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.
+
Darkness as a Form is about both physical and moral 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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Physical Darkness can be the mere absence of light, but Darkness is also an element in its own light and can exist even in places that ought to be illuminated.
 +
Moral Darkness is associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious.  
 +
Just as physical Darkness comes with the absence of light, many claim that spiritual Darkness is the absence of spiritual [[Light Powers (FiD)|Light]].
  
 +
Darkness opposes and is vulnerable to [[Light Powers (FiD)|Light]].
 
Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
 
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
+
|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
+
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
+
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
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|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Dark Decree'''      <br> Command any creature of Darkness. You cannot understand them.
+
|valign="top"| '''Dark Decree'''      <br> Intimidate with Darkness..
 
|valign="top"| '''Voice of the Void''' <br> Communicate with creatures of Darkness over long distances.
 
|valign="top"| '''Voice of the Void''' <br> Communicate with creatures of Darkness over long distances.
 
|valign="top"| '''Abyssal Authority''' <br> Command Darkness creatures as if you were their superior.   
 
|valign="top"| '''Abyssal Authority''' <br> Command Darkness creatures as if you were their superior.   
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|valign="top"| '''Ride the Dark'''    <br> Ride Darkness mounts as if they were trained and you had the key.  
 
|valign="top"| '''Ride the Dark'''    <br> Ride Darkness mounts as if they were trained and you had the key.  
 
|valign="top"| '''Shadow Strike'''    <br> Fine and potent close-range attack.
 
|valign="top"| '''Shadow Strike'''    <br> Fine and potent close-range attack.
 +
|valign="top"| '''Shadow Stride'''    <br> Create a great mount out of shadow.
 
|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> Storm of blades of darkness suppresses scale.
 
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
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|valign="top"| '''Dark Cloak''' <br> Merge with shadow.   
 
|valign="top"| '''Dark Cloak''' <br> Merge with shadow.   
 
|valign="top"| '''Dark Step'''  <br> Teleport from one shadow to another.  
 
|valign="top"| '''Dark Step'''  <br> Teleport from one shadow to another.  
|valign="top"| '''Dark Team'''  <br> Bring crew with Dark Cloak and Dark Step.
+
|valign="top"| '''Dark Team'''  <br> Help crew with Dark Cloak and Dark Step.
 
|valign="top"| '''Void Walk'''  <br> Teleport from one location in darkness to another.
 
|valign="top"| '''Void Walk'''  <br> Teleport from one location in darkness to another.
 
|-
 
|-
 
|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.  
+
|valign="top"| '''Shadow Block'''  <br> Block Darkness Harm.  
|valign="top"| '''Shadow Strike''' <br> Shadow Shove, and fine and potent.
+
|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.  
+
|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.  
+
|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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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.
 
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.  
+
If a powerful creature resists being dispelled the situation is obviously dangerous.
Having helpers and bodyguards reduces the consequences.
 
  
 
'''Umbral Understanding'''
 
'''Umbral Understanding'''
 
You can detect creatures and powers of Darkness.
 
You can detect creatures and powers of Darkness.
  
This is usually done to spot a disguised summoned creature.
+
{{ : Include Attune Basic Detect Powers (FiD) }}
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'''
 
'''Umbral Undoing'''
 
Dismiss any summoned creature. End the operation any power.
 
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.
 
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 force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.
 
 
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.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
 
'''Umbral Urge'''
 
'''Umbral Urge'''
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You can call a creature of darkness. This is generally an unwilling servant.  
 
You can call a creature of darkness. This is generally an unwilling servant.  
  
Learning who to summon may require study or be a score in itself.
+
Dark creatures are devils, creatures of evil and the night.  
It will obey one command from you and this can be extended.  
+
They are more interested in corrupting people than in fighting them.  
Darkness creatures will often cooperate in plans that corrupt you or other people.  
 
  
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 where Dark summons come from.  
 
