Difference between revisions of "Powers (FiD)"

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Powers transform Blades in the Dark from dark low fantasy into colorful high fantasy.
 
Powers transform Blades in the Dark from dark low fantasy into colorful high fantasy.
  
== Introducing Powers ==
+
== Introduction ==
 
In the default setting, the supernatural is rare, obscure, and poorly understood.   
 
In the default setting, the supernatural is rare, obscure, and poorly understood.   
 
Adding Powers makes the fantastical reliable, structured, and accessible to player characters.
 
Adding Powers makes the fantastical reliable, structured, and accessible to player characters.
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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.
 
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.
  
== Using Powers ==
 
 
Powers consist of two main elements — Playbooks and Forms.
 
Powers consist of two main elements — Playbooks and Forms.
 
Playbooks determine which Forms you can access and how you approach supernatural power.   
 
Playbooks determine which Forms you can access and how you approach supernatural power.   
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Below are links to Power Playbooks and Forms, followed by the rules governing their use.
 
Below are links to Power Playbooks and Forms, followed by the rules governing their use.
 
  
 
{|class="wikitable"
 
{|class="wikitable"
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|}
 
|}
  
 +
== Power Rules ==
 
'''Power''' refers to the Powers subsystem as a whole — the framework that adds supernatural Abilities to the game.
 
'''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.   
 
A '''Form''' is a themed set of Abilities linked by a common concept, such as Darkness or Fire.   
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'''[[Barrier Powers (FiD)|Barrier Powers]]''' differ significantly from the common frame, while '''[[Metal Powers (FiD)|Metal Powers]]''' follow it closely.
 
'''[[Barrier Powers (FiD)|Barrier Powers]]''' differ significantly from the common frame, while '''[[Metal Powers (FiD)|Metal Powers]]''' follow it closely.
  
== Power Playbooks ==
+
=== Power Playbooks ===
 
Power Playbooks are frameworks for acquiring Forms and Abilities.   
 
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.
 
They represent supernatural traditions or roles in the world — wizard, sorcerer, saint, monster, artificer, and similar paths.
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Some Power Playbooks include items that allow limited use of Powers without requiring full access to a Form.
 
Some Power Playbooks include items that allow limited use of Powers without requiring full access to a Form.
  
=== Multiple Power Playbooks ===
+
==== Multiple Power Playbooks ====
 
You cannot select Special Abilities from a Power Playbook unless you are using that Playbook. This restriction includes Forms.
 
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.   
 
You may acquire an additional Power Playbook by selecting the "Additional Playbook" Special Ability.   
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These trauma conditions apply to '''all''' of your Powers.
 
These trauma conditions apply to '''all''' of your Powers.
  
== Forms and Abilities ==
+
=== Forms and Abilities ===
 
Forms grant exceptional Abilities.
 
Forms grant exceptional Abilities.
  
A Form Ability is defined by a combination of an '''Action''', a '''Form''', and a level of '''complexity''.   
+
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'''.
 
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.   
 
With 12 Actions and four levels of complexity, each Form provides 48 Abilities.   
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Higher-complexity Abilities go beyond what equipment alone can accomplish.
 
Higher-complexity Abilities go beyond what equipment alone can accomplish.
  
=== Using Powers ===
+
=== Activating Abilities ===
 
A Power Playbook does not grant any Form Abilities unless you '''select a Form''' from that Playbook’s list of '''Special 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.   
 
Once you select a Form, you gain all Abilities of that Form.   
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Equipment, once you pay Load for it, remains available for the duration of a score, while Powers risk Stress each time they are used.
 
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.
 
The Attune Action can identify supernatural creatures without using a Power, though Form Abilities provide more precise detection within their theme.
 
==== Stress Cost ====
 
You use your Actions to activate Powers, but there is an associated cost in stress.
 
Each category of power requires a greater degree of success to avoid stress.
 
The cost when you fail these goals is 2 Stress.
 
* '''Basic''' powers require you to not fumble to avoid Stress, the die selected can't be a 1.
 
