Difference between revisions of "Powers (FiD)"

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{{FiD}}{{FiD-Powers}}
 
Powers turn Blades in the Dark-style games into power fantasy.  
 
Powers turn Blades in the Dark-style games into power fantasy.  
  
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Rather than the fantastical being rare and poorly understood, adding powers to your gives characters entirely new abilities they can use.
 
Rather than the fantastical being rare and poorly understood, adding powers to your gives characters entirely new abilities they can use.
 
Introducing these into a game changes the game world, making it more fantastical.
 
Introducing these into a game changes the game world, making it more fantastical.
Powers consist of two elements - a playbook, and forms.  
+
Your game will change from the typical grim blades in the dark into something different and higher powered, though possibly just as grim.
 +
Powers consist of two elements—a playbook, and powers.
 +
Playbooks are frameworks for which powers you can use and how you use them.
 +
Powers describe what effects you can create.
  
=== Power Playbooks ===
+
Here follows links to power playbooks and powers, explained in the rules below.
 +
[[Typical Power Details (FiD)|Typical Power Details]].
 +
 
 +
{|class="wikitable"
 +
|-
 +
|valign=top|
 +
:'''Power Playbooks
 +
# '''[[Animism (FiD)|Animism]]'''          Power of spirits.
 +
# '''[[Chi (FiD)|Chi]]'''                  Inner power.
 +
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
 +
# '''[[Jedi (FiD)|Jedi]]'''                The Force.
 +
# '''[[Monster (FiD)|Monster]]'''          Savage power.
 +
# '''[[Mutation (FiD)|Mutation]]'''        Power in the body.
 +
# '''[[Orphic (FiD)|Orphic]]'''            Power of performance.
 +
# '''[[Psi (FiD)|Psi]]'''                  Futuristic magic.
 +
# '''[[Psychonaut (FiD)|Psychonaut]]'''    Power of dreams.
 +
# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
 +
# '''[[Soulsworn (FiD)|Soulsworn]]'''      Trade soul for power.
 +
# '''[[Spirit (FiD)|Spirit]]'''            Immaterial monster.
 +
# '''[[Starborn (FiD)|Starborn]]'''        Power of destiny.
 +
# '''[[Technomancer (FiD)|Technomancer]]''' Power of craft.
 +
# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
 +
# '''[[Wizardry (FiD)|Wizardry]]'''        Magic from study.
 +
|valign=top|
 +
::'''Powers
 +
# '''[[Air Powers (FiD)|Air Powers]]''' Elemental of gas and emptiness.
 +
# '''[[Animal Powers (FiD)|Animal Powers]]''' Animals power.
 +
# '''[[Barrier Powers (FiD)|Barrier Powers]]''' Circles of protection.
 +
# '''[[Darkness Powers (FiD)|Darkness Powers]]''' Physical and spiritual darkness.
 +
# '''[[Death Powers (FiD)|Death Powers]]''' Death and disease.
 +
# '''[[Earth Powers (FiD)|Earth Powers]]''' Element of solidity.
 +
# '''[[Electricity Powers (FiD)|Electricity Powers]]''' Elemental electricity.
 +
# '''[[Fire Powers (FiD)|Fire Powers]]''' Element of transformation and heat.
 +
# '''[[Flux Powers (FiD)|Flux Powers]]''' Luck, chaos, and freedom.
 +
# '''[[Ice Powers (FiD)|Ice Powers]]''' Element of cold and ice.
 +
# '''[[Illusion Powers (FiD)|Illusion Powers]]''' Images that delude.
 +
# '''[[Kinesis Powers (FiD)|Kinesis Powers]]''' Move things.
 +
# '''[[Life Powers (FiD)|Life Powers]]''' Master life.
 +
# '''[[Light Powers (FiD)|Light Powers]]''' Physical and spiritual light.
 +
# '''[[Metal Powers (FiD)|Metal Powers]]''' Elemental metal.
 +
# '''[[Mind Powers (FiD)|Mind Powers]]''' Psychic power.
 +
# '''[[Order Powers (FiD)|Order Powers]]''' Restore normality.
 +
# '''[[Plant Powers (FiD)|Plant Powers]]''' Vegetate matter.
 +
# '''[[Space Powers (FiD)|Space Powers]]''' Master location.
 +
# '''[[Time Powers (FiD)|Time Powers]]''' Master history.
 +
# '''[[Water Powers (FiD)|Water Powers]]''' Element of liquid.
 +
|}
 +
 
 +
== Power Playbooks ==
 
Playbooks are the frames for acquiring powers.
 
