Difference between revisions of "Darkness Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(75 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}
+
{{FiD-Powers}}Darkness as a Form is about both physical and moral darkness.  
{{FiD-Powers}}
+
Physical Darkness can be the mere absence of light, but Darkness is also an element in its own light and can exist even in places that ought to be illuminated.
Darkness is linked to both physical and mental darkness. Darkness is opposed to light.
+
Moral Darkness is associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious.  
Darkness is associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious. In physics, darkness is merely the absence of light, and many claim that spiritual evil and darkness is the absence of enlightenment and control. Darkness powers deal with moral and physical darkness, base carnality, indulgence, and deception.
+
Just as physical Darkness comes with the absence of light, many claim that spiritual Darkness is the absence of spiritual [[Light Powers (FiD)|Light]].
  
 +
Darkness opposes and is vulnerable to [[Light Powers (FiD)|Light]].
 
Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
 
Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
  
Dark creatures are shades, devils, and creatures of the night. They are usually more interested in corrupting people than in killing them.
+
== Darkness Abilities ==
Learning who to summon may require study or be a a score in itself.
 
Giving the single order you get from summoning a creature of darkness is rarely very useful.
 
These subtle creatures need time to use their full powers of deception and coercion.
 
This means you often have to bargain with them, which they of course use to corrupt you.
 
 
 
== Darkness Power Effects Table ==
 
 
 
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Umbral Understanding''' <br> You can detect creatures and powers of Darkness.
+
|valign="top"| '''[[#Umbral Understanding|Umbral Understanding]]''' <br> Sense Powers.
|valign="top"| '''Umbral Undoing'''      <br> Dismiss any summoned creature. End the operation any power.  
+
|valign="top"| '''[[#Umbral Undoing|Umbral Undoing]]'''      <br> Dismiss powers.
|valign="top"| '''Umbral Urge'''          <br> Summon a creature of Darkness.
+
|valign="top"| '''[[#Umbral Urge|Umbral Urge]]'''          <br> Summon Darkness.
|valign="top"| '''Umbral Universe'''      <br> Create a portal to a plane of darkness.  
+
|valign="top"| '''[[#Umbral Universe|Umbral Universe]]'''      <br> Gate to darkness.
 
 
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Dark Decree'''       <br> Command any creature of Darkness. You cannot understand them.
+
|valign="top"| '''[[#Abyssal Awe|Abyssal Awe]]'''     <br> Intimidate with Darkness.
|valign="top"| '''Voice of the Void''' <br> Communicate with creatures of Darkness over long distances.
+
|valign="top"| '''[[#Abyssal Accord|Abyssal Accord]]'''   <br> Darkness signalling.
|valign="top"| '''Abyssal Authority''' <br> Command Darkness creatures as if you were their superior.
+
|valign="top"| '''[[#Abyssal Ascent|Abyssal Ascent]]'''   <br> Command devils.
|valign="top"| '''Twilight Tyranny'''  <br> Permanently bind creatures of Darkness to service.
+
|valign="top"| '''[[#Abyssal Autarch|Abyssal Autarch]]'''  <br> Bind devils.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Dark Mask'''       <br> Assume an appearance to provoke darkness and envy.  
+
|valign="top"| '''[[#Devil’s Dress|Devil’s Dress]]'''   <br> Infernal apparel.
|valign="top"| '''Devil Form'''       <br> Assume the form of a creature of darkness. Devil Mask another.
+
|valign="top"| '''[[#Devil’s Disguise|Devil’s Disguise]]'''<br> Become a Devil.
|valign="top"| '''Devil Possession''' <br> Devil Form a willing or helpless creature into a creature of Darkness.
+
|valign="top"| '''[[#Devil’s Doll|Devil’s Doll]]'''   <br> Transmute Crew.
|valign="top"| '''Devil's Dance'''   <br> Devil Form a number of willing or non-sentient creatures, give them a dark desire.
+
|valign="top"| '''[[#Devil's Dance|Devil's Dance]]''<br> Transmute crowd.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Ride the Dark'''     <br> Ride Darkness mounts as if they were trained and you had the key.
+
|valign="top"| '''[[#Shade Swerve|Shade Swerve]]''' <br> Ride Darkness  
|valign="top"| '''Shadow Strike'''     <br> Fine and potent close-range attack.
+
|valign="top"| '''[[#Shade Shear|Shade Shear]]'''   <br> Fine and Potent attack
|valign="top"| '''Dance of the Dark''' <br> Play with shadows to confuse or conceal.  
+
|valign="top"| '''[[#Shade Synch|Shade Synch]]'''   <br> Precise control.
|valign="top"| '''Shadow Storm'''     <br> Storm of blades of darkness suppresses scale.  
+
|valign="top"| '''[[#Shade Skulk|Shade Skulk]]'''   <br> Travel as shadows.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Dark Scout'''       <br> Track Darkness powers.  
+
|valign="top"| '''[[#Night Nose|Night Nose]]'''   <br> Track Darkness powers.
|valign="top"| '''Shadow Sniper'''   <br> Darkness attack similar to a fine and potent rifle.
+
|valign="top"| '''[[#Night Needle|Night Needle]]'''<br> Dark snipe.
|valign="top"| '''Nightfall'''       <br> Darken an area, create shadows, and move them.
+
|valign="top"| '''[[#Night Net|Night Net]]'''   <br> Wide shadows.
|valign="top"| '''Shadow Shockwave''' <br> Darkness attack similar to a fine and potent grenade.
+
|valign="top"| '''[[#Night Nexus|Night Nexus]]''' <br> Dark Area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Dark Cloak''' <br> Merge with shadow.
+
|valign="top"| '''[[#Cloak Clasp|Cloak Clasp]]'''   <br> Merge with shadow.
|valign="top"| '''Dark Step'''  <br> Teleport from one shadow to another.  
+
|valign="top"| '''[[#Cloak Clutch|Cloak Clutch]]'''  <br> Move shadow to shadow.
|valign="top"| '''Dark Team''' <br> Bring crew with Dark Cloak and Dark Step.
+
|valign="top"| '''[[#Cloak Cluster|Cloak Cluster]]''' <br> Crew Cloak Clasp and Clutch.
|valign="top"| '''Void Walk''' <br> Teleport from one location in darkness to another.
+
|valign="top"| '''[[#Cloak Cloister|Cloak Cloister]]'''<br> Move darkness to darkness.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Shadow Shove''' <br> A Darkness close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''[[#Eerie Evasion|Eerie Evasion]]'''     <br> Block Darkness Harm.
|valign="top"| '''Shadow Strike''' <br> Shadow Shove, and fine and potent.
+
|valign="top"| '''[[#Eerie Edge|Eerie Edge]]'''         <br> Fine and Potent attack.
|valign="top"| '''Eerie Evasion''' <br> Create shadowy distractions that prevent scale.
+
|valign="top"| '''[[#Eerie Encirclement|Eerie Encirclement]]''' <br> Gain Scale.
|valign="top"| '''Shadow Surge''' <br> Darkness strikes out in all directions, attacking all enemies in a wide area.  
+
|valign="top"| '''[[#Eerie Effort|Eerie Effort]]'''     <br> Group Action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Dark Name'''         <br> Identify physical or moral Darkness and power abilities.  
+
|valign="top"| '''[[#Sinister Sense|Sinister Sense]]'''   <br> Identify Darkness.
|valign="top"| '''Dark Lore'''         <br> Exactly analyze Darkness powers and abilities.
+
|valign="top"| '''[[#Sinister Scrutiny|Sinister Scrutiny]]''' <br> Analyze Darkness.
|valign="top"| '''Dark Past'''         <br> Read the past events of Darkness.
+
|valign="top"| '''[[#Sinister Story|Sinister Story]]'''   <br> Read the past Darkness.
|valign="top"| '''World of Darkness''' <br> Dark Lore a wide area, then Dark Pas some targets.
+
|valign="top"| '''[[#Sinister Sweep|Sinister Sweep]]'''   <br> Scrutinize a large area.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Eye of the Bat'''   <br> See in the dark.  
+
|valign="top"| '''[[#Grim Gaze|Grim Gaze]]'''     <br> See in the dark.
|valign="top"| '''Eye of the Rat'''   <br> Move your senses to a place of darkness.  
+
|valign="top"| '''[[#Grim Glimpse|Grim Glimpse]]'''   <br> Senses at darkness.
|valign="top"| '''Eyes of the Dark''' <br> Choose a location or creature. See them from nearest darkness.
+
|valign="top"| '''[[#Grim Glare|Grim Glare]]'''     <br> Sense from darkness.
|valign="top"| '''World of Darkness''' <br> You perceive from every dark place at once over a wide area.
+
|valign="top"| '''[[#Grim Grandeur|Grim Grandeur]]''' <br> Perceive wide darkness.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Infernal Empathy'''       <br> Understand Darkness creatures and motivations.  
+
|valign="top"| '''[[#Infernal Insinuation|Infernal Insinuation]]''' <br> Understand Darkness.
|valign="top"| '''Infernal Influence'''     <br> Crew can communicate with Darkness creatures. Tempt normal folk to commit evil deeds.
+
|valign="top"| '''[[#Infernal Influence|Infernal Influence]]'''   <br> Crew communication
|valign="top"| '''Temptation'''             <br> Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them.
+
|valign="top"| '''[[#Infernal Inducement|Infernal Inducement]]''' <br> Suggest Darkness.
|valign="top"| '''Infernal Indoctrination''' <br> Permanently change personality and motivations of a creature.  
+
|valign="top"| '''[[#Infernal Indoctrination|Infernal Indoctrination]]''' <br> Bind Darkness.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Mold Darkness'''   <br> Shape darkness like soft black clay, keeps its form for a few minutes.
+
|valign="top"| '''[[#Darkness Drape|Darkness Drape]]'''     <br> Big shadows.
|valign="top"| '''Shape Darkness''' <br> Mold Darkness, and you can form simple solid objects of darkness.  
+
|valign="top"| '''[[#Darkness Densified|Darkness Densified]]''' <br> Solid Darkness.
|valign="top"| '''Craft Darkness''' <br> Create complex tools, such as fine and potent items of solid darkness.
+
|valign="top"| '''[[#Darkness Distilled|Darkness Distilled]]''' <br> Complex Darkness.
|valign="top"| '''Master Darkness''' <br> Craft Darkness to mass produce or make something large, like a building.
+
|valign="top"| '''[[#Darkness Design|Darkness Design]]'''   <br> Craft massive Darkness.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Dark Corrosion'''   <br> Withers and corrodes, a powerful but slow process that leaves twisted remains.
+
|valign="top"| '''[[#Dark Devour|Dark Devour]]'''       <br> Withering attack.
|valign="top"| '''Dark Smash '''       <br> Break most materials if they were wood
+
|valign="top"| '''[[#Dark Demolish|Dark Demolish]]'''     <br> Break Darkness.
|valign="top"| '''Dark Disintegrate''' <br> Dark Smash targets disappear or are reduced to a fine dust.
+
|valign="top"| '''[[#Dark Disintegrate|Dark Disintegrate]]''' <br> Silent Darkness.
|valign="top"| '''Dark Obliteration''' <br> Dark Disintegrate over a large area. Level a city block or wither a wood.
+
|valign="top"| '''[[#Dark Devastation|Dark Devastation]]'''   <br> Huge Dark Smash.
 
