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.  
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Your game will change from the typical grim blades in the dark into something different and higher powered, though possibly just as grim.
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Powers consist of two elements—a playbook, and powers.
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Playbooks are frameworks for which powers you can use and how you use them.
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Powers describe what effects you can create.
  
=== Power Playbooks ===
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Here follows links to power playbooks and powers, explained in the rules below.
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 +
{|class="wikitable"
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|-
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|valign=top|
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::'''Power Playbooks
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# '''[[Animism (FiD)|Animism]]''' Power from a myriad of lesser spirits.
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# '''[[Chi (FiD)|Chi]]''' Inner power and mysticism.
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# '''[[Jedi (FiD)|Jedi]]''' The mysticism of Star Wars.
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# '''[[Mutation (FiD)|Mutation]]''' Power is your body, not something learnt.
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# '''[[Orphic (FiD)|Orphic]]''' The power of performing art and music.
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# '''[[Psi (FiD)|Psi]]''' What powers are called in many futures.
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# '''[[Saint (FiD)|Saint]]''' Power from the blessing of a god.
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# '''[[Sorcery (FiD)|Sorcery]]''' Power from your heritage.
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# '''[[Soulsworn (FiD)|Soulsworn]]''' You traded your soul for power.
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# '''[[Technomancer (FiD)|Technomancer]]''' Technobabble made real.
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# '''[[Theurgy (FiD)|Theurgy]]''' Power from studying the divine.
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# '''[[Wizardry (FiD)|Wizardry]]''' Magic from study.
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|valign=top|
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::'''Powers
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# '''[[Air Powers (FiD)|Air Powers]]''' Air is an elemental power that affects gasses, and to a limited extent vacuum.
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# '''[[Animal Powers (FiD)|Animal Powers]]''' Animals are an important part of mystic experience.
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# '''[[Barrier Powers (FiD)|Barrier Powers]]''' Barriers is the ability to create walls and circles of protection.
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# '''[[Darkness Powers (FiD)|Darkness Powers]]''' Darkness is linked to both physical and spiritual darkness.
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# '''[[Death Powers (FiD)|Death Powers]]''' Death and disease are powerful forces.
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# '''[[Earth Powers (FiD)|Earth Powers]]''' Earth is the base of all, the solid ground we walk on and dig into.
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# '''[[Electricity Powers (FiD)|Electricity Powers]]''' Electricity is often technology, but there was always lightning.
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# '''[[Fire Powers (FiD)|Fire Powers]]''' Fire is an element of transformation, it can destroy but also forge.
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# '''[[Flux Powers (FiD)|Flux Powers]]''' Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.
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# '''[[Ice Powers (FiD)|Ice Powers]]''' The power of frozen water, arctic cold, and creatures of cold.
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# '''[[Illusion Powers (FiD)|Illusion Powers]]''' Illusion powers create images, sound, and other sensory impressions to confuse and delude.
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# '''[[Kinesis Powers (FiD)|Kinesis Powers]]''' The ability move things, including sound.
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# '''[[Life Powers (FiD)|Life Powers]]''' Life power is about life energy used to heal and improve living things.
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# '''[[Light Powers (FiD)|Light Powers]]''' Light is both physical and spiritual light, inspiring deeds of charity and benevolence.
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# '''[[Metal Powers (FiD)|Metal Powers]]''' Metalworkers have often been associated with mystical powers.
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# '''[[Mind Powers (FiD)|Mind Powers]]''' Mind delves into sentience and intelligence.
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# '''[[Order Powers (FiD)|Order Powers]]''' Order is the power the status quo that restores normality.
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# '''[[Plant Powers (FiD)|Plant Powers]]''' Governs plants and dead plant matter, including fungi.
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# '''[[Space Powers (FiD)|Space Powers]]''' Governs location and distance, the power to teleport and create extradimensional spaces.
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# '''[[Time Powers (FiD)|Time Powers]]''' Time allows looking into the past and possible futures, but can create deadly paradoxes.
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# '''[[Water Powers (FiD)|Water Powers]]''' Water is the element of life, spirituality, and endless flowing cycles.
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|}
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 +
== 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.  
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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.  
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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.
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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.
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'''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.
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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 ===
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== 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.
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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.
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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.  
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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.
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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.
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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.
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This is the same roll used to judge the effect of the action itself.
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Sometimes the use of a power does not need an action roll, but you still make one to find the stress cost.
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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.
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In this case, ignore the result of the action roll except to calculate stress cost, the action itself always succeeds without consequences.
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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.
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'''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.
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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.
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'''Powers are Inflexible
These effects vary in appearance and detail depending on the exact power you use, but the general effect is the same.
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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
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'''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.
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The abilities described for each combination of power and action are typical examples that can be expanded upon.  
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The drift of the ability is set, but the particulars can be changed.
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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'''
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||'''Effect and Outcome'''<br>
|-
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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''' 
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|valign="top"| '''Perceive''' <br> You are able to perceive creatures and power effects based on 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.
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The first kind, that I call effect, is the initial effect of the action.
|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.
+
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.  
|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.
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I call the other kind of effect the outcome, but this could also be called final effect.  
|-
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It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.
|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 pairs of actions depending on your new shape. You can even give yourself 2d on two actions by giving up 1d on all other actions.
 
|valign="top"| '''Transform''' <br>  You can shapechange 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 a large number of willing or non-sentient 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 they are appropriate to the power(s) used.
 
|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 jimmy 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. 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.
 
 
|}
 
|}
  
== Power Playbooks ==
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'''Combining Powers
=== Chi ===
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If you know several powers, you can combine all of them with a single action, as long as this makes sense. 
=== Fey ===
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So if you know both the fire and plant powers, you can dismiss, command, or sway using both at once.
=== Miracles ===
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The stress cost is that of the most difficult effect you use.
=== Mutant ===
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This often increases effect at the cost of position as controlling a combined power is harder.
=== Psi ===
+
 
=== Sorcery ===
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'''Combining Actions
=== Soulsworn ===
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Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings.
=== Technomancy ===
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This lower rating must then satisfy the minimum die requirement.
=== Wizardry ===
+
 
 +
''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.
  
== Powers ==
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'''Cooperative Powers
List of available powers.  
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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.
  
===  Air  ===
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''A group of scoundrels want to summon a demon. This is a Master Attune Darkness effect. One player suggests turning this into a group action by adding a Hunt Plant effect to create a bower in the shape of a pentagram. This draws some chuckles from around the game table, no-one else thinks this a meaningful group action. Instead the GM suggests this as a setup action.
Air is an elemental power that affects gasses, and to a limited extent vacuum.  
 
