Difference between revisions of "Forms (FiD)"

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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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[[Typical Power Details (FiD)|Typical Power Details]].
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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 of spirits.
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# '''[[Artificing (FiD)|Artificing]]'''    Power of craft.
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# '''[[Chi (FiD)|Chi]]'''                  Inner power.
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# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
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# '''[[Jedi (FiD)|Jedi]]'''                The Force.
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# '''[[Monster (FiD)|Monster]]'''          Savage power.
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# '''[[Mutation (FiD)|Mutation]]'''        Power in the body.
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# '''[[Orphic (FiD)|Orphic]]'''            Power of performance.
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# '''[[Psi (FiD)|Psi]]'''                  Futuristic magic.
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# '''[[Psychonaut (FiD)|Psychonaut]]'''    Power of dreams.
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# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
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# '''[[Soulsworn (FiD)|Soulsworn]]'''      Trade soul for power.
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# '''[[Spirit (FiD)|Spirit]]'''            Immaterial monster.
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# '''[[Starborn (FiD)|Starborn]]'''        Power of destiny.
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# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
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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]]''' Elemental of gas and emptiness.
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# '''[[Animal Powers (FiD)|Animal Powers]]''' Animals power.
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# '''[[Barrier Powers (FiD)|Barrier Powers]]''' Circles of protection.
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# '''[[Darkness Powers (FiD)|Darkness Powers]]''' Physical and spiritual darkness.
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# '''[[Death Powers (FiD)|Death Powers]]''' Death and disease.
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# '''[[Earth Powers (FiD)|Earth Powers]]''' Element of solidity.
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# '''[[Electricity Powers (FiD)|Electricity Powers]]''' Elemental electricity.
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# '''[[Fire Powers (FiD)|Fire Powers]]''' Element of transformation and heat.
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# '''[[Flux Powers (FiD)|Flux Powers]]''' Luck, chaos, and freedom.
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# '''[[Ice Powers (FiD)|Ice Powers]]''' Element of cold and ice.
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# '''[[Illusion Powers (FiD)|Illusion Powers]]''' Images that delude.
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# '''[[Kinesis Powers (FiD)|Kinesis Powers]]''' Move things.
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# '''[[Life Powers (FiD)|Life Powers]]''' Master life.
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# '''[[Light Powers (FiD)|Light Powers]]''' Physical and spiritual light.
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# '''[[Metal Powers (FiD)|Metal Powers]]''' Elemental metal.
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# '''[[Mind Powers (FiD)|Mind Powers]]''' Psychic power.
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# '''[[Order Powers (FiD)|Order Powers]]''' Restore normality.
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# '''[[Plant Powers (FiD)|Plant Powers]]''' Vegetate matter.
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# '''[[Space Powers (FiD)|Space Powers]]''' Master location.
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# '''[[Time Powers (FiD)|Time Powers]]''' Master history.
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# '''[[Water Powers (FiD)|Water Powers]]''' Element of liquid.
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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.
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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
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Just because a power allows something does not mean that you can't do it without that power.
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Attacks with weapons do not lose any effectiveness just because there are power that do the same.
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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''' 
 
|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.
 
|valign="top"| '''Dismiss''' <br> You can force a creature based on this power that is native to another plane of existence to return to that plane, or suppress the operation of the power in a creature or object.
 
|valign="top"| '''Summon''' <br> You can call a creature into this plane to serve you. This servant is generally unwilling. It will obey one command from you, more commands require this ability to be used again or other means to control the creature. You can also create a portal that allows creatures on this plane to access the plane of your power for a limited time.
 
|valign="top"| '''Gate''' <br> You tear down the barrier between this world and the dimension of your power. This can banish all creatures in a large area, or allow a swarm of creatures to rampage in your world.
 
|-
 
|align="left" valign="top" | '''Command''' 
 
|valign="top"| '''Communicate''' <br>  You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command actionnormally on them.
 
|valign="top"| '''Translate''' <br>  You and allies can communicate with creatures based on your power.
 
