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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. | + | Your game will change from the typical grim blades in the dark into something different and higher powered, though possibly just as grim. |
| + | Powers consist of two elements—a playbook, and powers. |
| + | Playbooks are frameworks for which powers you can use and how you use them. |
| + | Powers describe what effects you can create. |
| | | |
− | === Power Playbooks === | + | Here follows links to power playbooks and powers, explained in the rules below. |
| + | [[Typical Power Details (FiD)|Typical Power Details]]. |
| + | |
| + | {|class="wikitable" |
| + | |- |
| + | |valign=top| |
| + | :'''Power Playbooks |
| + | # '''[[Animism (FiD)|Animism]]''' Power of spirits. |
| + | # '''[[Artificing (FiD)|Artificing]]''' Power of craft. |
| + | # '''[[Chi (FiD)|Chi]]''' Inner power. |
| + | # '''[[Chosen (FiD)|Chosen]]''' Gifted by god. |
| + | # '''[[Jedi (FiD)|Jedi]]''' The Force. |
| + | # '''[[Monster (FiD)|Monster]]''' Savage power. |
| + | # '''[[Mutation (FiD)|Mutation]]''' Power in the body. |
| + | # '''[[Orphic (FiD)|Orphic]]''' Power of performance. |
| + | # '''[[Psi (FiD)|Psi]]''' Futuristic magic. |
| + | # '''[[Psychonaut (FiD)|Psychonaut]]''' Power of dreams. |
| + | # '''[[Sorcery (FiD)|Sorcery]]''' Power of heritage. |
| + | # '''[[Soulsworn (FiD)|Soulsworn]]''' Trade soul for power. |
| + | # '''[[Spirit (FiD)|Spirit]]''' Immaterial monster. |
| + | # '''[[Starborn (FiD)|Starborn]]''' Power of destiny. |
| + | # '''[[Theurgy (FiD)|Theurgy]]''' Study of miracles. |
| + | # '''[[Wizardry (FiD)|Wizardry]]''' Magic from study. |
| + | |valign=top| |
| + | ::'''Powers |
| + | # '''[[Air Powers (FiD)|Air Powers]]''' Elemental of gas and emptiness. |
| + | # '''[[Animal Powers (FiD)|Animal Powers]]''' Animals power. |
| + | # '''[[Barrier Powers (FiD)|Barrier Powers]]''' Circles of protection. |
| + | # '''[[Darkness Powers (FiD)|Darkness Powers]]''' Physical and spiritual darkness. |
| + | # '''[[Death Powers (FiD)|Death Powers]]''' Death and disease. |
| + | # '''[[Earth Powers (FiD)|Earth Powers]]''' Element of solidity. |
| + | # '''[[Electricity Powers (FiD)|Electricity Powers]]''' Elemental electricity. |
| + | # '''[[Fire Powers (FiD)|Fire Powers]]''' Element of transformation and heat. |
| + | # '''[[Flux Powers (FiD)|Flux Powers]]''' Luck, chaos, and freedom. |
| + | # '''[[Ice Powers (FiD)|Ice Powers]]''' Element of cold and ice. |
| + | # '''[[Illusion Powers (FiD)|Illusion Powers]]''' Images that delude. |
| + | # '''[[Kinesis Powers (FiD)|Kinesis Powers]]''' Move things. |
| + | # '''[[Life Powers (FiD)|Life Powers]]''' Master life. |
| + | # '''[[Light Powers (FiD)|Light Powers]]''' Physical and spiritual light. |
| + | # '''[[Metal Powers (FiD)|Metal Powers]]''' Elemental metal. |
| + | # '''[[Mind Powers (FiD)|Mind Powers]]''' Psychic power. |
| + | # '''[[Order Powers (FiD)|Order Powers]]''' Restore normality. |
| + | # '''[[Plant Powers (FiD)|Plant Powers]]''' Vegetate matter. |
| + | # '''[[Space Powers (FiD)|Space Powers]]''' Master location. |
| + | # '''[[Time Powers (FiD)|Time Powers]]''' Master history. |
| + | # '''[[Water Powers (FiD)|Water Powers]]''' Element of liquid. |
| + | |} |
| + | |
| + | == Power Playbooks == |
| Playbooks are the frames for acquiring powers. | | Playbooks are the frames for acquiring powers. |
− | The playbooks are the power traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technophile. | + | The playbooks are the power traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technomancer. |
| Each playbook gives you access to certain powers, which are chosen in the same manner as special abilities. | | Each playbook gives you access to certain powers, which are chosen in the same manner as special abilities. |
| + | A power playbook can also have regular special abilities to choose from, but rarely as many as ordinary playbooks do. |
| This is in addition to all the normal features of a playbook. | | This is in addition to all the normal features of a playbook. |
| | | |
− | Finally, each tradition gives you a trauma condition, chosen from a list of conditions available to that playbook. | + | Finally, each power playbook gives you a trauma condition. |
| This means you can't survive as much new trauma as characters who have not meddled with the powers. | | This means you can't survive as much new trauma as characters who have not meddled with the powers. |
− | The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil. | + | The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil in order to use powers. |
| | | |