|}
 
|}
  
 
== Expanded Darkness Powers ==
 
== Expanded Darkness Powers ==
 +
Darkness combines physical shadow and ethical evil into a single, dangerous Form. Most people assume any user of Darkness is corrupt or damned, and they often act on that assumption. You can resist corruption by holding back and refusing its temptations, but Darkness rewards surrender: the more freely you use it, the easier and more natural evil becomes. Those who let go risk becoming creatures of Darkness in truth, not just in power.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
=== Attune ===
 
=== Attune ===
 
Harness the power of Attune Darkness to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell.
 
Harness the power of Attune Darkness to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell.
  
The position and consequences usually depends on what happens around you when you do it. 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.
+
The Position and consequences usually depends on what happens around you when you do it. 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.
If a powerful creature resists being dispelled, its obviously dangerous.  
+
If a powerful creature resists being dispelled the situation is obviously dangerous.
Having helpers and bodyguards reduces the consequences.
 
  
'''Umbral Understanding'''
+
==== Umbral Understanding ====
You can detect creatures and powers of Darkness.
+
Sense Powers.
  
This is usually done to spot a disguised summoned creature.
+
You can detect creatures and abilities of any Form. If the Form is Darkness, Flux, Light, or Order you also learn the form and get a rough idea of what it does and if there is an easy way to subvert or circumvent it.
However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
 
Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
 
  
'''Umbral Undoing'''
+
{{ : Include Attune Basic Detect Powers (FiD) }}
Dismiss any summoned creature. End the operation any power.
 
  
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.
+
==== Umbral Undoing ====
 
+
Dismiss powers.
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
 
  
 +
Dismiss any summoned creature. End the operation any power.
 
Darkness is powerful in that it can dispel any power, not just Darkness powers.
 
Darkness is powerful in that it can dispel any power, not just Darkness powers.
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
+
You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.
 
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
Against an opponent that uses power to fly or even breathe you may have a better effect.
 
  
When it is 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.
+
==== Umbral Urge ====
 
+
Summon Darkness.
'''Umbral Urge'''
 
Summon a creature of Darkness.
 
  
 
You can call a creature of darkness. This is generally an unwilling servant.  
 
You can call a creature of darkness. This is generally an unwilling servant.  
  
Learning who to summon may require study or be a score in itself.
+
Dark creatures are devils, creatures of evil and the night.  
It will obey one command from you and this can be extended.  
+
They are more interested in corrupting people than in fighting them.  
Darkness creatures will often cooperate in plans that corrupt you or other people.  
 
  
Darkness creatures, also known as devils, come from realms of Darkness known as Hells.
+
''Darkness creatures'', also known as devils, come from realms of Darkness known as Hells.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is where Dark summons come from.  
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is where Dark summons come from.  
 +
Darkness creatures will often cooperate in plans that corrupt you or other people, avoiding the struggle to control them or at least turning it into an ethical rather than magical struggle.
 +
Giving the single order you get from summoning a creature of darkness is rarely very useful, these subtle creatures need time to use their full powers of deception and coercion.
 +
You have to bargain with them, which they use to corrupt you.
  
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.
+
Summonable creatures come in three types, elementals, spirits, and creatures with powers.  
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 cohort, either a skilled follower or a group of goons.
 
 
 
To summon a particular creature, similar to an expert, you need its unique identity, called true name in the mystical power traditions. For a technomancer this would be something like an id number, a blueprint, or genetic 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.
 
 
 
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
 
  
 
Darkness elementals are shades, blobs of solidified darkness.
 
Darkness elementals are shades, blobs of solidified darkness.
They embrace enemies and cloak allies.
+
They embrace and drain the energy of enemies and cloak allies.
Most elementals have animal intelligence, and often take the shape of a dog or simply a dark blob.
+
Most elementals have animal intelligence, and often take the shape of a dog or simply a dark cloak, cover, or blob.
 +
These are the least subtle and least evil of the creatures of darkness.
  
Darkness spirits are similar to elementals in that they are made out of darkness, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and more intelligent than elementals.
+
Darkness spirits are similar to elementals in that they are made out of darkness, but ephemeral, less physically oriented, and more intelligent than elementals.
 
They can use sophisticated power effects and usually have an agenda of their own.
 
They can use sophisticated power effects and usually have an agenda of their own.
  
 
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.  
 