Playbooks are the frames for acquiring powers.
The playbooks are the power traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technophile.  
+
The playbooks are the power traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technomancer.  
 
Each playbook gives you access to certain powers, which are chosen in the same manner as special abilities.  
 
Each playbook gives you access to certain powers, which are chosen in the same manner as special abilities.  
 +
A power playbook can also have regular special abilities to choose from, but rarely as many as ordinary playbooks do.
 
This is in addition to all the normal features of a playbook.
 
This is in addition to all the normal features of a playbook.
  
Finally, each tradition gives you a trauma condition, chosen from a list of conditions available to that playbook.  
+
Finally, each power playbook gives you a trauma condition.  
 
This means you can't survive as much new trauma as characters who have not meddled with the powers.  
 
This means you can't survive as much new trauma as characters who have not meddled with the powers.  
The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil.
+
The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil in order to use powers.
  
You cannot pick special abilities from a power playbook unless you start with that playbook. It is possible to incorporate a power playbook into your character's pool of available abilities by selecting this as a special ability. Doing so gives you access to the special abilities and items of the power playbook, but also forces you to select a trauma condition.
+
'''Multiple Power Playbooks
You can even gain access to multiple power playbooks this way, giving you a wider range of powers at the price of more trauma conditions and thus more restrictions on the use of all of your powers.
+
You cannot pick special abilities from a power playbook unless you are using that playbook. It is possible to add a power playbook by selecting this as a special ability. If you already have a power playbook, you can gain multiple power playbooks this way, giving you a wider range of powers at the price of more trauma conditions and thus more restrictions on the use of all of your powers.
  
=== Powers ===
+
== Powers ==
 
Powers are what actually gives you exceptional abilities.  
 
Powers are what actually gives you exceptional abilities.  
A power playbook doesn't give you any abilities unless you select a power from that playbook's special abilities.
+
A power playbook doesn't give you any power abilities unless you select a power from that playbook's special abilities.
 
Once you select a power, you gain abilities appropriate to the power.  
 
Once you select a power, you gain abilities appropriate to the power.  
So if you select the electricity pool, you can shoot lightning, power electric engines, cause shortcuts, summon electric creatures, and so forth.
+
So if you select the electricity power, you can shoot lightning, power electric engines, cause shortcuts, summon electric creatures, depending on which actions you are good at.
 
In many cases, powers work as equipment does, empowering your normal actions.
 
In many cases, powers work as equipment does, empowering your normal actions.
 +
Some powers allow you to do what is normally impossible, these generally have more rules governing them
  
You use your normal actions to activate powers, but there is often an associated cost.
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'''Stress Cost
Some powers are always available.
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You use your normal actions to activate powers, but there is an associated cost in stress.
Some powers work as equipment. Unlike most equipment, you have to cross of an item each time you make a roll for the power, those components are consumed when used.  
+
The stress cost of each category of power abilities is given at the top of each column, but this cost is reduced by the result of the action roll.
Some powers require you to push each time you use the power. You gain the advantages of a push in addition to activating the power.
+
This works much like resistance rolls, but is handled as a part of the action roll.
Some powers are all-consuming. You spend all your remaining willpower to activate the power, causing you to go into trauma. These effects are over-the-top and often has extensive collateral damage.
+
Each power ability has a stress cost, which is reduced by the result of the action roll.
 +
A critical success reduces the cost by 2 for each six rolled beyond the first.
 +
This is the same roll used to judge the effect of the action itself.
 +
Sometimes the use of a power does not need an action roll, but you still make one to find the stress cost.
 +
For example, using Survey and [[Darkness_Powers_(FiD)|darkness]] to allow your friends to see in the dark is not exciting enough to require an action roll.
 +
In this case, ignore the result of the action roll except to calculate stress cost, the action itself always succeeds without consequences.
 +
For basic powers not used as a part of a significant action, just ignore the cost and action roll.
  