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''' 
+
'''Power Duration
Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. Visible when they act but invisible while at rest.
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There are no specific rules for the duration of powers.
Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.
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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.
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An attack is the typical example of this.
'''Prowl''' 
+
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.
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.  
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Powers that last usually last for an entire score, but this depends on the degree of success.  
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A possible consequence is that the power suddenly ends at an inappropriate moment.
'''Survey''' 
 
You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices.  
 
  
'''Tinker''' 
+
'''Power Area
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.
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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.
  
'''Wreck'''
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'''Powers Gated by Dice
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.
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Power effects can be gated by the number of dice rolled for an action.
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.
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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.
  
===  Animal  ===
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'''Optional Rule: Powers Gated by Tier
Animals are not normally summoned, but animal spirits exist with all kinds of weird powers, often reminiscent of tribal society myths.  
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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.
  
Animal attacks create phantom animal features such as teeth, claws, antlers, or horns to attack with.
+
'''Availability and Genre
They can do things like grab, tackle, or push.
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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.
  
'''Command''' 
+
== Typical Powers and How to Use Them ==
When commanded by you, animals act as if trained to perform what you are ordering them to do,
+
This is the pattern that most powers follow.
 +
You can refer to this when interpreting how powers should work.
 +
TLDR, this list is too long to read it all every time, its here to look up in to resolve specific situations.
 +
It is good to have skimmed it at least once.
  
'''Consort''' 
+
=== Attune ===
Mask allows you to take on the appearance of an animal from about half up to double your height.
+
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
  
'''Finesse'''
+
The consequences usually depends on what happens around you when you do it.
Ride covers all animals and animal-powered vehicles, even if the animal is not trained as a mount.
+
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.
Manipulate allows you to assume control of an animals body like a string puppet. If the animal trusts you, this control is very fine indeed.
 
 
'''Hunt'''
 
Track allows you to track by scent, similar to a well-trained tracking dog.
 
  
'''Prowl'''  
+
'''Perceive:'''
Reconnaissance allows you to assume the appearance of an animal, effective concealment in environments where animals are common.
+
''You can detect creatures and power use tied to your power.  
Maneuver allows you to assume the movement capabilities of animals, to climb on animals, move through herds or packs of animals, and even move through the bodies of animals. You could hide inside a large animal or hide a small animal inside your own body.
 
 
'''Survey''' 
 
Sensor and scry perceives through the senses of an animal, which affects how a situation appears to you. A dog's perception focuses on scent, a cat's on hearing and the ability see motion even in the dark, and so on.
 
  
'''Tinker'''  
+
This is usually done to identify powers you can dismiss or dispel.
You work with animal products like leather, bone, teeth, sinew, and horns.
+
However, it can also help  to spot a disguised creature and provide valuable insights into the abilities of creatures.
Items you work with can have small parts made of other materials, such as metal eyelets or synthetic thread.
 
  
'''Wreck'''
+
* Limited outcome: Something you can clearly see.
You destroy organic materials either made of animal products, or that animals could reasonably destroy. This includes the effect of bacteria, fungi, and insects like woodworms. Slow but powerful.
+
* Standard Outcome: Something that is hidden
 +
* Great Outcome: Behind a wall.  
  
===  Barriers  ===
+
'''Dismiss:'''
Barriers is the ability to create walls and circles of protection.
+
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 this power.
A barrier is normally a wall up to five meters high and wide or a globe three meters in diameter.
 
At higher tiers barriers become larger.
 
If you  only know this form, the barriers you make are made of either light or darkness.
 
If you use another power together with barrier, you can imbue your barrier with that power, which can give additional effects, often to damage creatures that try to break through your barrier.
 
  
Few creatures are associated with the barrier power.
+
* Limited outcome: A creature that wants to be dismissed.
 +
* Standard Outcome: A creature that has been wounded or otherwise weakened.
 +
* Great Outcome: A creature at full ability.
  
When used to attack, barrier takes the form of darts or blades that cut or pierce.
+
Dispelling is usually easier.
 +
Most powers only dispel effects of their own power.
 +
Read this generously.
 +
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect Fire creatures.  
  
'''Attune''' 
+
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
You create circles and barriers of protection that ward out creatures related to powers.
+
This improves the position of the supported action.
Perceive allows you to sense all power-infused creatures.
 
Dismiss is changed to create barriers that power-manifesting creatures and power effects cannot pass. Summon is similar to dismiss, but also protects against dangerous effects and powers in general, not just creatures. This can be all powers, or a limited set you choose.
 
  
'''Command''' 
+
It can also be used to break the continuing results of powers.
You create a barrier that affects those that come close to it or try to pass through it with an appropriate command effect.
+
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
 +
Against an opponent that uses power to fly or even breathe you may have a better effect.
  
'''Consort''' 
+
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.
You can dress in fields of energy.
 
With shapechange, you surround yourself with armor of force that gives +1d to Insight or Prowess resistance, transform allows the creation of such effects for others, while wild hunt can provide for a small army.
 
  
In combination with other powers you can create barriers that change those who pass through them, making such as an underwater club where every guest has a mermaid tail and the like.
+
'''Summon:'''
 +
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
  
'''Finesse'''
+
Summoning can bring you allies to fight or labor for you, giving you scale.
Ride allows you to create a protective canopy around a personal vehicle. Fine local control can protect a coach or car, manipulate can protect a large vehicle like a ship or bus.
+
They can also give advice and information related to their power.  
+
Summons can use simple powers and maintain powers you have created.  
'''Hunt'''
 
Track works against things protected by barriers.  
 
In many settings this is very rare.
 
 
'''Prowl''' 
 
Reconnaissance gives you the protection of a barrier when you prowl, reducing position by one step.  
 
  
'''Study''' and '''Survey'''
+
You can summon generic creatures without having to do a flashback.
Active defense devices, such as traps and alarms can be studied and surveyed, making your opponents' security work against them.
+
Such a creature is similar to a gang member in ability and are often summoned in groups to add scale.
 +
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be an id number or block of data.
 +
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.  
  
'''Sway'''
+
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
You can create a barrier that  charms and persuades creatures, such as a ward that prevents or encourages violence in all who pass.
 
  
'''Tinker'''
+
Summoned creatures generally come in three types, elementals, spirits, and creatures with powers.  
Handle can slowly manipulate existing power barriers.
 
Shape can make greater and quicker changes to barriers, and can also create functional but temporary objects obviously made by the powers you use to create them. Such a barrier stops everything and works like mundane armor, shields, doors, and walls of fine quality.
 