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 succubus is an attractive human female, but sports horns and a tail and may have hooves, wings, and an unusual skin color as well as Darkness abilities.
+
Darkness creatures are often humanoid.
As Darkness is the essence of deceit, Darkness creatures can often mask themselves to appear as if they have no powers.  
+
''A succubus is an attractive human female, but sports horns and a tail and may have hooves, wings, and an unusual skin color as well as Darkness powers.''
 +
Darkness creatures often mask themselves to appear as if they have no powers.  
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
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.
+
{{ : Include Attune Summon (FiD) }}
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, terrorize, tempt, and seduce.
 
This includes dangerous tasks such as combat if the devil has such abilities, which most of them do.
 
 
 
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.
 
Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
 
 
 
The position is usually risky.
 
The creature is being forced to serve and might lash out.
 
Typical consequences are:
 
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
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.
+
==== Umbral Universe ====
 +
Gate to darkness.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
You can create a portal that allows travel to and from a Hell.
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.
 
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, that you defeat the creature in a duel or similar dramatic story events.
 
 
 
'''Umbral Universe'''
 
Create a portal to a plane of darkness.
 
 
 
You can create a portal that allows travel to and from Hell.
 
 
This is situational, but highly useful under exceptional circumstances.  
 
This is situational, but highly useful under exceptional circumstances.  
There are things that are possible to in Hell that are not allowed in the regular world, most Darkness 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 with the game master.
 
Such effects rarely reach outside of Hell, but if they affect creatures in Hell, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.
+
{{ : Include Attune Gate (FiD) }}
This includes archdevils and lords of Hell.
 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
 
=== Command ===
 
=== Command ===
Command and intimidate Dark creatures, projecting authority.
+
Dark Presence.
Position and effect depend on the situation and your relationship with the listeners.
 
  
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position.
+
You can create Dark effects, such as projecting a cloak of darkness, to heighten your authority, gaining leverage similar to what could be achieved by a threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without an actual threat of violence.  
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.
+
Devils creatures may recognize you as a figure of authority.  
A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or a small rebellion.
 
  
'''Dark Decree'''
+
==== Abyssal Awe ====
Command any creature of Darkness. You cannot understand them.
+
Intimidate with Darkness.
  
This is useful for intimidating creatures under your power and commanding foreign or alien subordinates.
+
You can create Darkness effects such as a play of shadows, dark aura, or dimming of ambient light to heighten your authority, similar to what could be a achieved by displaying a weapon.
Combined with the basic power of Sway, it allows two-way communication.
+
This can provide the leverage needed to use Command to intimidate without actual threat of violence.
 +
This is useful for intimidating any type of creature.
  
'''Voice of the Void'''
+
==== Abyssal Accord ====
Communicate with creatures of Darkness over long distances.
+
Darkness signalling.
  
 
You can communicate with Dark creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
 
You can communicate with Dark creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
  
 
You can send nightmares to any creature (not just Dark creatures) you know or see.
 
You can send nightmares to any creature (not just Dark creatures) you know or see.
This allows you to send vague messages and receive vague answers influenced by the subconscious of your target.
+
This allows you to send vague messages and receive vague answers from the subconscious of your target, who will remember the episode as a nightmare.
  
'''Abyssal Authority'''
+
==== Abyssal Ascent ====
Command Darkness creatures as if you were their superior.
+
Command devils.
  
Targets will see you as a higher-ranking devil.
+
Creatures of Darkness recognize you as a figure of authority.
This does not remove existing loyalties, which can lead to conflicts.
+
This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. 
Understanding the social order of your targets helps avoid conflicting with their established loyalties.
+
This does not remove existing loyalties, which may lead to conflict.
Ordering devil to investigate a disturbance is harder (needs more effect) than telling them to ignore it, Dark creatures lack a sense of duty.
+
Understanding the social order of your targets helps avoid clashes with established hierarchies.
  
Limited effect might result in a creature not doing what it might not have done anyway, like ignoring a situation.
+
==== Abyssal Autarch ====
Standard effect makes the creature do what it should, but in a way you decide, like a guardian hell hound chasing rather than attacking.
+
Bind devils.
Great effect means targets will ignore their normal routine and go out of their way to please you, like a shade moving into the light or enemies ignoring or fleeing from you.
 
  
'''Twilight Tyranny'''
+
This won’t work unless you are already in a position of power. The result is similar to Abyssal Authority but potentially permanent. Powerful emotions can break your control, but otherwise, it lasts until dispelled.
Permanently bind creatures of Darkness to service.
 
  
This won’t work unless you are already in a position of power. The effect is similar to Authority but potentially permanent. A creature under your enemies' care may break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.
+
Consort powers changes your appearance and form and later that of other creatures. This will often give a bonus to initial Effect or improved Position on Consort rolls, making some tasks automatic without a roll, and even allow an action that a human could not do.
  
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
+
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or suffer unexpected handicaps.
 +
 
 +
==== Devil’s Dress ====
 +
Infernal apparel.
  
'''Dark Mask'''
 
 
Assume an appearance to provoke darkness and envy.
 
Assume an appearance to provoke darkness and envy.
 +
Imbue your appearance with elements that cause envy, such as luxury clothes, jewelry, and personal beauty.
 +
This is not a disguise, but such a makeover can be made extreme enough that people may not recognize you.
  
Imbue your appearance with darkness and envy, such as luxury clothes, jewelry, and personal beauty.
+
You can use this on your entire Crew as an Advanced ability.
This is not a disguise, but such a makeover can be extreme enough that people may not recognize you.
+
 
 +
==== Devil’s Disguise ====
 +
Become a Devil.
  
'''Devil Form'''
 
 
Assume the form of a creature of darkness. Devil Mask another.
 
Assume the form of a creature of darkness. Devil Mask another.
 
+
Devil Mask can now be applied to another creature.
Devil Mask applied to another creature does just that.
+
Your Consort applies to the change itself, but otherwise they still use their own Consort action.
They still use their own Consort action.
 
  
 
Assuming the form of a creature of darkness is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form embodies Darkness.
 
Assuming the form of a creature of darkness is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form embodies Darkness.
  
Devil Form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Darkness powers inherently without risking stress.
+
Devil’s Disguise can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Darkness powers inherently without risking stress.
  
With limited effect you can transform into yourself as a devil. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
+
* '''Limited Effect''' — You resemble how you might have been had you grown up as the devil who's form you assume; those familiar with you may still recognize you.
 +
* '''Standard Effect''' — You become a generic devil, very difficult to recognize as yourself.
 +
* '''Great Effect''' — You assume the form and some of the mannerisms or presence of a specific devil you have studied.
  
'''Devil Possession'''
+
==== Devil’s Doll ====
Devil Form a willing or helpless creature into a creature of Darkness.
+
Transmute Crew.
  
This is Devil Form applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Devil Form.
+
Devil’s Disguise used on a willing or helpless creature into a creature of Darkness.
 +
The duration depends on Effect:
 +
* '''Limited Effect''' — One scene.
 +
* '''Standard Effect''' — Lasts for the duration of a score.
 +
* '''Great Effect''' — Lasts longer and may become permanent, depending on the fiction.
  
'''Devil's Dance'''
+
==== Devil's Dance ====
Devil Form a number of willing or non-sentient creatures, give them a dark desire.
+
Transmute crowd.
  
This is where Consort becomes a combination of Devil Form and Umbral Urge.
+
Devil Form a number of willing or non-sentient creatures and give them a dark desire.
You transform a number of existing creatures and give them a corrupt personality, turning them into minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.
+
{{ : Apex Consort }}
  
This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, creating a cout of imps to serve you.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with Darkness, manipulating and attacking with precision
+
Exercise finesse with Darkness, manipulating and attacking with precision.
 +
 
 +
==== Shade Swerve ====
 +
Ride Darkness
  
'''Ride the Dark'''
 
 
Ride Darkness mounts as if they were trained and you had the key.
 
Ride Darkness mounts as if they were trained and you had the key.
 