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.  
 +
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.
 +
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.
 +
You have to bargain with them, which they use to corrupt you.
  
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.
+
Summonable creatures come in three types, elementals, spirits, and creatures with powers.  
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, a blueprint, or genetic data.
 
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.
 
 
 
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.
+
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.
+
Most elementals have animal intelligence, and often take the shape of a dog or simply a dark cloak, cover, or blob.
 +
These are the least subtle and least evil of the creatures of darkness.
  
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.
+
Darkness spirits are similar to elementals in that they are made out of darkness, but 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 as well as Darkness abilities.
+
Darkness creatures are often humanoid.
As Darkness is the essence of deceit, Darkness creatures can often mask themselves to appear as if they have no powers.  
+
''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.''
 +
Darkness creatures 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.
+
{{ : Include Attune Summon (FiD) }}
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.
 
 
 
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.
 
 
 
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, like summoning the creature to guard a treasure for as long as it can.
 
 
 
The position is usually risky.
 
The creature is being forced to serve and might lash out.
 
Typical consequences are:
 
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
 
 
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.
 
 
 
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'''
 
'''Umbral Universe'''
 
Create a portal to a plane of darkness.
 
Create a portal to a plane of darkness.
  
You can create a portal that allows travel to and from Hell.
+
You can create a portal that allows travel to and from a 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.
 
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.
 
 
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 communicate with you.
 
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
{{ : Include Attune Gate (FiD) }}
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.
 
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 ===
 
Command and intimidate Dark creatures, projecting authority.
 
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.
+
Initial effect depend on the situation and your relationship with listeners.
 +
The position depends on the creatures' actual relationship to you.  
 
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.
 
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.
 
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.
 +
Ordering a superior creature is a desperate position and can lead to lots of heat, retaliation, or calling your bluff.
  
 
'''Dark Decree'''
 
'''Dark Decree'''
Command any creature of Darkness. You cannot understand them.
+
Intimidate with Darkness.
  
This is useful for intimidating creatures under your power and commanding foreign or alien subordinates.
+
You can create Darkness effects such as a play of shadows, dark aura, or dimming of ambient light to heighten your authority, similar to what could be a achieved by displaying a weapon.
Combined with the basic power of Sway, it allows two-way communication.
+
This can provide the leverage needed to use Command to intimidate without actual threat of violence.
 +
This is useful for intimidating any type of creature.
  
 
'''Voice of the Void'''
 
'''Voice of the Void'''
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You can send nightmares to any creature (not just Dark creatures) you know or see.
 
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 influenced by the subconscious of your target.
+
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'''
 
'''Abyssal Authority'''
 
Command Darkness creatures as if you were their superior.
 
Command Darkness creatures as if you were their superior.
  
Targets will see you as a higher-ranking devil.
+
Creatures of Darkness recognize you as a figure of authority.
 
This does not remove existing loyalties, which can lead to conflicts.
 
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.
 
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, Dark creatures lack a sense of duty.
+
Ordering a 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 not doing what it might not have done anyway, like ignoring a situation.
+
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 chasing rather than attacking.
+
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.
 
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.
  
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Permanently bind creatures of Darkness to service.
 
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. A creature under your enemies' care may break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.
+
This won’t work unless you are already in a position of power. The effect is similar to Abyssal Authority but potentially permanent. Powerful emotions can break your control, but otherwise, it lasts until dispelled.
  
 
=== Consort ===
 
=== 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.
+
Consort powers changes your appearance and form and later that of other creatures. This will often give a bonus to effect or improved position on Consort rolls, making some tasks automatic without a roll, and 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.
+
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 suffer unexpected handicaps.
  
 
'''Dark Mask'''
 
'''Dark Mask'''
 
Assume an appearance to provoke darkness and envy.
 
Assume an appearance to provoke darkness and envy.
  
Imbue your appearance with darkness and envy, such as luxury clothes, jewelry, and personal beauty.
+
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 extreme enough that people may not recognize you.
+
This is not a disguise, but such a makeover can be made extreme enough that people may not recognize you.
  