They can be broken much like fine objects can.
 
Create can make permanent barriers in an area you control, or at least for the current score even in a hostile environment.  
 
  
'''Wreck'''
+
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
You can ram with barrier weapons, but your greatest ability is that you can destroy barriers and barrier effects quite easily.
+
An elemental is a simple creature totally dominated by its power.
 +
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
  
===  Darkness  ===
+
Spirits are naturally immaterial, but some can take physical form.
Darkness is linked to both physical and mental darkness.  
+
They manifest the emotional and mental manifestations of their power. Spirits are of roughly human intellect, but can seem monomaniacal in their focus on their particular power.
 +
They can use sophisticated powers and usually have an agenda of their own that might well be irrelevant to humans.
  
Dark creatures are shades, devils, and evil seducers and instigators.  
+
Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power.
 +
A fire dragon is impossibly large, flies, and breathes fire.
 +
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 +
An undead creature is a corpse animated by the powers of Death.
 +
And so on.
 +
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.
  
Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets. This is less effective against nonliving targets but extra effective against creatures of spirit and energy and can cause horrible wounds similar to burn, with necrosis and likely to later become infected.
+
Depending on your outcome the creature is willing to do different things.
 +
* Limited outcome 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.
 +
* Standard outcome allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.  
 +
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
 +
* Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.
  
'''Command''' 
+
Typical consequences include:
You can use authority and enslave on normal folk, as long as what you are commanding them to do is evil.
+
* A bargain of payment in things the creature prizes.
 +
* The creature strikes out at you once.
 +
* You need to concentrate to keep the creature under control.
 +
* The creature breaks things around you.
 +
* Overly literal interpretations of your commands.
 +
* The creature deliberately does its tasks poorly.
 +
* Demanding not to be summoned again until some time or event has passed.
 +
* General sulkiness.
  
'''Consort''' 
+
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for outcome (called trading position for effect in the rulebook), but it might come from a difference in ethos. If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.  
You can invoke darkness and envy in your appearance, such as luxury clothes and jewelry and personal beauty. You can change your appearance to deceive and awe or change into a creature of darkness. 
+
Desperate consequences include a tightwire struggle to keep the creature under control, a demand that you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
'''Survey''' 
 
Detect allows you to see perfectly in the dark.  
 
Sensor can give this ability to an ally.
 
Sensor and scry sees from and in darkness, but can only listen to what happens in brightly lit areas.
 
  
'''Sway'''
+
'''Gate:'''
You can use mesmerize and inculcate normal folk as long as you play on vice and corrupt them.
+
''You can create a portal that allows travel to and from the plane of your power.
  
'''Tinker''' 
+
Most powers are linked to a different world where that power is dominant, such as the Realm of Air, Land of the Dead and such.
You can work darkness, to expand or push it back, which indirectly creates areas of at least a little light.
+
A gate lasts for a while, enough for a quick score.
 +
If things take a lot of time it might require a separate use of the power to return home again.
 +
The first time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
  
'''Wreck'''
+
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.
Darkness can wither and slowly corrode and crack objects.
+
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
  
===  Death  ===
+
There are things that are possible to do on these planes that are not allowed in the regular world, most power abilities are reduced one step in difficulty, from Advanced to Basic, Master to Advanced, and Apex to Master.
Death and disease are powerful forces.
+
This opens the possibility of new Super-Apex powers that have to be negotiated with the game master.
 +
Such power rarely reach outside the plane where you perform them, but if they affect creatures on that plane, they may remain when you return to the mundane world.
  
Creatures of death are undead and the spirits and bodies of the dead can be commanded or turned into undead.  
+
=== Command ===
 +
Command and intimidate creatures based on your power, projecting authority.
 +
Position and effect depend on the situation and your relationship with listeners.
  
Death attacks are made with phlegm and ectoplasm that inflict disease.
+
'''Communicate:'''
Paradoxically this means that death attacks don't kill quickly, instead they take their time as disease and infection kills you, and this is extremely hard to cure.
+
''You can make creatures understand you, but you do not understand them.''
Death attacks can weaken and corrupt objects, but again this is slow.
 
 
'''Hunt'''  
 
Track works on undead, but also on creatures suffering wounds, infection, or disease.
 
 
'''Prowl'''
 
Reconnaissance works in graveyards, tombs, and haunted places.
 
  
'''Study''' and '''Survey''' works against undead, but also against corpses, including dead animals. Yes, that war trophy is watching you.  
+
This is useful for intimidating and commanding foreign or alien XXX creatures.
 +
Combined with the basic power of Sway, it allows two-way communication.
  
'''Tinker'''
+
'''Sending:'''
You can work the remains of death creatures and decrepit and broken items, making them function normally despite their condition.
+
You can communicate long distance with creatures linked to your power.
  
'''Wreck'''
+
You can communicate with power-linked 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 wreck remnants of the dead, but also objects that already suffer from some damage, corrosion, or corruption.
 
  
===  Earth  ===
+
Powers related to various materials can use these materials to send and receive messages, speaking fire to fire, crystal to crystal, and so on.
Earth is the base of all, the solid ground we walk on and dig into.
 
  
Earth creatures are mainly earth elementals, but also creatures that burrow into the earth and monsters with earth powers.
+
'''Authority:'''
 +
''You can give commands to creatures under your power, as if you were their superior.''
  
Earth attacks are thrown rocks and weapons made of stone, but more powerful effects can cause tremors and earthquakes.  
+
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
Combining with other powers, earth plus fire could cause a volcano.
+
This is essentially a fine attempt at communication, increasing your outcome compared to a normal attempt at Command.
 +
This does not remove existing loyalties, which can lead to conflicts.
 +
Understanding the social order of your targets helps avoid conflict with their established loyalties.
 +
Ordering city guards to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their task is to protect the city.
  
Earth powers work well on raw earth, such as rock, dirt, and gravel, less well on construction, such as walls, buildings, and roads.
+
Position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position.
+
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.
'''Hunt'''
+
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 small rebellions.
Track works on any creature moving on a solid surface.
 
  
===  Electricity  ===
+
'''Enslave:'''
Electricity is something that accompanies technology.
+
''You can permanently bind creatures to service.''
Primitives recognize the power of lightning and perhaps static electricity, but little more.
 