Unlike normal actions, which are flexible, powers are more specific. If you want to make a ranged attack using your power, that is done with Hunt action (unless the power description says otherwise), you cannot fudge this with another action as you normally can.
+
'''Avoid The Trap of Powers
 +
Just because a power allows something does not mean that you can't do it without that power.
 +
Attacks with weapons do not lose any effectiveness just because there are power that do the same.
 +
Items can be more effective than powers because once you select an item of equipment, you usually have it for the rest of the score.
 +
Attune allows the identification of supernatural creatures even without using a power, tough powers are more precise in detecting creatures and things tied to that particular power.
  
There is a standard list of effects that most powers have.
+
'''Powers are Inflexible
These effects vary in appearance and detail depending on the exact power you use, but the general effect is the same.
+
Unlike normal actions, which are flexible, powers are specific. If you want to make a ranged attack using your power, that is done with Hunt action unless the particular power description says otherwise, you cannot fudge this with another action as you normally can.
With Hunt you can make a ranged attack with most powers, if you do it with electricity this is a jolt of lightning, if you do it with fire it is a bolt of fire, if you do it with mind it is a mental blast, and if you do it with plant you fling poisonous thorns. All are ranged attacks, but depending on circumstances some are likely to be more or less effective.
 
In the description of each power, only the differences from this standard list will be noted.
 
''For example, hunt used with equipment is a ranged attack. For most powers this works in a similar way. In the description of most powers, there will be no special note on use with hunt. For the mind power hunt works differently in that it attacks the mind rather than the body, requiring special rules.
 
  
'''Combining Powers
+
'''Powers are Flexible
If you know several powers, you can affect each of them with a single action, as long as this makes sense. So if you know both the fire and plant powers, you can dismiss, infiltrate, or infiltrate both at once, but using barrage or research using both powers at once makes less sense.
+
The abilities described for each combination of power and action are typical examples that can be expanded upon.  
 +
The drift of the ability is set, but the particulars can be changed.
 +
If a character wants to do something that seems appropriate to their power but no description fits, modify existing abilities to allow it as some kind of action.
  
=== Common Power Effects Table ===
 
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" width="100" |   '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Push''' ||align="center" with=20% |  '''Trauma'''
+
||'''Effect and Outcome'''<br>
|-
+
There are really two kinds of effect in Blades in the Dark, and the power rules use this concept so much it need to be explained. To keep them apart, I have introduced the term outcome for one of these types of effect.
|align="left" valign="top" | '''Attune''' 
 
|valign="top"| '''Perceive''' <br> You are able to perceive creatures based on this power, or using this power. This is easy if you can see them, harder if they are hidden or invisible. The range depends on distractions; in an empty environment it can be kilometers, in a busy city it is perhaps as much as a city block.
 
|valign="top"| '''Dismiss''' <br> You can force a creature based on this power that is native to another plane of existence to return to that plane, or suppress the operation of the power in a creature or object.
 
|valign="top"| '''Summon''' <br> You can call a creature into this plane to serve you. This servant is generally unwilling. It will obey one command from you, more commands require this ability to be used again or other means to control the creature. You can also create a portal that allows creatures on this plane to access the plane of your power for a limited time.
 
|valign="top"| '''Gate''' <br> You tear down the barrier between this world and the dimension of your power. This can banish all creatures in a large area, or allow a swarm of creatures to rampage in your world.
 
|-
 
|align="left" valign="top" | '''Command''' 
 
|valign="top"| '''Communicate''' <br> You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command actionnormally on them.
 
|valign="top"| '''Translate''' <br>  You and allies can communicate with creatures based on your power.
 
|valign="top"| '''Authority''' <br>  You can give commands to creatures based on your power, as if you were their superior in a group they belong to. By increasing the effect, you can give them absolute commands or extend the duration beyond the score.
 
|valign="top"| '''Enslave ''' <br>  You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, similar to very loyal and literal-minded goons.
 
|-
 
|align="left" valign="top" | '''Consort''' 
 
|valign="top"| '''Mask''' <br>  You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
|valign="top"| '''Shapechange''' <br>  You assume the form of another creature that manifests your power. Add or subtract 1d to appropriate tasks depending on your new shape,up to 2d in exceptional cases.
 