|valign="top"| '''Authority''' <br>  You can give commands to creatures based on your power, as if you were their superior in a group they belong to. By increasing the effect, you can give them absolute commands or extend the duration beyond the score.
 
|valign="top"| '''Enslave ''' <br>  You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, similar to very loyal and literal-minded goons.
 
|-
 
|align="left" valign="top" | '''Consort''' 
 
|valign="top"| '''Mask''' <br>  You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
|valign="top"| '''Shapechange''' <br>  You assume the form of another creature that manifests your power. Add or subtract 1d to 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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The first kind, that I call effect, is the initial effect of the action.
=== Chi ===
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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.
=== Fey ===
 
=== Miracles ===
 
=== Mutant ===
 
=== Psi ===
 
=== Sorcery ===
 
=== Soulsworn ===
 
=== Technomancy ===
 
=== Wizardry ===
 
  
== Powers ==
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I call the other kind of effect the outcome, but this could also be called final effect.
List of available powers.  
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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.
 +
|}
  
===  Air  ===
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'''Combining Powers
Air is an elemental power that affects gasses, and to a limited extent vacuum.
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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.   
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.
+
So if you know both the fire and plant powers, you can dismiss, command, or sway using both at once.
Escalated air attacks can create a vacuum that does significant damage to creatures that breathe.
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The stress cost is that of the most difficult effect you use.
 
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This often increases effect at the cost of position as controlling a combined power is harder.
'''Attune''' 
 
Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. Visible when they act but invisible while at rest.
 
Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway air creatures, but you can also make folk more flexible and inspired.
 
 
'''Prowl''' 
 
The ability to hide in air is very powerful, but similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act.
 
 
'''Survey''' 
 
You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices.
 
 
 
'''Tinker''' 
 
The tools you can simulate are bellows and fans, while shaping air is similar to a wind tunnel. Create can make air when there is none or make air foul.
 
 
 
'''Wreck'''
 
Air is not very good at wrecking with power and precision, but can jimmy or smash even very large things, such as vehicles and small houses.
 
Disintegrating air can be done selectively, such as to destroy all oxygen in an area, or it can manipulate air pressure to become explosively high or low.
 
 
 
===  Animal  ===
 
Animals are not normally summoned, but animal spirits exist with all kinds of weird powers, often reminiscent of tribal society myths.
 
 
 
Animal attacks create phantom animal features such as teeth, claws, antlers, or horns to attack with.
 
They can do things like grab, tackle, or push.
 
 
 
'''Command''' 
 
When commanded by you, animals act as if trained to perform what you are ordering them to do,
 
 
 
'''Consort''' 
 
Mask allows you to take on the appearance of an animal from about half up to double your height.
 
 
 
'''Finesse'''
 
Ride covers all animals and animal-powered vehicles, even if the animal is not trained as a mount.
 
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'''
 
Reconnaissance allows you to assume the appearance of an animal, effective concealment in environments where animals are common.
 
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''' 
 
You work with animal products like leather, bone, teeth, sinew, and horns.
 
Items you work with can have small parts made of other materials, such as metal eyelets or synthetic thread.
 
 
 
'''Wreck'''
 
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.
 
 
 
===  Barriers  ===
 
Barriers is the ability to create walls and circles of protection.
 
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.
 
 
 
When used to attack, barrier takes the form of darts or blades that cut or pierce.
 
 
 
'''Attune''' 
 
You create circles and barriers of protection that ward out creatures related to powers.
 
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''' 
 
You create a barrier that affects those that come close to it or try to pass through it with an appropriate command effect.
 
 
 
'''Consort''' 
 
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.
 
 
 
'''Finesse'''
 
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.
 
 
'''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'''
 
Active defense devices, such as traps and alarms can be studied and surveyed, making your opponents' security work against them.
 
 
 
'''Sway'''
 
You can create a barrier that  charms and persuades creatures, such as a ward that prevents or encourages violence in all who pass.
 