  
Electric creatures are elementals and monsters with electic powers, such as Tanngrisnir and Tanngnjóstr, the goats that pulls the chariot of the lightning god Thor. Creatures with electronic brains can also be affected.  
+
This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
  
Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor won't protect against electricity unless it is grounded.  
+
=== Consort ===
 +
Consort powers change your form and later that of other creatures.  
 +
This often works as a set-up action, giving you a bonus to effect or improved position, make success automatic, or even allow an action that a human could not even attempt.
  
'''Command''' 
+
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance.
You can use command on electronic brains, such as computers and robots.
+
You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
  
'''Finesse'''  
+
'''Mask:'''
Ride works on electric vehicles.
+
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
'''Prowl''
 
Reconnaissance can see electric lines and devices, as well as radio waves.
 
  
'''Tinker''' and '''Wreck'''
+
You do not physically change yourself, you change your accessorize and outfit.
Both of these on electric and electronic devices, including security such as alarms and doors.
+
As an advanced ability, you can do this for another.
  
===  Fire  ===
+
'''Shapechange:'''
Fire creatures are fire elementals, fire-breathing dragons, and monsters with fire powers.
+
''You assume the form of another creature that manifests your power.
  
===  Ice  ===
+
This is a true physical transmutation.
The power of frozen water, arctic cold, and creatures of cold.
+
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
  
===  Illusion  ===
+
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
Illusion powers create images, sound, and other sensory impressions to confuse and delude.
+
When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
  
Illusion creatures are called spectres. They often believe themselves to really be what they portray and are very good actors. Some spectres appear as objects and terrain features, allowing such illusions to respond to events without the user's intervention.
+
* Limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
 +
* Standard outcome can make you a generic creature, very hard to recognize as yourself.
 +
* Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
  
Illusion attacks cause pain and apparent wounds, but cannot actually kill. Obviously they cannot affect insensate things, like objects.  
+
'''Transform:'''
 +
''You can shapechange a willing or helpless creature into a form imbued by your power.
  
'''Command''' 
+
This is Shapechange applied to a willing or helpless creature.
Illusion used with command creates images of things that can scare  onlookers of any kind. You can still command spectres normally.
+
The duration depends of the outcome.
 +
* Limited outcome is very temporary.
 +
* Standard outcome lasts for the duration of a score.
 +
* Great outcome 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 outcome, see Shapechange.
  
'''Consort'''
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
Manipulate can give any form, but this is not a transmutation, only illusionary.  
 
  
'''Finesse'''  
+
'''Wild Hunt:'''
Ride allows you to coordinate your movement with an illusion and displacing your location and pose a little, so you can appear to ride an illusory mount or vehicle.
+
''Transform many willing or non-sentient creatures and give them a simple instruction.
Manipulation can create scenery, often used to make a setting seem richer and more impressive.
 
  
'''Hunt'''
+
This is where Consort becomes a combination of the Shapechange and Summon power abilities.
You can track a creature as long as you have a good likeness to focus on.
+
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.
'''Prowl''' 
 
Reconnaissance is good at perceiving illusions for what they are.  
 
Maneuver allows you to use illusory objects and terrain to move as if these things were real.  
 
  
'''Sway''' 
+
This is usually used to create a host of goons that will fight and chase for you.
Illusion used with sway creates images of things that can convice or bluff onlookers of any kind. You can still sway spectres normally.
+
Such goons are more interested in chasing and cornering targets than in actual combat.
 +
Or they can be given bit parts, like the scene with the fairy godmother from Disney's Cinderella turning animals into horses and footmen.
  
'''Tinker''' and '''Wreck'''
+
=== Finesse ===
Illusory tinkering and wreck only affect appearance, but can seem to give abilities they do not actually have. No actual changes, but extremely free to cause illusory changes.
+
Exercise finesse with your power, manipulating and attacking with precision.
  
===  Telekinesis ===
+
'''Ride:'''
The ability move things. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.
+
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys.
  
Kinetic attacks hurl objects or manipulate weapons at a distance.
+
This allows you to use Finesse with mounts and vehicles you are not familiar with.
This has an advantage in that these attacks are physical and real, resistance to power won't affect them much. Conversely, you need potent objects to actually do potent attacks this way.
+
You can bypass simple locks on vehicles, but not more serious security.
You can also throw opponents around, which is a great distraction, but doesn't cause much damage.
+
You can ride beasts even if they are not trained to carry a rider.
 +
They must still be physically able to carry you.
  
'''Attune'''
+
'''Duel:'''
There are no kinetic creatures for attune to affect, but kinetic effects include almost all weapon attacks, making this a good general defense.
+
''You can use the power as a fine and potent close-range attack, similar to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
Gate can dampen all fast movement in a large area for the duration of a score.
 
  
'''Command''' 
+
What this actually does depends on the power used.  
Commune and Translate does nothing with kinetics.
+
Fire burns, wind slices, ice pieces or freezes, and so on.
Authority is telekinetic manipulation of your targets' bodies, much as puppets on a string.  
+
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
Taking control over speech is very difficult, the target can often continue to speak.
+
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful.
Enslave is also telekinetic control, and unless you are personally there to control the movement, it can only force very specific behaviors.
+
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
  
'''Consort'''
+
'''Manipulate:'''
None of the normal effects work.
+
''You can do small and exact manipulations at range.  
 
'''Hunt'''
 
Track allows you to run faster and jump further, but does not allow actual tracking.
 
 
'''Prowl'''  
 
Reconnaissance allows you to climb and hide under ceilings where people rarely look.
 
Maneuver allows you to jump far.
 
Travel allows you to toss allies.
 
Transport does not work with kinetics.
 
  
'''Study'''
+
This allows you to manipulate small amounts of matter governed by your power, similar to what you could do by hand, but you can do so at short range, allowing you to push buttons, trigger devices, and perform legerdemain. This can substitute for simple Tinker actions, but nothing complicated.
Analyze can detect movement and acceleration and kinetic powers.
+
You can open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
Research gives you the exact weight, speed, acceleration, and projected path of something.  
 
Hindsight can learn how something has moved.
 
Omnipresence gives the same information as research for everything in a huge volume.
 
 
'''Survey'''
 
Detect allows you to sense kinetic powers and things that move.
 
Sensor give you only tactile information, you can project your sense of feeling and learn an objects shape, feel, and mass.
 
Scry is essentially sensor at range.
 
Omnipresence gives the information sensor gives, but for all objects in a large volume of space.
 
  
'''Sway'''
+
'''Surge:'''
Does not work with kinetics.
+
''Your power manifests like a storm of blades, overcoming scale.
  
'''Tinker''' 
+
As Duel above, and you also create distractions.
Shape can form any kind of object about as efficiently as a workshop.
+
This is like having a number of trusty but entirely defensive allies in the fight and negates any scale advantage an enemy gets for having allies of their own.
Create has the abilities of a  machine shop.
 