|valign="top"| '''Transform''' <br>  You can change (see above) a willing or helpless creatures into a form imbued by your power. This is a curse, it can be broken but it is not easy. You can easily break the effect.
 
|valign="top"| '''Wild Hunt''' <br> You can transform (see above) a large number of creatures and give them a simple instruction, typically someone for them to hunt.
 
|-
 
|align="left" valign="top" | '''Finesse''' 
 
|valign="top"| '''Ride''' <br> If there is a mount or vehicle of the appropriate power, you can ride it. You can move and breathe in conditions manifesting your power without damage or hindrance.
 
|valign="top"| '''Fine Local Control''' <br>  You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
 
|valign="top"| '''Manipulate''' <br>  You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform minor acts of telekinesis, as long as the target is of the type appropriate to your power.
 
|valign="top"| '''Surge''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets, but if you do, there is a risk of collateral damage to allies and the environment. After this burst you travel in a burst of speed to a nearby safe location if there is any.
 
|-
 
|align="left" valign="top" | '''Hunt''' 
 
|valign="top"| '''Track''' <br>  You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment, even if the element would normally hider you or cause environmental damage.
 
|valign="top"| '''Fine Ranged Attack''' <br>  You can use your power to attack, similar in effect to a fine and potent rifle.
 
|valign="top"| '''Area attack''' <br>  You can use your power to attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of colatteral damage.
 
|valign="top"| '''Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. This is usually enough to provide cover for any escape.
 
|-
 
|align="left" valign="top" | '''Prowl''' 
 
|valign="top"| '''Reconnaissance''' <br>  You can see creatures that embody your power as well as seeing through obstructions of material linked to your power. This allows you to hide in impossible places as long as the environment manifests your power, and gives advantage when sneaking on creatures hiding in such an environment.
 
|valign="top"| '''Maneuver''' <br>  You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
 
|valign="top"| '''Travel''' <br>  You can bring allies along when you use Reconnaissance and Maneuver.
 
|valign="top"| '''Transport''' <br> You and allies can move instantaneously from one location where your power is present to another. You need not all move to the same location, and you can specify a destination to arrive in the nearest suitable spot. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape or enter just about any situation or location.
 
|-
 
|align="left" valign="top" | '''Skirmish''' 
 
|valign="top"| '''Skirmish Attack''' <br>  You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
 
|valign="top"| '''Fine Skirmish Attack''' <br>  Same as Skirmish Attack, except the weapon is fine and potent.
 
|valign="top"| '''Obstruction''' <br>  Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area. After this attack, you can rush to a nearby location.
 
|-
 
|align="left" valign="top" | '''Study''' 
 
|valign="top"| '''Analyze''' <br>  You can identify objects and creatures that manifest your power and know abilities related to your power.
 
|valign="top"| '''Research''' <br>  You know the powers and abilities of something you analyze.
 
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
 
|valign="top"| '''Omniscience''' <br> You research everything in a wide area. This is easy to do around where you are, more difficult at range. You can then use hindsight on some of these targets, and have presence of mind enough to give a report to your companions before your trauma.
 
|-
 
|align="left" valign="top" | '''Survey''' 
 
|valign="top"| '''Detect''' <br>  You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both location and information suffers.
 
|valign="top"| '''Sensor''' <br>  Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot while you concentrate. You cannot use your Survey action fro anything else when doing so.
 
|valign="top"| '''Scry''' <br>  Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
 
|valign="top"| '''Omnipresence''' <br> You perceive from all objects manifesting your power at once over a wide area. This is easy to do around where you are, more difficult at range. As long as you concentrate you retain this perception and can report what you see to others.
 
|-
 
|align="left" valign="top" | '''Sway''' 
 
|valign="top"| '''Communicate''' <br>  You can communicate with creatures based on your power even if normally couldn't, allowing you to use the sway action normally on them.
 
|valign="top"| '''Translate''' <br>  You and allies can communicate with creatures based on your power.
 
|valign="top"| '''Mesmerize''' <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. The creature enters a trance when the situation occurs. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, it is hard to notice that the creatures have changed, easier once they start acting.
 
