Difference between revisions of "Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(37 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}{{FiD-Powers}}
+
{{FiD-Powers}}{{tocright}}
Powers turn Blades in the Dark-style games into power fantasy.  
+
Powers transform Blades in the Dark from dark low fantasy into colorful high fantasy.
  
== Introducing Powers ==
+
== Introduction ==
Rather than the fantastical being rare and poorly understood, adding powers to your gives characters entirely new abilities they can use.
+
In the default setting, the supernatural is rare, obscure, and poorly understood
Introducing these into a game changes the game world, making it more fantastical.
+
Adding Powers makes the fantastical reliable, structured, and accessible to player characters.
Your game will change from the typical grim blades in the dark into something different and higher powered, though possibly just as grim.
+
Characters gain entirely new Abilities they can use deliberately and repeatedly.
Powers consist of two elements—a playbook, and powers.
+
This shifts the tone and assumptions of the game world.
Playbooks are frameworks for which powers you can use and how you use them.
+
The setting becomes more overtly supernatural and powerful in scope.
Powers describe what effects you can create.
+
Your game will move away from the typical grim Blades in the Dark atmosphere into something brighter, stranger, and higher-powered though it can remain just as grim if you wish.
  
Here follows links to power playbooks and powers, explained in the rules below.
+
Powers consist of two main elements — Playbooks and Forms.
[[Typical Power Details (FiD)|Typical Power Details]].
+
Playbooks determine which Forms you can access and how you approach supernatural power. 
 +
Forms define what you can do through specific Abilities linked to the Actions.
 +
Each use of a Form Ability requires rolling the appropriate Action, unless the effect is routine and rolling would only slow the narrative.
 +
 
 +
Below are links to Power Playbooks and Forms, followed by the rules governing their use.
  
 
{|class="wikitable"
 
{|class="wikitable"
 
|-
 
|-
 
|valign=top|
 
|valign=top|
:'''Power Playbooks
+
'''[[Powers (FiD)|Power]] Playbooks
# '''[[Animism (FiD)|Animism]]'''           Power of spirits.
+
# '''[[Artificer (FiD)|Artificer]]''' Things
# '''[[Artificing (FiD)|Artificing]]'''     Power of craft.
+
# '''[[Bard (FiD)|Bard]]''' Performance
# '''[[Chi (FiD)|Chi]]'''                   Inner power.
+
# '''[[Chi (FiD)|Chi]]''' Yang
# '''[[Chosen (FiD)|Chosen]]'''             Gifted by god.
+
# '''[[Cleric (FiD)|Cleric]]''' Divine Study
# '''[[Jedi (FiD)|Jedi]]'''                 The Force.
+
# '''[[Druid (FiD)|Druid]]''' Spirits
# '''[[Monster (FiD)|Monster]]'''           Savage power.
+
# '''[[Monster (FiD)|Monster]]''' Nature
# '''[[Mutation (FiD)|Mutation]]'''         Power in the body.
+
# '''[[Mystic (FiD)|Mystic]]''' All Magic
# '''[[Orphic (FiD)|Orphic]]'''             Power of performance.
+
# '''[[Ninja (FiD)|Ninja]]''' Yin
# '''[[Psi (FiD)|Psi]]'''                   Futuristic magic.
+
# '''[[Saint (FiD)|Saint]]''' Divine Gift
# '''[[Psychonaut (FiD)|Psychonaut]]'''     Power of dreams.
+
# '''[[Sorcerer (FiD)|Sorcerer]]''' Blood
# '''[[Sorcery (FiD)|Sorcery]]'''           Power of heritage.
+
# '''[[Spirit (FiD)|Spirit]]''' Spirit
# '''[[Soulsworn (FiD)|Soulsworn]]'''       Trade soul for power.
+
# '''[[Warlock (FiD)|Warlock]]''' Soul
# '''[[Spirit (FiD)|Spirit]]'''             Immaterial monster.
+
# '''[[Wee One (FiD)|Wee One]]''' Mischievous
# '''[[Starborn (FiD)|Starborn]]'''        Power of destiny.
+
# '''[[Wizard (FiD)|Wizard]]''' Study
# '''[[Theurgy (FiD)|Theurgy]]'''           Study of miracles.
+
----
# '''[[Wizardry (FiD)|Wizardry]]'''         Magic from study.
+
'''Projects
 +
# '''[[Hexer (FiD)|Hexer]]'''               Curse
 +
# '''[[Psychonaut (FiD)|Psychonaut]]'''     Power of dreams
 +
# '''[[Starborn (FiD)|Starborn]]'''        Destiny
 +
# '''[[Jedi (FiD)|Jedi]]'''                 Light Side
 +
# '''[[Sith (FiD)|Sith]]'''                 Dark Side
 