 
This allows you to use Finesse with mounts and vehicles you are not familiar with as long as they include an element of darkness.  
 
This allows you to use Finesse with mounts and vehicles you are not familiar with as long as they include an element of darkness.  
This includes Dark creatures serving as mounts as well as hyperspace and ether vessels.
+
This includes Dark creatures serving as mounts as well as space vessels.
 
You can bypass simple locks on vehicles, but not more serious security.  
 
You can bypass simple locks on vehicles, but not more serious security.  
You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.
+
You can ride beasts even if they are not trained to carry a rider.  
 +
They must still be physically able to carry you.
  
'''Shadow Strike'''
+
==== Shade Shear ====
Fine and potent close-range attack.
+
Fine and Potent attack
  
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.  
+
Fine and Potent close-range Darkness attack.
 +
Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis.
 +
This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
 +
Besides variety, this only substitutes for equipment, a Fine and Potent Finesse weapon is just as effective.  
 
Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
 
Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
  
'''Dance of the Dark'''
+
==== Shade Synch ====
Play with shadows to confuse or conceal.
+
Precise control.
  
Play with shadows in small and precise ways.
+
Manipulate a small amount darkness, obscuring light and, at Great Outcome, hindering movement like a clot of tar would. Mainly used to momentarily blind or conceal. {{ Include Finesse Master }}
This can momentarily blind, or alter a shadow to cause a misstep or confuse sight.  
 
  
'''Shadow Storm'''
+
==== Shade Skulk ====
Storm of blades of darkness suppresses scale.
+
Travel as shadows.
  
As Shadow Strike, and you also create distractions. The effect is like having a number of trusty but entirely defensive allies in the fight. This negates any scale advantage an enemy gets for having allies of their own.
+
You, your crew, your vehicles, and mounts are covered in shadow or you provide shadow mounts.
 +
As long as you avoid direct sunlight and don't move close to others your travel is unnoticed and leaves no trail.
 +
The speed is that of typical ride in the setting.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
'''Dark Scout'''
+
Hunting with Darkness is indirect, subtle.
 +
You can snipe, but the focus is on tacking in the darkness, pushing your prey into a desolate kill-zone, blind and without friends.
 +
 
 +
==== Night Nose ====
 
Track Darkness powers.
 
Track Darkness powers.
  
Perceive which shadows are natural and which are the result of powers.
+
Perceive which shadows are natural and which are the result of Powers.
You can track Dark creatures and the use of Dark powers.
+
You can track both creatures of Darkness, those who use Dark power, and creatures in darkness.
  
'''Shadow Sniper'''
+
==== Night Needle ====
Darkness attack similar to a fine and potent rifle.
+
Dark snipe.
  
 
Make a fine and potent attack at range with the power of Darkness.
 
Make a fine and potent attack at range with the power of Darkness.
This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective in combat.  
+
This serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally effective in combat.
 +
Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burns, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
 +
 
 +
==== Night Net ====
 +
Wide shadows.
  
'''Nightfall'''
+
Darken an Area (p. 221), create shadows, and move them.
Darken an area, create shadows, and move them.
+
You can subtly darken a large area and create shadows.
 +
This does not inflict any direct damage but causes confusion.
 +
This is usually used as a set up, but may also change how people act in reaction to the environment—compact darkness is likely to make people want to stay indoors or run out of the dark as the case may be.  
  
You can darken a large area and create shadows.
+
Nightfall is opposed by light, a torch within is visible as a faith mote of light, strong artificial light can create an area of mirk, direct sunlight will boil it away in seconds.
This does not inflict any direct damage.
 
This is usually used as a setup, but may also change how people act in reaction to the environment—compact darkness is likely to make people want to stay indoors or run out of the dark as the case may be.  
 
  
Nightfall is opposed by bright light, sunlight will boil it away in seconds and strong artificial light can do so in minutes.
+
==== Night Nexus ====
 +
Dark Area attack.
  
'''Shadow Shockwave'''
 
 
Darkness attack similar to a fine and potent grenade.
 
Darkness attack similar to a fine and potent grenade.
 +
An escalation of Shadow Sniper to cover an Area (p. 221).
 +
Less precise, this affects all creatures at a location, with a risk of collateral damage.
 +
Targets in trenches, behind walls, or otherwise shielded are not in direct danger but tend to keep their heads down, which gives your side the initiative.
  
An escalation of Shadow Sniper. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger but tend to keep their heads down, which gives your side the initiative.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
'''Dark Cloak'''
+
As the element of deception, Darkness is good at stealth ant tricksy travel.
 +
 
 +
==== Cloak Clasp ====
 
Merge with shadow.
 
Merge with shadow.
  
Line 343: Line 333:
 
This allows you to hide in impossible places as long as the environment is dark.
 
This allows you to hide in impossible places as long as the environment is dark.
 
This works just like any other attempt to use Prowl to avoid notice, except that shadows and darkness provides more concealment than it ordinarily would.
 
This works just like any other attempt to use Prowl to avoid notice, except that shadows and darkness provides more concealment than it ordinarily would.
Note that only you can use this ability, your friends and allies cannot unless you use Dark Team, below.
+
Note that only you can use this ability, your friends and allies cannot unless you use Dark Walk, below.
  
'''Dark Step'''
+
==== Cloak Clutch ====
Teleport from one shadow to another.
+
Move shadow to shadow.
  
You can move through darkness. This allows you to teleport from one shadow you can see to another, walk through walls as long as both sides are in the dark, and so on.
+
You can move through darkness. This allows you to teleport from one shadow you can see to another or walk through walls as long as both sides are in the dark and you know where to go. Survey powers can help with that.
 
   
 
   
'''Dark Team'''
+
==== Cloak Cluster ====
Bring crew with Dark Cloak and Dark Step.
+
Crew Cloak Clasp and Clutch.
  
 +
Help crew with Cloak Clasp and Cloak Clutch .
 
Now you and your allies can Prowl in dark places.  
 
Now you and your allies can Prowl in dark places.  
They still use their own Prowl action
+
This will often be a Group Action.
 +
They still use their own Prowl.
  
'''Void Walk'''
+
==== Cloak Cloister ====
Teleport from one location in darkness to another.
+
Move darkness to darkness.
  
 
You and allies can teleport from one location in darkness to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
 
You and allies can teleport from one location in darkness to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
  
 
This takes you to places you are familiar with.
 
This takes you to places you are familiar with.
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
Both initial Effect and Position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
'''Shadow Shove'''
+
Use Darkness to resist fatigue and Dark damage.
A Darkness close-range attack, similar in effect to a melee weapon or pistol.
 
  
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
+
==== Eerie Evasion ====
 +
Block Darkness Harm.
  
'''Shadow Strike'''
+
Absorb resist fatigue and Harm from Darkness and enervating attacks.
Shadow Shove, and fine and potent.
+
{{ : Damage Resistance Template (FiD)}}
  
'''Eerie Evasion'''
+
==== Eerie Edge ====
Create shadowy distractions that prevent scale.
+
Fine and Potent attack.
  
Surround yourself with a whirling pattern of confusing shadows.
+
This is used just like a dueling sword or pistol.
The effect is to deny the advantage of scale.
+
Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis.  
 +
This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
 +
 
 +
==== Eerie Encirclement====
 +
Gain Scale.
  
'''Shadow Surge'''
 
 
Darkness strikes out in all directions, attacking all enemies in a wide area.
 
Darkness strikes out in all directions, attacking all enemies in a wide area.
 +
This gives you Scale (p. 221).
 +
Otherwise as Eerie Edge.
  
Not only can you ignore scale, you also attack multiple opponents at once.
+
==== Eerie Effort ====
 +
Gain Scale.
 +
 
 +
This allows you and allies to initiate a Group Action when intimidating, flanking a target, or acting under stress from fear. {{ : Apex Skirmish Include (FiD) }}
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Analyze objects and creatures imbued with Darkness to gain insight and knowledge. The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.
+
Analyze objects and creatures imbued with Darkness to gain insight and knowledge. The Outcome required depends on range, Limited Outcome for touch, Standard Outcome for line-of-sight, and Great Outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
  
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position.  
+
Position depends on the situation. Safely in your base the position is Controlled. In the middle of a fight or when pinned down the Position is Desperate. Sometimes thing you are researching it dangerous in itself, worsening position.  
 
