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.  
+
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 ===
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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.
  
=== Animism ===
+
== Powers ==
You gain your power from a host of spirits, each less in power than the patrons of other power playbooks.
+
Powers are what actually gives you exceptional abilities.
You can see these spirits as allies, servants you bully, slaves you capture, or mischievous friends that act as they like.
+
A power playbook doesn't give you any power abilities unless you select a power from that playbook's special abilities.
An animist might be known as a medicine woman, miku, shaman, or druid.
+
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
  
'''Trauma Condition (Animism)
+
'''Stress Cost
''Spirit Realm
+
You use your normal actions to activate powers, but there is an associated cost in stress.
Your powers work best in a place where you have had time to get to know the local spirits.
+
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.
In strange places your powers work normally.  
+
This works much like resistance rolls, but is handled as a part of the action roll.
In the home base of others spirits tend to be loyal to the locals, making your powers weaker.<br>
+
Each power ability has a stress cost, which is reduced by the result of the action roll.
''Spirit Symbols
+
A critical success reduces the cost by 2 for each six rolled beyond the first.
To use powers you must show symbols of all the pacts you have with various spirits.  
+
This is the same roll used to judge the effect of the action itself.
This is usually small tokens, but can be tattoos, scents, holograms, piercings, or spirits visibly floating around you.
+
Sometimes the use of a power does not need an action roll, but you still make one to find the stress cost.
Someone in the know can tell your power playbook and powers from your symbols.  
+
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.
The stronger you are, the more you look like a flea market.
+
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.
  
'''Items
+
'''Avoid The Trap of Powers
# ☐ A bribe for your spirits that gives +1d on a single use of a power.
+
Just because a power allows something does not mean that you can't do it without that power.
# ☐☐ A temporary pact that allows you a single use a power you do not know.
+
Attacks with weapons do not lose any effectiveness just because there are power that do the same.
# ☐☐ A disguise that hides your spirit symbols until you use a power except free powers.
+
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.
# ☐ Armor that works against any type of attack.
+
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.
# ☐ A blessed weapon that is potent.
 
  
'''Powers  
+
'''Powers are Inflexible
There are myriad spirits, giving you access to oh so many powers.
+
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.
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time.
 
  
=== Chi ===
+
'''Powers are Flexible
The inner power of a living creature that can be channeled into amazing feats.  
+
The abilities described for each combination of power and action are typical examples that can be expanded upon.  
Associated with martial arts, meditation, chacras, and oriental medicine.
+
The drift of the ability is set, but the particulars can be changed.
Chi can create effects in the world around you, but this is harder to do.
+
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.
Chi users often use flashbacks to their training to gain the ability to resolve a specific situation.
 
  
'''Trauma Condition
+
{| class="wikitable"
You must be free to move to use chi.
+
||'''Effect and Outcome'''<br>
Using powers that affect you or a target you touch gains +1d.
+
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.
Powers used at a range of more than a few meters suffer -1d.
 
  
'''Items
+
The first kind, that I call effect, is the initial effect of the action.
# ☐, ☐ A potion that allows the use of a push power without pushing.
+
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.  
# ☐ Scroll that allows one use of a power on the list of chi powers that you do not know.  
 
  
'''Powers
+
I call the other kind of effect the outcome, but this could also be called final effect.
Air,
+
It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.
Animal,
+
|}
<span style="text-decoration: line-through;background-color:red">Barriers,</span>
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time.
 
  
=== Miracles ===
+
'''Combining Powers
Gods and spirits share their powers with select servants.
+
If you know several powers, you can combine all of them with a single action, as long as this makes sense.   
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.
+
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.
'''Trauma Condition (Miracles)
+
This often increases effect at the cost of position as controlling a combined power is harder.
As a miracle-worker need to love and serve your patron saint, spirit, or god.
 
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)
 
You are seen as a blasphemer and possibly an apostate by religious people.
 
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.
 
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.
 