|valign=top|
 
|valign=top|
::'''Forms
+
'''[[Powers (FiD)|Power]] [[Powers (FiD)#Forms|Forms]]
# '''[[Air Powers (FiD)|Air Powers]]''' Gas and emptiness.
+
# '''[[Abyss Powers (FiD)|Abyss]]'''
# '''[[Animal Powers (FiD)|Animal Powers]]''' Animals and beasts.
+
# '''[[Air Powers (FiD)|Air]]'''  
# '''[[Barrier Powers (FiD)|Barrier Powers]]''' Circles of protection.
+
# '''[[Animal Powers (FiD)|Animal]]'''  
# '''[[Darkness Powers (FiD)|Darkness Powers]]''' Physical and spiritual darkness.
+
# '''[[Barrier Powers (FiD)|Barrier]]'''  
# '''[[Death Powers (FiD)|Death Powers]]''' Death and disease.
+
# '''[[Darkness Powers (FiD)|Darkness]]'''
# '''[[Earth Powers (FiD)|Earth Powers]]''' Solidity.
+
# '''[[Death Powers (FiD)|Death]]'''
# '''[[Electricity Powers (FiD)|Electricity Powers]]''' Electricity.
+
# '''[[Earth Powers (FiD)|Earth]]'''
# '''[[Fire Powers (FiD)|Fire Powers]]''' Heat and transformation.
+
# '''[[Electricity Powers (FiD)|Electricity]]'''
# '''[[Flux Powers (FiD)|Flux Powers]]''' Luck, chaos, and freedom.
+
# '''[[Fire Powers (FiD)|Fire]]'''
# '''[[Ice Powers (FiD)|Ice Powers]]''' Cold and ice.
+
# '''[[Flux Powers (FiD)|Flux]]'''  
# '''[[Illusion Powers (FiD)|Illusion Powers]]''' Images.
+
# '''[[Ice Powers (FiD)|Ice]]'''
# '''[[Kinesis Powers (FiD)|Kinesis Powers]]''' Movement.
+
# '''[[Illusion Powers (FiD)|Illusion]]'''
# '''[[Life Powers (FiD)|Life Powers]]''' Life processes.
+
# '''[[Kinesis Powers (FiD)|Kinesis]]'''  
# '''[[Light Powers (FiD)|Light Powers]]''' Physical and spiritual light.
+
# '''[[Life Powers (FiD)|Life]]'''
# '''[[Metal Powers (FiD)|Metal Powers]]''' Metal.
+
# '''[[Light Powers (FiD)|Light]]'''
# '''[[Mind Powers (FiD)|Mind Powers]]''' Thought and feeling.
+
# '''[[Metal Powers (FiD)|Metal]]'''
# '''[[Order Powers (FiD)|Order Powers]]''' Normality.
+
# '''[[Mind Powers (FiD)|Mind]]'''  
# '''[[Plant Powers (FiD)|Plant Powers]]''' Vegetate matter.
+
# '''[[Order Powers (FiD)|Order]]'''
# '''[[Space Powers (FiD)|Space Powers]]''' Location.
+
# '''[[Plant Powers (FiD)|Plant]]'''
# '''[[Time Powers (FiD)|Time Powers]]''' History.
+
# '''[[Space Powers (FiD)|Space]]'''
# '''[[Water Powers (FiD)|Water Powers]]''' Liquid.
+
# '''[[Time Powers (FiD)|Time]]'''  
 +
# '''[[Water Powers (FiD)|Water]]'''
 
|}
 
|}
  
Power is a term used for the whole concept, as well as for each specific ability connected to one of the forms.
+
== Power Rules ==
A Form is a set of power abilities linked by a common theme, such as Darkness or Fire.  
+
'''Power''' refers to the Powers subsystem as a whole — the framework that adds supernatural Abilities to the game.
Each Form has four Powers linked to each of the Actions of Blades in the Dark abilities in tiers called Basic, Advanced, Master, and Apex.
+
A '''Form''' is a themed set of Abilities linked by a common concept, such as Darkness or Fire.
These are referred to thus: Apex Hunt Darkness or Advanced Study Fire.
+
Each Form provides four '''Abilities''' for each '''Action''', arranged in tiers called '''Basic''', '''Advanced''', '''Master''', and '''Apex'''.
 +
A specific Ability is referred to by its complexity, Action, and Form, for example: ''Apex Hunt Darkness'' or ''Advanced Study Fire''.
 +
 
 +
Most Forms follow a common structural pattern. For example, Advanced Hunt Abilities are typically ranged attacks. 
 +
The general structure shared by most Forms is described in 
 +
'''[[Typical Power Details (FiD)|Typical Power Details]]'''. 
 +
Individual Forms may diverge from this structure to a greater or lesser degree. 
 +
'''[[Barrier Powers (FiD)|Barrier Powers]]''' differ significantly from the common frame, while '''[[Metal Powers (FiD)|Metal Powers]]''' follow it closely.
 +
 
 +
=== Power Playbooks ===
 +
Power Playbooks are frameworks for acquiring Forms and Abilities. 
 +
They represent supernatural traditions or roles in the world — wizard, sorcerer, saint, monster, artificer, and similar paths.
 +
Each Power Playbook includes a small selection of regular Special Abilities, though fewer than an ordinary playbook. 
 +
These Special Abilities typically enhance or modify how you use Powers.
 +
Most importantly, a Power Playbook grants access to a defined selection of Forms. 
 +
You select each Form as if it were a Special Ability. 
 +
The Playbook itself does not grant any Form Abilities — you must select at least one Form to gain supernatural capabilities.
 +
 
