Difference between revisions of "Darkness Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
Darkness is linked to both physical and mental darkness. Darkness is opposed to light.
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Darkness as a Form is about both physical and mental darkness.  
Darkness is associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious. In physics, darkness is merely the absence of light, and many claim that spiritual evil and darkness is the absence of enlightenment and control. Darkness powers deal with moral and physical darkness, base carnality, indulgence, and deception.
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Darkness powers deal with moral and physical darkness, base carnality, indulgence, and deception.
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Darkness opposed to light.
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Darkness associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious. In physics, darkness is merely the absence of light, and many claim that spiritual evil and darkness is the absence of enlightenment.  
  
 
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.
 
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.
 
Dark creatures are shades, devils, and creatures of the night. They are usually more interested in corrupting people than in killing them.
 
Learning who to summon may require study or be a a score in itself.
 
Giving the single order you get from summoning a creature of darkness is rarely very useful.
 
These subtle creatures need time to use their full powers of deception and coercion.
 
This means you often have to bargain with them, which they of course use to corrupt you.
 
  
 
== Darkness Power Effects Table ==
 
== Darkness Power Effects Table ==
 
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
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|valign="top"| '''Shadow Strike'''    <br> Fine and potent close-range attack.
 
|valign="top"| '''Shadow Strike'''    <br> Fine and potent close-range attack.
 
|valign="top"| '''Dance of the Dark''' <br> Play with shadows to confuse or conceal.  
 
|valign="top"| '''Dance of the Dark''' <br> Play with shadows to confuse or conceal.  
|valign="top"| '''Shadow Storm'''     <br> Your can create a storm of blades of darkness, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Shadow Speeders'''   <br> Travel as shadows.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Dark Scout''       <br> You can see perfectly in the dark.  
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|valign="top"| '''Dark Scout'''      <br> Track Darkness powers.  
 
|valign="top"| '''Shadow Sniper'''    <br> Darkness attack similar to a fine and potent rifle.
 
|valign="top"| '''Shadow Sniper'''    <br> Darkness attack similar to a fine and potent rifle.
 
|valign="top"| '''Nightfall'''        <br> Darken an area, create shadows, and move them.   
 
|valign="top"| '''Nightfall'''        <br> Darken an area, create shadows, and move them.   
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|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Shadow Shove'''  <br> A Darkness close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Shadow Block'''  <br> Block Darkness Harm.  
|valign="top"| '''Shadow Strike''' <br> Shadow Shove, and fine and potent.
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|valign="top"| '''Shadow Strike''' <br> Fine and potent melee attack..
 
|valign="top"| '''Eerie Evasion''' <br> Create shadowy distractions that prevent scale.
 
|valign="top"| '''Eerie Evasion''' <br> Create shadowy distractions that prevent scale.
 
|valign="top"| '''Shadow Surge'''  <br> Darkness strikes out in all directions, attacking all enemies in a wide area.  
 
|valign="top"| '''Shadow Surge'''  <br> Darkness strikes out in all directions, attacking all enemies in a wide area.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Dark Name'''        <br> Identify physical or moral Darkness and power abilities.  
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|valign="top"| '''Dark Name'''        <br> Identify physical or moral Darkness as well as Darkness powers.  
 
|valign="top"| '''Dark Lore'''        <br> Exactly analyze Darkness powers and abilities.
 
|valign="top"| '''Dark Lore'''        <br> Exactly analyze Darkness powers and abilities.
 
|valign="top"| '''Dark Past'''        <br> Read the past events of Darkness.
 
|valign="top"| '''Dark Past'''        <br> Read the past events of Darkness.
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|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
 
|valign="top"| '''Eye of the Bat'''    <br> See in the dark.  
 
|valign="top"| '''Eye of the Bat'''    <br> See in the dark.  
|valign="top"| '''Gift of the Bat'''   <br> You can give the ability to see in darkness to allies.  
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|valign="top"| '''Eye of the Rat'''   <br> Move your senses to a place of darkness.  
 
|valign="top"| '''Eyes of the Dark'''  <br> Choose a location or creature. See them from nearest darkness.
 
|valign="top"| '''Eyes of the Dark'''  <br> Choose a location or creature. See them from nearest darkness.
 
|valign="top"| '''World of Darkness''' <br> You perceive from every dark place at once over a wide area.   
 
|valign="top"| '''World of Darkness''' <br> You perceive from every dark place at once over a wide area.   
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|valign="top"| '''Dark Obliteration''' <br> Dark Disintegrate over a large area. Level a city block or wither a wood.   
 
|valign="top"| '''Dark Obliteration''' <br> Dark Disintegrate over a large area. Level a city block or wither a wood.   
 
|}
 
|}
 
'''Dark Mask'''        <br> Imbue your appearance with darkness and envy, such as luxury clothes, jewelry, and personal beauty.
 
 
'''Nightfall'''          <br> You can darken an area and create conjure shadows. You can cover a single room indoors or a city block outdoors.
 
 
'''Dark Cloak''' <br> Look like a shadow. This allows you to hide in impossible places as long as the environment is dark.
 
 
'''Dark Step'''  <br> Teleport from one shadow you can see to another, walk through walls as long as both sides are in the dark, and so on.
 
  
 
== Expanded Darkness Powers ==
 
== Expanded Darkness Powers ==
This is the pattern that most powers follow.
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=== Attune ===
You can refer to this when interpreting how powers should work.
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Harness the power of Attune Darkness to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell.
TLDR, this list is too long to read it all every time, its here to look up in to resolve specific situations.
 
It is good to have skimmed it at least once.
 
  
=== Attune ===
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The position and consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell.
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If a powerful creature resists being dispelled, its obviously dangerous.
 +
Having helpers and bodyguards reduces the consequences.
  
'''Perceive:'''
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'''Umbral Understanding'''
''You can detect creatures and power use tied to darkness.  
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You can detect creatures and powers of Darkness.
  
This is usually done to spot a disguised summoned creature.  
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This is usually done to see a Spirit or disguised creature.  
 