 
'''Devil Form'''
 
'''Devil Form'''
 
Assume the form of a creature of darkness. Devil Mask another.
 
Assume the form of a creature of darkness. Devil Mask another.
  
Devil Mask applied to another creature does just that.
+
Devil Mask can now be applied to another creature.
They still use their own Consort action.
+
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.
 
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.
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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.
 
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 yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
+
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 devil, 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 Possession'''
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'''Devil's Dance'''
 
'''Devil's Dance'''
Devil Form a number of willing or non-sentient creatures, give them a dark desire.
+
Devil Form a number of willing or non-sentient creatures and give them a dark desire.
 
 
This is where Consort becomes a combination of Devil Form and Umbral Urge.
 
You transform a number of existing creatures and give them a corrupt personality, 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 cout of imps to serve you.
+
{{ : Apex Consort }}
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with Darkness, manipulating and attacking with precision
+
Exercise finesse with Darkness, manipulating and attacking with precision.
  
 
'''Ride the Dark'''
 
'''Ride the Dark'''
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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 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 hyperspace and ether vessels.
+
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 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.
+
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'''
 
'''Shadow Strike'''
 
Fine and potent close-range attack.
 
Fine and potent close-range attack.
  
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.  
+
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, a 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.
 
Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
  
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Play with shadows in small and precise ways.
 
Play with shadows in small and precise ways.
This can momentarily blind, or alter a shadow to cause a misstep or confuse sight.  
+
This can momentarily blind, alter a shadow to cause a misstep, or confuse sight by casting false shadows.
 +
These are quick flickers of shadow that momentarily solidifying to cause a slight physical change, nothing lasting.
 +
 
 +
'''Shadow Stride'''
 +
Create a great mount out of shadow.
 +
 
 +
This mount is usually shaped like a wolf or leopard made out of shadow, but it is not an independent creature and all it does is transport you and possibly passengers.
 +
Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.
  
'''Shadow Storm'''
+
'''Shadow Speeders'''
Storm of blades of darkness suppresses scale.
+
Travel as shadows.
  
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.
+
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 ===
 
=== Hunt ===
 +
Hunting with Darkness is indirect, subtle.
 +
You can snipe, but the focus is on tacking in the darkness, pushing your prey into a desolate kill-zone, blind and without friends.
 +
 
'''Dark Scout'''
 
'''Dark Scout'''
 
Track Darkness powers.
 
Track Darkness powers.
  
Perceive which shadows are natural and which are the result of powers.
+
Perceive which shadows are natural and which are the result of Powers.
You can track Dark creatures and the use of Dark powers.
+
You can track both creatures of Darkness, those who use Dark power, and creatures in darkness.
  
 
'''Shadow Sniper'''
 
'''Shadow Sniper'''
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Make a fine and potent attack at range with the power of Darkness.
 
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.  
 
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'''
 
'''Nightfall'''
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You can darken a large area and create shadows.  
 
You can darken a large area and create shadows.  
This does not inflict any direct damage.
+
This does not inflict any direct damage but causes confusion.
 
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.  
 
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.
+
Nightfall is opposed by bright light, a torch within is visible as a faith mote of light, strong artificial light can create an area of mirk, direct sunlight will boil it away in seconds.
  
 
'''Shadow Shockwave'''
 
'''Shadow Shockwave'''
 
Darkness attack similar to a fine and potent grenade.
 
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.
+
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 ===
 +
As the element of deception, Darkness is good at stealth ant tricksy travel.
 +
 
'''Dark Cloak'''
 
'''Dark Cloak'''
 
Merge with shadow.
 
Merge with shadow.
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This allows you to hide in impossible places as long as the environment is dark.
 
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 Walk, below.
  
 
'''Dark Step'''
 
'''Dark Step'''
 
Teleport from one shadow to another.
 