 +
Each Power Playbook also imposes a unique trauma condition. 
 +
Characters with a Power Playbook have reduced capacity to absorb additional Trauma compared to those without one. 
 +
This trauma condition usually restricts how or when you may use your Abilities. 
 +
It rarely grants additional experience.
 +
 
 +
All other playbook features remain unchanged. 
 +
Some Power Playbooks include items that allow limited use of Powers without requiring full access to a Form.
 +
 
 +
==== Multiple Power Playbooks ====
 +
You cannot select Special Abilities from a Power Playbook unless you are using that Playbook. This restriction includes Forms.
 +
You may acquire an additional Power Playbook by selecting the "Additional Playbook" Special Ability. 
 +
Each additional Power Playbook expands your access to Forms but also adds another trauma condition. 
 +
These trauma conditions apply to '''all''' of your Powers.
 +
 
 +
=== Forms and Abilities ===
 +
Forms grant exceptional Abilities.
 +
 
 +
A Form Ability is defined by a combination of an '''Action''', a '''Form''', and a level of '''complexity'''. 
 +
Each Action–Form pairing provides four Abilities, arranged by increasing complexity: '''Basic''', '''Advanced''', '''Master''', and '''Apex'''.
 +
With 12 Actions and four levels of complexity, each Form provides 48 Abilities. 
 +
This is far more than a typical Special Ability, but their use is constrained by Stress cost, dice requirements, Position, Effect, and narrative limits, described below.
 +
 
 +
A specific Ability is referenced in the order complexity – Action – Form, for example: 
 +
''Master Attune Fire'' or ''Apex Consort Illusion''.
 +
 
 +
In many cases, Powers mechanically substitute for equipment, enhancing normal Actions. 
 +
Higher-complexity Abilities go beyond what equipment alone can accomplish.
 +
 
 +
=== Activating Abilities ===
 +
A Power Playbook does not grant any Form Abilities unless you '''select a Form''' from that Playbook’s list of '''Special Abilities'''.
 +
Once you select a Form, you gain all Abilities of that Form. 
 +
Your ability to use those Form Abilities is governed by your Action ratings.
 +
For example, if you select the Electricity Form, you may use Hunt to shoot lightning, Tinker to power electric engines, Wreck to cause short-circuits, and Attune to summon electric creatures. 
 +
You gain no control over unrelated phenomena, even if they arise as a Consequence of using Electricity.
 +
 
 +
Most Forms follow a similar structure across Actions. 
 +
This limits the advantage of learning many Forms and encourages specialization.
 +
 
 +
Just because a Form allows something does not mean it requires a Form to attempt it. 
 +
Mundane Actions remain fully effective. A weapon attack does not lose Effect simply because a Power can produce a similar result.
 +
Fine equipment may exceed the Effect of a Power in some situations. 
 +
Equipment, once you pay Load for it, remains available for the duration of a score, while Powers risk Stress each time they are used.
 +
The Attune Action can identify supernatural creatures without using a Power, though Form Abilities provide more precise detection within their theme.
 +
 
 +
==== Stress Cost ====
 +
You activate Form Abilities by rolling the appropriate Action. 
 +
Each use carries the risk of a cost in Stress.
 +
The complexity of the Ability determines the minimum result required to avoid Stress. 
 +
If you fail to meet that requirement, you suffer 2 Stress.
 +
 
 +
* '''Basic''' Abilities: You avoid Stress if the result is 2 or higher.
 +
* '''Advanced''' Abilities: You avoid Stress on a 4 or higher.
 +
* '''Master''' Abilities: You avoid Stress on a 6.
 +
* '''Apex''' Abilities: You avoid Stress only on a critical (two or more 6s)
  
== Power Playbooks ==
+
==== Dice Requirements ====
Playbooks are the frames for acquiring powers.
+
''No dice, no power — Xinpitz, street shaman.''
The playbooks are the power 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.
 
A power 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 power playbook gives you a trauma condition.
+
Form Abilities are gated by the number of dice in the Action roll used to activate them.
This means you can't survive as much new trauma as characters who have not meddled with the powers.
+
Any source of additional dice — Pushing, Assist, Devil’s Bargain, or similar — increases the dice pool and may unlock higher-complexity Abilities.
The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil in order to use powers.
 
You only very rarely get extra experience points from your power playbook trauma condition.
 
  
'''Multiple Power Playbooks
+
* '''Basic''' Abilities have no minimum die requirement.
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.
+
* '''Advanced''' Abilities require 2d or more.
 +
* '''Master''' Abilities require 4d or more.
 +
* '''Apex''' Abilities require 6d or more.
  