Fabricate has the abilities of a factory.
 
  
'''Wreck'''
+
=== Hunt ===
Kinetics can demolish anything, but classes up the required effort.  
+
Track, attack, and unleash devastating barrages with the power of Hunt.
For free you can do what can be done with just hands, but you can do it at range.
+
At short range, this can be dangerous to you and yours.
Jimmying requires items.
 
Smash requires pushing.
 
Disintegrate requires trauma.
 
Obliterate is impossible.
 
  
===  Life  ===
+
'''Track:'''
Life power is about life energy.
+
''You can track and pursue based on your power.
You can heal and improve living creatures.
 
This differs fundamentally from most power sets and so has its own table of effects.
 
  
'''Attune''' 
+
This works even if the quarry does not leave any mundane trail or clues.
Perceive
+
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
works on living creatures, plants and power effects.
 
Dismiss
 
You can dismiss powers affecting living things, but you cannot dismiss creatures.
 
Summon
 
You can summon life energy to heal damage of a living thing, but you cannot summon actual creatures.
 
Gate
 
You attempt to resurrect a recently deceased creature. This is an extreme act, and might have additional problems or need to be played out as a score.
 
  
'''Command'''
+
'''Potent Snipe:'''
Authority can only put living creatures to sleep.
+
''You can use your power to attack, similar to a fine and potent rifle.
Enslave instead frees and energizes living things from enslavement and control over a large area. Side effects make plants and weeds grow.
 
  
'''Consort'''
+
The result of this action varies depending on the nature of your power.  
Mask makes cosmetic changes to your own body.
+
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.  
Shapechange and up allows changes into creatures of the same basic form as yourself, normally folk.
 
  
'''Finesse'''
+
Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat.  
Ride
+
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.  
You can emote with and ride any living but non-sentient creature.
 
Manipulate
 
You can infuse life energy into living creatures and plants, energizing them and making them alert and energetic. Plants burst into flower or fruit as appropriate.
 
Manipulate
 
infuses life energy into living things, energizing them and making them look their best.
 
 
'''Prowl''' 
 
Reconnaissance
 
You can see living creatures even if they are hidden behind cover.
 
Maneuver
 
You empower your own strength and stamina, helping your movement.
 
Transport
 
You and allies can move instantaneously to any place where you have slept.
 
  
'''Study'''
+
'''Environmental Control
Analyze
+
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
You can identify living creatures and any aliments they suffer from.
 
 
'''Survey''' 
 
Sensor
 
Choose a living creature you have detected; you can perceive what that creature perceives.
 
  
'''Sway'''
+
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
Mesmerize and Inculcate
+
This  does not inflict any direct damage.
affects emotions rather than thoughts.  
 
  
'''Tinker'''  
+
'''Area Attack:'''
Applies to living things that are not creatures and to medicine.
+
''Attack like a fine and potent grenade. Hurt many but risk collateral damage.
  
'''Wreck'''
+
An escalation of Potent Snipe. Less precise, this affects all creatures at a location, with a risk of collateral damage.
Works on living and formerly things that are not creatures, such as wood, bone, leather, and fossils.
+
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.
  
=== Light  ===
+
=== Prowl ===
'''Attune''' 
+
Sneak and move with stealth and agility.
 +
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
  
'''Command'''
+
'''Reconnaissance:'''
 +
''You can hide in environments linked to your power.
  
'''Consort''' 
+
This allows you to hide in impossible places as long as the environment manifests your power.
 +
Where and how you can use this is explained in each specific power.
 +
It otherwise works just like any other attempt to use Prowl to avoid notice.
 +
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
  
'''Finesse'''  
+
'''Maneuver:'''
+
''You can move on and through environments composed of your environment. .
'''Hunt'''
 
 
'''Prowl'''
 
  
'''Skirmish''' 
+
This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
 +
Again, each power will explain how it can use this mobility.
 +
Your friends and allies cannot use this unless you employ Travel, below.
  
'''Study'''  
+
'''Travel:'''
+
''You can bring allies along when you use Reconnaissance and Maneuver.
'''Survey'''
 
  
'''Sway''' 
+
Now you and your allies can Prowl in places where your power is at home.
 +
They still use their own Prowl action.
  
'''Tinker'''
+
'''Transport:'''
 +
''Your crew teleport from one location where your power is present to another.
  
'''Wreck''' 
+
How and where you use this is explained in each power.
 +
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.
  
===  Metal  ===
+
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.
'''Attune''' 
 
  
'''Command''' 
+
=== Skirmish ===
 +
Prosper in the chaos of battle.
  
'''Consort'''
+
'''Energy Block:'''
 +
''Resist power-related harm.
  
'''Finesse'''
+
Absorb power energies.
+
This allows you to ignore most harm from a dangerous environment matching your .
'''Hunt'''
+
Roll Skirmish when subject to harm from such energies.
+
This is your inherent resistance, it does not require any activity on your part.
'''Prowl''' 
+
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
  
'''Skirmish'''
+
'''Fine Skirmish Attack:'''
 +
''Attack similar to a fine and potent melee weapon
  
'''Study'''
+
Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful.
+
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
'''Survey''' 
 
  
'''Sway'''
+
'''Obstruction:'''
 +
''Fine Skirmish Attack, plus obstructions that prevent scale.
  
'''Tinker''' 
+
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
 +
The result is to deny the advantage of numbers.
  
'''Wreck'''
+
'''Flurry:'''
 +
''Attack all enemies in a wide area.
  
===  Mind  ===
+
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.
'''Attune''' 
 
  
'''Command'''  
+
=== Study ===
 +
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
 +
The outcome required depends on range.
 +
* Limited outcome for touch.
 +
* Standard outcome for line-of-sight.
 +
* Great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.  
  
'''Consort''' 
+
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.
  
'''Finesse'''  
+
'''Analyze:'''
+
''You can identify objects and creatures that manifest your power.
'''Hunt'''
 
 
'''Prowl'''
 
  
'''Skirmish''' 
+
This gives the name and very basic information in narrative terms, but not details or actual rules.
  
'''Study'''  
+
'''Research:'''
+
''You know the powers and abilities of something you Analyze.
'''Survey'''
 
  
'''Sway''' 
+
You learn of any powers or special abilities the target has.
 +
This includes actual rules and game result.
  
'''Tinker'''
+
'''Hindsight:'''
 +
''You can read the past events of something you analyze.
  