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 so on.
+
You can move through darkness. This allows you to teleport from one shadow you can see to another or 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'''
 
'''Dark Team'''
Bring crew with Dark Cloak and Dark Step.
+
Help crew with Dark Cloak and Dark Step.
  
 
Now you and your allies can Prowl in dark places.  
 
Now you and your allies can Prowl in dark places.  
They still use their own Prowl action
+
They still use their own Prowl.
  
 
'''Void Walk'''
 
'''Void Walk'''
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=== Skirmish ===
 
=== Skirmish ===
'''Shadow Shove'''
+
Use Darkness to resist fatigue and Dark damage.
A Darkness close-range attack, similar in effect to a melee weapon or pistol.
+
 
 +
'''Shadow Block:'''
 +
Block Darkness Harm.
  
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
+
Absorb resist fatigue and Harm from Darkness and enervating attacks.
 +
{{ : Damage Resistance Template (FiD)}}
  
 
'''Shadow Strike'''
 
'''Shadow Strike'''
Shadow Shove, and fine and potent.
+
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'''
 
'''Eerie Evasion'''
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Surround yourself with a whirling pattern of confusing shadows.
 
Surround yourself with a whirling pattern of confusing shadows.
The effect is to deny the advantage of scale.
+
The effect is to deny the enemy the advantage of scale.
  
 
'''Shadow Surge'''
 
'''Shadow Surge'''
 
Darkness strikes out in all directions, attacking all enemies in a wide area.
 
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.
+
You can ignore scale and attack multiple opponents at once.
 +
Negates scale and allows you to harm most or all enemies in a mass melee.
 +
Otherwise as Shadow Strike.
  
 
=== Study ===
 
=== Study ===
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'''Dark Name'''
 
'''Dark Name'''
Identify physical or moral Darkness and power abilities.
+
Identify physical or moral Darkness as well as Darkness powers.
  
 
This identifies Dark creatures and powers by name but gives no further analysis.
 
This identifies Dark creatures and powers by name but gives no further analysis.
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'''Dark Lore'''
 
'''Dark Lore'''
Exactly analyze Darkness powers and abilities.
+
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.
 
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 any creature not aligned with [[Light Powers (FiD)|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 ant and what would tempt them.
+
In any creature dominated by sin, you can tell their worst vices and how they manifest and exactly what would tempt them.
  
 
'''Dark Past'''
 
'''Dark Past'''
 
Read the past events of Darkness.
 
Read the past events of Darkness.
  
You can read the dark past of a creature, place, or object.
+
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.  
+
This includes places where light very rarely intrudes, such as deep caverns and the dark side of a tide-locked planet.
 +
Normally this gives you a vision of the worst event the target has been involved in. but you can look for specific events.  
 
If there are no or only minor sins, you notice nothing.
 
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.
+
On a creature, power, or item of Darkness, as well as a creature dominated by sin, you can gain detailed visions of their sins and self-indulgence.
  
 
'''World of Darkness'''
 
'''World of Darkness'''
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=== Survey ===
 
=== Survey ===
 +
Perceive and locate manifestations of Darkness.
 +
The outcome you need depends on the target's concealment.
 +
Limited outcome finds those hiding behind cover and in far places you can only barely see.
 +
Standard outcome can look behind walls and into hard cover.
 +
Great outcome can look into far-away places and spots you had no idea existed.
 +
 
'''Eye of the Bat'''
 
'''Eye of the Bat'''
 
See in the dark.
 
See in the dark.
  
'''Gift of the Bat'''
+
Darkness no longer hinders your vision, but contrast between light and shadow still bothers you.
You can give the ability to see in darkness to allies.
+
You can use Eye of the Bat with all higher Survey Dark powers.
 +
 
 +
'''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'''
 
'''Eyes of the Dark'''
 
Choose a location or creature. See them from nearest darkness.
 
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'''
 
'''World of Darkness'''
 
You perceive from every dark place at once over a wide area.
 