== Powers ==
+
==== Powers are Inflexible ====
Powers are what actually gives you exceptional abilities.
+
Unlike normal Actions, which are broadly interpreted, Form Abilities are specific.
A power playbook doesn't give you any power abilities unless you select a power from that playbook's special abilities.
+
Each Ability is tied to a particular Action and complexity level. 
Once you select a power, you gain abilities appropriate to the power.
 
So if you select the electricity power, you can shoot lightning, power 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.
 
Some powers allow you to do what is normally impossible, these generally have more rules governing them
 
  
'''Stress Cost
+
If you want to make a ranged attack using a Power, you must use the '''Hunt Action''' unless the Ability description explicitly allows otherwise.
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 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.
 
  
'''Avoid The Trap of Powers
+
You cannot substitute a different Action or complexity simply because it suits the fiction.
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 using a power, tough powers are more precise in detecting creatures and things tied to that particular power.
 
  
'''Powers are Inflexible
+
==== Powers are Flexible ====
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.
+
Each Form Ability description provides a typical example of use. 
 +
The Action, Form, and complexity are fixed, but the fictional expression within that scope may vary.
  
'''Powers are Flexible
+
If a character attempts something appropriate to a Form but not explicitly described, use the listed Action and complexity, and adapt a similar Ability within that same framework.
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.
 
  
{| class="wikitable"
+
''There is no specific Electricity Ability to start a fire, but it is reasonable that Tinker Electricity can create an arc hot enough to ignite most materials over time.''
||'''Effect and Outcome'''<br>
 
There are really two kinds of effect in Blades in the Dark, and the power 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.  
+
{| class="wikitable"
It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.
+
||'''Effect and Outcome'''
 +
The Power rules use two related but distinct concepts that both affect mechanical resolution.
 +
 
 +
'''Effect''' refers to the initial scale or potency of an Action, determined through negotiation between player and GM based on the fiction.
 +
 
 +
'''Outcome''' refers to the final result after all modifiers — including differences in Tier, Pushing for Effect, and Set Up actions — have been applied.
 
|}
 
|}
  
'''Combining Powers
+
=== Power Specifics ===
If you know several powers, you can combine all of them with a single action, as long as this makes sense.
+
Details on how Form Abilities manifest.
So if you know both the fire and plant powers, you can dismiss, command, or sway using both at once.
+
 
The stress cost is that of the most difficult effect you use.
+
==== Area ====
This often increases effect at the cost of position as controlling a combined power is harder.
+
Some Abilities explicitly affect an Area. This has no additional cost beyond what the Ability specifies, but secondary targets will often suffer reduced Effect.
 +
 
 +
Abilities that do not normally affect an Area may still be extended to multiple targets when the fiction supports it. 
 +
Resolve this as any other Action. Expanding the target group usually reduces Outcome or limits Effect against secondary targets. 
 +
A common Consequence is that some targets escape entirely.
 +
 
 +
==== Duration ====
 +
There are no universal rules for Power duration. 
 +
In general, a Power lasts as long as makes sense in the fiction and rarely extends beyond the end of a score.
 +
 
 +
* Most Abilities last for '''one Action''': you activate the Ability, resolve the Action, and the Power ends, though its effects remain. 
 +
:''You create a bolt of Electricity, fight with it during a single roll (which may involve several maneuvers in the fiction), then the Ability ends but any damage remains.''
 +
* Some Abilities specify a duration, usually a '''scene'''. A scene is a focused challenge or exchange, often involving multiple rolls. It typically ends when the location, opposition, or situation meaningfully changes.
 +
* Longer-lasting Abilities may persist for an entire '''score''' depending on Outcome and dramatic tension. A common Consequence is that a sustained Power ends at an inconvenient moment.
 +
 
 +
Sustained Abilities may require attention. Distraction, Harm, or loss of control may end them as a Consequence.
 +
 
 +
==== Range ====
 +
Unless stated otherwise, the range of a Form Ability follows the normal fictional range of its associated Action.
 +
Being within reach usually suffices, touch is optional.
 +
 
 +
'''Hunt''' allows range.   
 +
'''Command''' and '''Sway''' require presence; they do not function through indirect communication unless an Ability explicitly allows it.
 +
 
 +
=== Combining Powers ===
 +
When combining multiple Abilities in a single roll, the Stress Cost is determined by the highest complexity used.
 +
 
 +
==== Combining Complexities ====
 +
Using a higher-complexity Ability may include lower-complexity Abilities of the same Action and Form as part of the same roll.
 +
 
 +
You gain flexibility within the same framework, but you do not gain additional rolls, additional Stress thresholds, or expanded scope beyond what the highest complexity permits.
 +
 
 +
For example, if you use the Advanced Survey Metal Ability to scry from a specific metallic object, you may also use the Basic Ability of that Form to locate metallic objects using the same roll. 
 +
You must still choose which of the detected objects to scry from without further information.
 +
 
 +
==== Combining Forms ====
 +
If you know multiple Forms, you may combine them in a single Action when it makes sense in the fiction.
 +
For example, if you know both Fire and Plant, you may Attune, Command, or Sway using either or both Forms at once, without first determining whether the target is Fire- or Plant-aligned.
 +
 