− | You cannot pick special abilities from a power playbook unless you start with that playbook. It is possible to incorporate a power playbook into your character's pool of available abilities by selecting this as a special ability. Doing so gives you access to the special abilities and items of the power playbook, but also forces you to select a trauma condition. | + | '''Multiple Power Playbooks |
− | You can even gain access to multiple power playbooks this way, giving you a wider range of powers at the price of more trauma conditions and thus more restrictions on the use of all of your powers.
| + | You cannot pick special abilities from a power playbook unless you are using that playbook. It is possible to add a power playbook by selecting this as a special ability. If you already have a power playbook, you can gain multiple power playbooks this way, giving you a wider range of powers at the price of more trauma conditions and thus more restrictions on the use of all of your powers. |
| | | |
− | '''Example Playbooks | + | == 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 |
| | | |
− | === Chi ===
| + | '''Stress Cost |
− | The inner power of a living creature that can be channeled into amazing feats. | + | You use your normal actions to activate powers, but there is an associated cost in stress. |
− | Associated with martial arts, meditation, chacras, and oriental medicine.
| + | 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. |
− | Chi can create effects in the world around you, but this is harder to do.
| + | This works much like resistance rolls, but is handled as a part of the action roll. |
− | Chi users often use flashbacks to their training to gain the ability to resolve a specific situation.
| + | Each power ability has a stress cost, which is reduced by the result of the action roll. |
| + | A critical success reduces the cost by 2 for each six rolled beyond the first. |
| + | This is the same roll used to judge the effect of the action itself. |
| + | Sometimes the use of a power does not need an action roll, but you still make one to find the stress cost. |
| + | For example, using Survey and [[Darkness_Powers_(FiD)|darkness]] to allow your friends to see in the dark is not exciting enough to require an action roll. |
| + | In this case, ignore the result of the action roll except to calculate stress cost, the action itself always succeeds without consequences. |
| + | For basic powers not used as a part of a significant action, just ignore the cost and action roll. |
| | | |
− | '''Trauma Condition | + | '''Avoid The Trap of Powers |
− | You must be free to move to use chi.
| + | Just because a power allows something does not mean that you can't do it without that power. |
− | Using powers that affect you or a target you touch gains +1d.
| + | Attacks with weapons do not lose any effectiveness just because there are power that do the same. |
− | Powers used at a range of more than a few meters suffer -1d.
| + | 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. |
| | | |
− | '''Items | + | '''Powers are Inflexible |
− | # ☐, ☐ A potion that allows the use of a push power without pushing.
| + | 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. |
− | # ☐ Scroll that allows one use of a power on the list of chi powers that you do not know.
| |
| | | |
− | '''Powers | + | '''Powers are Flexible |
− | Air,
| + | The abilities described for each combination of power and action are typical examples that can be expanded upon. |
− | Animal,
| + | The drift of the ability is set, but the particulars can be changed. |
− | <span style="text-decoration: line-through;background-color:red">Barriers,</span>
| + | 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. |
− | Darkness,
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− | Death,
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− | Earth,
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− | Electricity,
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− | Fire,
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− | Ice,
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− | Flux,
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− | Illusion,
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− | Telekinesis,
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− | Life,
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− | Light,
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− | Metal,
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− | Mind,
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− | Order,
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− | Plant,
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− | Space,
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− | Time.