Consequences may give you knowledge that lacks crucial details or drop hints for opponents to use.
 
Consequences may give you knowledge that lacks crucial details or drop hints for opponents to use.
  
'''Dark Name'''
+
==== Sinister Sense ====
Identify physical or moral Darkness and power abilities.
+
Identify Darkness.
  
 +
Identify physical or moral Darkness as well as Darkness powers.
 
This identifies Dark creatures and powers by name but gives no further analysis.
 
This identifies Dark creatures and powers by name but gives no further analysis.
 
In a creature dominated by sin, you can tell what their chief vice is.
 
In a creature dominated by sin, you can tell what their chief vice is.
  
'''Dark Lore'''
+
==== Sinister Scrutiny ====
Exactly analyze Darkness powers and abilities.
+
Analyze Darkness.
  
You learn of any powers or special abilities of Dark creatures, as well as the detailed abilities of a power or object.
+
You learn of any powers or special abilities of Dark creatures, as well as the detailed abilities of a Power or object.
In a creature not aligned with Light, you can tell what sin they would potentially be most tempted by.
+
In any creature not aligned with [[Light Powers (FiD)|Light]], you can tell what sin they could be lured into.
In a creature dominated by sin, you can tell their worst vices and how they manifest, exactly what they ant and what would tempt them.
+
In any creature dominated by sin, you can tell their worst vices and how they manifest and exactly what would tempt them.
  
'''Dark Past'''
+
==== Sinister Story ====
Read the past events of Darkness.
+
Read the past Darkness.
  
You can read the dark past of a creature, place, or object.
+
You can read the dark past of a Dark creature, place, or object.
Normally this gives you a vision of the worst event the target has been involved in.  
+
This includes places where light very rarely intrudes, such as deep caverns and the dark side of a tide-locked planet.
 +
Normally this gives you a vision of the worst event the target has been involved in, but you can look for specific events.  
 
If there are no or only minor sins, you notice nothing.
 
If there are no or only minor sins, you notice nothing.
On a creature, power, or item of Darkness, as well as a creature dominated by sin, you gain detailed visions of their sins and self-indulgence.
+
On a creature, power, or item of Darkness, as well as a creature dominated by sin, you can gain detailed visions of their sins and self-indulgence.
  
'''World of Darkness'''
+
==== Sinister Sweep ====
Dark Lore a wide area, then Dark Past some targets.
+
Scrutinize a large area.
  
Dark Lore on everything as far as you can see, pinpointing locations of interest like altars and murder sites. You can then use Dark Past to learn the history of up to three of the tings you analyzed.
+
Sinister Scrutiny on everything within an Area (p. 221), pinpointing locations of interest like altars and murder sites.  
 +
You can then use Sinister Story to learn the history of up to three of the tings you analyzed.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
 
Perceive and locate manifestations of Darkness.  
 
Perceive and locate manifestations of Darkness.  
The effect you need depends on the target's concealment.  
+
The outcome you need depends on the target's concealment.  
Limited effect finds targets in concealment.
+
Limited outcome finds those hiding behind cover and in far places you can only barely see.  
Standard effect finds those hiding behind cover and in far places you can only barely see.  
+
Standard outcome can look behind walls and into hard cover.
Great effect can look behind walls and into hard cover.
+
Great outcome can look into far-away places and spots you had no idea existed.
  
'''Eye of the Bat'''
+
==== Grim Gaze ====
 
See in the dark.
 
See in the dark.
  
 
Darkness no longer hinders your vision, but contrast between light and shadow still bothers you.
 
Darkness no longer hinders your vision, but contrast between light and shadow still bothers you.
 +
You can use Grim Gaze with all higher Survey Dark powers.
  
'''Eye of the Rat'''
+
==== Grim Glimpse ====
Move your senses to a place of darkness.
+
Senses at darkness.
  
You move your perception to a dark area you know of and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
+
You move your perception to a dark area you know of and sense as if you were at that spot as long as you maintain concentration.
  
'''Eyes of the Dark'''
+
==== Grim Glare ====
Choose a location or creature. See them from nearest darkness.
+
Sense from darkness.
  
Similar to Eye of the Rat but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable object, typically close enough to observe the target. Fails if no suitable viewpoint is available
+
Similar to Eye of the Rat but allows you to focus on a specific creature or position.  
 +
Automatically directs towards the best vantage point provided by a suitable area of darkness, typically close enough to observe the target.  
 +
Fails if no suitable viewpoint is available
 +
 
 +
==== Grim Grandeur ====
 +
Perceive wide darkness.
  
'''World of Darkness'''
 
 
You perceive from every dark place at once over a wide area.
 
You perceive from every dark place at once over a wide area.
 +
Enhances your senses impossibly, like Grim Glimpse to every dark spot in a wide area.
 +
Creates a composite mental image, revealing numerous details simultaneously.
 +
It's challenging for targets to hide unless there are large lit areas.
  
Enhances your senses impossibly, like Eye of the Rat to every dark spot in wide area. Creates a comprehensive mental image, revealing numerous details simultaneously. It's challenging for targets to hide unless there are immense volumes of light.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures of Darkness. Position and effect are determined normally, depending on the situation and your relation to listeners.   
+
Communicate, mesmerize, and manipulate creatures of Darkness.  
Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one.
+
Give any type of creature dark toughs.
 +
 
 +
Position and initial effect are determined normally, depending on the situation and your relation to listeners.   
 +
* Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.  
 +
* Standard Outcome can convince a target with no particular stake in the matter.  
 +
* Great Outcome will convince a reluctant target, but not a passionate one.
  
'''Infernal Empathy'''
+
==== Infernal Insinuation ====
Understand Darkness creatures and motivations.
+
Understand Darkness.
  
You can gauge the mood and motivations of Dark creatures and understand what they are saying. This does not allow you to be understood. Used together with the basic Command power, this allows full communication.
+
You can gauge the mood and motivations of Dark creatures and talk to them.  
 +
You can also sense when any kind of creature is in a mood to be selfish or deceptive.
  
'''Infernal Influence'''
+
==== Infernal Influence ====
Crew can communicate with Darkness creatures. Tempt normal folk to commit evil deeds.
+
Crew communication
  
This allows you and allies to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use the advanced Command effect, you are persuading, not speaking with authority.  
+
Crew can communicate with Darkness creatures. Tempt any creature to commit evil deeds.
 +
This allows you and allies to use the Sway action with full effect with Darkness-related creatures, overcoming cultural and linguistic barriers.  
 
In addition you can inspire any creature to be selfish, deceptive, and to act covertly.
 
In addition you can inspire any creature to be selfish, deceptive, and to act covertly.
  
'''Temptation'''
+
==== Infernal Inducement ====
 +
Suggest Darkness.
 +
 
 
Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them.
 
Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them.
 +
This is essentially an enhanced Sway attempt against creatures of Darkness and those overwhelmed by sin, allowing you to implant suggestions that will trigger under conditions you set.
 +
The power remains subtle until the suggestion is activated.
 +
The target will not remember being swayed.
  
This is essentially an enhanced Sway attempt against creatures of Darkness and those overwhelmed by sin, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
+
==== Infernal Indoctrination ====
 +
Bind Darkness.
  
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of effect achieved: limited effect lasts for the immediate situation, normal effect lasts for the duration of the score, and great effect can extend beyond the score if it fits the story.
+
Permanent and blatant change to a Dark creature's loyalty and motivations.
 +
This changes the target on a deep level, altering their priorities and loyalties.  
 +
Target remember their past but considers it unimportant compared to their new motivations.  
 +
There are limits to this power, especially for creatures linked to a power — you cannot make a Dark creature love [[Light Powers (FiD)|Light]] powers and actions and vice verso.
  