|valign="top"| '''Inculcate'''  <br> You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant, creating a new follower. The target remember their past, but regard it as unimportant compared to their new motivations. It is possible to cure the target as a long-time project, but they may have to be restrained while you do so.
 
|-
 
|align="left" valign="top" | '''Tinker''' 
 
|valign="top"| '''Handle''' <br>  You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
|valign="top"| '''Shape''' <br>  You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand or smoke. This is similar to a welder or cutting torch working metal in efficiency.
 
|valign="top"| '''Create''' <br>  You can create objects manifesting your power out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This takes a little time, but can produce very detailed results allowing the creation of rather complex tools, such as fine and potent items if such can be made using your powers.
 
|valign="top"| '''Fabricate'''  <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can quickly equip a small army or manufacture something large, such as a vehicle or building.
 
|-
 
|align="left" valign="top" | '''Wreck''' 
 
|valign="top"| '''Jimmy''' <br>  You can bend objects manifesting your power or use your power to jerk something else. This functions similarly to tools such as crowbars, picks, and sledgehammers. When jimmying objects manifesting your power, the effect is increased, allowing you to affect hard objects like stone or metal as if they were wood. Highly useful for opening doors and windows, but noisy and leaves the object in place, which can make passing through slow.
 
|valign="top"| '''Smash''' <br>  Similar to jimmy, but faster and greater in scope. Leaves rubble, but not much else. Can be used to attack like a fine, potent sledgehammer.
 
|valign="top"| '''Disintegrate''' <br>  Similar to smash, but targets silently disappear or are reduced to a fine dust.
 
|valign="top"| '''Obliterate''' <br> Similar to disintegrate, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction. You have fine control over this and can spare objects and construction as you wish.
 
|}
 
  
== Powers ==
+
The first kind, that I call effect, is the initial effect of the action.
List of available powers.  
+
This comes from the negotiation between player and game master and depends entirely on the situation at hand and how suitable the player's proposed action is.  
  
===  Air  ===
+
I call the other kind of effect the outcome, but this could also be called final effect.
Air is an elemental power that affects gasses, and to a limited extent vacuum.
+
It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.
It does damage by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying, but very poor at doing actual damage.  
+
|}
Escalated air attacks can create a vacuum that does significant damage to creatures that breathe.
 
  
'''Attune''' 
+
'''Combining Powers
Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. Visible when they act but invisible while at rest.
+
If you know several powers, you can combine all of them with a single action, as long as this makes sense.   
Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.
+
So if you know both the fire and plant powers, you can dismiss, command, or sway using both at once.
   
+
The stress cost is that of the most difficult effect you use.
'''Prowl''' 
+
This often increases effect at the cost of position as controlling a combined power is harder.
The ability to hide in air is very powerful, but similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act.
 
 
'''Survey''' 
 
You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices.  
 
 
 
'''Tinker''' 
 
The tools you can simulate are bellows and fans, while shaping air is similar to a wind tunnel. Create can make air when there is none or make air foul.
 
 
 
'''Wreck'''
 
Air is not very good at wrecking with power and precision, but can jimmy or smash even very large things, such as vehicles and small houses.
 
Disintegrating air can be done selectively, such as to destroy all oxygen in an area, or it can manipulate air pressure to become explosively high or low.
 
 
 
===  Animal  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
===  Barriers  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Chi  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Darkness  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Death  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Earth  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Electricity  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Fey  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Fire  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Flux  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Gifts  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Ice  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Illusion  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Kinetics  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Life  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Light  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Magic  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Metal  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Mind  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Order  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Plant  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Psi  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Space  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Spiritual  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Technology  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Time  ===
 
'''Attune''' 
 
 
 
'''Command''' 
 
 
 
'''Consort''' 
 
 
 
'''Finesse'''
 
 
'''Hunt'''
 
 
'''Prowl''' 
 
 
 
'''Skirmish''' 
 
 
 
'''Study'''
 
 
'''Survey''' 
 
 
 
'''Sway''' 
 
 
 
'''Tinker''' 
 
 
 
'''Wreck''' 
 
 
 
 
 
===  Water  ===
 
 
 
'''Attune''' 
 
  
'''Command''' 
+
'''Combining Actions
 +
Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings.
 +
This lower rating must then satisfy the minimum die requirement.
  
