Difference between revisions of "Forms (FiD)"

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{{FitD}}
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{{FiD}}{{FiD-Powers}}
Powers turn Blades in the Dark-style games into power fantasy.  
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Forms turn Blades in the Dark-style games into form fantasy.  
  
== Introducing Powers ==
+
== Introducing Forms ==
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 forms 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.
Your game will change from the typical grim blades in the dark into something different and higher powered, though possibly just as grim.
+
Your game will change from the typical grim blades in the dark into something different and higher formed, though possibly just as grim.
Powers consist of two elements—a playbook, and powers.
+
Forms consist of two elements—a playbook, and forms.
Playbooks are frameworks for which powers you can use and how you use them.
+
Playbooks are frameworks for which forms you can use and how you use them.
Powers describe what effects you can create.
+
Forms describe what effects you can create.
 +
 
 +
Here follows links to form playbooks and forms, explained in the rules below.
 +
[[Typical Power Details (FiD)|Typical Power Details]].
 +
 
 +
{|class="wikitable"
 +
|-
 +
|valign=top|
 +
:'''Form Playbooks
 +
# '''[[Animism (FiD)|Animism]]'''          Spirits.
 +
# '''[[Artificing (FiD)|Artificing]]'''    Craft.
 +
# '''[[Chi (FiD)|Chi]]'''                  Inner form.
 +
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
 +
# '''[[Jedi (FiD)|Jedi]]'''                The Force.
 +
# '''[[Monster (FiD)|Monster]]'''          Savage form.
 +
# '''[[Mutation (FiD)|Mutation]]'''        Force of 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|
 +
::'''Forms
 +
# '''[[Air Powers (FiD)|Air Form]]''' Elemental of gas and emptiness.
 +
# '''[[Animal Powers (FiD)|Animal Form]]''' Animals.
 +
# '''[[Barrier Powers (FiD)|Barrier Form]]''' Circles of protection.
 +
# '''[[Darkness Powers (FiD)|Darkness Form]]''' Physical and spiritual darkness.
 +
# '''[[Death Powers (FiD)|Death Form]]''' Death and disease.
 +
# '''[[Earth Powers (FiD)|Earth Form]]''' Element of solidity.
 +
# '''[[Electricity Powers (FiD)|Electricity Form]]''' Elemental electricity.
 +
# '''[[Fire Powers (FiD)|Fire Form]]''' Element of transformation and heat.
 +
# '''[[Flux Powers (FiD)|Flux Form]]''' Luck, chaos, and freedom.
 +
# '''[[Ice Powers (FiD)|Ice Form]]''' Element of cold and ice.
 +
# '''[[Illusion Powers (FiD)|Illusion Form]]''' Images that delude.
 +
# '''[[Kinesis Powers (FiD)|Kinesis Form]]''' Move things.
 +
# '''[[Life Powers (FiD)|Life Form]]''' Master life.
 +
# '''[[Light Powers (FiD)|Light Form]]''' Physical and spiritual light.
 +
# '''[[Metal Powers (FiD)|Metal Form]]''' Elemental metal.
 +
# '''[[Mind Powers (FiD)|Mind Form]]''' Mind Manipulation.
 +
# '''[[Order Powers (FiD)|Order Form]]''' Restore normality.
 +
# '''[[Plant Powers (FiD)|Plant Form]]''' Vegetate matter.
 +
# '''[[Space Powers (FiD)|Space Form]]''' Master location.
 +
# '''[[Time Powers (FiD)|Time Form]]''' Master history.
 +
# '''[[Water Powers (FiD)|Water Form]]''' Element of liquid.
 +
|}
  
 
== Power Playbooks ==
 
== Power Playbooks ==
Playbooks are the frames for acquiring powers.
+
Playbooks are the frames for acquiring forms.
The playbooks are the power traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technophile.  
+
The playbooks are the form 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 forms, which are chosen in the same manner as special abilities.
 +
A form 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 form 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 forms.  
The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil.
+
The actual trauma condition generally affects how you use forms, imposing conditions you must fulfil in order to use forms.
  
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 form playbook unless you are using that playbook. It is possible to add a form playbook by selecting this as a special ability. If you already have a form playbook, you can gain multiple form playbooks this way, giving you a wider range of forms at the price of more trauma conditions and thus more restrictions on the use of all of your forms.
  