However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
 
However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
Naturally, effect is reduced as the creature is more heavily obscured.  
+
Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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'''Umbral Undoing'''
''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.
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Dismiss any summoned creature. End the operation any power.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
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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.
The consequences of this depends entirely on what happens around you when you do it.  
+
 
If a powerful creature resists being dispelled, its obviously dangerous.  
+
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
 
Darkness is powerful in that it can dispel any power, not just Darkness powers.
 
Darkness is powerful in that it can dispel any power, not just Darkness powers.
Dispelling is usually easier, but not always. 
 
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 +
You can also force a spirit to materialize.
  
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
The position is controlled, higher if there are a lot of other dangers around.
 
 
Limited effect creates an opening that makes the supported action potent.  
 
Limited effect creates an opening that makes the supported action potent.  
 
Normal effect improves the position of the supported action.
 
Normal effect improves the position of the supported action.
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When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
 
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
Against an opponent that uses power to fly or even breathe you can have a better effect.
+
Against an opponent that uses power to fly or even breathe you may have a better effect.
  
 
When it is dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.
 
When it is dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.
  
'''Summon:'''
+
'''Umbral Urge'''
''You can call a creature of darkness. This is generally an unwilling servant.  
+
Summon a creature of Darkness.
  
Learning who to summon may require study or be a score in itself.
+
You can call a creature of darkness. This is generally an unwilling servant.
It will obey one command from you and this can be extended.  
+
 
Darkness creatures will often cooperate in plans that corrupt you or other people.  
+
Dark creatures are devils, creatures of the night.
 +
They are more interested in corrupting people than in fighting them.  
 +
Giving the single order you get from summoning a creature of darkness is rarely very useful.
 +
These subtle creatures need time to use their full powers of deception and coercion.
 +
This means you often have to bargain with them, which they use to corrupt you.
  
 
Darkness creatures, also known as devils, come from realms of Darkness known as Hells.
 
Darkness creatures, also known as devils, come from realms of Darkness known as Hells.
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
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In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is where Dark summons come from.  
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
+
Learning who to summon may require study or be a score in itself.
The Gate power of Attune is the usual way to get to Hell.
+
A devil will obey one command from you and this can be extended.  
 +
Darkness creatures will often cooperate in plans that corrupt you or other people, avoiding the struggle to control them or at least turning it into an ethical rather than magical struggle.
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.  
+
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to Darkness. Summons can use most power effects and maintain power effects you have created.  
 
They can also give advice and information related to their power.
 
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.  
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.  
 
Such a creature is similar to a cohort, either a skilled follower or a group of goons.
 
Such a creature is similar to a cohort, either a skilled follower or a group of goons.
  
To summon a particular creature, similar to an expert, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be something like an id number, a blueprint, or genetic data.
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To summon a particular creature, similar to an expert, you need its unique identity, called true name in the mystical power traditions. For a technomancer this would be something like an id number, genetic data, or holographic parameters.
 
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.  
 
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.  
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
+
Devils are generous with the summoning details of other devils.  
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
Summonable creatures come in three types, elementals, spirits, and creatures with powers.  
 
 
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
 
  
 
Darkness elementals are shades, blobs of solidified darkness.
 
Darkness elementals are shades, blobs of solidified darkness.
They embrace enemies and cloak allies.
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They embrace and drain the energy of enemies and cloak allies.
Most elementals have animal intelligence, and often take the shape of a dog or simply a dark blob.
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Most elementals have animal intelligence, and often take the shape of a dog or simply a dark cloak, cover, or blob.
  
Darkness spirits are similar to elementals in that they are made out of darkness, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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Darkness spirits are similar to elementals in that they are made out of darkness, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and more intelligent than elementals.
 
They can use sophisticated power effects and usually have an agenda of their own.
 
They can use sophisticated power effects and usually have an agenda of their own.
  
 
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
 
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
A succubus is an attractive human female, but sports horns and a tail and may have hooves, wings, and an unusual skin color.
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A succubus is an attractive human female, but sports horns and a tail and may have hooves, wings, and an unusual skin color as well as Darkness powers.
 
As Darkness is the essence of deceit, Darkness creatures can often mask themselves to appear as if they have no powers.  
 
As Darkness is the essence of deceit, Darkness creatures can often mask themselves to appear as if they have no powers.  
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
  
Depending on your degree of effect the creature is willing to do different things.
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Depending on your degree of effect a summoned creature is willing to do different things.
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
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Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
  
 
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, terrorize, tempt, and seduce.  
 
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, terrorize, tempt, and seduce.  
This includes dangerous tasks such as combat if the devil has such abilities, which most of them do.
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This includes dangerous tasks such as combat if the devil has such abilities.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light.  
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Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with [[Light Powers (FiD)|Light]].  
Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
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Lengthy service also requires great effect, such as summoning the creature to guard a treasure for as long as it can.
  
 
The position is usually risky.  
 
The position is usually risky.  
The creature is being forced to serve and might lash out.
 
 
Typical consequences are:
 
Typical consequences are:
The creature strikes out at you once.
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* Overly literal interpretations of your commands.
A tightwire struggle to keep the creature under control
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* The creature deliberately does its tasks poorly.
The creature breaks things around you, demands concessions from you.
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* The creature breaks things around you, demands concessions from you.
Overly literal interpretations of your commands.
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* The creature needs to be forced to serve and might lash out.  
The creature deliberately does its tasks poorly.
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* The creature strikes out at you once.
 +
* A tightwire struggle to keep the creature under control.
  
 
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
 
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
 +
For Dark creatures this includes human sacrifice, promises of future evil deeds, and things appropriate tot he role of a specific devil.
  
 
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
 
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
 
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
 
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time, that you defeat the creature in a duel or similar dramatic story events.  
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Desperate consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time, that you defeat the creature in a duel, or similar dramatic story events.  
  
'''Gate:'''
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'''Umbral Universe'''
''You can create a portal that allows travel to and from Hell.
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Create a portal to a plane of darkness.
  
 +
You can create a portal that allows travel to and from Hell.
 
This is situational, but highly useful under exceptional circumstances.  
 