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| | | |
− | === Miracles === | + | {| class="wikitable" |
− | Gods and spirits share their powers with select servants.
| + | ||'''Effect and Outcome'''<br> |
− | It is possible for folk to learn these powers in a way similar to wizardry, which is called astral magic and has its own trauma condition.
| + | 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. |
| | | |
− | '''Trauma Condition (Miracles)
| + | The first kind, that I call effect, is the initial effect of the action. |
− | As a miracle-worker need to love and serve your patron saint, spirit, or god.
| + | 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. |
− | This does not mean that all disciples of the same patron agree on much of anything, religious dissent is as old as religion.
| |
− | Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith.
| |
− | You cannot use powers with the the consort, hunt, and skirmish actions unless you choose that as your domain, see special actions.
| |
− | Picking up another power playbook that does allow these actions negates this limitation.
| |
| | | |
− | '''Trauma Condition (Astral Magic)
| + | I call the other kind of effect the outcome, but this could also be called final effect. |
− | You are seen as a blasphemer and possibly an apostate by religious people.
| + | It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions. |
− | You can learn both the dark and light powers and the order/chaos powers but must pick an action for your domain power.
| + | |} |
− | You cannot use a holy symbol or blessed melee weapon.
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− | You cannot use powers with the the consort, hunt, and skirmish actions unless you choose that as your domain, see special actions.
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− | Picking up another power playbook that does allow these actions negates this limitation.
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| | | |
− | '''Items | + | '''Combining Powers |
− | # ☐ Holy symbol that give +1 on powers used against supernatural enemies of the faith.
| + | If you know several powers, you can combine all of them with a single action, as long as this makes sense. |
− | # ☐, ☐ Armor that works against any type of attack.
| + | So if you know both the fire and plant powers, you can dismiss, command, or sway using both at once. |
− | # ☐ A blessed melee weapon that is potent.
| + | 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. |
− | '''Powers
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− | <span style="text-decoration: line-through;background-color:red">Air</span>,
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− | <span style="text-decoration: line-through;background-color:red">Animal</span>,
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− | Barriers,
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− | Darkness or Light (not both),
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− | Death,
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− | <span style="text-decoration: line-through;background-color:red">Earth</span>,
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− | <span style="text-decoration: line-through;background-color:red">Electricity</span>,
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− | <span style="text-decoration: line-through;background-color:red">Fire</span>,
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− | <span style="text-decoration: line-through;background-color:red">Ice</span>,
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− | Flux or Order (not both),
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− | <span style="text-decoration: line-through;background-color:red">Illusion</span>,
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− | <span style="text-decoration: line-through;background-color:red">Telekinesis</span>,
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− | Life,
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− | <span style="text-decoration: line-through;background-color:red">Metal</span>,
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− | <span style="text-decoration: line-through;background-color:red">Mind</span>,
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− | <span style="text-decoration: line-through;background-color:red">Plant</span>,
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− | <span style="text-decoration: line-through;background-color:red">Space</span>,
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− | <span style="text-decoration: line-through;background-color:red">Time</span>,
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− | '''Domain Power''' Any one power outside of this list, or an action normally forbidden, representing the patron's sphere of divine influence.
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− | This even allows the prohibited combinations light + dark and law + chaos.
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− | | |
− | === Mutant ===
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− | Mutants are born with power.
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− | This covers superheroes and monsters.
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− | | |
− | '''Trauma Condition
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− | A mutant manifests one power (see powers below), this makes them sensitive to attune powers.
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− | | |
− | '''Items
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− | # ☐, ☐, ☐ Drug that allows you to use an equipment or push ability, but inflicts light harm: mutating. This consequence cannot be resisted. Others taking the drug suffers the consequence without the benefit. This also counts as as a push.
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− | # ☐ A focus item such as a mask or body implant that helps you control your powers.
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− | | |
− | '''Powers
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− | A mutant is born with a link to one power, this must be the first power selected for this playbook.
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− | Air,
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− | Animal,
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− | Barriers,
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− | Darkness,
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− | Death,
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− | Earth,
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− | Electricity,
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− | Fire,
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− | Ice,
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− | Flux,
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− | Illusion,
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− | Telekinesis,
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− | Life,
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− | Light,
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− | Metal,
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− | Mind,
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− | Order,
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− | Plant,
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− | Space,
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− | Time.