=== Animism ===
+
== Form ==
You gain your power from a host of spirits, each less in power than the patrons of other power playbooks.
+
Form 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 form playbook doesn't give you any form abilities unless you select a form from that playbook's special abilities.
An animist might be known as a medicine woman, miku, shaman, or druid.
+
Once you select a form, you gain abilities appropriate to the form.  
 +
So if you select the electricity form, you can shoot lightning, form electric engines, cause shortcuts, summon electric creatures, depending on which actions you are good at.
 +
In many cases, forms work as equipment does, emforming your normal actions.
 +
Some forms 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 forms, 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 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 form 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 form 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 forms not used as a part of a significant action, just ignore the cost and action roll.
  
'''Items
+
'''Avoid The Trap of Form
# ☐ A bribe for your spirits that gives +1d on a single use of a power.
+
Just because a form allows something does not mean that you can't do it without that form.
# ☐☐ 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 form 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 forms 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 form, tough forms are more precise in detecting creatures and things tied to that particular form.
# ☐ A blessed weapon that is potent.
 
  
'''Powers
+
'''Form are Inflexible
There are myriad spirits, giving you access to oh so many powers.
+
Unlike normal actions, which are flexible, forms are specific. If you want to make a ranged attack using your form, that is done with Hunt action unless the particular form 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,
 
Water.
 
  
=== Chi ===
+
'''Form are Flexible
The inner power of a living creature that can be channeled into amazing feats.  
+
The abilities described for each combination of form 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 form 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 form 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 willpower power.
+
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,
 
Water.
 
 
 
=== Miracles ===
 
Gods and spirits share their powers with select servants.
 
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.
 
 
 
'''Trauma Condition (Miracles)
 
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 an action roll 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>,
 
Mind,
 
<span style="text-decoration: line-through;background-color:red">Plant</span>,
 
<span style="text-decoration: line-through;background-color:red">Space</span>,
 
Time,
 
<span style="text-decoration: line-through;background-color:red">Water</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 flux + order.
 
 
 
=== 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 willpower ability, but inflicts light harm: mutating. This consequence cannot be resisted. Others taking the drug suffers the consequence without the benefit.
 
# ☐ 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,
 
Water.
 
 
 
* '''Power Focus''' You can use one willpower to push an ability from your linked power. This also gives your power an individual signature, making it easy to recognize you used it.
 
 
 
=== Orphic ===
 
Orphic magic is worked through music and song.
 
Mostly used to charm and influence, a masterful orphic can calm the waves through song and even enchant death itself.
 
 
 
'''Trauma Condition
 
You must make music to use your powers, which can attract attention.
 
It is easy to guess what power you are invoking.
 
As an orphic you must take either the animal, flux, illusion, life, mind, or time power as your first power selection.
 
Thereafter you can select any available power you wish.
 
 
 
'''Items
 
# ☐☐☐ An instrument that allows the oprhic to push any resolve action (not just powers) at the cost of only one willpower. 
 
# ☐ Notes and lyrics that allows one use of a power on the list of orphic powers that you do not know. 
 
# ☐ A memento that can substitute for the item cost of powers for times. ☐, ☐, ☐
 
 
 
'''Powers
 
Air,
 
<span style="background-color:cyan">Animal</span>,
 
<span style="text-decoration: line-through;background-color:red">Barriers</span>,
 
Darkness,
 
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
<span style="background-color:cyan">Flux</span>,
 
<span style="background-color:cyan">Illusion</span>,
 
<span style="text-decoration: line-through;background-color:red">Kinesis</span>,
 
<span style="background-color:cyan">Life</span>,
 
Light,
 
Metal,
 
<span style="background-color:cyan">Mind</span>,
 
<span style="text-decoration: line-through;background-color:red">Order</span>,
 
Plant,
 
Space,
 
<span style="background-color:cyan">Time</span>,
 
Water.
 
 
 
'''Special Abilities
 
* By performing for 5 minutes with an audience (other player characters suffice) you can ignore the item cost of a power.
 
 
 
'''Notes
 
Many have a hard time with relationships.
 
Most orphics can easily charm others, but such relationships are troubled; jealousy, infidelity, broken friendships, overzealous fans and similar over-emotional events conspire to make many orphics lonely.
 