 
 
'''Items
 
# ☐ Holy symbol that gives +1d on powers used against supernatural enemies of the faith.
 
# ☐, ☐ Armor that works against any type of attack.
 
# ☐ A blessed melee weapon that is potent.
 
 
 
'''Powers
 
<span style="text-decoration: line-through;background-color:red">Air</span>,
 
<span style="text-decoration: line-through;background-color:red">Animal</span>,
 
Barriers,
 
<span style="background-color:Yellow">Darkness or Light (not both)</span>,
 
Death,
 
<span style="text-decoration: line-through;background-color:red">Earth</span>,
 
<span style="text-decoration: line-through;background-color:red">Electricity</span>,
 
<span style="text-decoration: line-through;background-color:red">Fire</span>,
 
<span style="text-decoration: line-through;background-color:red">Ice</span>,
 
<span style="background-color:Yellow">Flux or Order (not both)</span>,
 
<span style="text-decoration: line-through;background-color:red">Illusion</span>,
 
<span style="text-decoration: line-through;background-color:red">Kinesis</span>,
 
Life,
 
<span style="text-decoration: line-through;background-color:red">Metal</span>,
 
<span style="text-decoration: line-through;background-color:red">Mind</span>,
 
<span style="text-decoration: line-through;background-color:red">Plant</span>,
 
<span style="text-decoration: line-through;background-color:red">Space</span>,
 
<span style="text-decoration: line-through;background-color:red">Time</span>,
 
 
 
'''Special Ability Options'''<br>
 
'''Domain Power''' Any one power outside of this list, or an action normally forbidden, representing the patron's sphere of divine influence.
 
This even allows the prohibited combinations light + dark and law + chaos.
 
 
 
=== Mutant ===
 
Mutants are born with power or gain innate powers from exceptional circumstances.
 
This also covers superheroes and monsters.
 
 
 
'''Trauma Condition
 
A mutant manifests one power (see powers below), this makes them sensitive to attune powers.
 
 
 
'''Items
 
# ☐, ☐, ☐ 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.   
 
# ☐ A focus item such as a mask or body implant that helps you control your powers.
 
 
 
'''Powers
 
A mutant is born with a link to one power, this must be the first power selected for this playbook.
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time.
 
 
 
* '''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.
 
 
 
=== Psi ===
 
Psionics is futuristic magic.
 
The list of powers varies greatly depending on setting.
 
 
 
'''Trauma Condition
 
A psyker is vulnerable to powers and suffer -1 position against others who use powers.
 
If the enemy is also a psyker, you also gain +1 effect.
 
It is not uncommon for a psykic duel to end with both blowing out their brains.
 
 
 
'''Items
 
# ☐☐☐ 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.  
 
# ☐, ☐, ☐ 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.
 
 
 
'''Powers
 
<span style="text-decoration: line-through;background-color:red">Air</span>,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
<span style="text-decoration: line-through;background-color:red">Earth</span>,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
<span style="text-decoration: line-through;background-color:red">Metal</span>,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time.
 
 
 
=== Sorcery ===
 
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 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.
 
# ☐ A familiar, a small intelligent animal that serves you as a spy and confidante. 
 
 
 
'''Powers
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
<span style="text-decoration: line-through;background-color:red">Life</span>,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time.
 
 
 
=== Soulsworn ===
 
Some people sell their soul to a monstrous patron to gain power.
 
Devils and fey are common patrons.
 
 
 
'''Trauma Condition
 
You must invoke the name of your patron  to use powers.
 
Ordinary people who don't know you well find you scary, and are reluctant to offer you services or hang out around you.
 
Your patron puts demands on you, if you don't follow it will mess with you, but can't remove your powers.
 
 
 
'''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.
 
# ☐☐ 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.
 
 
 
'''Powers
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time.
 
 
 
=== Technomancy ===
 
These "powers" are actually just high tech.
 
 
 
'''Trauma Condition
 
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.
 
You need gadgets for all your powers and some kind of technobabble explanation for how they work.
 
You can only use free and equipment abilities from the
 
attune,
 
command, and
 
sway
 
actions unless you create a gadget that allows you to do so, see equipment.
 
  
 +
'''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.
  