'''Consort''' 
+
''If you want to use both the basic Command and Sway effects, likely to both speak to an understand someone, you use the lower of your Command and Sway rating.
  
'''Finesse'''
+
'''Cooperative Powers
+
It is possible for multiple characters to cooperate in using a power in a group action.
'''Hunt'''
+
Each member contributes the powers they know to the final effect.
+
If multiple actions are involved, different people in the group can roll using different actions, as long as it makes sense.
'''Prowl''' 
+
This can be exploited by adding nonsensical effects to a cooperative power use just to allow the use of different actions, keep an eye out for this.
  
'''Skirmish''' 
+
''A group of scoundrels want to summon a demon. This is a Master Attune Darkness effect. One player suggests turning this into a group action by adding a Hunt Plant effect to create a bower in the shape of a pentagram. This draws some chuckles from around the game table, no-one else thinks this a meaningful group action. Instead the GM suggests this as a setup action.
  
'''Study'''
+
'''Power Duration
+
There are no specific rules for the duration of powers.
'''Survey''' 
+
Most powers last for a single use of an action: you use the power, the effect happens, and then the power ends but the effects of the power remains.
 +
An attack is the typical example of this.
 +
You create a bolt of energy using a power like electricity, fight with it for the time it takes to make a single die roll (this can be involve several die rolls in the fiction), then the power ends but any damage or other effects remain.
 +
Powers that last usually last for an entire score, but this depends on the degree of success.
 +
A possible consequence is that the power suddenly ends at an inappropriate moment.
  
'''Sway''' 
+
'''Power Area
 +
The target of powers can be described in plural or singular, but powers use the normal effects of multiple targets, increasing position and/or reducing effect as appropriate.
 +
If the power explicitly says it has an area this does no apply.
  
'''Tinker''' 
+
'''Powers Gated by Dice
 +
Power effects can be gated by the number of dice rolled for an action.
 +
This means that pushing, assists, and devils' bargain enhances the effect of your powers.
 +
No dice, no power.
 +
One die gives access to free abilities.
 +
two dice gives access to item abilities,
 +
three dice gives access to stress abilities,
 +
four dice allows access to all powers.
  
'''Wreck'''
+
'''Optional Rule: Powers Gated by Tier
 +
If powers seem to powerful for low-tier adventures, you can tier-lock powers.
 +
At tier zero, you can only use free powers.
 +
At tiers 1-2 you can only use free and item powers.
 +
At tier 3-4 you can use free, item, and stress powers abilities.
 +
At tier 5, you can use all powers.
 +
This makes powers almost useless at tier zero and weak until tier 3.
 +
Long-term projects allows use of powers as if you were two tiers higher.
 +
Make sure to limit exceptional equipment like bombs and grenades in a similar manner.
  
== Availability and Genre ==
+
'''Availability and Genre  
 +
Different power and action combinations fit in different genres, as do power playbooks.
 +
The easiest way to manage this is to modify or remove the power playbooks and powers that don't fit.
 +
But you can also remove the abilities linked to certain actions.
 +
* Removing attune removes summoning and anti-power abilities, making the setting decidedly less mystical.
 +
* Removing command and sway powers make powers more physical and less subtle.
 +
* Removing consort makes a creature's form more definite, making the setting less confusing.
 +
* Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy.
 +
* Removing prowl limits how people move, also making the setting less flashy.
 +
* Removing study and survey removes information powers, making the setting more mundane.
 +
It is also possible to limit sub-categories of power playbooks, making certain components secret and something that has to be earned.
 +
You can also lock certain action/power combinations behind an additional cost, such as requiring a separate ability to use Survey power if you dislike scrying.

Latest revision as of 20:32, 5 September 2024

Fox in the DarkFox in the Dark logo
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Powers (FiD)Fox in the Dark logo

Powers turn Blades in the Dark-style games into power fantasy.