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 ===
 
=== Sway ===
 +
Communicate, mesmerize, and manipulate creatures of Darkness.
 +
Give any type of creature dark though.
 +
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'''
 
'''Infernal Empathy'''
 
Understand Darkness creatures and motivations.
 
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.
 +
You can also sense when any kind of creature is in a mood to be selfish or deceptive.
  
 
'''Infernal Influence'''
 
'''Infernal Influence'''
Crew can communicate with Darkness creatures. Tempt normal folk to commit evil deeds.
+
Crew can communicate with Darkness creatures. Tempt any creature to commit evil deeds.
 +
 
 +
This allows you and allies to use the Sway action with full effect, overcoming cultural and linguistic barriers with Dark creatures.
 +
In addition you can inspire any creature to be selfish, deceptive, and to act covertly.
  
 
'''Temptation'''
 
'''Temptation'''
 
Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them.
 
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'''
 
'''Infernal Indoctrination'''
 
Permanently change personality and motivations of a creature.
 
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 (FiD)|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, this can 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 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.
 
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.  
 
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.
+
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'''
 
'''Mold Darkness'''
 
Shape darkness like soft black clay, keeps its form for a few minutes.
 
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. These objects melt in strong light.
+
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'''
 
'''Shape Darkness'''
 
Mold Darkness, and you can form simple solid objects of 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 hours or even days.
+
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.
 
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.
  
 
'''Craft Darkness'''
 
'''Craft Darkness'''
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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 tangible wood to intangible darkness, you then pass through and revert the door to wood.  
  
 
'''Master Darkness'''
 
'''Master Darkness'''
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=== Wreck ===
 
=== Wreck ===
It is easy to destroy darkness, but this only creates murk unless actual light is used.   
+
It is easy to use mundane means to destroy darkness, but this only creates murk unless 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.
  
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Withers and corrodes, a powerful but slow process that leaves twisted remains.
 
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.
+
Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place.  
Just as crude as it sounds.
+
Can attack like a torch smoldering with Darkness.
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 necrotic wounds similar to burns.
 +
This is less effective against nonliving targets but extra effective against creatures of spirit or energy.
  
 
'''Dark Smash'''
 
'''Dark Smash'''
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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 in combat.
  
 
'''Dark Disintegrate'''
 
'''Dark Disintegrate'''
 
Dark Smash 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 materials.
 +
This is Dark Smash, but silent and subtle.
  
 
'''Dark Obliteration'''
 
'''Dark Obliteration'''

Latest revision as of 14:32, 22 May 2025

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 moral darkness. Physical Darkness can be the mere absence of light, but Darkness is also an element in its own light and can exist even in places that ought to be illuminated. Moral Darkness is associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious. Just as physical Darkness comes with the absence of light, many claim that spiritual Darkness is the absence of spiritual Light.

Darkness opposes and is vulnerable to Light. Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.

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
Intimidate with Darkness..
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.
Shadow Stride
Create a great mount out of shadow.
Dance of the Dark
Play with shadows to confuse or conceal.
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
Help 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 the situation is obviously dangerous.

Umbral Understanding You can detect creatures and powers of Darkness.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). This does not locate creatures and power effects, it merely shows they are present. The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

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

Darkness is powerful in that it can dispel any power, not just Darkness powers. You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).

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 evil and the night. They are more interested in corrupting people than in fighting them.

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. 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. 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. You have to bargain with them, which they use to corrupt you.

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. These are the least subtle and least evil of the creatures of darkness.

Darkness spirits are similar to elementals in that they are made out of darkness, but 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. Darkness creatures are often humanoid. 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. Darkness creatures 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.

Summons are Chohorts: Creatures you summon function as temporary cohorts — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature: The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • General sulkiness
  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • Overly literal interpretations of your commands
  • A test attack to assert dominance
  • Deliberate sabotage of tasks
  • A constant struggle to maintain control

Umbral Universe Create a portal to a plane of darkness.