'''Items
+
''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.  
# ☐, ☐, ☐, ☐  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
+
'''Cooperative Powers
Air,
+
It is possible for multiple characters to cooperate in using a power in a group action.
Animal,
+
Each member contributes the powers they know to the final effect.
Barriers,
+
If multiple actions are involved, different people in the group can roll using different actions, as long as it makes sense.
Darkness,
+
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.
<span style="text-decoration: line-through;background-color:red">Death</span>,
 
<span style="text-decoration: line-through;background-color:red">Earth</span>,
 
Electricity,
 
Fire,
 
Ice,
 
<span style="text-decoration: line-through;background-color:red">Flux</span>,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
<span style="text-decoration: line-through;background-color:red">Space</span>,  
 
<span style="text-decoration: line-through;background-color:red">Time</span>.
 
  
=== Wizardry ===
+
''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.
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
+
'''Power Duration
A wizard must speak out loud and gesture to use powers.
+
There are no specific rules for the duration of powers.
Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book.
+
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.
  
'''Items
+
'''Power Area
# ☐,☐ Staff (or similar large item like a tome or big crustal ball) that reduces the willpower cost of push powers to 1.
+
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.
# ☐ Pouch containing materials that allow three uses of equipment powers  
+
If the power explicitly says it has an area this does no apply.
# 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
+
'''Powers Gated by Dice
Air,
+
Power effects can be gated by the number of dice rolled for an action.
<span style="text-decoration: line-through;background-color:red">Animal</span>,
+
This means that pushing, assists, and devils' bargain enhances the effect of your powers.
Barriers,
+
No dice, no power.
Darkness,
+
One die gives access to free abilities.
Death,
+
two dice gives access to item abilities,
Earth,
+
three dice gives access to stress abilities,
Electricity,
+
four dice allows access to all powers.
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
<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.
 
'''Free''' powers are always available.
 
'''Equipment''' powers work require willpower or components to use, components are consumed when used. You have to cross of an item or willpower each time you make a roll for the power.  
 
'''Willpower ''' powers require you to spend willpower each time you roll for the power.
 
'''Trauma''' 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. They can sometimes be duplicated as long-term projects.
 
 
 
'''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.
 
 
 
'''Standard Power Effects
 
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.
 
For example, hunt 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, as well as a description of how that power is used to attack.
 
''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 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, infiltrate, or infiltrate using both at once, but using barrage or research using both powers at once makes less sense.
 
  
 
'''Optional Rule: Powers Gated by Tier
 
'''Optional Rule: Powers Gated by Tier
Line 397: Line 162:
 
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.
  
'''Optional Rule: Powers Gated by Action Rating
+
'''Availability and Genre
Power effects can be gated by rating in each action.
+
Different power and action combinations fit in different genres, as do power playbooks.  
A rating of zero does not give access to any abilities,
+
The easiest way to manage this is to modify or remove the power playbooks and powers that don't fit.
a rating of one allows access to free abilities,
+
But you can also remove the abilities linked to certain actions.
two gives access to item abilities,
+
* Removing attune removes summoning and anti-power abilities, making the setting decidedly less mystical.
three gives access to push abilities,
+
* Removing command and sway powers make powers more physical and less subtle.
four allows access to all powers.
+
* 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.
=== Common Power Effects Table ===
+
* Removing prowl limits how people move, also making the setting less flashy.
{| class="wikitable"
+
* Removing study and survey removes information powers, making the setting more mundane.
|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'''
+
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.
|align="left" valign="top" | '''Attune''' 
 
|valign="top"| '''Perceive''' <br> You can see through effects of your power that are used to conceal creatures.
 
|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 to end the operation of an ability of the power you use.
 
|valign="top"| '''Summon''' <br> You can call a creature from a place of your power. This servant is generally unwilling. It will obey one command from you and this can be extended. Knowing who to summon can be a a score or use study.
 
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of your power for a limited time.
 