 
 
'''Tinker'''
 
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'''
 
You can ram with barrier weapons, but your greatest ability is that you can destroy barriers and barrier effects quite easily.
 
 
 
===  Darkness  ===
 
Darkness is linked to both physical and mental darkness.
 
 
 
Dark creatures are shades, devils, and evil seducers and instigators.
 
 
 
Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
 
 
 
'''Attune'''
 
Dismiss can dismiss any type of summoned creature.
 
 
 
'''Command''' 
 
You can use authority and enslave on normal folk, as long as what you are commanding them to do is evil.
 
 
 
'''Consort''' 
 
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. 
 
 
'''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''' 
 
You can use mesmerize and inculcate normal folk as long as you play on vice and corrupt them.
 
 
 
'''Tinker''' 
 
You can work darkness, to expand or push it back, which indirectly creates areas of at least a little light.
 
 
 
'''Wreck'''
 
Darkness can wither and slowly corrode and crack objects.
 
 
 
===  Death  ===
 
Death and disease are powerful forces.
 
 
 
Creatures of death are undead and the spirits and bodies of the dead can be commanded or turned into undead.
 
 
 
Death attacks are made with phlegm and ectoplasm that inflict disease.
 
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.
 
Death attacks can weaken and corrupt objects, but again this is slow.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway undead, but you can also make folk morose.
 
   
 
'''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.
 
 
 
'''Tinker''' 
 
You can work the remains of death creatures and decrepit and broken items, making them function normally despite their condition.
 
 
 
'''Wreck'''
 
You can wreck remnants of the dead, but also objects that already suffer from some damage, corrosion, or corruption.
 
 
 
===  Earth  ===
 
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.
 
 
 
Earth attacks are thrown rocks and weapons made of stone, but more powerful effects can cause tremors and earthquakes.
 
Combining with other powers, earth plus fire could cause a volcano.
 
 
 
Earth powers work well on raw earth, such as rock, dirt, and gravel, less well on construction, such as walls, buildings, and roads.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway earth creatures, but you can also make folk more content and confident.
 
 
'''Hunt'''
 
Track works on any creature moving on a solid surface.
 
 
 
===  Electricity  ===
 
Electricity is something that accompanies technology.
 
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.
 
 
 
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.
 
 
 
'''Command''' and '''Sway'''
 
You can use interact with on electronic brains, such as computers and robots, but you can also make folk more quick and decisive.
 
 
 
'''Finesse'''
 
Ride works on electric vehicles.
 
 
'''Prowl''' 
 
Reconnaissance can see electric lines and devices, as well as radio waves.
 
 
 
'''Tinker''' and '''Wreck'''
 
Both of these on electric and electronic devices, including security such as alarms and doors.
 
 
 
===  Fire  ===
 
Fire creatures are fire elementals, fire-breathing dragons, and monsters with fire powers.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway fire creatures, but you can also make folk more energetic, fiery, and industrious.
 
 
 
===  Ice  ===
 
The power of frozen water, arctic cold, and creatures of cold.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway ice creatures, but you can also make folk more cool and aloof.
 
 
 
===  Illusion  ===
 
Illusion powers create images, sound, and other sensory impressions to confuse and delude.
 
 
 
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.
 
 
 
Illusion attacks cause pain and apparent wounds, but cannot actually kill. Obviously they cannot affect insensate things, like objects.
 
 
 
'''Command''' 
 
Illusion used with command creates images of things that can scare  onlookers of any kind. You can still command spectres normally.
 
 
 
'''Consort'''
 
Manipulate can give any form, but this is not a transmutation, only illusionary.
 
 
 
'''Finesse'''
 
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.
 
Manipulation can create scenery, often used to make a setting seem richer and more impressive.
 
 
 
'''Hunt'''
 
You can track a creature as long as you have a good likeness to focus on.
 
 
'''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''' 
 
Illusion used with sway creates images of things that can convice or bluff onlookers of any kind. You can still sway spectres normally.
 
 
 
'''Tinker''' and '''Wreck'''
 
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.
 