'''Infernal Indoctrination'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Permanently change personality and motivations of a creature.
 
 
 
Permanent and blatant change to a Dark creature's loyalty and motivations. Changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a Dark creature love Light powers and actions.
 
  
 
=== Tinker ===
 
=== Tinker ===
 
Manipulate, shape, and create objects of darkness.
 
Manipulate, shape, and create objects of darkness.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you learn Master Darkness.
+
When used with long-term projects, this can substitute for missing resources such as tools or raw materials, but that is all it does until you learn Master Darkness.
 +
{{ : Include Tinker (FiD) }}
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
==== Darkness Drape ====
The effect determines the effectiveness of your construction, but also how long it will last.
+
Big shadows.  
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most creations will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
Long-lasting and permanent creations require long-term projects.
 
  
'''Mold Darkness'''
+
Create shade to reduce illumination.
Shape darkness like soft black clay, keeps its form for a few minutes.
+
Such objects are never solid and melt in sunlight, but can cover an Area depending on Tier (p. 221).
  
You can play with shadows and dim light both are ephemeral and only last as long as you keep at it. You can solidify small amounts of darkness to shape objects like you can shape clay. These objects melt in strong light.
+
==== Darkness Densified ====
 +
Solid Darkness.
  
'''Shape Darkness'''
+
You can solidify small amounts of darkness to shape objects like you shape clay.
Mold Darkness, and you can form simple solid objects of darkness.
+
Darkness can form simple usable objects that will retain its new shape and function for the duration.
 +
You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms.
 +
This allows you to create devices and traps from the stuff of darkness.
  
Darkness can form simple useable objects that will retain its new shape and function for hours or even days.
+
Such creations can be made permanent as a long-term project.
You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms.
 
This may allow you to create devices and traps from the stuff of darkness.
 
  
'''Craft Darkness'''
+
==== Darkness Distilled ====
Create complex tools, such as fine and potent items of solid darkness.
+
Complex Darkness.
  
You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the power required for both the starting and final form. You can create complex tools, such as fine and potent items of solid darkness.
+
You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the Form required for both the starting and final form. You can create complex tools, such as fine and potent items of solid darkness.
  
This is two distinct effects. The first allows you to create darkness out of nothing, even in direct light.   
+
This is two distinct abilities. The first allows you to create darkness out of nothing, even in direct light.   
The second can only be used if you know multiple powers. You transmute darkness into material connected to another power and vice-verso.  
+
The second can only be used if you know multiple Forms. You transmute darkness into material connected to another Form.  
 
The result will maintain its form as if affected by Shape Darkness.
 
The result will maintain its form as if affected by Shape Darkness.
 +
 +
The second ability can transform Darkness into a substance related to another [[Powers_(FiD)#Forms|Form]].
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
This can transform something like a sword from metal to darkness, and it would still be a functional sword.
+
You can transform a sword from metal to darkness, and it would still be a functional sword.
A door could be changed from wood to darkness, you then pass through and the door reverts to wood.  
+
A door could be changed from tangible wood to intangible darkness, you then pass through and revert the door to wood.
  
'''Master Darkness'''
+
==== Darkness Design ====
Craft Darkness to mass produce or make something large, like a building.
+
Craft massive Darkness.
  
 
This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
Line 511: Line 542:
 
Pretty self-explanatory, this is Craft Darkness on a larger scale.
 
Pretty self-explanatory, this is Craft Darkness on a larger scale.
 
This is useful for equipping a large band or building something large out of nothing.
 
This is useful for equipping a large band or building something large out of nothing.
When doing long-term projects that involve building or crafting, you can use Master Darkness to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
When doing long-term projects that involve building or crafting, you can use Master Darkness to make dozens of objects, but this has the usual stress cost.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
It is easy to destroy darkness, but this only creates murk unless Light powers are used.   
+
It is easy to use mundane means to light the dark, Wreck used Darkness to destroy other things.   
 
Darkness withers and corrodes other materials, this is a powerful but slow process.
 
Darkness withers and corrodes other materials, this is a powerful but slow process.
  
'''Dark Corrosion'''
+
==== Dark Devour ====
 +
Withering attack.
 +
 
 
Withers and corrodes, a powerful but slow process that leaves twisted remains.
 
Withers and corrodes, a powerful but slow process that leaves twisted remains.
 +
Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place.
 +
Can attack like a torch smoldering with Darkness.
 +
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 +
Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible necrotic wounds similar to burns.
 +
This is less effective against nonliving targets but extra effective against creatures of spirit or energy.
  
Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place. Can attack like a dark torch in combat.
+
==== Dark Demolish ====
Just as crude as it sounds.
+
Break Darkness.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Dark Smash'''
 
 
Break most materials if they were wood.
 
Break most materials if they were wood.
 +
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
 +
You can also use this as a Fine, Potent sledgehammer in combat.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
==== Dark Disintegrate ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
Silent Darkness.
  
'''Dark Disintegrate'''
 
 
Dark Smash targets disappear or are reduced to a fine dust.
 
Dark Smash targets disappear or are reduced to a fine dust.
 +
Darkness is powerful when it comes to disintegration, and is able to disintegrate most materials.
 +
This is Dark Smash, but silent and subtle.
  
Darkness is powerful when it comes to disintegration, and is able to disintegrate most other materials.
+
==== Dark Devastation ====
 +
Huge Dark Smash.
  
'''Dark Obliteration'''
 
 
Dark Disintegrate over a large area. Level a city block or wither a wood.
 
Dark Disintegrate over a large area. Level a city block or wither a wood.
 +
Similar to Dark Disintegrate, but over a large Area (p. 221). This can silently turn a city block to dust, darken a large city, ruin a city wall, and similar massive destruction.
  
Similar to Dark Disintegrate, but over a large area. This can silently turn a city block to dust, darken a large city, ruin a city wall, and similar massive destruction.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 16:02, 13 February 2026

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

Darkness as a Form is about both physical and moral darkness. Physical Darkness can be the mere absence of light, but Darkness is also an element in its own light and can exist even in places that ought to be illuminated. Moral Darkness is associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious. Just as physical Darkness comes with the absence of light, many claim that spiritual Darkness is the absence of spiritual Light.

Darkness opposes and is vulnerable to Light. Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.

Darkness Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Umbral Understanding
Sense Powers.
Umbral Undoing
Dismiss powers.
Umbral Urge
Summon Darkness.
Umbral Universe
Gate to darkness.
Command Abyssal Awe
Intimidate with Darkness.
Abyssal Accord
Darkness signalling.
Abyssal Ascent
Command devils.
Abyssal Autarch
Bind devils.
Consort Devil’s Dress
Infernal apparel.
Devil’s Disguise
Become a Devil.
Devil’s Doll
Transmute Crew.
Devil's Dance
Transmute crowd.
Finesse Shade Swerve
Ride Darkness
Shade Shear
Fine and Potent attack
Shade Synch
Precise control.
Shade Skulk
Travel as shadows.
Hunt Night Nose
Track Darkness powers.
Night Needle
Dark snipe.
Night Net
Wide shadows.
Night Nexus
Dark Area attack.
Prowl Cloak Clasp
Merge with shadow.
Cloak Clutch
Move shadow to shadow.
Cloak Cluster
Crew Cloak Clasp and Clutch.
Cloak Cloister
Move darkness to darkness.
Skirmish Eerie Evasion
Block Darkness Harm.
Eerie Edge
Fine and Potent attack.
Eerie Encirclement
Gain Scale.
Eerie Effort
Group Action.
Study Sinister Sense
Identify Darkness.
Sinister Scrutiny
Analyze Darkness.
Sinister Story
Read the past Darkness.
Sinister Sweep
Scrutinize a large area.
Survey Grim Gaze
See in the dark.
Grim Glimpse
Senses at darkness.
Grim Glare
Sense from darkness.
Grim Grandeur
Perceive wide darkness.
Sway Infernal Insinuation
Understand Darkness.
Infernal Influence
Crew communication
Infernal Inducement
Suggest Darkness.
Infernal Indoctrination
Bind Darkness.
Tinker Darkness Drape
Big shadows.
Darkness Densified
Solid Darkness.
Darkness Distilled
Complex Darkness.
Darkness Design
Craft massive Darkness.
Wreck Dark Devour
Withering attack.
Dark Demolish
Break Darkness.
Dark Disintegrate
Silent Darkness.
Dark Devastation
Huge Dark Smash.