 
 
|-
 
|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 action normally 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. This does not remove existing 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, or even more if other player's agree.
 
|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 as if it was domesticated and you have the keys. 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 other minor manipulations, as long as the target is 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 collateral damage to allies and the environment.
 
|-
 
|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.
 
|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. Usually enough to provide cover for any escape.
 
|-
 
|align="left" valign="top" | '''Prowl''' 
 
|valign="top"| '''Reconnaissance''' <br>  You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
 
|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 teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape 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. 
 
|-
 
|align="left" valign="top" | '''Study''' 
 
|valign="top"| '''Analyze''' <br>  You can identify objects and creatures that manifest your power and see the use of the abilities of 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 where you are, more difficult at range. You can then use hindsight on some of these targets.
 
|-
 
|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. You cannot use your Survey action for 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.  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 linked to 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. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
 
|valign="top"| '''Inculcate'''  <br> You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. 
 
|-
 
|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.
 
|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 can create complex tools, such as fine and potent items 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 also make something large, such as a vehicle or building.
 
|-
 
|align="left" valign="top" | '''Wreck''' 
 
|valign="top"| '''Jimmy''' <br>  You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.  
 
|valign="top"| '''Smash''' <br>  Similar to jimmy.  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. 
 
|}
 
 
 
== 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 an important part of mystic experience.
 
You will often have a particular animal, and your relation to other animals is colored by the totem.
 
Wolf totem is respected and feared by other animals, sheep totem is liked and regarded as harmless, and so on.
 
 
 
Animal attacks create phantom animal features such as teeth, claws, antlers, or horns to attack with.
 
You can do things like grab, tackle, or push.
 
 
 
'''Attune
 
Animals are not normally summoned, but animal spirits exist with all kinds of weird powers, often reminiscent of tribal society myths. Many of these have elemental powers like air or lightning, such are bound to the power of that element.
 
If you have a totem animal and summon an animal spirit of that type, even one larger than normal, it is friendly to you and will serve as a loyal minion.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway animal, but you can also make folk more lustful and competitive.
 
When commanded by you, animals act as if trained to perform what you are ordering them to do.
 
You can also influence folk to be lustful and competitive.
 
 
 
'''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, allowing that animal to do what is normally beyond its intelligence.
 
 
 
'''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 your twice your tier meters in height and width or a globe with a diameter equal to your tier.
 
Yes, that means that at tier zero, you cannot make a barrier.
 
If you  only know this power, the barriers you make are transparent and vaguely luminous.
 
If you use another power together with barrier, you can imbue your barrier with that power at no additional cost, which can give additional effects, often damage to creatures that try to break through your barrier.
 
 
 
When used to attack, barrier takes the form of darts or blades that cut or pierce.
 
 
 
'''Attune''' 
 
No creatures are associated with the barrier power.
 
Instead you create circles and barriers of protection that ward out creatures and attacks related to any power.
 
This can be all powers, or a limited set you choose.
 
''Perceive'' allows you to sense all power-infused creatures and things.
 
''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.
 
 
 
'''Command'''
 
and
 
'''Sway'''
 
You create a barrier that affects those that come close to it stop them moving through.
 
Combined with other powers' you can have more complex effects.
 
You can also make folk more loyal and defensive.
 
 
 
'''Consort''' 
 
You can dress in fields of energy.
 
''Shapechange'' surrounds yourself with armor of force that gives +1d to Insight and Prowess resistance, transform allows the creation of such effects for others, while wild hunt can provide for a small army, even a sentient one, but affords no control.
 
 
 
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 gets a mermaid tail and the like. You can also create regions where a power sets the environment, such as a bubble of air underwater.
 
 
 
'''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 carrying or protected by barriers. 
 
 
'''Prowl''' 
 
''Reconnaissance'' gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
 
 
 
'''Study''' and '''Survey'''
 
Traps, alarms, and other devices that can react can be studied and surveyed, making your opponents' security work against them.
 
 
 
'''Tinker'''
 
''Handle'' can 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 used 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 barriers for the score even in a hostile environment.
 
 
 
'''Wreck'''
 
You can ram with barrier weapons, but your greatest ability is that you can quite easily destroy barriers and barrier effects.
 
 
 
===  Darkness  ===
 
 
 
Darkness is linked to both physical and mental darkness.
 
Darkness is opposed to light.
 
 
 
Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
 
 
 
'''Attune'''
 
Dark creatures are shades, devils, and creatures of the night.
 
''Dismiss'' can dismiss any type of summoned creature.
 
 
 
'''Command''' and '''Sway'''
 
As well as affecting dark creatures, you can affect normal folk, as long as what you are making them to do is evil or corrupts them.
 
 
 
'''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.
 