 
 
===  Telekinesis ===
 
The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.
 
 
 
Kinetic attacks hurl objects or manipulate weapons at a distance.
 
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 also throw opponents around, which is a great distraction, but doesn't cause much damage.
 
 
 
'''Attune''' 
 
There are no kinetic creatures for attune to affect, but kinetic effects include almost all weapon attacks, making this a good general defense.
 
Gate can dampen all fast movement in a large area for the duration of a score.
 
 
 
'''Command''' 
 
Communicate allows you to attract the attention of and send a few words to a creature you can see.
 
Translate does the same to a subordinate over any range.
 
Authority is telekinetic manipulation of your target's body, much like a puppet on a string.
 
Taking control over speech is very difficult, the target can often continue to speak.
 
Enslave is like authority against a large number of creatures.
 
 
 
'''Consort''' 
 
Mask allows you to attach things to yourself while you concentrate. like a glue.
 
Shapechange allows you to carry three more items. 
 
Transform allows an ally to carry two more items.
 
Wild hunt allows many allies to each carry two extra items for the duration of a score.
 
 
'''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'''
 
Analyze can detect movement and acceleration and kinetic powers.
 
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''' 
 
Communicate allows you to attract the attention of and send a few words to a creature you can see.
 
Translate does the same to a friend or relative over any range.
 
Mesmerize allows you to enter a trance where you can converse with friends and relatives over any range.
 
 
 
'''Tinker''' 
 
Shape can form any kind of object about as efficiently as a workshop.
 
Create has the abilities of a  machine shop.
 
Fabricate has the abilities of a factory.
 
 
 
'''Wreck'''
 
Kinetics can demolish anything, but classes up the required effort.
 
For free you can do what can be done with just hands, but you can do it at range.
 
Jimmying requires items.
 
Smash requires pushing.
 
Disintegrate requires trauma.
 
Obliterate is not possible for kinetics.
 
 
 
===  Life  ===
 
Life power is about life energy.
 
You can heal and improve living things.
 
 
 
Life attacks causes wounds to spontaneously appear on living things.
 
 
 
'''Attune''' 
 
Perceive
 
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''' 
 
Authority can only put living creatures to sleep.
 
Enslave instead frees and energizes living things from enslavement and control over a large area. Side effects make plants and weeds grow.
 
 
 
'''Consort'''
 
Mask makes cosmetic changes to your own body.
 
Shapechange and up allows changes into creatures of the same basic form as yourself, normally folk.
 
 
 
'''Finesse'''
 
Ride
 
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'''
 
Analyze
 
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'''
 
Mesmerize and Inculcate
 
affects emotions rather than thoughts.
 
 
 
'''Tinker''' and
 
'''Wreck'''
 
Works on living and formerly things that are not creatures, such as wood, bone, leather, and fossils.
 
 
 
===  Light  ===
 
Light is both physical and spiritual light, inspiring deeds of charity and benevolence.
 
 
 
Light creatures are angels.
 
 
 
Light attacks are beams of coherent light, that is lasers.
 
 
 
'''Attune'''
 
Dismiss can dismiss any type of summoned creature.
 
 
 
'''Command''' 
 
Works on any sentient creature, but the commands can only be benevolent or to break free of evil domination.
 
 
'''Hunt'''
 
Track allows you to sense good intentions and to follow a creature's good intention to find the target of that benevolence.
 
 
 
'''Survey''' 
 
Reconnaissance can see those of good intentions, but also discern a distinct lack of good intentions.
 
 
 
'''Sway'''
 
You can sway any type of creature, as long as you are trying to make them good.
 
 
 
'''Tinker'''
 
and
 
'''Wreck'''
 
Light cuts and welds like a laser and chases darkness away.
 
 
 
===  Metal  ===
 
Metal attacks are blades and bullets.
 
 
 
Elementals are made up of chunks of scrap metal, other metal creatures includes metallic robots, clockwork creatures, and animated armor and weapons.
 