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| | | |
− | * '''Power Focus''' You can use one willpower to use an equipment or push ability from your linked power. You also gain the normal benefits of a push. This gives your power an individual signature, making it easy to recognize you used it.
| + | '''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. |
| | | |
− | === Psi ===
| + | ''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. |
− | Psionics is futuristic magic.
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| | | |
− | '''Trauma Condition | + | '''Cooperative Powers |
− | A psyker is vulnerable to powers and suffer -1 position against others who use powers.
| + | It is possible for multiple characters to cooperate in using a power in a group action. |
− | If the enemy is also a psyker, you also gain +1 effect. | + | Each member contributes the powers they know to the final effect. |
− | It is not uncommon for a psykic duel to end with both blowing out their brains.
| + | 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. |
| | | |
− | '''Items | + | ''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. |
− | # ☐☐☐ Ferronnière, headband, or tattoo on the hands, forehead, or temples that allows the use of equipment and push powers at a cost of one willpower. This also counts as as a push for the action roll.
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− | # ☐, ☐, ☐ Crystal that allows one use of a power on the list of psi powers that you do not know. Counts as an item to power than effect.
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| | | |
− | '''Powers | + | '''Power Duration |
− | <span style="text-decoration: line-through;background-color:red">Air</span>,
| + | There are no specific rules for the duration of powers. |
− | Animal,
| + | 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. |
− | Barriers,
| + | An attack is the typical example of this. |
− | Darkness,
| + | 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. |
− | Death,
| + | Powers that last usually last for an entire score, but this depends on the degree of success. |
− | <span style="text-decoration: line-through;background-color:red">Earth</span>,
| + | A possible consequence is that the power suddenly ends at an inappropriate moment. |
− | Electricity,
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− | Fire,
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− | Ice,
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− | Flux,
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− | Illusion,
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− | Telekinesis,
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− | Life,
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− | Light,
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− | <span style="text-decoration: line-through;background-color:red">Metal</span>,
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− | Mind,
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− | Order,
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− | Plant,
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− | Space,
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− | Time.
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| | | |
− | === Sorcery ===
| + | '''Power Area |
− | One of the most powerful power users, both competent and flexible.
| + | 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. |
− | Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries.
| + | If the power explicitly says it has an area this does no apply. |
| | | |
− | '''Trauma Condition | + | '''Powers Gated by Dice |
− | A wizard must speak out loud and gesture to use powers.
| + | Power effects can be gated by the number of dice rolled for an action. |
− | Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book.
| + | 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. |
| | | |
− | '''Items
| + | '''Optional Rule: Powers Gated by Tier |
− | #☐☐ Staff (or similar large item like a tome or big crustal ball) that allows the use of equipment and push powers at a cost of one willpower. This also counts as as a push.
| |
− | # ☐, ☐, ☐ Scroll that allows one use of a power on the list of sorcerer powers that you do not know. Counts as an item to power than effect.
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− | # ☐ A familiar, a small intelligent animal that serves you as a spy and confidante.
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− | | |
− | '''Powers
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− | Air,
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− | Animal,
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− | Barriers,
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− | Darkness,
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− | Death,
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− | Earth,
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− | Electricity,
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− | Fire,
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− | Ice,
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− | Flux,
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− | Illusion,
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− | Telekinesis,
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− | <span style="text-decoration: line-through;background-color:red">Life</span>,
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− | Light,
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− | Metal,
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− | Mind,
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− | Order,
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− | Plant,
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− | Space,
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− | Time.
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− | | |
− | === Soulsworn ===
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− | Some people sell their soul to a monstrous patron to gain power.
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− | Devils and fey are common patrons.
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− | | |
− | '''Trauma Condition
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− | You must invoke the name of your patron to use powers.
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− | Ordinary people who don't know you well find you scary, and are reluctant to offer you services or hang out around you.
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− | Your patron puts demands on you, if you don't follow it will mess with you, but can't remove your powers.
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− | | |
− | '''Items
| |
− | # ☐ A Familiar Spirit, a monster in the form of a small animal that acts as an agent of your patron and serves you as a spy and confidante. If this familiar helps you use your powers, you can use of equipment and push powers at a cost of one willpower. This also counts as as a push. Using the familiar this way reveals its true nature.
| |
− | # ☐ Drug that restores 4 willpower to you but inflicts medium harm: disoriented. This consequence cannot be resisted. Others taking the drug suffers the consequence without the benefit.