Expanded Darkness Powers

Darkness combines physical shadow and ethical evil into a single, dangerous Form. Most people assume any user of Darkness is corrupt or damned, and they often act on that assumption. You can resist corruption by holding back and refusing its temptations, but Darkness rewards surrender: the more freely you use it, the easier and more natural evil becomes. Those who let go risk becoming creatures of Darkness in truth, not just in power.

Back to top

Attune

Harness the power of Attune Darkness to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell.

The Position and consequences usually depends on what happens around you when you do it. 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. If a powerful creature resists being dispelled the situation is obviously dangerous.

Umbral Understanding

Sense Powers.

You can detect creatures and abilities of any Form. If the Form is Darkness, Flux, Light, or Order you also learn the form and get a rough idea of what it does and if there is an easy way to subvert or circumvent it.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Umbral Undoing

Dismiss powers.

Dismiss any summoned creature. End the operation any power. Darkness is powerful in that it can dispel any power, not just Darkness powers. You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Umbral Urge

Summon Darkness.

You can call a creature of darkness. This is generally an unwilling servant.

Dark creatures are devils, creatures of evil and the night. They are more interested in corrupting people than in fighting them.

Darkness creatures, also known as devils, come from realms of Darkness known as Hells. In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is where Dark summons come from. Darkness creatures will often cooperate in plans that corrupt you or other people, avoiding the struggle to control them or at least turning it into an ethical rather than magical struggle. Giving the single order you get from summoning a creature of darkness is rarely very useful, these subtle creatures need time to use their full powers of deception and coercion. You have to bargain with them, which they use to corrupt you.

Summonable creatures come in three types, elementals, spirits, and creatures with powers.

Darkness elementals are shades, blobs of solidified darkness. They embrace and drain the energy of enemies and cloak allies. Most elementals have animal intelligence, and often take the shape of a dog or simply a dark cloak, cover, or blob. These are the least subtle and least evil of the creatures of darkness.

Darkness spirits are similar to elementals in that they are made out of darkness, but ephemeral, less physically oriented, and more intelligent than elementals. They can use sophisticated power effects and usually have an agenda of their own.

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. Darkness creatures are often humanoid. A succubus is an attractive human female, but sports horns and a tail and may have hooves, wings, and an unusual skin color as well as Darkness powers. Darkness creatures often mask themselves to appear as if they have no powers. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Umbral Universe

Gate to darkness.

You can create a portal that allows travel to and from a Hell. This is situational, but highly useful under exceptional circumstances.

There are things that are possible to do here that are not allowed in the regular world. Appropriate 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 with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

Back to top

Command

Dark Presence.

You can create Dark effects, such as projecting a cloak of darkness, to heighten your authority, gaining leverage similar to what could be achieved by a threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without an actual threat of violence. Devils creatures may recognize you as a figure of authority.

Abyssal Awe

Intimidate with Darkness.

You can create Darkness effects such as a play of shadows, dark aura, or dimming of ambient light to heighten your authority, similar to what could be a achieved by displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. This is useful for intimidating any type of creature.

Abyssal Accord

Darkness signalling.

You can communicate with Dark creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

You can send nightmares to any creature (not just Dark creatures) you know or see. This allows you to send vague messages and receive vague answers from the subconscious of your target, who will remember the episode as a nightmare.

Abyssal Ascent

Command devils.

Creatures of Darkness recognize you as a figure of authority. This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.

Abyssal Autarch

Bind devils.

This won’t work unless you are already in a position of power. The result is similar to Abyssal Authority but potentially permanent. Powerful emotions can break your control, but otherwise, it lasts until dispelled.

Back to top

Consort

Consort powers changes your appearance and form and later that of other creatures. This will often give a bonus to initial Effect or improved Position on Consort rolls, making some tasks automatic without a roll, and even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or suffer unexpected handicaps.

Devil’s Dress

Infernal apparel.

Assume an appearance to provoke darkness and envy. Imbue your appearance with elements that cause envy, such as luxury clothes, jewelry, and personal beauty. This is not a disguise, but such a makeover can be made extreme enough that people may not recognize you.

You can use this on your entire Crew as an Advanced ability.

Devil’s Disguise

Become a Devil.

Assume the form of a creature of darkness. Devil Mask another. Devil Mask can now be applied to another creature. Your Consort applies to the change itself, but otherwise they still use their own Consort action.

Assuming the form of a creature of darkness is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form embodies Darkness.

Devil’s Disguise can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Darkness powers inherently without risking stress.

  • Limited Effect — You resemble how you might have been had you grown up as the devil who's form you assume; those familiar with you may still recognize you.
  • Standard Effect — You become a generic devil, very difficult to recognize as yourself.
  • Great Effect — You assume the form and some of the mannerisms or presence of a specific devil you have studied.

Devil’s Doll

Transmute Crew.

Devil’s Disguise used on a willing or helpless creature into a creature of Darkness. The duration depends on Effect:

  • Limited Effect — One scene.
  • Standard Effect — Lasts for the duration of a score.
  • Great Effect — Lasts longer and may become permanent, depending on the fiction.

Devil's Dance

Transmute crowd.

Devil Form a number of willing or non-sentient creatures and give them a dark desire. This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

Back to top

Finesse

Exercise finesse with Darkness, manipulating and attacking with precision.

Shade Swerve

Ride Darkness

Ride Darkness mounts as if they were trained and you had the key. This allows you to use Finesse with mounts and vehicles you are not familiar with as long as they include an element of darkness. This includes Dark creatures serving as mounts as well as space vessels. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.

Shade Shear

Fine and Potent attack

Fine and Potent close-range Darkness attack. Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy. Besides variety, this only substitutes for equipment, a Fine and Potent Finesse weapon is just as effective. Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Shade Synch

Precise control.

Manipulate a small amount darkness, obscuring light and, at Great Outcome, hindering movement like a clot of tar would. Mainly used to momentarily blind or conceal. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Shade Skulk

Travel as shadows.

You, your crew, your vehicles, and mounts are covered in shadow or you provide shadow mounts. As long as you avoid direct sunlight and don't move close to others your travel is unnoticed and leaves no trail. The speed is that of typical ride in the setting.

Back to top

Hunt

Hunting with Darkness is indirect, subtle. You can snipe, but the focus is on tacking in the darkness, pushing your prey into a desolate kill-zone, blind and without friends.

Night Nose

Track Darkness powers.

Perceive which shadows are natural and which are the result of Powers. You can track both creatures of Darkness, those who use Dark power, and creatures in darkness.

Night Needle

Dark snipe.

Make a fine and potent attack at range with the power of Darkness. This serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally effective in combat. Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burns, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.

Night Net

Wide shadows.

Darken an Area (p. 221), create shadows, and move them. You can subtly darken a large area and create shadows. This does not inflict any direct damage but causes confusion. This is usually used as a set up, but may also change how people act in reaction to the environment—compact darkness is likely to make people want to stay indoors or run out of the dark as the case may be.

Nightfall is opposed by light, a torch within is visible as a faith mote of light, strong artificial light can create an area of mirk, direct sunlight will boil it away in seconds.

Night Nexus

Dark Area attack.

Darkness attack similar to a fine and potent grenade. An escalation of Shadow Sniper to cover an Area (p. 221). Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger but tend to keep their heads down, which gives your side the initiative.