This is situational, but highly useful under exceptional circumstances.  
There are things that are possible to in Hell that are not allowed in the regular world, most Darkness effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.  
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There are things that are possible to in Hell that are not allowed in the regular world, Darkness effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.  
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
Such effects rarely reach outside of Hell, but if they affect creatures in Hell, the effect may remain when you return to the mundane world.
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Such effects rarely reach outside of Hell, but if they affect things in Hell, the effect may remain when you return to the mundane world.
  
 
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
 
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
 
This includes archdevils and lords of Hell.
 
This includes archdevils and lords of Hell.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
The creature may then use the gate to come to you, call you into its presence, or just to communicate.
  
Using a gate is usually played out as a score, which means there is an engagement roll.  
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Using a gate may be played out as a score, which means there is an engagement roll.  
 
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
+
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.  
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
+
 
 +
=== Command ===
 +
Command and intimidate Dark creatures, projecting authority.
 +
Position and effect depend on the situation and your relationship with the listeners.
 +
 
 +
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position.
 +
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.
 +
A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or a small rebellion.
 +
 
 +
'''Dark Decree'''
 +
Command any creature of Darkness. You cannot understand them.
 +
 
 +
This is useful for intimidating creatures under your power and commanding foreign or alien subordinates.
 +
Combined with Sway: Infernal Empathy, it allows two-way communication.
 +
 
 +
'''Voice of the Void'''
 +
Communicate with creatures of Darkness over long distances.
 +
 
 +
You can communicate with Dark creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
 +
 
 +
You can send nightmares to any creature (not just Dark creatures) you know or see.
 +
This allows you to send vague messages and receive vague answers from the subconscious of your target, who will remember the episode as a nightmare.
 +
 
 +
'''Abyssal Authority'''
 +
Command Darkness creatures as if you were their superior.
 +
 
 +
Targets will see you as a higher-ranking devil.
 +
This does not remove existing loyalties, which can lead to conflicts.
 +
Understanding the social order of your targets helps avoid conflicting with their established loyalties.
 +
Ordering devil to investigate a disturbance is harder (needs more effect) than telling them to ignore it, as Dark creatures lack a sense of duty.
 +
 
 +
Limited effect might result in a creature doing what it might have done anyway, like ignoring a situation.
 +
Standard effect makes the creature do what it should, but in a way you decide, like a guardian hell hound harrying rather than attacking.
 +
Great effect means targets will ignore their normal routine and go out of their way to please you, like a shade moving into the light or enemies ignoring or fleeing from you.
 +
 
 +
'''Twilight Tyranny'''
 +
Permanently bind creatures of Darkness to service.
 +
 
 +
This won’t work unless you are already in a position of power. The effect is similar to Authority but potentially permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
 +
 
 +
=== Consort ===
 +
Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.
 +
 
 +
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
 +
 
 +
'''Dark Mask'''
 +
Assume an appearance to provoke darkness and envy.
 +
 
 +
Imbue your appearance with elements that cause envy, such as luxury clothes, jewelry, and personal beauty.
 +
This is not a disguise, but such a makeover can be made extreme enough that people may not recognize you.
 +
 
 +
'''Devil Form'''
 +
Assume the form of a creature of darkness. Devil Mask another.
 +
 
 +
Devil Mask applied to another creature does just that.
 +
Your Consort applies to the change itself, but otherwise they still use their own Consort action.
 +
 
 +
Assuming the form of a creature of darkness is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form embodies Darkness.
 +
 
 +
Devil Form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Darkness powers inherently without risking stress.
 +
 
 +
With limited effect you can transform into yourself as a devil. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as you. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
 +
 
 +
'''Devil Possession'''
 +
Devil Form a willing or helpless creature into a creature of Darkness.
 +
 
 +
This is Devil Form applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Devil Form.
 +
 
 +
'''Devil's Dance'''
 +
Devil Form a number of willing or non-sentient creatures, give them a dark desire.
 +
 
 +
This is where Consort becomes a combination of Devil Form and Attune: Umbral Urge.
 +
You transform a number of existing creatures and give them a simple corrupt agenda, turning them into minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.
 +
 
 +
This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, creating a mischief of imps to serve you.
 +
 
 +
=== Finesse ===
 +
Exercise finesse with Darkness, manipulating and attacking with precision.
 +
 
 +
'''Ride the Dark'''
 +
Ride Darkness mounts as if they were trained and you had the key.
 +
 
 +
This allows you to use Finesse with mounts and vehicles you are not familiar with as long as they include an element of darkness.
 +
This includes Dark creatures serving as mounts as well as space vessels.
 +
You can bypass simple locks on vehicles, but not more serious security.
 +
You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.
 +
 
 +
'''Shadow Strike'''
 +
Fine and potent close-range attack.
 +
 
 +
Dark attacks are made up of enervating 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.
 +
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 +
Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
 +
 
 +
'''Dance of the Dark'''
 +
Play with shadows to confuse or conceal.
 +
 
 +
Play with shadows in small and precise ways.
 +
This can momentarily blind, alter a shadow to cause a misstep, or confuse sight by casting false shadows.
 +
 
 +
'''Shadow Storm'''
 +
Storm of blades of darkness suppresses scale.
 +
 
 +
As Shadow Strike, and you also create distractions. The effect is like having a number of trusty but entirely defensive allies in the fight. This negates any scale advantage an enemy gets for having allies of their own.
 +
 
 +
'''Shadow Speeders'''
 +
Travel as shadows.
 +
 
 +
You, your crew, your vehicles, and mounts are covered in shadow.
 +
As long as you avoid direct sunlight and don't move too close to others your travel is unnoticed and leaves no trail.
 +
 
 +
=== Hunt ===
 +
'''Dark Scout'''
 +
Track Darkness powers.
 +
 
 +
Perceive which shadows are natural and which are the result of powers.
 +
You can track Dark creatures of Darkness and the use of Dark powers.
 +
 
 +
'''Shadow Sniper'''
 +
Darkness attack similar to a fine and potent rifle.
 +
 
 +
Make a fine and potent attack at range with the power of Darkness.
 +
This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective in combat.
 +
Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burns, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
 +
 
 +
'''Nightfall'''
 +
Darken an area, create shadows, and move them.
 +
 
 +
You can darken a large area and create shadows.
 +
This does not inflict any direct damage.
 +
This is usually used as a setup, but may also change how people act in reaction to the environment—compact darkness is likely to make people want to stay indoors or run out of the dark as the case may be.
 +
 
 +
Nightfall is opposed by bright light, sunlight will boil it away in seconds and strong artificial light can do so in minutes.
 +
 
 +
'''Shadow Shockwave'''
 +
Darkness attack similar to a fine and potent grenade.
 +
 
 +
An escalation of Shadow Sniper. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger but tend to keep their heads down, which gives your side the initiative.
  