 +
Combinations must remain coherent. Some mixtures naturally interfere with each other. 
 +
''Everyone will remember that popcorn attack you improvised using Plant and Fire!''
 +
 
 +
==== Combining Actions ====
 +
Combining multiple Actions in a single roll is more restrictive.
 +
If an effect genuinely requires more than one Action, roll using the lowest Action rating involved. 
 +
That rating must also satisfy the highest die requirement among the Abilities being used.
 +
 
 +
If this requirement cannot be met, the combined effect cannot be resolved in a single roll.
 +
 
 +
''Bessie wants to use Advanced Consort Animal to transform into a cat, then climb a tree. This combines Consort and Prowl. The player must roll using the lower of the two Action ratings. If the transformation requires Advanced complexity, the rolled dice must also meet the Advanced die requirement.''
 +
 
 +
==== Cooperative Use of Powers ====
 +
Cooperation with Powers follows the normal Teamwork rules: '''Group Action''', '''Assist''', and '''Set Up'''.
 +
 
 +
Powers do not create new teamwork structures. Use the standard rules. The only addition is that a successful Set Up may integrate the assisting character’s Form into the final effect, if it meaningfully alters what the Power does.
 +
 
 +
''A crew attempts a Master Attune Darkness summoning. A Fire user performs a Set Up with Tinker Fire to infuse the ritual with volatile flame. On success, the summoned demon manifests Fire aspects in addition to its Darkness nature.''
 +
 
 +
=== Optional Rule ===
 +
==== Abilities Gated by Tier ====
 +
If Form Abilities seem too powerful for low-Tier play, you may gate Abilities by Crew Tier.
 +
This meshes with the ''Poor Beginnings'' optional rule (p. 231).
 +
 
 +
* At Tier 0, only '''Basic''' Abilities may be used.
 +
* At Tiers 1–2, '''Basic''' and '''Advanced''' Abilities may be used.
 +
* At Tiers 3–4, '''Basic''', '''Advanced''', and '''Master''' Abilities may be used.
 +
* At Tier 5 and above, all Abilities may be used.
 +
 
 +
Long-Term Projects allow use of Abilities as if the Crew were two Tiers higher for the purpose of this restriction.
 +
If you use this option, consider limiting exceptional equipment (such as bombs or grenades) in a similar manner.
 +
 
 +
== Availability and Genre ==
 +
Not all Forms and Abilities exist in every setting.
 +
 
 +
A setting determines which Power Playbooks, Forms, and Action–Form pairings are available. 
 +
Allowing all options creates a rich but mechanically dense setting.
 +
 
 +
The primary distinction between settings is the selection of Power Playbooks. 
 +
These reflect mythic traditions and genre assumptions, and are the easiest lever for shaping tone.
 +
 
 +
* Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard support traditional dungeon fantasy.
 +
* Artificer, Chi, Mystic, Ninja, and Saint suggest an eastern or wuxia-inspired tone.
  
'''Combining Actions
+
Many settings restrict Powers to certain Actions
Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings.
+
Limiting Actions changes the feel of supernatural ability more than limiting Forms.
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.  
+
* Combat-focused settings emphasize Hunt, Finesse, Skirmish, and Wreck.
 +
* Mystic or investigative settings emphasize Attune, Study, Survey, and Tinker.
 +
* Horror and intrigue often rely on Command, Prowl, and Sway.
 +
* Wondrous or metamorphic settings emphasize Consort, Prowl, and Tinker.
  
'''Cooperative Powers
+
A setting may also focus on particular Forms.
It is possible for multiple characters to cooperate in using a power in a group action.
 
Each member contributes the powers 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 power 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.
+
* Air, Earth, Fire, and Water create a classical elemental or alchemical tone.
 +
* Darkness, Flux, Light, and Order suggest cosmic or ethical alignment.
 +
* Kinesis, Space, and Time support a pseudo-scientific or space fantasy feel.
  
'''Power Duration
+
Removing certain Actions has strong genre consequences:
There are no specific rules for the duration of powers.
 
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.
 
An attack is the typical example of this.
 
You create a bolt of energy using a power 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 power ends but any damage or other effects remain.
 
Powers that last usually last for an entire score, but this depends on the degree of success.
 
A possible consequence is that the power suddenly ends at an inappropriate moment.
 
  
'''Power Area
+
* Removing Attune eliminates summoning and anti-power effects, reducing overt mysticism.
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.
+
* Removing Command and Sway makes Powers more physical and less subtle.
If the power explicitly says it has an area this does no apply.
+
* Removing Consort limits transformation and fluid identity.
 +
* Removing Hunt, Skirmish, Finesse, and Wreck reduces exceptional combat.
 +
* Removing Prowl limits supernatural movement.
 +
* Removing Study and Survey removes divination and information-gathering.
  
'''Powers Gated by Dice
+
You may also restrict specific Action–Form pairings.
Power effects can be gated by the number of dice rolled for an action.
+
For example, you might require a separate Special Ability to use Survey with a given Form if long-range perception is rare or dangerous in your setting.
This means that pushing, assists, and devils' bargain enhances the effect of your powers.
 