Introducing Powers

Rather than the fantastical being rare and poorly understood, adding powers to your gives characters entirely new abilities they can use. Introducing these into a game changes the game world, making it more fantastical. Your game will change from the typical grim blades in the dark into something different and higher powered, though possibly just as grim. Powers consist of two elements—a playbook, and powers. Playbooks are frameworks for which powers you can use and how you use them. Powers describe what effects you can create.

Here follows links to power playbooks and powers, explained in the rules below. Typical Power Details.

Power Playbooks
  1. Animism Power of spirits.
  2. Chi Inner power.
  3. Chosen Gifted by god.
  4. Jedi The Force.
  5. Monster Savage power.
  6. Mutation Power in the body.
  7. Orphic Power of performance.
  8. Psi Futuristic magic.
  9. Psychonaut Power of dreams.
  10. Sorcery Power of heritage.
  11. Soulsworn Trade soul for power.
  12. Spirit Immaterial monster.
  13. Starborn Power of destiny.
  14. Technomancer Power of craft.
  15. Theurgy Study of miracles.
  16. Wizardry Magic from study.
Powers
  1. Air Powers Elemental of gas and emptiness.
  2. Animal Powers Animals power.
  3. Barrier Powers Circles of protection.
  4. Darkness Powers Physical and spiritual darkness.
  5. Death Powers Death and disease.
  6. Earth Powers Element of solidity.
  7. Electricity Powers Elemental electricity.
  8. Fire Powers Element of transformation and heat.
  9. Flux Powers Luck, chaos, and freedom.
  10. Ice Powers Element of cold and ice.
  11. Illusion Powers Images that delude.
  12. Kinesis Powers Move things.
  13. Life Powers Master life.
  14. Light Powers Physical and spiritual light.
  15. Metal Powers Elemental metal.
  16. Mind Powers Psychic power.
  17. Order Powers Restore normality.
  18. Plant Powers Vegetate matter.
  19. Space Powers Master location.
  20. Time Powers Master history.
  21. Water Powers Element of liquid.

Power Playbooks

Playbooks are the frames for acquiring powers. The playbooks are the power traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technomancer. Each playbook gives you access to certain powers, which are chosen in the same manner as special abilities. A power playbook can also have regular special abilities to choose from, but rarely as many as ordinary playbooks do. This is in addition to all the normal features of a playbook.

Finally, each power playbook gives you a trauma condition. This means you can't survive as much new trauma as characters who have not meddled with the powers. The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil in order to use powers.

Multiple Power Playbooks You cannot pick special abilities from a power playbook unless you are using that playbook. It is possible to add a power playbook by selecting this as a special ability. If you already have a power playbook, you can gain multiple power playbooks this way, giving you a wider range of powers at the price of more trauma conditions and thus more restrictions on the use of all of your powers.

Powers

Powers are what actually gives you exceptional abilities. A power playbook doesn't give you any power abilities unless you select a power from that playbook's special abilities. Once you select a power, you gain abilities appropriate to the power. So if you select the electricity power, you can shoot lightning, power electric engines, cause shortcuts, summon electric creatures, depending on which actions you are good at. In many cases, powers work as equipment does, empowering your normal actions. Some powers allow you to do what is normally impossible, these generally have more rules governing them

Stress Cost You use your normal actions to activate powers, but there is an associated cost in stress. The stress cost of each category of power abilities is given at the top of each column, but this cost is reduced by the result of the action roll. This works much like resistance rolls, but is handled as a part of the action roll. Each power ability has a stress cost, which is reduced by the result of the action roll. A critical success reduces the cost by 2 for each six rolled beyond the first. This is the same roll used to judge the effect of the action itself. Sometimes the use of a power does not need an action roll, but you still make one to find the stress cost. For example, using Survey and darkness to allow your friends to see in the dark is not exciting enough to require an action roll. In this case, ignore the result of the action roll except to calculate stress cost, the action itself always succeeds without consequences. For basic powers not used as a part of a significant action, just ignore the cost and action roll.

Avoid The Trap of Powers Just because a power allows something does not mean that you can't do it without that power. Attacks with weapons do not lose any effectiveness just because there are power that do the same. Items can be more effective than powers because once you select an item of equipment, you usually have it for the rest of the score. Attune allows the identification of supernatural creatures even without using a power, tough powers are more precise in detecting creatures and things tied to that particular power.