'''Wreck''' 
+
This includes previous owners and how the object has been moved around as well as significant scenes from its history.
 +
The power zooms in on events of interest to you.
  
===  Plant  ===
+
'''Omniscience:'''
'''Attune'''
+
''You Research everything you can see, then use Hindsight three times.
  
'''Command''' 
+
Provides a detailed view of events involving your power as far as you can see, pinpointing locations of interest like bases and power nodes.
 +
You can then use Hindsight to learn the history of up to three such locations.
  
'''Consort''' 
+
=== Survey ===
 +
Perceive and locate manifestations of your power.
 +
The outcome you need depends on the target's concealment.
 +
* Limited outcome finds targets in concealment.
 +
* Standard outcome finds those hiding behind cover and in far places you can only barely see.
 +
* Great outcome can look behind walls and into hard cover.
  
'''Finesse'''  
+
'''Detect:'''
+
''You can sense manifestations of your power.  
'''Hunt'''
 
 
'''Prowl'''   
 
  
'''Skirmish''' 
+
This is a basic spotting power, selectively sensing things related to your power.
  
'''Study'''  
+
'''Sensor:'''
+
''Choose an object manifesting your power you know of; you can perceive as if you were at that spot.  
'''Survey'''   
 
  
'''Sway''' 
+
You move your perception to an object or place that manifests your power 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.
  
'''Tinker'''
+
'''Scry:'''
 +
''Choose a location or creature. Gain sensory perception from the nearest object linked to your power.
  
'''Wreck'''   
+
Similar to Sensor but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Sensor, typically close enough to observe the target.
 +
Fails if no suitable viewpoint is available.
  
===  Space  ===
+
'''Omnipresence:'''
'''Attune'''
+
''You perceive from all objects manifesting your power at once over a wide area.
  
'''Command''' 
+
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.
 +
You sense from every bit of matter corresponding to your power.
 +
Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.
  
'''Consort'''  
+
=== Sway ===
 +
Communicate, mesmerize, and manipulate creatures imbued with your power.
 +
Position is determined normally, depending on the situation and your relation to listeners.  
  
'''Finesse'''
+
* 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.
'''Hunt'''
+
* Great Outcome will convince a reluctant target, but not a passionate one.
 
'''Prowl''' 
 
  
'''Skirmish'''
+
'''Communicate:'''
 +
''You can understand creatures linked to your power even if normally you couldn't.
  
'''Study'''
+
You can gauge the mood and motivations of these 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.
 
'''Survey''' 
 
  
'''Sway'''
+
'''Translate:'''
 +
''Crew can communicate with creatures based on your power.
  
'''Tinker''' 
+
This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.
  
'''Wreck''' 
+
In addition, many powers will have the ability to inspire a mood or emotion specific to that power in any creature, which is commonly used as a setup for a Sway going along with these moods.
  
===  Technology  ===
+
'''Mesmerize:'''
'''Attune'''
+
''You implant suggestions in the minds of creatures linked to your power.
  
'''Command''' 
+
This is essentially an enhanced Sway attempt, 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.
  
'''Consort''' 
+
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 outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.
  
'''Finesse'''  
+
'''Inculcate:'''
+
''You permanently change the personality and motivations of creatures that manifest your power.
'''Hunt'''
 
 
'''Prowl'''
 
  
'''Skirmish''' 
+
This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remembers 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 fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.
  
'''Study'''
+
=== Tinker ===
+
Manipulate, shape, and create objects imbued with your power to suit your needs. The power and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.  
'''Survey'''  
 
  
'''Sway''' 
+
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
  
'''Tinker''' 
+
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Fabricate.
  
'''Wreck'''
+
''' Handle '''
 +
''Work materials imbued with your power.
  
===  Time  ===
+
This ability substitutes for tools and protection devices typical of a small workshop.
'''Attune''' 
 
  
'''Command'''
+
''' Shape '''
 +
''Work materials imbued with your power as if they were clay.
  
'''Consort''' 
+
This surpasses normal crafting, letting you manipulate elements that are not stable, shaping water, sand, or smoke and making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
 +
You don't need tools to build complex fine and potent items appropriate to your powers.
  
'''Finesse'''
+
You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.
 
'''Hunt'''
 
 
'''Prowl''' 
 
  
'''Skirmish'''
+
''' Create '''
 +
''You can conjure objects from nothing or transmute materials from one Power to another.
  
'''Study'''
+
You can create stuff related to your power from nothing. This is like Shaping, above, but needs no raw materials.
 
'''Survey''' 
 
  
'''Sway''' 
+
With multiple powers you can transform material linked to one of your powers into material linked to another. This allows intricate transformations where a metal sword can be transmuted into fire and still work as a sword, or a wooden door can be changed to air so you can walk through and the door then returns to normal.
  
'''Tinker'''
+
''' Fabricate '''
 +
''Similar to Shape, but on a larger scale.
  
'''Wreck''' 
+
You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities.
 +
In long-term projects involving construction or crafting, Fabricate makes many dozens of items with the same effort as one item, but with a stress cost.
  
=== Water  ===
+
=== Wreck ===
 +
Destroy, dismantle, and obliterate objects made of stuff related to your power.
  
'''Attune'''  
+
The outcome required depends on the size and structural strength of your target.
 +
* Limited Outcome: Construction significantly weaker than a brick wall.
 +
* Standard Outcome is a car-sized hole in a brick or mortar wall. A smaller hole still needs standard outcome.
 +
* Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct.
  
'''Command''' 
+
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
  
'''Consort'''
+
'''Jimmy:'''
 +
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted remnants.
  
'''Finesse'''
+
Just as crude as it sounds. 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 Hunt, Finesse and Skirmish, depending on the situation.
 
'''Hunt'''
 
 
'''Prowl''' 
 
  
'''Skirmish'''
+
'''Smash:'''
 +
''Similar to jimmy. You can smash any relevant material as if they was wood. Works as a fine potent sledgehammer in combat.
  
'''Study'''
+
This bypasses the strength of materials, allowing you to break even the strongest barrier, as long as you know the relevant power.
+
You can also use this to smash other things or as a fine, potent sledgehammer.
'''Survey''' 
 
  
'''Sway'''
+
'''Disintegrate:'''
 +
''Similar to smash, but destroyed targets silently disappears or are reduced to a fine dust.
  
'''Tinker''' 
+
The real difference here is that wrecking things is now silent when you have the right power.
 +
Leave less traces, as what you wreck disappears.
 +
Get rid of evidence, as long as that evidence matches your power.
  