No dice, no power.
 
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 powers.
 
  
'''Optional Rule: Powers Gated by Tier
+
Some settings treat certain Forms or Action–Form combinations as secret knowledge to be earned through play.
If powers seem to powerful for low-tier adventures, you can tier-lock powers.
 
At tier zero, you can only use free powers.
 
At tiers 1-2 you can only use free and item powers.
 
At tier 3-4 you can use free, item, and stress powers abilities.
 
At tier 5, you can use all powers.
 
This makes powers almost useless at tier zero and weak until tier 3.
 
Long-term projects allows use of powers as if you were two tiers higher.
 
Make sure to limit exceptional equipment like bombs and grenades in a similar manner.
 
  
'''Availability and Genre
+
Low-magic settings often focus on divination (Study and Survey), while high-power fantasy frequently emphasizes combat and spectacle instead and actively prohibit divination or gate it in various ways.
Different power and action combinations fit in different genres, as do power playbooks.
 
The easiest way to manage this is to modify or remove the power playbooks and powers that don't fit.
 
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 command and sway powers make powers 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 powers, 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.
 
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.
 

Latest revision as of 20:14, 11 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark Powers

Powers transform Blades in the Dark from dark low fantasy into colorful high fantasy.

Introduction

In the default setting, the supernatural is rare, obscure, and poorly understood. Adding Powers makes the fantastical reliable, structured, and accessible to player characters. Characters gain entirely new Abilities they can use deliberately and repeatedly. This shifts the tone and assumptions of the game world. The setting becomes more overtly supernatural and powerful in scope. Your game will move away from the typical grim Blades in the Dark atmosphere into something brighter, stranger, and higher-powered — though it can remain just as grim if you wish.

Powers consist of two main elements — Playbooks and Forms. Playbooks determine which Forms you can access and how you approach supernatural power. Forms define what you can do through specific Abilities linked to the Actions. Each use of a Form Ability requires rolling the appropriate Action, unless the effect is routine and rolling would only slow the narrative.

Below are links to Power Playbooks and Forms, followed by the rules governing their use.

Power Playbooks

  1. Artificer Things
  2. Bard Performance
  3. Chi Yang
  4. Cleric Divine Study
  5. Druid Spirits
  6. Monster Nature
  7. Mystic All Magic
  8. Ninja Yin
  9. Saint Divine Gift
  10. Sorcerer Blood
  11. Spirit Spirit
  12. Warlock Soul
  13. Wee One Mischievous
  14. Wizard Study

Projects

  1. Hexer Curse
  2. Psychonaut Power of dreams
  3. Starborn Destiny
  4. Jedi Light Side
  5. Sith Dark Side

Power Forms

  1. Abyss
  2. Air
  3. Animal
  4. Barrier
  5. Darkness
  6. Death
  7. Earth
  8. Electricity
  9. Fire
  10. Flux
  11. Ice
  12. Illusion
  13. Kinesis
  14. Life
  15. Light
  16. Metal
  17. Mind
  18. Order
  19. Plant
  20. Space
  21. Time
  22. Water

Power Rules

Power refers to the Powers subsystem as a whole — the framework that adds supernatural Abilities to the game. A Form is a themed set of Abilities linked by a common concept, such as Darkness or Fire. Each Form provides four Abilities for each Action, arranged in tiers called Basic, Advanced, Master, and Apex. A specific Ability is referred to by its complexity, Action, and Form, for example: Apex Hunt Darkness or Advanced Study Fire.

Most Forms follow a common structural pattern. For example, Advanced Hunt Abilities are typically ranged attacks. The general structure shared by most Forms is described in Typical Power Details. Individual Forms may diverge from this structure to a greater or lesser degree. Barrier Powers differ significantly from the common frame, while Metal Powers follow it closely.

Power Playbooks

Power Playbooks are frameworks for acquiring Forms and Abilities. They represent supernatural traditions or roles in the world — wizard, sorcerer, saint, monster, artificer, and similar paths. Each Power Playbook includes a small selection of regular Special Abilities, though fewer than an ordinary playbook. These Special Abilities typically enhance or modify how you use Powers. Most importantly, a Power Playbook grants access to a defined selection of Forms. You select each Form as if it were a Special Ability. The Playbook itself does not grant any Form Abilities — you must select at least one Form to gain supernatural capabilities.

Each Power Playbook also imposes a unique trauma condition. Characters with a Power Playbook have reduced capacity to absorb additional Trauma compared to those without one. This trauma condition usually restricts how or when you may use your Abilities. It rarely grants additional experience.

All other playbook features remain unchanged. Some Power Playbooks include items that allow limited use of Powers without requiring full access to a Form.

Multiple Power Playbooks

You cannot select Special Abilities from a Power Playbook unless you are using that Playbook. This restriction includes Forms. You may acquire an additional Power Playbook by selecting the "Additional Playbook" Special Ability. Each additional Power Playbook expands your access to Forms but also adds another trauma condition. These trauma conditions apply to all of your Powers.