 
 
'''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.
 
 
 
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.
 
 
 
'''Attune'''
 
Death creatures are undead and spirits of the dead.
 
You can summon spirits of the dead just to talk to them.
 
When summoning undead to fight you usually use a corpse to anchor them, but powerful necromancers can summon incorporeal undead.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway undead, and 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 wall trophy is watching you.
 
 
 
'''Tinker''' 
 
You can work the remains of dead creatures but also decrepit and broken items, making them function normally despite their condition but not improving their looks.
 
 
 
'''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 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 can cause a volcano and earth plus air can cause a sandstorm.
 
 
 
'''Attune
 
Earth creatures are mainly earth elementals, but also creatures that burrow into the earth and monsters with earth powers.
 
 
 
'''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.
 
 
 
'''Tinker'''
 
and
 
'''Wreck'''
 
Earth powers work well on raw earth, such as rock, dirt, and gravel, less well on construction, such as walls, buildings, and roads.
 
 
 
===  Electricity  ===
 
Electricity is something that accompanies technology.
 
Primitives recognize the power of lightning and perhaps static electricity, but little more.
 
 
 
Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity.
 
 
 
'''Attune'''
 
Electric creatures are elementals and monsters with electric 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.
 
 
 
'''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'''
 
Great against electric and electronic devices, including security such as alarms and automatic doors.
 
 
 
===  Fire  ===
 
Fire is an element of transformation, it can destroy but also forge.
 
 
 
'''Attune'''
 
Fire creatures are fire elementals, fire-breathing dragons, monsters with fire powers, as well as desert creatures.
 
 
 
'''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.
 
 
 
'''Attune'''
 
Ice elementals are spirits of cold and snow as well as columns of ice.
 
Ice creatures is anything living in the arctic.
 
 
 
'''Command''' and '''Sway'''
 
You can command and sway ice creatures, but you can also make folk more cool and aloof.
 
 
 
=== Flux ===
 
Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.
 
Always chancy and dangerous, when it works flux manipulates events in your favor.
 
This makes flux subtle, when it works, the effects are seemingly random events.
 
Flux is opposed to order.
 
 
 
Flux attacks are natural events, like roof tiles falling on enemies or them tripping on a random passing turtle. Often not fatal unless the environment itself is lethal.
 
You can also use flux with normal weapons to improve your chances.
 
 
 
'''Attune
 
Flux creatures are strange spirits of whimsy, sometimes known as muses.
 
They inspire arts and cause chaos.
 
 
 
'''Command
 
and
 
'''Sway
 
As long as you inspire independence and chaos, you can affect anyone.
 
Of course, them acting independently might not be helpful.
 
 
 
'''Consort
 
You can change into anything, but the change is unstable and might have flaws or change while in progress.
 
 
 
'''Finesse
 
''Ride
 
You can ride any mount or vehicle you first encountered on this score.
 
 
 
'''Hunt
 
''Track
 
You usually pick the right path by dumb luck.
 
If you fail, you'll have completely lost the trail before you know it. 
 
 
 
'''Prowl
 
Luck goes a long way to finding paths and avoiding notice.
 
Prowl is often about avoiding bad luck, something flux is good at.
 
 
 
'''Skirmish
 
Flux is always a high-risk strategy, and trying to rely on it to help again and again in a skirmish involving multiple enemies is to raise the odds each time.
 
 
 
'''Study
 
Now, this is fortune-telling pure and simple. Sometimes the fortune cookie speaks the truth!
 
 
 
'''Survey
 
You tend to stumble on information, people, and good paths by chance, but sometimes those encounters turn out to be dangerous.
 
 
 
'''Tinker
 
With luck, you might find just the tool or component you need.
 
 
 
'''Wreck
 
Entropy can cause anything to rot, maintenance often makes mistakes, and no machine can run forever. Or so you hope.
 
 
 
===  Illusion  ===
 
Illusion powers create images, sound, and other sensory impressions to confuse and delude.
 
 
 
Illusion attacks cause pain and apparent wounds, but cannot actually kill. Obviously they cannot affect insensate things, like objects.
 