 
=== Prowl ===
 
=== Prowl ===
Darkness offers concealment and makes your position uncertain to the point that it allows teleportation.
+
As the element of deception, Darkness is good at stealth ant tricksy travel.
  
'''Dark Cloak:'''
+
'''Dark Cloak'''
''You can make yourself appear as a shadow. This allows you to hide in impossible places as long as the environment is dark.
+
Merge with shadow.
  
 +
You can make yourself appear as a shadow.
 +
This allows you to hide in impossible places as long as the environment is dark.
 
This works just like any other attempt to use Prowl to avoid notice, except that shadows and darkness provides more concealment than it ordinarily would.
 
This works just like any other attempt to use Prowl to avoid notice, except that shadows and darkness provides more concealment than it ordinarily would.
 
Note that only you can use this ability, your friends and allies cannot unless you use Dark Team, below.
 
Note that only you can use this ability, your friends and allies cannot unless you use Dark Team, below.
  
'''Dark Step:'''
+
'''Dark Step'''
''You can move through darkness. This allows you to teleport from one shadow you can see to another, walk through walls as long as both sides are in the dark, and so on.
+
Teleport from one shadow to another.
  
Again, each power will explain how it can use this mobility.
+
You can move through darkness. This allows you to teleport from one shadow you can see to another, walk through walls as long as both sides are in the dark, and you know where to go. Survey powers can help with that.
Your friends and allies cannot unless you use Dark Team, below.
+
 +
'''Dark Team'''
 +
Bring crew with Dark Cloak and Dark Step.
  
'''Dark Team:'''
+
Now you and your allies can Prowl in dark places.  
''You can bring allies along when you use Dark Cloak and Dark Step.
+
They still use their own Prowl action
  
Now you and your allies can Prowl in dark places.
+
'''Void Walk'''
They still use their own Prowl action.
+
Teleport from one location in darkness to another.
  
'''Void Walk:'''
+
You and allies can teleport from one location in darkness to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
''You and allies can teleport from one location in darkness to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
 
  
 
This takes you to places you are familiar with.
 
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 +
 +
=== Skirmish ===
 +
'''Shadow Block:'''
 +
''Block Darkness Harm.
 +
 +
Absorb Harm from Darkness powers and enervating attacks.
 +
Roll Skirmish when subject to harm from such energies.
 +
This is your inherent resistance, it does not require any activity on your part.
 +
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
 +
 +
'''Shadow Strike'''
 +
Fine and potent melee attack.
 +
 +
This is used just like a dueling sword or pistol.
 +
Dark attacks are made up of enervating 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.
 +
 +
'''Eerie Evasion'''
 +
Create shadowy distractions that prevent scale.
 +
 +
Surround yourself with a whirling pattern of confusing shadows.
 +
The effect is to deny the advantage of scale.
 +
 +
'''Shadow Surge'''
 +
Darkness strikes out in all directions, attacking all enemies in a wide area.
 +
 +
Not only can you ignore scale, you also attack multiple opponents at once.
 +
Otherwise as Shadow Strike.
 +
 +
=== Study ===
 +
Analyze objects and creatures imbued with Darkness to gain insight and knowledge. The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 +
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position.
 +
Consequences may give you knowledge that lacks crucial details or drop hints for opponents to use.
 +
 +
'''Dark Name'''
 +
Identify physical or moral Darkness as well as Darkness powers.
 +
 +
This identifies Dark creatures and powers by name but gives no further analysis.
 +
In a creature dominated by sin, you can tell what their chief vice is.
 +
 +
'''Dark Lore'''
 +
Exactly analyze Darkness powers and abilities.
 +
 +
You learn of any powers or special abilities of Dark creatures, as well as the detailed abilities of a power or object.
 +
In a creature not aligned with Light, you can tell what sin they would potentially be most tempted by.
 +
In a creature dominated by sin, you can tell their worst vices and how they manifest, exactly what they want and what would tempt them.
 +
 +
'''Dark Past'''
 +
Read the past events of Darkness.
 +
 +
You can read the dark past of a Dark creature, place, or object.
 +
Normally this gives you a vision of the worst event the target has been involved in.
 +
If there are no or only minor sins, you notice nothing.
 +
On a creature, power, or item of Darkness, as well as a creature dominated by sin, you gain detailed visions of their sins and self-indulgence.
 +
 +
'''World of Darkness'''
 +
Dark Lore a wide area, then Dark Past some targets.
 +
 +
Dark Lore on everything as far as you can see, pinpointing locations of interest like altars and murder sites. You can then use Dark Past to learn the history of up to three of the tings you analyzed.
 +
 +
=== Survey ===
 +
Perceive and locate manifestations of Darkness.
 +
The effect you need depends on the target's concealment.
 +
Limited effect finds targets in concealment.
 +
Standard effect finds those hiding behind cover and in far places you can only barely see.
 +
Great effect can look behind walls and into hard cover.
 +
 +
'''Eye of the Bat'''
 +
See in the dark.
 +
 +
Darkness no longer hinders your vision, but contrast between light and shadow still bothers you.
 +
 +
'''Eye of the Rat'''
 +
Move your senses to a place of darkness.
 +
 +
You move your perception to a dark area you know of and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
 +
 +
'''Eyes of the Dark'''
 +
Choose a location or creature. See them from nearest darkness.
 +
 +
Similar to Eye of the Rat but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable area of darkness, typically close enough to observe the target. Fails if no suitable viewpoint is available
 +
 +
'''World of Darkness'''
 +
You perceive from every dark place at once over a wide area.
 +
 +
Enhances your senses impossibly, like Eye of the Rat to every dark spot in wide area. Creates a comprehensive mental image, revealing numerous details simultaneously. It's challenging for targets to hide unless there are large lit areas.
 +
 +
=== Sway ===
 +
Communicate, mesmerize, and manipulate creatures of Darkness. Position and effect are determined normally, depending on the situation and your relation to listeners. 
 +
Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one.
 +
 +
'''Infernal Empathy'''
 +
Understand Darkness creatures and motivations.
 +
 +
You can gauge the mood and motivations of Dark creatures and understand what they are saying. This does not allow you to be understood. Used together Command: Dark Decree, this allows full communication.
 +
 +
'''Infernal Influence'''
 +
Crew can communicate with Darkness creatures. Tempt normal folk to commit evil deeds.
 +
 +
This allows you and allies to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use Command: Voice of the Void, you are cajoling, not speaking with authority.
 +
In addition you can inspire any creature to be selfish, deceptive, and to act covertly.
 +
 +
'''Temptation'''
 +
Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them.
 +
 +
This is essentially an enhanced Sway attempt against creatures of Darkness and those overwhelmed by sin, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
 +
 +
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of effect achieved: limited effect lasts for the immediate situation, normal effect lasts for the duration of the score, and great effect can extend beyond the score if it fits the story.
 +
 +
'''Infernal Indoctrination'''
 +
Permanently change personality and motivations of a creature.
 +
 +
Permanent and blatant change to a Dark creature's loyalty and motivations. Changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a Dark creature love Light powers and actions and vice verso.
  