 
 
=== 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 psychic duel to end with both blowing out their brains.
 
 
 
'''Items
 
# ☐☐☐ Ferronnière, headband, or tattoo on the hands, forehead, or temples that allows you to push powers at a cost of one willpower. 
 
# ☐, ☐, ☐ 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,
 
Water.
 
 
 
=== 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 pushing action rolls for powers at a cost of one willpower.
 
# ☐, ☐, ☐ 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,
 
Water.
 
  
=== Soulsworn ===
+
'''Combining Form
Some people sell their soul to a monstrous patron to gain power.
+
If you know several forms, you can combine all of them with a single action, as long as this makes sense.
Devils and fey are common patrons.
+
So if you know both the fire and plant forms, 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 form is harder.
  
'''Trauma Condition
+
'''Combining Actions
You must invoke the name of your patron  to use powers.
+
Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings.
Ordinary people who don't know you well find you scary, and are reluctant to offer you services or hang out around you.
+
This lower rating must then satisfy the minimum die requirement.
Your patron puts demands on you, if you don't follow it will mess with you, but can't remove your powers.
 
  
'''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.  
# ☐ 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 powers for free and to push action rolls for powers using only 1 willpower. 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 willpower ability for free in the current score.
 
  
'''Powers
+
'''Cooperative Form
Air,
+
It is possible for multiple characters to cooperate in using a form in a group action.
Animal,
+
Each member contributes the forms 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 form use just to allow the use of different actions, keep an eye out for this.
Death,
 
Earth,
 
Electricity,
 
Fire,
 
Ice,
 
Flux,
 
Illusion,
 
Kinesis,
 
Life,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
  
=== Technomancy ===
+
''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.
These "powers" are actually just high tech.
 
  
'''Trauma Condition
+
'''Power Duration
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.
+
There are no specific rules for the duration of forms.
You need gadgets for all your powers and some kind of technobabble explanation for how they work.
+
Most forms last for a single use of an action: you use the form, the effect happens, and then the form ends but the effects of the form remains.
You can only use free and equipment abilities from the  
+
An attack is the typical example of this.
attune,
+
You create a bolt of energy using a form 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 form ends but any damage or other effects remain.
command, and
+
Form that last usually last for an entire score, but this depends on the degree of success.
sway
+
A possible consequence is that the form suddenly ends at an inappropriate moment.
actions unless you create a gadget that allows you to do so, see equipment.
 
  
 +
'''Power Area
 +
The target of forms can be described in plural or singular, but forms use the normal effects of multiple targets, increasing position and/or reducing effect as appropriate.
 +
If the form explicitly says it has an area this does no apply.
  
'''Items
+
'''Form Gated by Dice
# ☐, ☐, ☐, ☐  Battery or power cell that can power two equipment or willpower powers.
 
# ☐☐ A gadget you build in a flashback that allows you to use a power you do not have for the rest of the score. This costs willpower like any other flashback. Such a gadget can also be made as a long-term project.
 
 
 
'''Powers
 
Air,
 
Animal,
 
Barriers,
 
Darkness,
 
<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>,
 
Water.
 
 
 
=== 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 to push the action roll for 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,
 
Kinesis,
 
<span style="text-decoration: line-through;background-color:red">Life</span>,
 
Light,
 
Metal,
 
Mind,
 
Order,
 
Plant,
 
Space,
 
Time,
 
Water.
 
 
 
== 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 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.
 
 
 
'''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 a power.
 
 
 
'''Standard Power Effects
 
Below 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.
 
Combination powers become more vulnerable to the banish effect of the attunement action.
 
Negating any of the component powers of a combined power negates the entire power.
 
 
 
'''Powers Are Gated by Dice
 
 
Power effects can be gated by the number of dice rolled for an action.
 
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.
+
This means that pushing, assists, and devils' bargain enhances the effect of your forms.
No dice, no power.
+
No dice, no form.
 
One die gives access to free abilities.
 
One die gives access to free abilities.
 
two dice gives access to item abilities,
 
two dice gives access to item abilities,
three dice gives access to willpower abilities,
+
three dice gives access to stress abilities,
four dice allows access to all powers.
+
four dice allows access to all forms.
  