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− | # ☐☐ a fine potent melee weapon, usually a sword or dagger. If you kill another creature with this weapon, you can use an equipment or push ability at the cost of only one willpower. You gain the normala advantages of pushing.
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− | | |
− | '''Powers
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− | Air,
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− | Animal,
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− | Barriers,
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− | Darkness,
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− | Death,
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− | Earth,
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− | Electricity,
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− | Fire,
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− | Ice,
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− | Flux,
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− | Illusion,
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− | Telekinesis,
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− | Life,
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− | Light,
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− | Metal,
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− | Mind,
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− | Order,
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− | Plant,
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− | Space,
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− | Time.
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− | | |
− | === Technomancy ===
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− | These "powers" are actually just high tech.
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− | | |
− | '''Trauma Condition
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− | As technomancer you have some trait that distinguishes you; a peculiar jargon, a technological gadget or prosthetic, or some such that makes you easy to recognize as a technomancer.
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− | You need gadgets for all your powers and some kind of technobabble explanation for how they work.
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− | You can only use free and equipment abilities from the
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− | attune,
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− | command, and
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− | sway
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− | actions unless you create a gadget that allows you to do so, see equipment.
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− | | |
− | | |
− | '''Items
| |
− | # ☐, ☐, ☐, ☐ Battery or power cell that can power a push power, but that does not give the benefits of a push.
| |
− | # ☐☐ A gadget you build in a flashback that allows you to use a power you do not have for the rest of the score. If this seems unlikely, it costs willpower like any other flashback. Such a gadget can also be made as a long-term project.
| |
− | | |
− | '''Powers
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− | Air,
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− | Animal,
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− | Barriers,
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− | Darkness,
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− | <span style="text-decoration: line-through;background-color:red">Death</span>,
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− | <span style="text-decoration: line-through;background-color:red">Earth</span>,
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− | Electricity,
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− | Fire,
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− | Ice,
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− | Flux,
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− | Illusion,
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− | Telekinesis,
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− | Life,
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− | Light,
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− | Metal,
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− | Mind,
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− | Order,
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− | Plant,
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− | <span style="text-decoration: line-through;background-color:red">Space</span>,
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− | <span style="text-decoration: line-through;background-color:red">Time</span>.
| |
− | | |
− | === Wizardry ===
| |
− | One of the most powerful power users, both competent and flexible.
| |
− | Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries.
| |
− | | |
− | '''Trauma Condition
| |
− | A wizard must speak out loud and gesture to use powers.
| |
− | Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book.
| |
− | | |
− | '''Items
| |
− | # ☐,☐ Staff (or similar large item like a tome or big crustal ball) that reduces the willpower cost of push powers to 1.
| |
− | # ☐ Pouch containing materials that allow three uses of equipment powers
| |
− | # Scroll that allows one use of a power on the list of wizard powers that you do not know. Counts as an item to power than effect. Can be selected several times.
| |
− | | |
− | '''Powers
| |
− | Air,
| |
− | <span style="text-decoration: line-through;background-color:red">Animal</span>,
| |
− | Barriers,
| |
− | Darkness,
| |
− | Death,
| |
− | Earth,
| |
− | Electricity,
| |
− | Fire,
| |
− | Ice,
| |
− | Flux,
| |
− | Illusion,
| |
− | Telekinesis,
| |
− | <span style="text-decoration: line-through;background-color:red">Life</span>,
| |
− | Light,
| |
− | Metal,
| |
− | Mind,
| |
− | Order,
| |
− | Plant,
| |
− | Space,
| |
− | Time.
| |
− | | |
− | == Powers ==
| |
− | 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.
| |
− | 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.
| |
− | In many cases, powers work as equipment does, empowering your normal actions.
| |
− | | |
− | You use your normal actions to activate powers, but there is often an associated cost.
| |
− | Some powers are always available.
| |
− | 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.
| |
− | 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.
| |
− | 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. These powers can sometimes be duplicated as long-term projects.
| |
− | | |
− | 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.
| |
− | | |
− | There is a standard list of effects that most powers have.
