
=== Prowl ===
 
Sneak, move, and teleport with the stealth and agility granted by Prowl.
 
 
 
'''Reconnaissance:'''
 
You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
 
 
 
'''Maneuver:'''
 
You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
 
 
 
'''Travel:'''
 
You can bring allies along when you use Reconnaissance and Maneuver.
 
 
 
'''Transport:'''
 
You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
 
 
 
=== Skirmish ===
 
Engage in close combat and create chaos with the power of Skirmish.
 
 
 
'''Skirmish Attack:'''
 
You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
 
 
 
'''Fine Skirmish Attack:'''
 
Same as Skirmish Attack, except the weapon is fine and potent.
 
 
 
'''Obstruction:'''
 
Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
 
 
'''Flurry:'''
 
Your power strikes out in all directions, attacking all enemies in a wide area.
 
 
 
=== Study ===
 
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
 
 
 
'''Analyze:'''
 
You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
 
 
 
'''Research:'''
 
You know the powers and abilities of something you analyze.
 
 
 
'''Hindsight:'''
 
You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
 
 
 
'''Omniscience:'''
 
You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
 
 
 
=== Survey ===
 
Survey and perceive manifestations of your power to gain valuable information and insight.
 
 
 
'''Detect:'''
 
You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
 
 
 
'''Sensor:'''
 
Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
 
 
 
'''Scry:'''
 
Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
 
 
 
'''Omnipresence:'''
 
You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
 
 
 
=== Sway ===
 
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
 
 
 
'''Communicate:'''
 
You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.
 
 
 
'''Translate:'''
 
You and allies can communicate with creatures based on your power.
 
 
 
'''Mesmerize:'''
 
You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
 
 
 
'''Inculcate:'''
 
You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
 
 
 
=== Tinker ===
 
Manipulate, shape, and create objects imbued with your power to suit your needs.
 
 
 
'''Handle:'''
 
You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
 
 
'''Shape:'''
 
You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
 
 
 
'''Create:'''
 
You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
 
 
 
'''Fabricate:'''
 
This is similar to create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
 
 
=== Wreck ===
 
Destroy, dismantle, and obliterate objects imbued with your power with devastating force.
 
 
 
'''Jimmy:'''
 
You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
 
 
 
'''Smash:'''
 
Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
 
 
 
'''Disintegrate:'''
 
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
 
 
 
'''Obliterate:'''
 
Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
 

Latest revision as of 20:01, 20 October 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

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.