'''Optional Rule: Powers Gated by Tier
+
'''Optional Rule: Form Gated by Tier
If powers seem to powerful for low-tier adventures, you can tier-lock powers.  
+
If forms seem to formful for low-tier adventures, you can tier-lock forms.  
At tier zero, you can only use free powers.
+
At tier zero, you can only use free forms.
At tiers 1-2 you can only use free and item powers.
+
At tiers 1-2 you can only use free and item forms.
At tier 3-4 you can use free, item, and willpower powers abilities.
+
At tier 3-4 you can use free, item, and stress forms abilities.
At tier 5, you can use all powers.
+
At tier 5, you can use all forms.
This makes powers almost useless at tier zero and weak until tier 3.
+
This makes forms 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 forms 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 ===
+
'''Availability and Genre
{| class="wikitable"
+
Different form and action combinations fit in different genres, as do form playbooks.  
|align="center" width="100" |  '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Willpower''' ||align="center" with=20% |  '''Trauma'''  
+
The easiest way to manage this is to modify or remove the form playbooks and forms 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-form abilities, making the setting decidedly less mystical.
|valign="top"| '''Perceive''' <br> You can detect creatures and power use tied to your power.
+
* Removing command and sway forms make forms 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 to end the operation of an ability of the power you use.
+
* Removing consort makes a creature's form more definite, making the setting less confusing.
|valign="top"| '''Summon''' <br> You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
+
* Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy.
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of your power for a limited time.
+
* Removing prowl limits how people move, also making the setting less flashy.
 
+
* Removing study and survey removes information forms, making the setting more mundane.
|-
+
It is also possible to limit sub-categories of form playbooks, making certain components secret and something that has to be earned.
|align="left" valign="top" | '''Command''' 
+
You can also lock certain action/form combinations behind an additional cost, such as requiring a separate ability to use Survey form if you dislike scrying.
|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, like 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 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
|valign="top"| '''Transform''' <br>  You can shapechange a willing or helpless creature into a form imbued by your power. This can be 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.
 
|-
 
|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 collateral 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 range 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 links to their abilities.
 
 
 
== Power Specifications ==
 
List of powers and how they differ from the generic power table.
 
 
 
===  Air  ===
 
# '''[[Air Powers (FiD)|Air Power]]'''. Air is an elemental power that affects gasses, and to a limited extent vacuum.
 
# '''[[Animal Powers (FiD)|Animal Power]]'''. Animals are an important part of mystic experience.
 
# '''[[Barriers Powers (FiD)|Barriers Power]]'''. Barriers is the ability to create walls and circles of protection.
 
# '''[[Darkness Powers (FiD)|Darkness Power]]'''. Darkness is linked to both physical and spiritual darkness.
 
# '''[[Death Powers (FiD)|Death Power]]'''. Death and disease are powerful forces.
 
# '''[[Earth Powers (FiD)|Earth Power]]'''. Earth is the base of all, the solid ground we walk on and dig into.
 
# '''[[Electricity Powers (FiD)|Electricity Power]]'''. Electricity is something that accompanies technology.
 
# '''[[Fire Powers (FiD)|Fire Power]]'''. Fire is an element of transformation, it can destroy but also forge.
 
# '''[[Ice Powers (FiD)|Ice Power]]'''. The power of frozen water, arctic cold, and creatures of cold.
 
# '''[[Flux Powers (FiD)|Flux Power]]'''. Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.
 
# '''[[Illusion Powers (FiD)|Illusion Power]]'''. Illusion powers create images, sound, and other sensory impressions to confuse and delude.
 
# '''[[Kinesis Powers (FiD)|Kinesis Power]]'''. The ability move things, including simple thoughts.
 
# '''[[Life Powers (FiD)|Life Power]]'''. Life power is about life energy used to heal and improve living things.
 
# '''[[Light Powers (FiD)|Light Power]]'''. Light is both physical and spiritual light, inspiring deeds of charity and benevolence.
 
# '''[[Metal Powers (FiD)|Metal Power]]'''. Metalworkers have often been associated with mystical powers.
 
# '''[[Mind Powers (FiD)|Mind Power]]'''. Mind delves into sentience and intelligence.
 
# '''[[Order Powers (FiD)|Order Power]]'''. Order is the power the status quo that restores normality.
 
# '''[[Plant Powers (FiD)|Plant Power]]'''. Governs plants and dead plant matter, including fungi.
 
# '''[[Space Powers (FiD)|Space Power]]'''. Governs location and distance, the power to teleport and create extradimensional spaces.
 