 
 
'''Attune'''
 
Illusion creatures are called spectres. They often believe themselves to really be what they portray and are very good actors, allowing their illusions to respond to events without the user's intervention. Some spectres appear as objects and terrain features.
 
 
 
'''Command''' 
 
and
 
'''Sway''' 
 
Illusion used to creates images of things that can fool onlookers of any kind. You can still use these actions normally against spectres.
 
 
 
'''Consort'''
 
''Manipulate'' can give any form, but this is not a transmutation, only illusionary.
 
 
 
'''Finesse'''
 
''Ride'' allows you to ride an illusion vehicle as if it was real.
 
''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 turn yourself invisible, but the air wavers just a bit and you glow very faintly. Sounds you make, strong light, and perfect darkness are your enemies. 
 
 
 
'''Tinker''' and '''Wreck'''
 
Illusory tinkering and wreck only affect appearance, but can seem to give abilities you do not actually have. No actual changes, but extremely free to cause illusory destruction. A creature rarely attempts to use something wrecked by illusion.
 
 
 
===  Kinesis ===
 
 
 
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.
 
 
 
You can combine kinetics with material powers in order to move those effects around quickly. So if you know fire and kinesis, you can move flames.
 
 
 
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.
 
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 and many traps, 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
 
allows 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 glue.
 
''Shapechange'' allows you to carry two more items for the duration of a score. 
 
''Wild hunt
 
allows a small army to each carry two extra items.
 
 
'''Hunt'''
 
''Track'' gives a vague feeling when other power-users are near and allows you to track them, more so for friends and relatives.
 
 
'''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'' allows you to toss a host of allies.
 
 
 
'''Study'''
 
''Analyze'' gives speed and direction of movement.
 
''Research'' gives you the exact weight, speed, acceleration, and projected path of target.
 
''Hindsight'' can learn how something has moved to where it is now and project its future path, but the future is subject to change.
 
''Omnipresence'' gives the same information as research for everything in a huge volume.
 
 
'''Survey'''
 
''Detect'' allows you to sense kinetic powers and things that accelerate.
 
''Sensor'' does not create a sensor, instead you extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
 
''Scry'' is sensor read from a point you choose.
 
''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 thoughts 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.
 
''Inculcate
 
works on any creature.
 
 
 
'''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 any type of construction, 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 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'''
 
Affects emotions rather than thoughts.
 
 
 
'''Tinker''' and
 
'''Wreck'''
 
Works only 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, like lasers, lights words, and holy light.
 
Light is opposed to darkness.
 
 
 
'''Attune'''
 
Creatures of light are called angels and have a halo of light.
 
''Dismiss'' can dismiss any type of summoned creature.
 
 
 
'''Command''' 
 
and
 
'''Sway'''
 
Works on any sentient creature, as long as you are trying to make them do good or to break free of evil domination.
 
 
'''Hunt'''
 
''Track'' allows you to sense strong good intentions.  
 
You can also sense a powerful lack of good intentions as cold and fear.
 
You can track either.
 
 
 
'''Survey''' 
 
''Reconnaissance'' can see those of good intentions, but also discern a distinct lack of good intentions.
 
 
 
'''Tinker'''
 
and
 
'''Wreck'''
 
Light cuts and welds like a laser and chases darkness away.
 
 
 
===  Metal  ===
 
Metal attacks are blades and bullets.
 
 
 
'''Attune
 
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 metal creatures, but you can also make folk more precise, decisive, and confident.
 
 
 
===  Mind ===
 
Mind delves into sentience and intelligence.
 
It is the power most associated with normal folk and other sentient creatures and even intelligent objects like sentient AI.
 
If mind elementals exist, they would be spirits of pure cognition or lore.
 
 
 
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. You can summon an intelligence as a fee spirit or imbue one into an object.
 
 
 
'''Consort''' 
 
''Mask'' allows you to project an identity in your behavior, such as a healer, noble, merchant etc.
 
This affects people's perception of you 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 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 ''Maneuver''.
 
 
 
'''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'' limited intelligence able to hold a simple conversation.
 
''Fabricate'' allows the creation of sentience.
 
 
 
'''Wreck'''
 
You mess with intelligence in items, that is their ability to react to the environment. Includes alarms and control mechanisms of all sorts.
 