 
=== Tinker ===
 
=== Tinker ===
 
Manipulate, shape, and create objects of darkness.
 
Manipulate, shape, and create objects of darkness.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you Master Darkness.
+
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you learn Master Darkness.
 +
 
 +
The position depends on how quiet your workplace is and how much time you have to work with.
 +
The effect determines the effectiveness of your construction, but also how long it will last.
 +
Devices that are more powerful are harder to contain, and thus wont last as long.
 +
Most creations will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 +
Long-lasting and permanent creations require long-term projects.
 +
 
 +
'''Mold Darkness'''
 +
Shape darkness like soft black clay, keeps its form for a few minutes.
  
'''Mold Darkness:'''
+
You can play with shadows and dim light. Both are ephemeral and only last as long as you keep at it. You can solidify small amounts of darkness to shape objects like you can shape clay. Such objects melt in strong light.
''You can mold darkness like soft black clay, and it maintains it form for a few minutes.
 
  
You can play with shadows and dim light both are ephemeral and only last as long as you keep at it. You can solidify small amounts of darkness to shape objects like you can shape clay. These objects melt in strong light.
+
'''Shape Darkness'''
 +
Mold Darkness, and you can form simple solid objects of darkness.
  
'''Shape Darkness:'''
+
Darkness can form simple useable objects that will retain its new shape and function for the duration.
''As Mold Darkness, and the darkness can form simple useable objects that will retain its new shape and function for hours or even days.
 
 
 
You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms.
 
You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms.
This may allow you to create devices and traps from the stuff of darkness.
+
This allows you to create devices and traps from the stuff of darkness.
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
'''Craft Darkness'''
The effect determines the effectiveness of your construction, but also how long it will last.
+
Create complex tools, such as fine and potent items of solid darkness.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Craft Darkness:'''
+
You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the power required for both the starting and final form. You can create complex tools, such as fine and potent items of solid darkness.
''You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the power required for both the starting and final form. You can create complex tools, such as fine and potent items of solid darkness.
 
  
 
This is two distinct effects. The first allows you to create darkness out of nothing, even in direct light.   
 
This is two distinct effects. The first allows you to create darkness out of nothing, even in direct light.   
The second can only be used if you know multiple powers. You transmute darkness into material connected to another power and vice-verso.  
+
The second can only be used if you know multiple powers. You transmute darkness into material connected to another power.  
 
The result will maintain its form as if affected by Shape Darkness.
 
The result will maintain its form as if affected by Shape Darkness.
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
 
This can transform something like a sword from metal to darkness, and it would still be a functional sword.
 
This can transform something like a sword from metal to darkness, and it would still be a functional sword.
A door could be changed from wood to darkness, you then pass through and the door reverts to wood.  
+
A door could be changed from wood to ephemeral darkness, you then pass through and revert the door to wood.
 +
 
 +
'''Master Darkness'''
 +
Craft Darkness to mass produce or make something large, like a building.
  
'''Master Darkness:'''
+
This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
''This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
  
 
Pretty self-explanatory, this is Craft Darkness on a larger scale.
 
Pretty self-explanatory, this is Craft Darkness on a larger scale.
Line 286: Line 534:
  
 
=== Wreck ===
 
=== Wreck ===
It is easy to destroy darkness, but this only creates murk unless actual light is used.   
+
It is easy to destroy darkness, but this only creates murk unless Light powers are used.   
 
Darkness withers and corrodes other materials, this is a powerful but slow process.
 
Darkness withers and corrodes other materials, this is a powerful but slow process.
  
'''Dark Corrosion:'''
+
'''Dark Corrosion'''
''Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place. Can attack like a dark torch in combat.
+
Withers and corrodes, a powerful but slow process that leaves twisted remains.
  
Just as crude as it sounds.  
+
Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place. Can attack like a dark torch in combat.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 +
Dark attacks are made up of enervating 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.
  
'''Dark Smash:'''
+
'''Dark Smash'''
''Similar to Dark Corrosion but faster. Works as a fine potent torch in combat.
+
Break most materials if they were wood.
  
 
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.  
 
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.  
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
You can also use this as a fine, potent sledgehammer to smash stuff.
  
'''Dark Disintegrate:'''
+
'''Dark Disintegrate'''
''You can break most materials if they were wood and you had a mallet. Destroyed targets disappear or are reduced to a fine dust.
+
Dark Smash targets disappear or are reduced to a fine dust.
  
 
Darkness is powerful when it comes to disintegration, and is able to disintegrate most other materials.
 
Darkness is powerful when it comes to disintegration, and is able to disintegrate most other materials.
  