# '''[[Time Powers (FiD)|Time Power]]'''. Time allows looking into the past and possible futures, but can create deadly paradoxes.
 
# '''[[Water Powers (FiD)|Water Power]]'''. Water is the element of life, spirituality, and endless flowing cycles.
 
 
 
== Availability and Genre ==
 

Latest revision as of 20:01, 20 October 2024

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Forms turn Blades in the Dark-style games into form fantasy.

Introducing Forms

Rather than the fantastical being rare and poorly understood, adding forms 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 formed, though possibly just as grim. Forms consist of two elements—a playbook, and forms. Playbooks are frameworks for which forms you can use and how you use them. Forms describe what effects you can create.

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

Form Playbooks
  1. Animism Spirits.
  2. Artificing Craft.
  3. Chi Inner form.
  4. Chosen Gifted by god.
  5. Jedi The Force.
  6. Monster Savage form.
  7. Mutation Force of 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.
Forms
  1. Air Form Elemental of gas and emptiness.
  2. Animal Form Animals.
  3. Barrier Form Circles of protection.
  4. Darkness Form Physical and spiritual darkness.
  5. Death Form Death and disease.
  6. Earth Form Element of solidity.
  7. Electricity Form Elemental electricity.
  8. Fire Form Element of transformation and heat.
  9. Flux Form Luck, chaos, and freedom.
  10. Ice Form Element of cold and ice.
  11. Illusion Form Images that delude.
  12. Kinesis Form Move things.
  13. Life Form Master life.
  14. Light Form Physical and spiritual light.
  15. Metal Form Elemental metal.
  16. Mind Form Mind Manipulation.
  17. Order Form Restore normality.
  18. Plant Form Vegetate matter.
  19. Space Form Master location.
  20. Time Form Master history.
  21. Water Form Element of liquid.

Power Playbooks

Playbooks are the frames for acquiring forms. The playbooks are the form traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technomancer. Each playbook gives you access to certain forms, which are chosen in the same manner as special abilities. A form 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 form playbook gives you a trauma condition. This means you can't survive as much new trauma as characters who have not meddled with the forms. The actual trauma condition generally affects how you use forms, imposing conditions you must fulfil in order to use forms.

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

Form

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

Stress Cost You use your normal actions to activate forms, but there is an associated cost in stress. The stress cost of each category of 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 form 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 form 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 forms not used as a part of a significant action, just ignore the cost and action roll.

Avoid The Trap of Form Just because a form allows something does not mean that you can't do it without that form. Attacks with weapons do not lose any effectiveness just because there are form that do the same. Items can be more effective than forms 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 form, tough forms are more precise in detecting creatures and things tied to that particular form.

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

Form are Flexible The abilities described for each combination of form 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 form 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 form 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 Form If you know several forms, 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 forms, 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 form 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 Form It is possible for multiple characters to cooperate in using a form in a group action. Each member contributes the forms 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 form 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 forms. Most forms last for a single use of an action: you use the form, the effect happens, and then the form ends but the effects of the form remains. An attack is the typical example of this. You create a bolt of energy using a form 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 form ends but any damage or other effects remain. Form that last usually last for an entire score, but this depends on the degree of success. A possible consequence is that the form suddenly ends at an inappropriate moment.

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

Form 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 forms. No dice, no form. 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 forms.

Optional Rule: Form Gated by Tier If forms seem to formful for low-tier adventures, you can tier-lock forms. At tier zero, you can only use free forms. At tiers 1-2 you can only use free and item forms. At tier 3-4 you can use free, item, and stress forms abilities. At tier 5, you can use all forms. This makes forms almost useless at tier zero and weak until tier 3. Long-term projects allows use of forms 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 form and action combinations fit in different genres, as do form playbooks. The easiest way to manage this is to modify or remove the form playbooks and forms that don't fit. But you can also remove the abilities linked to certain actions.

  • Removing attune removes summoning and anti-form abilities, making the setting decidedly less mystical.
  • Removing command and sway forms make forms 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 forms, making the setting more mundane.

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