Back to top

Prowl

As the element of deception, Darkness is good at stealth ant tricksy travel.

Cloak Clasp

Merge with shadow.

You can make yourself appear as a shadow. This allows you to hide in impossible places as long as the environment is dark. This works just like any other attempt to use Prowl to avoid notice, except that shadows and darkness provides more concealment than it ordinarily would. Note that only you can use this ability, your friends and allies cannot unless you use Dark Walk, below.

Cloak Clutch

Move shadow to shadow.

You can move through darkness. This allows you to teleport from one shadow you can see to another or walk through walls as long as both sides are in the dark and you know where to go. Survey powers can help with that.

Cloak Cluster

Crew Cloak Clasp and Clutch.

Help crew with Cloak Clasp and Cloak Clutch . Now you and your allies can Prowl in dark places. This will often be a Group Action. They still use their own Prowl.

Cloak Cloister

Move darkness to darkness.

You and allies can teleport from one location in darkness to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.

This takes you to places you are familiar with. Both initial Effect and Position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.

Back to top

Skirmish

Use Darkness to resist fatigue and Dark damage.

Eerie Evasion

Block Darkness Harm.

Absorb resist fatigue and Harm from Darkness and enervating attacks. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Eerie Edge

Fine and Potent attack.

This is used just like a dueling sword or pistol. Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.

Eerie Encirclement

Gain Scale.

Darkness strikes out in all directions, attacking all enemies in a wide area. This gives you Scale (p. 221). Otherwise as Eerie Edge.

Eerie Effort

Gain Scale.

This allows you and allies to initiate a Group Action when intimidating, flanking a target, or acting under stress from fear. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

Back to top

Study

Analyze objects and creatures imbued with Darkness to gain insight and knowledge. The Outcome required depends on range, Limited Outcome for touch, Standard Outcome for line-of-sight, and Great Outcome to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is Controlled. In the middle of a fight or when pinned down the Position is Desperate. Sometimes thing you are researching it dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details or drop hints for opponents to use.

Sinister Sense

Identify Darkness.

Identify physical or moral Darkness as well as Darkness powers. This identifies Dark creatures and powers by name but gives no further analysis. In a creature dominated by sin, you can tell what their chief vice is.

Sinister Scrutiny

Analyze Darkness.

You learn of any powers or special abilities of Dark creatures, as well as the detailed abilities of a Power or object. In any creature not aligned with Light, you can tell what sin they could be lured into. In any creature dominated by sin, you can tell their worst vices and how they manifest and exactly what would tempt them.

Sinister Story

Read the past Darkness.

You can read the dark past of a Dark creature, place, or object. This includes places where light very rarely intrudes, such as deep caverns and the dark side of a tide-locked planet. Normally this gives you a vision of the worst event the target has been involved in, but you can look for specific events. If there are no or only minor sins, you notice nothing. On a creature, power, or item of Darkness, as well as a creature dominated by sin, you can gain detailed visions of their sins and self-indulgence.

Sinister Sweep

Scrutinize a large area.

Sinister Scrutiny on everything within an Area (p. 221), pinpointing locations of interest like altars and murder sites. You can then use Sinister Story to learn the history of up to three of the tings you analyzed.

Back to top

Survey

Perceive and locate manifestations of Darkness. The outcome you need depends on the target's concealment. Limited outcome finds those hiding behind cover and in far places you can only barely see. Standard outcome can look behind walls and into hard cover. Great outcome can look into far-away places and spots you had no idea existed.

Grim Gaze

See in the dark.

Darkness no longer hinders your vision, but contrast between light and shadow still bothers you. You can use Grim Gaze with all higher Survey Dark powers.

Grim Glimpse

Senses at darkness.

You move your perception to a dark area you know of and sense as if you were at that spot as long as you maintain concentration.

Grim Glare

Sense from darkness.

Similar to Eye of the Rat but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable area of darkness, typically close enough to observe the target. Fails if no suitable viewpoint is available

Grim Grandeur

Perceive wide darkness.

You perceive from every dark place at once over a wide area. Enhances your senses impossibly, like Grim Glimpse to every dark spot in a wide area. Creates a composite mental image, revealing numerous details simultaneously. It's challenging for targets to hide unless there are large lit areas.

Back to top

Sway

Communicate, mesmerize, and manipulate creatures of Darkness. Give any type of creature dark toughs.

Position and initial effect are determined normally, depending on the situation and your relation to listeners.

  • Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome will convince a reluctant target, but not a passionate one.

Infernal Insinuation

Understand Darkness.

You can gauge the mood and motivations of Dark creatures and talk to them. You can also sense when any kind of creature is in a mood to be selfish or deceptive.

Infernal Influence

Crew communication

Crew can communicate with Darkness creatures. Tempt any creature to commit evil deeds. This allows you and allies to use the Sway action with full effect with Darkness-related creatures, overcoming cultural and linguistic barriers. In addition you can inspire any creature to be selfish, deceptive, and to act covertly.

Infernal Inducement

Suggest Darkness.

Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them. This is essentially an enhanced Sway attempt against creatures of Darkness and those overwhelmed by sin, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Infernal Indoctrination

Bind Darkness.

Permanent and blatant change to a Dark creature's loyalty and motivations. This changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power — you cannot make a Dark creature love Light powers and actions and vice verso.

Back to top

Tinker

Manipulate, shape, and create objects of darkness. When used with long-term projects, this can substitute for missing resources such as tools or raw materials, but that is all it does until you learn Master Darkness.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.

Darkness Drape

Big shadows.

Create shade to reduce illumination. Such objects are never solid and melt in sunlight, but can cover an Area depending on Tier (p. 221).

Darkness Densified

Solid Darkness.

You can solidify small amounts of darkness to shape objects like you shape clay. Darkness can form simple usable objects that will retain its new shape and function for the duration. You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms. This allows you to create devices and traps from the stuff of darkness.

Such creations can be made permanent as a long-term project.

Darkness Distilled

Complex Darkness.

You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the Form required for both the starting and final form. You can create complex tools, such as fine and potent items of solid darkness.

This is two distinct abilities. The first allows you to create darkness out of nothing, even in direct light. The second can only be used if you know multiple Forms. You transmute darkness into material connected to another Form. The result will maintain its form as if affected by Shape Darkness.

The second ability can transform Darkness into a substance related to another Form. The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows. You can transform a sword from metal to darkness, and it would still be a functional sword. A door could be changed from tangible wood to intangible darkness, you then pass through and revert the door to wood.

Darkness Design

Craft massive Darkness.

This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.

Pretty self-explanatory, this is Craft Darkness on a larger scale. This is useful for equipping a large band or building something large out of nothing. When doing long-term projects that involve building or crafting, you can use Master Darkness to make dozens of objects, but this has the usual stress cost.

Back to top

Wreck

It is easy to use mundane means to light the dark, Wreck used Darkness to destroy other things. Darkness withers and corrodes other materials, this is a powerful but slow process.

Dark Devour

Withering attack.

Withers and corrodes, a powerful but slow process that leaves twisted remains. Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place. Can attack like a torch smoldering with Darkness. As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation. Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible necrotic wounds similar to burns. This is less effective against nonliving targets but extra effective against creatures of spirit or energy.

Dark Demolish

Break Darkness.

Break most materials if they were wood. This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick. You can also use this as a Fine, Potent sledgehammer in combat.

Dark Disintegrate

Silent Darkness.

Dark Smash targets disappear or are reduced to a fine dust. Darkness is powerful when it comes to disintegration, and is able to disintegrate most materials. This is Dark Smash, but silent and subtle.

Dark Devastation

Huge Dark Smash.

Dark Disintegrate over a large area. Level a city block or wither a wood. Similar to Dark Disintegrate, but over a large Area (p. 221). This can silently turn a city block to dust, darken a large city, ruin a city wall, and similar massive destruction.

Back to top