'''Obliterate Dark:'''
+
'''Dark Obliteration'''
''Similar to Dark Smash, but over a large area. This can level a city block, darken a large city, raze a city wall, and similar massive destruction.
+
Dark Disintegrate over a large area. Level a city block or wither a wood.
  
Rather straightforward, this just scales things up.
+
Similar to Dark Disintegrate, but over a large area. This can silently turn a city block to dust, darken a large city, ruin a city wall, and similar massive destruction.

Latest revision as of 19:42, 23 October 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

Darkness as a Form is about both physical and mental darkness. Darkness powers deal with moral and physical darkness, base carnality, indulgence, and deception. Darkness opposed to light. Darkness associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious. In physics, darkness is merely the absence of light, and many claim that spiritual evil and darkness is the absence of enlightenment.

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.

Darkness Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Umbral Understanding
You can detect creatures and powers of Darkness.
Umbral Undoing
Dismiss any summoned creature. End the operation any power.
Umbral Urge
Summon a creature of Darkness.
Umbral Universe
Create a portal to a plane of darkness.
Command Dark Decree
Command any creature of Darkness. You cannot understand them.
Voice of the Void
Communicate with creatures of Darkness over long distances.
Abyssal Authority
Command Darkness creatures as if you were their superior.
Twilight Tyranny
Permanently bind creatures of Darkness to service.
Consort Dark Mask
Assume an appearance to provoke darkness and envy.
Devil Form
Assume the form of a creature of darkness. Devil Mask another.
Devil Possession
Devil Form a willing or helpless creature into a creature of Darkness.
Devil's Dance
Devil Form a number of willing or non-sentient creatures, give them a dark desire.
Finesse Ride the Dark
Ride Darkness mounts as if they were trained and you had the key.
Shadow Strike
Fine and potent close-range attack.
Dance of the Dark
Play with shadows to confuse or conceal.
Shadow Speeders
Travel as shadows.
Hunt Dark Scout
Track Darkness powers.
Shadow Sniper
Darkness attack similar to a fine and potent rifle.
Nightfall
Darken an area, create shadows, and move them.
Shadow Shockwave
Darkness attack similar to a fine and potent grenade.
Prowl Dark Cloak
Merge with shadow.
Dark Step
Teleport from one shadow to another.
Dark Team
Bring crew with Dark Cloak and Dark Step.
Void Walk
Teleport from one location in darkness to another.
Skirmish Shadow Block
Block Darkness Harm.
Shadow Strike
Fine and potent melee attack..
Eerie Evasion
Create shadowy distractions that prevent scale.
Shadow Surge
Darkness strikes out in all directions, attacking all enemies in a wide area.
Study Dark Name
Identify physical or moral Darkness as well as Darkness powers.
Dark Lore
Exactly analyze Darkness powers and abilities.
Dark Past
Read the past events of Darkness.
World of Darkness
Dark Lore a wide area, then Dark Pas some targets.
Survey Eye of the Bat
See in the dark.
Eye of the Rat
Move your senses to a place of darkness.
Eyes of the Dark
Choose a location or creature. See them from nearest darkness.
World of Darkness
You perceive from every dark place at once over a wide area.
Sway Infernal Empathy
Understand Darkness creatures and motivations.
Infernal Influence
Crew can communicate with Darkness creatures. Tempt normal folk to commit evil deeds.
Temptation
Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them.
Infernal Indoctrination
Permanently change personality and motivations of a creature.
Tinker Mold Darkness
Shape darkness like soft black clay, keeps its form for a few minutes.
Shape Darkness
Mold Darkness, and you can form simple solid objects of darkness.
Craft Darkness
Create complex tools, such as fine and potent items of solid darkness.
Master Darkness
Craft Darkness to mass produce or make something large, like a building.
Wreck Dark Corrosion
Withers and corrodes, a powerful but slow process that leaves twisted remains.
Dark Smash
Break most materials if they were wood
Dark Disintegrate
Dark Smash targets disappear or are reduced to a fine dust.
Dark Obliteration
Dark Disintegrate over a large area. Level a city block or wither a wood.

Expanded Darkness Powers

Attune

Harness the power of Attune Darkness to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell.

The position and consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene. If a powerful creature resists being dispelled, its obviously dangerous. Having helpers and bodyguards reduces the consequences.

Umbral Understanding You can detect creatures and powers of Darkness.

This is usually done to see a Spirit or disguised creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).

Umbral Undoing Dismiss any summoned creature. End the operation any power.

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.

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

Darkness is powerful in that it can dispel any power, not just Darkness powers. It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers. You can also force a spirit to materialize.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. Limited effect creates an opening that makes the supported action potent. Normal effect improves the position of the supported action. Great effect improves both position and effect of the supported power.

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

When it is dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.

Umbral Urge Summon a creature of Darkness.

You can call a creature of darkness. This is generally an unwilling servant.

Dark creatures are devils, creatures of the night. They are more interested in corrupting people than in fighting them. Giving the single order you get from summoning a creature of darkness is rarely very useful. These subtle creatures need time to use their full powers of deception and coercion. This means you often have to bargain with them, which they use to corrupt you.

Darkness creatures, also known as devils, come from realms of Darkness known as Hells. In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is where Dark summons come from. Learning who to summon may require study or be a score in itself. A devil will obey one command from you and this can be extended. Darkness creatures will often cooperate in plans that corrupt you or other people, avoiding the struggle to control them or at least turning it into an ethical rather than magical struggle.

Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to Darkness. Summons can use most power effects and maintain power effects you have created. They can also give advice and information related to their power. In general, you can summon generic creatures one tier lower than yourself without having to do a flashback. Such a creature is similar to a cohort, either a skilled follower or a group of goons.

To summon a particular creature, similar to an expert, you need its unique identity, called true name in the mystical power traditions. For a technomancer this would be something like an id number, genetic data, or holographic parameters. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information. Devils are generous with the summoning details of other devils.

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

Darkness elementals are shades, blobs of solidified darkness. They embrace and drain the energy of enemies and cloak allies. Most elementals have animal intelligence, and often take the shape of a dog or simply a dark cloak, cover, or blob.

Darkness spirits are similar to elementals in that they are made out of darkness, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and more intelligent than elementals. They can use sophisticated power effects and usually have an agenda of their own.

Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power. A succubus is an attractive human female, but sports horns and a tail and may have hooves, wings, and an unusual skin color as well as Darkness powers. As Darkness is the essence of deceit, Darkness creatures can often mask themselves to appear as if they have no powers. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.

Depending on your degree of effect a summoned creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.

Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, terrorize, tempt, and seduce. This includes dangerous tasks such as combat if the devil has such abilities.

Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light. Lengthy service also requires great effect, such as summoning the creature to guard a treasure for as long as it can.

The position is usually risky. Typical consequences are:

  • Overly literal interpretations of your commands.
  • The creature deliberately does its tasks poorly.
  • The creature breaks things around you, demands concessions from you.
  • The creature needs to be forced to serve and might lash out.
  • The creature strikes out at you once.
  • A tightwire struggle to keep the creature under control.

Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness. For Dark creatures this includes human sacrifice, promises of future evil deeds, and things appropriate tot he role of a specific devil.

Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate. Desperate consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time, that you defeat the creature in a duel, or similar dramatic story events.

Umbral Universe Create a portal to a plane of darkness.

You can create a portal that allows travel to and from Hell. This is situational, but highly useful under exceptional circumstances. There are things that are possible to in Hell that are not allowed in the regular world, Darkness effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside of Hell, but if they affect things in Hell, the effect may remain when you return to the mundane world.

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

Using a gate may be played out as a score, which means there is an engagement roll. Depending on how quickly the matter is resolved, the game master may require a separate game to return home again. However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.

Command

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

The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or a small rebellion.

Dark Decree Command any creature of Darkness. You cannot understand them.

This is useful for intimidating creatures under your power and commanding foreign or alien subordinates. Combined with Sway: Infernal Empathy, it allows two-way communication.

Voice of the Void Communicate with creatures of Darkness over long distances.

You can communicate with Dark creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

You can send nightmares to any creature (not just Dark creatures) you know or see. This allows you to send vague messages and receive vague answers from the subconscious of your target, who will remember the episode as a nightmare.

Abyssal Authority Command Darkness creatures as if you were their superior.

Targets will see you as a higher-ranking devil. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering devil to investigate a disturbance is harder (needs more effect) than telling them to ignore it, as Dark creatures lack a sense of duty.

Limited effect might result in a creature doing what it might have done anyway, like ignoring a situation. Standard effect makes the creature do what it should, but in a way you decide, like a guardian hell hound harrying rather than attacking. Great effect means targets will ignore their normal routine and go out of their way to please you, like a shade moving into the light or enemies ignoring or fleeing from you.

Twilight Tyranny Permanently bind creatures of Darkness to service.

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

Consort

Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.

Dark Mask Assume an appearance to provoke darkness and envy.

Imbue your appearance with elements that cause envy, such as luxury clothes, jewelry, and personal beauty. This is not a disguise, but such a makeover can be made extreme enough that people may not recognize you.

Devil Form Assume the form of a creature of darkness. Devil Mask another.

Devil Mask applied to another creature does just that. Your Consort applies to the change itself, but otherwise they still use their own Consort action.

Assuming the form of a creature of darkness is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form embodies Darkness.

Devil Form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Darkness powers inherently without risking stress.

With limited effect you can transform into yourself as a devil. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as you. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Devil Possession Devil Form a willing or helpless creature into a creature of Darkness.

This is Devil Form applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Devil Form.

Devil's Dance Devil Form a number of willing or non-sentient creatures, give them a dark desire.

This is where Consort becomes a combination of Devil Form and Attune: Umbral Urge. You transform a number of existing creatures and give them a simple corrupt agenda, turning them into minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.

This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, creating a mischief of imps to serve you.

Finesse

Exercise finesse with Darkness, manipulating and attacking with precision.

Ride the Dark Ride Darkness mounts as if they were trained and you had the key.

This allows you to use Finesse with mounts and vehicles you are not familiar with as long as they include an element of darkness. This includes Dark creatures serving as mounts as well as space vessels. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.

Shadow Strike Fine and potent close-range attack.

Dark attacks are made up of enervating 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. Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective. Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Dance of the Dark Play with shadows to confuse or conceal.

Play with shadows in small and precise ways. This can momentarily blind, alter a shadow to cause a misstep, or confuse sight by casting false shadows.

Shadow Storm Storm of blades of darkness suppresses scale.

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

Shadow Speeders Travel as shadows.

You, your crew, your vehicles, and mounts are covered in shadow. As long as you avoid direct sunlight and don't move too close to others your travel is unnoticed and leaves no trail.

Hunt

Dark Scout Track Darkness powers.

Perceive which shadows are natural and which are the result of powers. You can track Dark creatures of Darkness and the use of Dark powers.

Shadow Sniper Darkness attack similar to a fine and potent rifle.

Make a fine and potent attack at range with the power of Darkness. This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective in combat. Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burns, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.

Nightfall Darken an area, create shadows, and move them.

You can darken a large area and create shadows. This does not inflict any direct damage. This is usually used as a setup, but may also change how people act in reaction to the environment—compact darkness is likely to make people want to stay indoors or run out of the dark as the case may be.

Nightfall is opposed by bright light, sunlight will boil it away in seconds and strong artificial light can do so in minutes.

Shadow Shockwave Darkness attack similar to a fine and potent grenade.

An escalation of Shadow Sniper. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger but tend to keep their heads down, which gives your side the initiative.

Prowl

As the element of deception, Darkness is good at stealth ant tricksy travel.

Dark Cloak Merge with shadow.

You can make yourself appear as a shadow. This allows you to hide in impossible places as long as the environment is dark. This works just like any other attempt to use Prowl to avoid notice, except that shadows and darkness provides more concealment than it ordinarily would. Note that only you can use this ability, your friends and allies cannot unless you use Dark Team, below.

Dark Step Teleport from one shadow to another.

You can move through darkness. This allows you to teleport from one shadow you can see to another, walk through walls as long as both sides are in the dark, and you know where to go. Survey powers can help with that.

Dark Team Bring crew with Dark Cloak and Dark Step.

Now you and your allies can Prowl in dark places. They still use their own Prowl action

Void Walk Teleport from one location in darkness to another.