Forms and Abilities

Forms grant exceptional Abilities.

A Form Ability is defined by a combination of an Action, a Form, and a level of complexity. Each Action–Form pairing provides four Abilities, arranged by increasing complexity: Basic, Advanced, Master, and Apex. With 12 Actions and four levels of complexity, each Form provides 48 Abilities. This is far more than a typical Special Ability, but their use is constrained by Stress cost, dice requirements, Position, Effect, and narrative limits, described below.

A specific Ability is referenced in the order complexity – Action – Form, for example: Master Attune Fire or Apex Consort Illusion.

In many cases, Powers mechanically substitute for equipment, enhancing normal Actions. Higher-complexity Abilities go beyond what equipment alone can accomplish.

Activating Abilities

A Power Playbook does not grant any Form Abilities unless you select a Form from that Playbook’s list of Special Abilities. Once you select a Form, you gain all Abilities of that Form. Your ability to use those Form Abilities is governed by your Action ratings. For example, if you select the Electricity Form, you may use Hunt to shoot lightning, Tinker to power electric engines, Wreck to cause short-circuits, and Attune to summon electric creatures. You gain no control over unrelated phenomena, even if they arise as a Consequence of using Electricity.

Most Forms follow a similar structure across Actions. This limits the advantage of learning many Forms and encourages specialization.

Just because a Form allows something does not mean it requires a Form to attempt it. Mundane Actions remain fully effective. A weapon attack does not lose Effect simply because a Power can produce a similar result. Fine equipment may exceed the Effect of a Power in some situations. Equipment, once you pay Load for it, remains available for the duration of a score, while Powers risk Stress each time they are used. The Attune Action can identify supernatural creatures without using a Power, though Form Abilities provide more precise detection within their theme.

Stress Cost

You activate Form Abilities by rolling the appropriate Action. Each use carries the risk of a cost in Stress. The complexity of the Ability determines the minimum result required to avoid Stress. If you fail to meet that requirement, you suffer 2 Stress.

  • Basic Abilities: You avoid Stress if the result is 2 or higher.
  • Advanced Abilities: You avoid Stress on a 4 or higher.
  • Master Abilities: You avoid Stress on a 6.
  • Apex Abilities: You avoid Stress only on a critical (two or more 6s)

Dice Requirements

No dice, no power — Xinpitz, street shaman.

Form Abilities are gated by the number of dice in the Action roll used to activate them. Any source of additional dice — Pushing, Assist, Devil’s Bargain, or similar — increases the dice pool and may unlock higher-complexity Abilities.

  • Basic Abilities have no minimum die requirement.
  • Advanced Abilities require 2d or more.
  • Master Abilities require 4d or more.
  • Apex Abilities require 6d or more.

Powers are Inflexible

Unlike normal Actions, which are broadly interpreted, Form Abilities are specific. Each Ability is tied to a particular Action and complexity level.

If you want to make a ranged attack using a Power, you must use the Hunt Action unless the Ability description explicitly allows otherwise.

You cannot substitute a different Action or complexity simply because it suits the fiction.

Powers are Flexible

Each Form Ability description provides a typical example of use. The Action, Form, and complexity are fixed, but the fictional expression within that scope may vary.

If a character attempts something appropriate to a Form but not explicitly described, use the listed Action and complexity, and adapt a similar Ability within that same framework.

There is no specific Electricity Ability to start a fire, but it is reasonable that Tinker Electricity can create an arc hot enough to ignite most materials over time.


Effect and Outcome

The Power rules use two related but distinct concepts that both affect mechanical resolution.

Effect refers to the initial scale or potency of an Action, determined through negotiation between player and GM based on the fiction.

Outcome refers to the final result after all modifiers — including differences in Tier, Pushing for Effect, and Set Up actions — have been applied.

Power Specifics

Details on how Form Abilities manifest.

Area

Some Abilities explicitly affect an Area. This has no additional cost beyond what the Ability specifies, but secondary targets will often suffer reduced Effect.

Abilities that do not normally affect an Area may still be extended to multiple targets when the fiction supports it. Resolve this as any other Action. Expanding the target group usually reduces Outcome or limits Effect against secondary targets. A common Consequence is that some targets escape entirely.

Duration

There are no universal rules for Power duration. In general, a Power lasts as long as makes sense in the fiction and rarely extends beyond the end of a score.

  • Most Abilities last for one Action: you activate the Ability, resolve the Action, and the Power ends, though its effects remain.
You create a bolt of Electricity, fight with it during a single roll (which may involve several maneuvers in the fiction), then the Ability ends but any damage remains.
  • Some Abilities specify a duration, usually a scene. A scene is a focused challenge or exchange, often involving multiple rolls. It typically ends when the location, opposition, or situation meaningfully changes.
  • Longer-lasting Abilities may persist for an entire score depending on Outcome and dramatic tension. A common Consequence is that a sustained Power ends at an inconvenient moment.

Sustained Abilities may require attention. Distraction, Harm, or loss of control may end them as a Consequence.