'''Wreck'''
+
'''Obliterate:'''
 +
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
  
== Availability and Genre ==
+
Rather straightforward, this just scales things up.

Latest revision as of 22:53, 20 August 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.

Power Playbooks
  1. Animism Power from a myriad of lesser spirits.
  2. Chi Inner power and mysticism.
  3. Jedi The mysticism of Star Wars.
  4. Mutation Power is your body, not something learnt.
  5. Orphic The power of performing art and music.
  6. Psi What powers are called in many futures.
  7. Saint Power from the blessing of a god.
  8. Sorcery Power from your heritage.
  9. Soulsworn You traded your soul for power.
  10. Technomancer Technobabble made real.
  11. Theurgy Power from studying the divine.
  12. Wizardry Magic from study.
Powers
  1. Air Powers Air is an elemental power that affects gasses, and to a limited extent vacuum.
  2. Animal Powers Animals are an important part of mystic experience.
  3. Barrier Powers Barriers is the ability to create walls and circles of protection.
  4. Darkness Powers Darkness is linked to both physical and spiritual darkness.
  5. Death Powers Death and disease are powerful forces.
  6. Earth Powers Earth is the base of all, the solid ground we walk on and dig into.
  7. Electricity Powers Electricity is often technology, but there was always lightning.
  8. Fire Powers Fire is an element of transformation, it can destroy but also forge.
  9. Flux Powers Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.
  10. Ice Powers The power of frozen water, arctic cold, and creatures of cold.
  11. Illusion Powers Illusion powers create images, sound, and other sensory impressions to confuse and delude.
  12. Kinesis Powers The ability move things, including sound.
  13. Life Powers Life power is about life energy used to heal and improve living things.
  14. Light Powers Light is both physical and spiritual light, inspiring deeds of charity and benevolence.
  15. Metal Powers Metalworkers have often been associated with mystical powers.
  16. Mind Powers Mind delves into sentience and intelligence.
  17. Order Powers Order is the power the status quo that restores normality.
  18. Plant Powers Governs plants and dead plant matter, including fungi.
  19. Space Powers Governs location and distance, the power to teleport and create extradimensional spaces.
  20. Time Powers Time allows looking into the past and possible futures, but can create deadly paradoxes.
  21. Water Powers Water is the element of life, spirituality, and endless flowing cycles.

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.

Typical Powers and How to Use Them

This is the pattern that most powers follow. You can refer to this when interpreting how powers should work. TLDR, this list is too long to read it all every time, its here to look up in to resolve specific situations. It is good to have skimmed it at least once.

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The 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.

Perceive: You can detect creatures and power use tied to your power.

This is usually done to identify powers you can dismiss or dispel. However, it can also help to spot a disguised creature and provide valuable insights into the abilities of creatures.

  • Limited outcome: Something you can clearly see.
  • Standard Outcome: Something that is hidden
  • Great Outcome: Behind a wall.

Dismiss: You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of this power.

  • Limited outcome: A creature that wants to be dismissed.
  • Standard Outcome: A creature that has been wounded or otherwise weakened.
  • Great Outcome: A creature at full ability.

Dispelling is usually easier. Most powers only dispel effects of their own power. Read this generously. As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect Fire creatures.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.

It can also be used to break the continuing results of powers. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you may have a better 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.

Summon: You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.

Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple powers and maintain powers you have created.

You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be an id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.

It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.

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

Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant. An elemental is a simple creature totally dominated by its power. Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.

Spirits are naturally immaterial, but some can take physical form. They manifest the emotional and mental manifestations of their power. Spirits are of roughly human intellect, but can seem monomaniacal in their focus on their particular power. They can use sophisticated powers and usually have an agenda of their own that might well be irrelevant to humans.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. A fire dragon is impossibly large, flies, and breathes fire. An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them. An undead creature is a corpse animated by the powers of Death. And so on. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.

Depending on your outcome the creature is willing to do different things.

  • Limited outcome 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.
  • Standard outcome allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.

This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.

  • Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.

Typical consequences include:

  • A bargain of payment in things the creature prizes.
  • The creature strikes out at you once.
  • You need to concentrate to keep the creature under control.
  • The creature breaks things around you.
  • Overly literal interpretations of your commands.
  • The creature deliberately does its tasks poorly.
  • Demanding not to be summoned again until some time or event has passed.
  • General sulkiness.

Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for outcome (called trading position for effect in the rulebook), but it might come from a difference in ethos. If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate. Desperate consequences include a tightwire struggle to keep the creature under control, a demand that you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.

Gate: You can create a portal that allows travel to and from the plane of your power.

Most powers are linked to a different world where that power is dominant, such as the Realm of Air, Land of the Dead and such. A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. The first time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.

Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

There are things that are possible to do on these planes that are not allowed in the regular world, most power abilities 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 power rarely reach outside the plane where you perform them, but if they affect creatures on that plane, they may remain when you return to the mundane world.

Command

Command and intimidate creatures based on your power, projecting authority. Position and effect depend on the situation and your relationship with listeners.

Communicate: You can make creatures understand you, but you do not understand them.

This is useful for intimidating and commanding foreign or alien XXX creatures. Combined with the basic power of Sway, it allows two-way communication.

Sending: You can communicate long distance with creatures linked to your power.

You can communicate with power-linked 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.

Powers related to various materials can use these materials to send and receive messages, speaking fire to fire, crystal to crystal, and so on.

Authority: You can give commands to creatures under your power, as if you were their superior.

Targets will see you as an officer, professional superior, alpha, or other leader type outranking them. This is essentially a fine attempt at communication, increasing your outcome compared to a normal attempt at Command. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their task is to protect the city.

Position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. 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 small rebellions.

Enslave: You can permanently bind creatures to service.

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

Consort

Consort powers change your form and later that of other creatures. This often works as a set-up action, giving you a bonus to effect or improved position, make success automatic, or even allow an action that a human could not even attempt.

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.

Mask: You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.

You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.

Shapechange: You assume the form of another creature that manifests your power.

This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.

Shapechange 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 powers inherently without risking stress.

  • Limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
  • Standard outcome can make you a generic creature, very hard to recognize as yourself.
  • Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.

Transform: You can shapechange a willing or helpless creature into a form imbued by your power.

This is Shapechange applied to a willing or helpless creature. The duration depends of the outcome.

  • Limited outcome is very temporary.
  • Standard outcome lasts for the duration of a score.
  • Great outcome 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 outcome, see Shapechange.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Wild Hunt: Transform many willing or non-sentient creatures and give them a simple instruction.