You and allies can teleport from one location in darkness to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.

This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.

Skirmish

Shadow Block: Block Darkness Harm.

Absorb Harm from Darkness powers and enervating attacks. Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Shadow Strike Fine and potent melee attack.

This is used just like a dueling sword or pistol. Dark attacks are made up of enervating 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.

Eerie Evasion Create shadowy distractions that prevent scale.

Surround yourself with a whirling pattern of confusing shadows. The effect is to deny the advantage of scale.

Shadow Surge Darkness strikes out in all directions, attacking all enemies in a wide area.

Not only can you ignore scale, you also attack multiple opponents at once. Otherwise as Shadow Strike.

Study

Analyze objects and creatures imbued with Darkness to gain insight and knowledge. The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details or drop hints for opponents to use.

Dark Name Identify physical or moral Darkness as well as Darkness powers.

This identifies Dark creatures and powers by name but gives no further analysis. In a creature dominated by sin, you can tell what their chief vice is.

Dark Lore Exactly analyze Darkness powers and abilities.

You learn of any powers or special abilities of Dark creatures, as well as the detailed abilities of a power or object. In a creature not aligned with Light, you can tell what sin they would potentially be most tempted by. In a creature dominated by sin, you can tell their worst vices and how they manifest, exactly what they want and what would tempt them.

Dark Past Read the past events of Darkness.

You can read the dark past of a Dark creature, place, or object. Normally this gives you a vision of the worst event the target has been involved in. If there are no or only minor sins, you notice nothing. On a creature, power, or item of Darkness, as well as a creature dominated by sin, you gain detailed visions of their sins and self-indulgence.

World of Darkness Dark Lore a wide area, then Dark Past some targets.

Dark Lore on everything as far as you can see, pinpointing locations of interest like altars and murder sites. You can then use Dark Past to learn the history of up to three of the tings you analyzed.

Survey

Perceive and locate manifestations of Darkness. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.

Eye of the Bat See in the dark.

Darkness no longer hinders your vision, but contrast between light and shadow still bothers you.

Eye of the Rat Move your senses to a place of darkness.

You move your perception to a dark area you know of and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

Eyes of the Dark Choose a location or creature. See them from nearest darkness.

Similar to Eye of the Rat but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable area of darkness, typically close enough to observe the target. Fails if no suitable viewpoint is available

World of Darkness You perceive from every dark place at once over a wide area.

Enhances your senses impossibly, like Eye of the Rat to every dark spot in wide area. Creates a comprehensive mental image, revealing numerous details simultaneously. It's challenging for targets to hide unless there are large lit areas.

Sway

Communicate, mesmerize, and manipulate creatures of Darkness. Position and effect are determined normally, depending on the situation and your relation to listeners. Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one.

Infernal Empathy Understand Darkness creatures and motivations.

You can gauge the mood and motivations of Dark creatures and understand what they are saying. This does not allow you to be understood. Used together Command: Dark Decree, this allows full communication.

Infernal Influence Crew can communicate with Darkness creatures. Tempt normal folk to commit evil deeds.

This allows you and allies to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use Command: Voice of the Void, you are cajoling, not speaking with authority. In addition you can inspire any creature to be selfish, deceptive, and to act covertly.

Temptation Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them.

This is essentially an enhanced Sway attempt against creatures of Darkness and those overwhelmed by sin, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of effect achieved: limited effect lasts for the immediate situation, normal effect lasts for the duration of the score, and great effect can extend beyond the score if it fits the story.

Infernal Indoctrination Permanently change personality and motivations of a creature.

Permanent and blatant change to a Dark creature's loyalty and motivations. Changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a Dark creature love Light powers and actions and vice verso.

Tinker

Manipulate, shape, and create objects of darkness. When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you learn Master Darkness.

The position depends on how quiet your workplace is and how much time you have to work with. The effect determines the effectiveness of your construction, but also how long it will last. Devices that are more powerful are harder to contain, and thus wont last as long. Most creations will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score. Long-lasting and permanent creations require long-term projects.

Mold Darkness Shape darkness like soft black clay, keeps its form for a few minutes.

You can play with shadows and dim light. Both are ephemeral and only last as long as you keep at it. You can solidify small amounts of darkness to shape objects like you can shape clay. Such objects melt in strong light.

Shape Darkness Mold Darkness, and you can form simple solid objects of darkness.

Darkness can form simple useable objects that will retain its new shape and function for the duration. You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms. This allows you to create devices and traps from the stuff of darkness.

Craft Darkness Create complex tools, such as fine and potent items of solid darkness.

You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the power required for both the starting and final form. You can create complex tools, such as fine and potent items of solid darkness.

This is two distinct effects. The first allows you to create darkness out of nothing, even in direct light. The second can only be used if you know multiple powers. You transmute darkness into material connected to another power. The result will maintain its form as if affected by Shape Darkness. The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows. This can transform something like a sword from metal to darkness, and it would still be a functional sword. A door could be changed from wood to ephemeral darkness, you then pass through and revert the door to wood.

Master Darkness Craft Darkness to mass produce or make something large, like a building.

This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.

Pretty self-explanatory, this is Craft Darkness on a larger scale. This is useful for equipping a large band or building something large out of nothing. When doing long-term projects that involve building or crafting, you can use Master Darkness to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.

Wreck

It is easy to destroy darkness, but this only creates murk unless Light powers are used. Darkness withers and corrodes other materials, this is a powerful but slow process.

Dark Corrosion Withers and corrodes, a powerful but slow process that leaves twisted remains.

Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place. Can attack like a dark torch in combat. As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation. Dark attacks are made up of enervating 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.

Dark Smash Break most materials if they were wood.

This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick. You can also use this as a fine, potent sledgehammer to smash stuff.

Dark Disintegrate Dark Smash targets disappear or are reduced to a fine dust.

Darkness is powerful when it comes to disintegration, and is able to disintegrate most other materials.

Dark Obliteration Dark Disintegrate over a large area. Level a city block or wither a wood.

Similar to Dark Disintegrate, but over a large area. This can silently turn a city block to dust, darken a large city, ruin a city wall, and similar massive destruction.