| |
− | These effects vary in appearance and detail depending on the exact power you use, but the general effect is the same.
| |
− | 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
| |
− | 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.
| |
− | | |
− | '''Optional Rule: Tiered Powers | |
| If powers seem to powerful for low-tier adventures, you can tier-lock powers. | | If powers seem to powerful for low-tier adventures, you can tier-lock powers. |
| At tier zero, you can only use free powers. | | At tier zero, you can only use free powers. |
| At tiers 1-2 you can only use free and item powers. | | At tiers 1-2 you can only use free and item powers. |
− | At tier 3-4 you can use free, item, and push powers. | + | At tier 3-4 you can use free, item, and stress powers abilities. |
| At tier 5, you can use all powers. | | At tier 5, you can use all powers. |
− |
| |
| This makes powers almost useless at tier zero and weak until tier 3. | | 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. | | 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. | | Make sure to limit exceptional equipment like bombs and grenades in a similar manner. |
| | | |
− | === Common Power Effects Table ===
| + | '''Availability and Genre |
− | {| class="wikitable"
| + | Different power and action combinations fit in different genres, as do power playbooks. |
− | |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'''
| + | 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. |
− | |align="left" valign="top" | '''Attune'''
| + | * Removing attune removes summoning and anti-power abilities, making the setting decidedly less mystical. |
− | |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.
| + | * Removing command and sway powers make powers more physical and less subtle. |
− | |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.
| + | * Removing consort makes a creature's form more definite, making the setting less confusing. |
− | |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.
| + | * Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy. |
− | |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.
| + | * Removing prowl limits how people move, also making the setting less flashy. |
− | |-
| + | * Removing study and survey removes information powers, making the setting more mundane. |
− | |align="left" valign="top" | '''Command'''
| + | It is also possible to limit sub-categories of power playbooks, making certain components secret and something that has to be earned. |
− | |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.
| + | 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. |
− | |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. This does not remove exisitng loyalties, which can lead to conflicts.
| |
− | |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 much like a sledgehammer. Noisy and leaves a twisted object in place.
| |
− | |valign="top"| '''Smash''' <br> Similar to jimmy, but leaves only rubble. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
| |
− | |valign="top"| '''Disintegrate''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
| |
− | |valign="top"| '''Obliterate''' <br> 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. You have fine control over this and can spare objects and construction as you wish.
| |
− | |}
| |
− | | |
− | === Power Specifications ===
| |
− | List of powers and how they differ from the generic power table.
| |
− | | |
− | ''' Air '''
| |
− | | |
− | 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'''
| |
− | 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 '''
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− | | |
− | 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.
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− | | |
− | ''' 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.
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− | | |
− | '''Finesse'''
| |
− | ''Ride'' works on electric vehicles.
| |
− |
| |
− | '''Prowl'''
| |
− | ''Reconnaissance'' can see electric lines and devices, as well as radio waves.
| |
− | | |
− | '''Tinker''' and '''Wreck'''
| |
− | Great against electric and electronic devices, including security such as alarms and automatic 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.
| |
− | | |
− | ''' Flux '''
| |
− | | |
− | ''' 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.
| |
− | ''Jimmy'' 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.
| |
− | | |
− | ''' Order '''
| |
− | | |
− | ''' 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'''
| |
− | ''Mask'' allows you to vary your apparent age.
| |
− | ''Shapechange'' allows you to become yourself from various alternate timelines.
| |
− | | |
− | '''Finesse'''
| |
− | ''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'''
| |
− | 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.
| |
− | | |
− | '''Wreck'''
| |
− | Ages things.
| |
− | | |
− | ''' Water '''
| |
− | | |
− | Water elementals appear as waves or as humanoids made of water, usually feminine.
| |
− | Water creatures are aquatic animals and aquatic variants of land-living creatures.
| |
− | | |
− | Water attacks can smash, drown, or be a corroding acid.
| |
− | | |
− | '''Command''' and '''Sway'''
| |
− | You can command and sway water creatures, but you can also make folk more caring and spiritual.
| |
− | | |
− | '''Wreck'''
| |
− | You can destroy liquids or use water as a blade to cut or to erode things, which is slow but sure.
| |
− | | |
− | == Availability and Genre ==
| |