 
 
=== Order ===
 
Order is the power the status quo, of perfection, of loyalty, indoctrination, and dogma.
 
Order powers restore normality, negate randomness, negates powers, and makes mechanisms and people behave as expected.
 
 
 
Order attacks come in two kinds.
 
One is regular weapons. Your weapons wont fail them as long as you use them properly for a proper cause.
 
The other is exorcism. Order is powerful in banishing unnatural creatures.
 
These two are often combined into potent weapons blessed to defeat the supernatural.
 
 
 
'''Attune
 
Spirits of order are known as virtues and represent different tasks, functions, skills, and moral values.
 
Get the right one and it will perform perfectly.
 
Get the wrong one, and you have a very insistent pedantic.
 
 
 
'''Command
 
and
 
'''Sway
 
You can create loyalty and make creatures of any type not stray from duty.
 
 
 
'''Consort
 
You can match the dominant group around you.
 
 
 
'''Finesse
 
Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.
 
 
 
'''Hunt
 
Witnesses and technology you rely on is reliable.
 
 
 
'''Prowl
 
Order isn't very conductive to prowling.
 
Everything will work for you if its supposed to - you better have a plan with no room for chance.
 
 
 
'''Survey
 
You can sense the workings of machines and alarms and see through surveillance devices.
 
 
 
'''Tinker
 
Repairing, maintaining, and operating objects is your forte.
 
Inventing new ones is not.
 
 
 
'''Wreck
 
You cannot wreck that which is perfect, but you can wreck anything that is already damaged.
 
 
 
===  Plant  ===
 
Governs plants and dead plant matter, including fungi.
 
 
 
Plant attacks are poison, infiltrating roots, and shooting seeds. These are effective against living things, but slow to damage objects.
 
 
 
'''Attune
 
Plant elementals are animated trees or masses of vegetation.
 
Plant creatures are all kinds of plants capable of action.
 
Summoning plant usualy animates existing plants; summoning entire creatures is more difficult.
 
 
 
'''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 attacks cut and dislocate.
 
 
 
'''Attune''' 
 
Space creatures are lovecraftian outer gods and alien creatures from space or beyond this reality.
 
Besides creatures you can hinder movement powers.
 
''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.
 
 
 
Space attacks are normal weapons that attack froms strange directions.
 
 
 
'''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, ignoring strange events and distractions.
 
 
 
'''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.
 
''Shapechange'' allows you to separate parts of your body that work normally, except at a distance. You are really stretching into higher dimensions, which allows you to move squeeze through walls.
 
 
 
'''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'' creates a teleport circle or teleports to a known teleport circle over a very long range.
 
 
 
'''Tinker''' 
 
Can manipulate space items, but is also used to reach through walls and create temporary holes in walls.
 
 
 
'''Wreck'''
 
Can destroy most things by cutting them up or teleporting parts of them.
 
You can make this effect temporary by scattering the object in other dimensions that will gradually collapse, making the object reassemble itself after a time.
 
 
 
===  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 attacks stops time for an instant, then you set up weapons and events to cause harm when time resumes.
 
They are hard to defend against, but likely to cause severe backlash if time is released too soon.
 
 
 
'''Attune'''
 
Time elementals may exist but little is known of them.
 
Time creatures are those who can manipulate or travel through time, including the dreaded hounds of tindalos and various agents of fate and necessity.
 
Besides time creatures, you can affect summon 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 and time warps.
 
 
'''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 even when you know what you are doing.
 
 
'''Survey''' 
 
''Sensor'' can observe the past and possible futures at your present location.
 
''Scry'' can observe the past and future of a creature or object, even if it moves from your 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 targets.
 
 
 
===  Water  ===
 
Water attacks can smash, drown, or be a corroding acid.
 
 
 
'''Attune
 
Water elementals appear as waves or as humanoids made of water, often feminine in form.
 
In water they are invisible when still but appear as froth and turbulence when active.
 
Water creatures are aquatic animals and aquatic variants of land-living creatures such as hippocampi, horses with fish tails.
 
 
 
'''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.
 
You can flood things or create torrential waves if you have water to work with.
 
 
 
== Availability and Genre ==
 

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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.