Range

Unless stated otherwise, the range of a Form Ability follows the normal fictional range of its associated Action. Being within reach usually suffices, touch is optional.

Hunt allows range. Command and Sway require presence; they do not function through indirect communication unless an Ability explicitly allows it.

Combining Powers

When combining multiple Abilities in a single roll, the Stress Cost is determined by the highest complexity used.

Combining Complexities

Using a higher-complexity Ability may include lower-complexity Abilities of the same Action and Form as part of the same roll.

You gain flexibility within the same framework, but you do not gain additional rolls, additional Stress thresholds, or expanded scope beyond what the highest complexity permits.

For example, if you use the Advanced Survey Metal Ability to scry from a specific metallic object, you may also use the Basic Ability of that Form to locate metallic objects using the same roll. You must still choose which of the detected objects to scry from without further information.

Combining Forms

If you know multiple Forms, you may combine them in a single Action when it makes sense in the fiction. For example, if you know both Fire and Plant, you may Attune, Command, or Sway using either or both Forms at once, without first determining whether the target is Fire- or Plant-aligned.

Combinations must remain coherent. Some mixtures naturally interfere with each other. Everyone will remember that popcorn attack you improvised using Plant and Fire!

Combining Actions

Combining multiple Actions in a single roll is more restrictive. If an effect genuinely requires more than one Action, roll using the lowest Action rating involved. That rating must also satisfy the highest die requirement among the Abilities being used.

If this requirement cannot be met, the combined effect cannot be resolved in a single roll.

Bessie wants to use Advanced Consort Animal to transform into a cat, then climb a tree. This combines Consort and Prowl. The player must roll using the lower of the two Action ratings. If the transformation requires Advanced complexity, the rolled dice must also meet the Advanced die requirement.

Cooperative Use of Powers

Cooperation with Powers follows the normal Teamwork rules: Group Action, Assist, and Set Up.

Powers do not create new teamwork structures. Use the standard rules. The only addition is that a successful Set Up may integrate the assisting character’s Form into the final effect, if it meaningfully alters what the Power does.

A crew attempts a Master Attune Darkness summoning. A Fire user performs a Set Up with Tinker Fire to infuse the ritual with volatile flame. On success, the summoned demon manifests Fire aspects in addition to its Darkness nature.

Optional Rule

Abilities Gated by Tier

If Form Abilities seem too powerful for low-Tier play, you may gate Abilities by Crew Tier. This meshes with the Poor Beginnings optional rule (p. 231).

  • At Tier 0, only Basic Abilities may be used.
  • At Tiers 1–2, Basic and Advanced Abilities may be used.
  • At Tiers 3–4, Basic, Advanced, and Master Abilities may be used.
  • At Tier 5 and above, all Abilities may be used.

Long-Term Projects allow use of Abilities as if the Crew were two Tiers higher for the purpose of this restriction. If you use this option, consider limiting exceptional equipment (such as bombs or grenades) in a similar manner.

Availability and Genre

Not all Forms and Abilities exist in every setting.

A setting determines which Power Playbooks, Forms, and Action–Form pairings are available. Allowing all options creates a rich but mechanically dense setting.

The primary distinction between settings is the selection of Power Playbooks. These reflect mythic traditions and genre assumptions, and are the easiest lever for shaping tone.

  • Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard support traditional dungeon fantasy.
  • Artificer, Chi, Mystic, Ninja, and Saint suggest an eastern or wuxia-inspired tone.

Many settings restrict Powers to certain Actions. Limiting Actions changes the feel of supernatural ability more than limiting Forms.

  • Combat-focused settings emphasize Hunt, Finesse, Skirmish, and Wreck.
  • Mystic or investigative settings emphasize Attune, Study, Survey, and Tinker.
  • Horror and intrigue often rely on Command, Prowl, and Sway.
  • Wondrous or metamorphic settings emphasize Consort, Prowl, and Tinker.

A setting may also focus on particular Forms.

  • Air, Earth, Fire, and Water create a classical elemental or alchemical tone.
  • Darkness, Flux, Light, and Order suggest cosmic or ethical alignment.
  • Kinesis, Space, and Time support a pseudo-scientific or space fantasy feel.

Removing certain Actions has strong genre consequences:

  • Removing Attune eliminates summoning and anti-power effects, reducing overt mysticism.
  • Removing Command and Sway makes Powers more physical and less subtle.
  • Removing Consort limits transformation and fluid identity.
  • Removing Hunt, Skirmish, Finesse, and Wreck reduces exceptional combat.
  • Removing Prowl limits supernatural movement.
  • Removing Study and Survey removes divination and information-gathering.

You may also restrict specific Action–Form pairings. For example, you might require a separate Special Ability to use Survey with a given Form if long-range perception is rare or dangerous in your setting.

Some settings treat certain Forms or Action–Form combinations as secret knowledge to be earned through play.

Low-magic settings often focus on divination (Study and Survey), while high-power fantasy frequently emphasizes combat and spectacle instead and actively prohibit divination or gate it in various ways.