 
 
'''Command''' and Sway'''
 
You can command and sway fire creatures, but you can also make folk more precise, decisive, and confident.
 
 
 
===  Mind  ===
 
Mind delves into intelligence and is the power most associated with normal folk and other sentient creatures and even objects like sentient AI. If mind elementals exist, they would be spirits of pure cognition.
 
 
 
Mind attacks are mental bolts and blades that can only hurt sentient creatures.
 
 
 
'''Attune''' 
 
You can summon folk from other planes where there are folk, which is usually alternate realities. This is sometimes used to summon heroes in times of crisis.
 
 
 
'''Consort''' 
 
Mask allows you to project an identity in your behavior, such as a healer, noble, merchant etc, all without changing your actual appearance.
 
 
'''Hunt'''
 
Track allows you to focus on a particular thought and vaguely sense and track creatures that share this thought.
 
 
'''Prowl''' 
 
Reconnaissance allows you to identify someone you know when you see them, even if normal visual identification is not possible.
 
Maneuver allows you to detach your astral body, which is similar to a ghost. It is transparent and can hover. Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but takes no actions.
 
Transport can send your and allies' astral bodies to any location you know of or into the presence of any creature you know.
 
 
'''Survey''' 
 
Sensor sends your astral body to the location (see Prowl).
 
 
 
'''Tinker''' 
 
You imbue mind into objects.
 
Handle can create simple triggers, like a push button.
 
Shape allows limited intelligence that can sense a situation nearby and react, directing whatever abilities the item may have or send a mental alarm.
 
Create allows an intelligence able to hold a simple conversation.
 
Fabricate allows the creation of sentience.
 
 
 
'''Wreck'''
 
You mess with "intelligence" in items and construction, that is their ability to react to the environment. Includes alarms and control mechanisms of all sorts.
 
 
 
===  Plant  ===
 
Governs plants and dead plant matter, including fungi.
 
 
 
Plant elementals are animated trees or masses of vegetation. Plant creatures are all kinds of plants capable of motion.
 
 
 
Plant attacks are poison, infiltrating roots, and shooting seeds. These are effective against living things, but slow to damage objects.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway plant creatures, but you can also make folk more stoic.
 
 
 
===  Space  ===
 
Governs location and distance, and is thus the power to teleport and create extradimensional spaces.
 
 
 
Space creatures are lovecraftian horrors from beyond this reality.
 
 
 
Space attacks cut and dislocate.
 
 
 
'''Attune''' 
 
Dismiss can close or intercept a space portal or teleport.
 
Summon can open portals to other dimensions. This is dangerous and usually requires knowledge and can only be done in certain locations at certain times.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway space creatures, but you can also make folk more apt to go with the flow of a situation
 
 
 
'''Consort''' 
 
Mask allows you to alter your own dimensions or those of parts of your body, making you elongated or compressed like a fun-house mirror. This is also a common consequence of failed space actions.
 
 
 
'''Finesse'''
 
Manipulate allows you to warp nearby space, lengthening and shortening distances by a factor of four within the local area.
 
 
'''Hunt'''
 
Track can trace a teleport.
 
 
'''Prowl''' 
 
Reconnaissance allows you to sense teleports in the vicinity as they happen.
 
Maneuver allows line-of-sight teleport.
 
Transport teleports to a known teleport circle or creates such a circle.
 
 
 
'''Tinker''' 
 
Can manipulate space items, but is also used to walk through walls and create temporary holes in walls.
 
 
 
'''Wreck'''
 
Can destroy most things by cutting them up or making them disappear.
 
 
 
===  Time  ===
 
Time is a mysterious and dangerous power. It allows looking into the past and possible futures, but can create deadly paradoxes. Time travel is possible, but temporal inertia tend to minimize the effect of any changes to the past.
 
 
 
Time elementals may exist but little is known.
 
Time creatures are those who can manipulate or travel through time, including the dreaded hounds of tindalos and various agents of fate and necessity.
 
 
 
Time attacks stops time for an instant, then sets up weapons and events to cause harm.
 