This is where Consort becomes a combination of the Shapechange and Summon power abilities. 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 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, like the scene with the fairy godmother from Disney's Cinderella turning animals into horses and footmen.

Finesse

Exercise finesse with your power, manipulating and attacking with precision.

Ride: If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys.

This allows you to use Finesse with mounts and vehicles you are not familiar with. 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.

Duel: You can use the power as a fine and potent close-range attack, similar to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.

What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on. Certain targets may be more or less vulnerable to certain attacks, but this is the exception. Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Manipulate: You can do small and exact manipulations at range.

This allows you to manipulate small amounts of matter governed by your power, similar to what you could do by hand, but you can do so at short range, allowing you to push buttons, trigger devices, and perform legerdemain. This can substitute for simple Tinker actions, but nothing complicated. You can open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.

Surge: Your power manifests like a storm of blades, overcoming scale.

As Duel above, and you also create distractions. This is like having a number of trusty but entirely defensive allies in the fight and negates any scale advantage an enemy gets for having allies of their own.

Hunt

Track, attack, and unleash devastating barrages with the power of Hunt. At short range, this can be dangerous to you and yours.

Track: You can track and pursue based on your power.

This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Potent Snipe: You can use your power to attack, similar to a fine and potent rifle.

The result of this action varies depending on the nature of your power. For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.

Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

Environmental Control You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.

This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.

Area Attack: Attack like a fine and potent grenade. Hurt many but risk collateral damage.

An escalation of Potent Snipe. 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.

Prowl

Sneak and move with stealth and agility. Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.

Reconnaissance: You can hide in environments linked to your power.

This allows you to hide in impossible places as long as the environment manifests your power. Where and how you can use this is explained in each specific power. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.

Maneuver: You can move on and through environments composed of your environment. .

This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power. Again, each power will explain how it can use this mobility. Your friends and allies cannot use this unless you employ Travel, below.

Travel: You can bring allies along when you use Reconnaissance and Maneuver.

Now you and your allies can Prowl in places where your power is at home. They still use their own Prowl action.

Transport: Your crew teleport from one location where your power is present to another.

How and where you use this is explained in each power. 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 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.

Skirmish

Prosper in the chaos of battle.

Energy Block: Resist power-related harm.

Absorb power energies. This allows you to ignore most harm from a dangerous environment matching your . Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Fine Skirmish Attack: Attack similar to a fine and potent melee weapon

Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.

Obstruction: Fine Skirmish Attack, plus obstructions that prevent scale.

This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist. The result is to deny the advantage of numbers.

Flurry: Attack all enemies in a wide area.

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.

Study

Study and analyze objects and creatures imbued with your power to gain insight and knowledge. The outcome required depends on range.

  • Limited outcome for touch.
  • Standard outcome for line-of-sight.
  • 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.

Analyze: You can identify objects and creatures that manifest your power.

This gives the name and very basic information in narrative terms, but not details or actual rules.

Research: You know the powers and abilities of something you Analyze.

You learn of any powers or special abilities the target has. This includes actual rules and game result.

Hindsight: You can read the past events of something you analyze.

This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.

Omniscience: You Research everything you can see, then use Hindsight three times.

Provides a detailed view of events involving your power as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Hindsight to learn the history of up to three such locations.

Survey

Perceive and locate manifestations of your power. The outcome you need depends on the target's concealment.

  • Limited outcome finds targets in concealment.
  • Standard outcome finds those hiding behind cover and in far places you can only barely see.
  • Great outcome can look behind walls and into hard cover.

Detect: You can sense manifestations of your power.

This is a basic spotting power, selectively sensing things related to your power.

Sensor: Choose an object manifesting your power you know of; you can perceive as if you were at that spot.

You move your perception to an object or place that manifests your power 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.

Scry: Choose a location or creature. Gain sensory perception from the nearest object linked to your power.

Similar to Sensor but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Sensor, typically close enough to observe the target. Fails if no suitable viewpoint is available.

Omnipresence: You perceive from all objects manifesting your power at once over a wide area.

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. You sense from every bit of matter corresponding to your power. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.

Sway

Communicate, mesmerize, and manipulate creatures imbued with your power. Position is 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.

Communicate: You can understand creatures linked to your power even if normally you couldn't.

You can gauge the mood and motivations of these 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.

Translate: Crew can communicate with creatures based on your power.

This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.

In addition, many powers will have the ability to inspire a mood or emotion specific to that power in any creature, which is commonly used as a setup for a Sway going along with these moods.

Mesmerize: You implant suggestions in the minds of creatures linked to your power.

This is essentially an enhanced Sway attempt, 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.

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 outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

Inculcate: You permanently change the personality and motivations of creatures that manifest your power.

This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remembers 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 fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and create objects imbued with your power to suit your needs. The power and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.

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

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

Handle Work materials imbued with your power.

This ability substitutes for tools and protection devices typical of a small workshop.

Shape Work materials imbued with your power as if they were clay.

This surpasses normal crafting, letting you manipulate elements that are not stable, shaping water, sand, or smoke and making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment. You don't need tools to build complex fine and potent items appropriate to your powers.

You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.

Create You can conjure objects from nothing or transmute materials from one Power to another.

You can create stuff related to your power from nothing. This is like Shaping, above, but needs no raw materials.

With multiple powers you can transform material linked to one of your powers into material linked to another. This allows intricate transformations where a metal sword can be transmuted into fire and still work as a sword, or a wooden door can be changed to air so you can walk through and the door then returns to normal.

Fabricate Similar to Shape, but on a larger scale.

You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Fabricate makes many dozens of items with the same effort as one item, but with a stress cost.

Wreck

Destroy, dismantle, and obliterate objects made of stuff related to your power.

The outcome required depends on the size and structural strength of your target.

  • Limited Outcome: Construction significantly weaker than a brick wall.
  • Standard Outcome is a car-sized hole in a brick or mortar wall. A smaller hole still needs standard outcome.
  • Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.

Jimmy: You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted remnants.

Just as crude as it sounds. 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 Hunt, Finesse and Skirmish, depending on the situation.

Smash: Similar to jimmy. You can smash any relevant material as if they was wood. Works as a fine potent sledgehammer in combat.

This bypasses the strength of materials, allowing you to break even the strongest barrier, as long as you know the relevant power. You can also use this to smash other things or as a fine, potent sledgehammer.

Disintegrate: Similar to smash, but destroyed targets silently disappears or are reduced to a fine dust.

The real difference here is that wrecking things is now silent when you have the right power. Leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence matches your power.

Obliterate: Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.

Rather straightforward, this just scales things up.