* '''Advanced''' powers require a success to avoid Stress, the selected die must be 4 or higher.
 
* '''Master''' powers need a full success to avoid Stress, the selected die must be 6.
 
* '''Apex''' powers need a critical success to avoid Stress, you need to roll 2 or more 6s.
 
  
 
==== Stress Cost ====
 
==== Stress Cost ====
 
You activate Form Abilities by rolling the appropriate Action.   
 
You activate Form Abilities by rolling the appropriate Action.   
 
Each use carries the risk of a cost in Stress.
 
Each use carries the risk of a cost in Stress.
 
 
The complexity of the Ability determines the minimum result required to avoid 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.
 
If you fail to meet that requirement, you suffer 2 Stress.
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* '''Advanced''' Abilities: You avoid Stress on a 4 or higher.
 
* '''Advanced''' Abilities: You avoid Stress on a 4 or higher.
 
* '''Master''' Abilities: You avoid Stress on a 6.
 
* '''Master''' Abilities: You avoid Stress on a 6.
* '''Apex''' Abilities: You avoid Stress only on a critical (two or more 6s
+
* '''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 ====
 
==== Powers are Inflexible ====
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{| class="wikitable"
 
{| class="wikitable"
||'''Effect and Outcome'''<br>
+
||'''Effect and Outcome'''
 
The Power rules use two related but distinct concepts that both affect mechanical resolution.
 
The Power rules use two related but distinct concepts that both affect mechanical resolution.
  
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'''Outcome''' refers to the final result after all modifiers — including differences in Tier, Pushing for Effect, and Set Up actions — have been applied.
 
'''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 ===
 
=== Combining Powers ===
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''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.''
 
''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.''
  
=== Power Specifics ===
+
=== Optional Rule ===
Details on how Form Abilities manifest.
+
==== 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).
  
==== Area ====
+
* At Tier 0, only '''Basic''' Abilities may be used.
Some Abilities explicitly affect an Area. This has no additional cost beyond what the Ability specifies, but secondary targets will often suffer reduced Effect.
+
* 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.
  
Abilities that do not normally affect an Area may still be extended to multiple targets when the fiction supports it.
+
Long-Term Projects allow use of Abilities as if the Crew were two Tiers higher for the purpose of this restriction.
Resolve this as any other Action. Expanding the target group usually reduces Outcome or limits Effect against secondary targets. 
+
If you use this option, consider limiting exceptional equipment (such as bombs or grenades) in a similar manner.
A common Consequence is that some targets escape entirely.
 
  
==== Duration ====
+
== Availability and Genre ==
There are no universal rules for Power duration. 
+
Not all Forms and Abilities exist in every setting.
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.
+
A setting determines which Power Playbooks, Forms, and Action–Form pairings are available. 
 +
Allowing all options creates a rich but mechanically dense setting.
  
==== Range ====
+
The primary distinction between settings is the selection of Power Playbooks.
Unless stated otherwise, the range of a Form Ability follows the normal fictional range of its associated Action.
+
These reflect mythic traditions and genre assumptions, and are the easiest lever for shaping tone.
Being within reach usually suffices, touch is optional.
 
  
'''Hunt''' allows range.  
+
* Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard support traditional dungeon fantasy.
'''Command''' and '''Sway''' require presence; they do not function through indirect communication unless an Ability explicitly allows it.
+
* Artificer, Chi, Mystic, Ninja, and Saint suggest an eastern or wuxia-inspired tone.
  
=== Powers Gated by Dice ===
+
Many settings restrict Powers to certain Actions. 
''No dice, no power — Xinpitz, street shaman.''
+
Limiting Actions changes the feel of supernatural ability more than limiting Forms.
  