They are extremely hard to defend against, but likely to cause severe backlash.
 
 
 
'''Attune'''
 
Besides time creatures, you can affect alternate versions of yourself from alternate timelines. A common trick is the tri-form goddess, that is yourself at three different ages.
 
Gate breaks down causality. This is beyond dangerous but can allow wish fulfilment.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway time creatures, but you can also make folk more curious and mercurial.
 
  
'''Consort''' 
+
'''Combining Actions
Mask allows you to vary your apparent age.
+
Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings.
Shapechange allows you to become yourself from various alternate timelines.
+
This lower rating must then satisfy the minimum die requirement.
  
'''Finesse'''
+
''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.  
Ride allows you to increase the speed of a mount or vehicle as if it was fine.
 
Manipulate can create areas of slowed time, useful for distracting some enemies while you fight others.
 
 
'''Hunt'''
 
Track allows you to track time-travellers.
 
 
'''Prowl'''
 
Reconnaissance gives you slight warning of future events, making you less likely to be surprised.
 
Maneuver allows you to slow down and speed up time when travelling.
 
Transport allows time travel, which is extremely dangerous unless you know what you are doing.
 
 
'''Survey''' 
 
Sensor can observe the past and possible futures at your present location.  
 
  
'''Tinker''' 
+
'''Cooperative Powers
You work with time measuring devices and timers. This can delay or accelerate things such as traps and at higher power any mechanism, including computers.
+
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.
  
'''Wreck'''
+
''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.
Ages things.
 
  
===  Water  ===
+
'''Power Duration
Water elementals appear as waves or as humanoids made of water, usually feminine.
+
There are no specific rules for the duration of powers.
Water creatures are aquatic animals and aquatic variants of land-living creatures.
+
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.
  
Water attacks can smash, drown, or be a corroding acid.
+
'''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.
  
'''Command''' and '''Sway'''
+
'''Powers Gated by Dice
You can command and sway water creatures, but you can also make folk more caring and spiritual.  
+
Power effects can be gated by the number of dice rolled for an action.
 +
This means that pushing, assists, and devils' bargain enhances the effect of your powers.
 +
No dice, no power.
 +
One die gives access to free abilities.
 +
two dice gives access to item abilities,
 +
three dice gives access to stress abilities,
 +
four dice allows access to all powers.
  
'''Wreck'''
+
'''Optional Rule: Powers Gated by Tier
You can destroy liquids or use water as a blade to cut or to erode things, which is slow but sure.
+
If powers seem to powerful for low-tier adventures, you can tier-lock powers.
 +
At tier zero, you can only use free powers.
 +
At tiers 1-2 you can only use free and item powers.
 +
At tier 3-4 you can use free, item, and stress powers abilities.
 +
At tier 5, you can use all powers.
 +
This makes powers almost useless at tier zero and weak until tier 3.
 +
Long-term projects allows use of powers as if you were two tiers higher.
 +
Make sure to limit exceptional equipment like bombs and grenades in a similar manner.
  
== Availability and Genre ==
+
'''Availability and Genre  
 +
Different power and action combinations fit in different genres, as do power playbooks.
 +
The easiest way to manage this is to modify or remove the power playbooks and powers that don't fit.
 +
But you can also remove the abilities linked to certain actions.
 +
* Removing attune removes summoning and anti-power abilities, making the setting decidedly less mystical.
 +
* Removing command and sway powers make powers more physical and less subtle.
 +
* Removing consort makes a creature's form more definite, making the setting less confusing.
 +
* Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy.
 +
* Removing prowl limits how people move, also making the setting less flashy.
 +
* Removing study and survey removes information powers, making the setting more mundane.
 +
It is also possible to limit sub-categories of power playbooks, making certain components secret and something that has to be earned.
 +
You can also lock certain action/power combinations behind an additional cost, such as requiring a separate ability to use Survey power if you dislike scrying.

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

Introducing Powers

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

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

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

Power Playbooks

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

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

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

Powers

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

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

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

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

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

Effect and Outcome

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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