Powers are Inflexible Unlike normal actions, which are flexible, powers are specific. If you want to make a ranged attack using your power, that is done with Hunt action unless the particular power description says otherwise, you cannot fudge this with another action as you normally can.

Powers are Flexible The abilities described for each combination of power and action are typical examples that can be expanded upon. The drift of the ability is set, but the particulars can be changed. If a character wants to do something that seems appropriate to their power but no description fits, modify existing abilities to allow it as some kind of action.

Effect and Outcome

There are really two kinds of effect in Blades in the Dark, and the power rules use this concept so much it need to be explained. To keep them apart, I have introduced the term outcome for one of these types of effect.

The first kind, that I call effect, is the initial effect of the action. This comes from the negotiation between player and game master and depends entirely on the situation at hand and how suitable the player's proposed action is.

I call the other kind of effect the outcome, but this could also be called final effect. It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.

Combining Powers If you know several powers, you can combine all of them with a single action, as long as this makes sense. So if you know both the fire and plant powers, you can dismiss, command, or sway using both at once. The stress cost is that of the most difficult effect you use. This often increases effect at the cost of position as controlling a combined power is harder.

Combining Actions Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings. This lower rating must then satisfy the minimum die requirement.

If you want to use both the basic Command and Sway effects, likely to both speak to an understand someone, you use the lower of your Command and Sway rating.

Cooperative Powers It is possible for multiple characters to cooperate in using a power in a group action. Each member contributes the powers they know to the final effect. If multiple actions are involved, different people in the group can roll using different actions, as long as it makes sense. This can be exploited by adding nonsensical effects to a cooperative power use just to allow the use of different actions, keep an eye out for this.

A group of scoundrels want to summon a demon. This is a Master Attune Darkness effect. One player suggests turning this into a group action by adding a Hunt Plant effect to create a bower in the shape of a pentagram. This draws some chuckles from around the game table, no-one else thinks this a meaningful group action. Instead the GM suggests this as a setup action.

Power Duration There are no specific rules for the duration of powers. Most powers last for a single use of an action: you use the power, the effect happens, and then the power ends but the effects of the power remains. An attack is the typical example of this. You create a bolt of energy using a power like electricity, fight with it for the time it takes to make a single die roll (this can be involve several die rolls in the fiction), then the power ends but any damage or other effects remain. Powers that last usually last for an entire score, but this depends on the degree of success. A possible consequence is that the power suddenly ends at an inappropriate moment.

Power Area The target of powers can be described in plural or singular, but powers use the normal effects of multiple targets, increasing position and/or reducing effect as appropriate. If the power explicitly says it has an area this does no apply.

Powers Gated by Dice Power effects can be gated by the number of dice rolled for an action. This means that pushing, assists, and devils' bargain enhances the effect of your powers. No dice, no power. One die gives access to free abilities. two dice gives access to item abilities, three dice gives access to stress abilities, four dice allows access to all powers.

Optional Rule: Powers Gated by Tier If powers seem to powerful for low-tier adventures, you can tier-lock powers. At tier zero, you can only use free powers. At tiers 1-2 you can only use free and item powers. At tier 3-4 you can use free, item, and stress powers abilities. At tier 5, you can use all powers. This makes powers almost useless at tier zero and weak until tier 3. Long-term projects allows use of powers as if you were two tiers higher. Make sure to limit exceptional equipment like bombs and grenades in a similar manner.

Availability and Genre Different power and action combinations fit in different genres, as do power playbooks. The easiest way to manage this is to modify or remove the power playbooks and powers that don't fit. But you can also remove the abilities linked to certain actions.

  • Removing attune removes summoning and anti-power abilities, making the setting decidedly less mystical.
  • Removing command and sway powers make powers more physical and less subtle.
  • Removing consort makes a creature's form more definite, making the setting less confusing.
  • Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy.
  • Removing prowl limits how people move, also making the setting less flashy.
  • Removing study and survey removes information powers, making the setting more mundane.

It is also possible to limit sub-categories of power playbooks, making certain components secret and something that has to be earned. You can also lock certain action/power combinations behind an additional cost, such as requiring a separate ability to use Survey power if you dislike scrying.