Power effects are gated by the number of dice rolled for the Action to use that Power.
+
* Combat-focused settings emphasize Hunt, Finesse, Skirmish, and Wreck.
This means that pushing, assists, and anything else that gives additional dice enhances the effect of your power.
+
* Mystic or investigative settings emphasize Attune, Study, Survey, and Tinker.
* ''''Basic''' abilities have no die requirement.
+
* Horror and intrigue often rely on Command, Prowl, and Sway.
* '''Advanced''' abilities requires you to roll 2d or more.
+
* Wondrous or metamorphic settings emphasize Consort, Prowl, and Tinker.
* '''Master''' abilities requires you to roll 4d or more. In the early game this requires added dice.
 
* '''Apex''' abilities requires you to roll 6d or more. This always requires additional dice.
 
  
=== Optional Rule ===
+
A setting may also focus on particular Forms.
==== Abilities Gated by Tier ====
 
If power abilities seem to powerful for low-tier adventures, you can tier-lock powers.
 
This meshes with the Poor Beginnings optional rule, p 231.
 
* At tier zero, you can only use Basic powers.
 
* At tiers 1-2 you can use Basic and Advanced powers.
 
* At tier 3-4 you can use Basic, Advanced, and Master powers abilities.
 
* At tier 5 and up, you can use all powers.
 
Long-term projects allows use of powers as if you were two tiers higher.
 
This makes powers almost useless at tier zero and weak until tier 3.
 
Make sure to limit exceptional equipment like bombs and grenades in a similar manner, see Poor Beginnings, p 231.
 
  
== Availability and Genre ==
+
* Air, Earth, Fire, and Water create a classical elemental or alchemical tone.
Not all power abilities exist in every setting.
+
* Darkness, Flux, Light, and Order suggest cosmic or ethical alignment.
A setting determines which 'Power Playbooks', 'Forms', and 'Action-Power combinations' are available.
+
* Kinesis, Space, and Time support a pseudo-scientific or space fantasy feel.
If you allow all options, your setting becomes rich but risks being confusing.
 
  
The primary distinction between settings is the Power Playbooks in use.
+
Removing certain Actions has strong genre consequences:
These are built on common ideas in myth and fiction and fit in different cultural contexts.
 
This is the easiest lever to regulate Powers in a particular setting.
 
* Artificer Bard, Cleric, Druid, Sorcerer, Warlock and Wizard gives the powers common in dungeoneering.
 
* Artificer, Chi, Mystic, Ninja, and Saint creates a more oriental feel.
 
  
Many settings restrict powers to a limited subset of Actions, such as combat and movement, while excluding others such as divination, charm, or long-range perception.  
+
* Removing Attune eliminates summoning and anti-power effects, reducing overt mysticism.
* Many settings, especially those in manga and comics, focus on combat powers, primarily Hunt but also Finesse, Skirmish, and Wreck.  
+
* Removing Command and Sway makes Powers more physical and less subtle.
* More mystic settings may use Attune, Study, Survey, and Tinker.
+
* Removing Consort limits transformation and fluid identity.
* Mind control are common in horror and intrigue settings, using Command, Prowl, and Sway.
+
* Removing Hunt, Skirmish, Finesse, and Wreck reduces exceptional combat.
* Wondrous settings feature the transmutations of Consort, Prowl, and Tinker.
+
* Removing Prowl limits supernatural movement.
 +
* Removing Study and Survey removes divination and information-gathering.
  
A setting can also focus on certain forms.
+
You may also restrict specific Action–Form pairings.
* The classic elemental forms of Air, Earth, Fire, and Water creates an alchemical feel.
+
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.
* The ethical forms of Darkness, Flux, Light, and Order naturally create a setting of competing groups aligned with cosmic powers.
 
* Powers like Kinesis, Space, and Time creates a pseudo-scientific feel suitable to space fantasy.
 
  
* Removing attune removes summoning and anti-power abilities, making the setting decidedly less mystical.
+
Some settings treat certain Forms or Action–Form combinations as secret knowledge to be earned through play.
* 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 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.
+
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.
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. The ability to use Survey Plant and the ability to use Pant in general become different choices.
 
Looking at the touchstones, low-magic settings usually begin with the divination abilites of Study and Survey, while high-power fantasy often excludes precisely those making powers be about war and little else.
 

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.