You can create a portal that allows travel to and from a Hell. This is situational, but highly useful under exceptional circumstances.

There are things that are possible to do here that are not allowed in the regular world. Appropriate 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 the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

Command

Command and intimidate Dark creatures, projecting authority.

Initial effect depend on the situation and your relationship with listeners. The position depends on the creatures' actual relationship to you. 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. Ordering a superior creature is a desperate position and can lead to lots of heat, retaliation, or calling your bluff.

Dark Decree Intimidate with Darkness.

You can create Darkness effects such as a play of shadows, dark aura, or dimming of ambient light to heighten your authority, similar to what could be a achieved by displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. This is useful for intimidating any type of creature.

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.

Creatures of Darkness recognize you as a figure of authority. 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 a 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 Abyssal Authority but potentially permanent. Powerful emotions can break your control, but otherwise, it lasts until dispelled.

Consort

Consort powers changes your appearance and form and later that of other creatures. This will often give a bonus to effect or improved position on Consort rolls, making some tasks automatic without a roll, and 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 suffer 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 can now be applied to another creature. 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 devil, 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 and give them a dark desire.

This is where Consort becomes similar to an Attune Summon power effect. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded 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 they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

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, a 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. These are quick flickers of shadow that momentarily solidifying to cause a slight physical change, nothing lasting.

Shadow Stride Create a great mount out of shadow.

This mount is usually shaped like a wolf or leopard made out of shadow, but it is not an independent creature and all it does is transport you and possibly passengers. Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.

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

Hunting with Darkness is indirect, subtle. You can snipe, but the focus is on tacking in the darkness, pushing your prey into a desolate kill-zone, blind and without friends.

Dark Scout Track Darkness powers.

Perceive which shadows are natural and which are the result of Powers. You can track both creatures of Darkness, those who use Dark power, and creatures in darkness.

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 but causes confusion. 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, a torch within is visible as a faith mote of light, strong artificial light can create an area of mirk, direct sunlight will boil it away in seconds.

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 Walk, 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 or 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 Help crew with Dark Cloak and Dark Step.

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

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

Use Darkness to resist fatigue and Dark damage.

Shadow Block: Block Darkness Harm.

Absorb resist fatigue and Harm from Darkness and enervating attacks. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-5: Reduce Harm by 1 level. 6: Reduce Harm by 2 levels. As an Advanced power, you can protect an ally for a score; as a Master Power, you can protect your crew. Targets roll their own Skirmish action.

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 enemy the advantage of scale.

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

You can ignore scale and attack multiple opponents at once. Negates scale and allows you to harm most or all enemies in a mass melee. 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 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 any creature not aligned with Light, you can tell what sin they would potentially be most tempted by. In any creature dominated by sin, you can tell their worst vices and how they manifest and exactly 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. This includes places where light very rarely intrudes, such as deep caverns and the dark side of a tide-locked planet. Normally this gives you a vision of the worst event the target has been involved in. but you can look for specific events. 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 can 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 outcome you need depends on the target's concealment. Limited outcome finds those hiding behind cover and in far places you can only barely see. Standard outcome can look behind walls and into hard cover. Great outcome can look into far-away places and spots you had no idea existed.

Eye of the Bat See in the dark.

Darkness no longer hinders your vision, but contrast between light and shadow still bothers you. You can use Eye of the Bat with all higher Survey Dark powers.

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. Give any type of creature dark though. 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. You can also sense when any kind of creature is in a mood to be selfish or deceptive.

Infernal Influence Crew can communicate with Darkness creatures. Tempt any creature to commit evil deeds.

This allows you and allies to use the Sway action with full effect, overcoming cultural and linguistic barriers with Dark creatures. 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, this can 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 tangible wood to intangible 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 use mundane means to destroy darkness, but this only creates murk unless 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 torch smoldering with Darkness. 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 necrotic wounds similar to burns. This is less effective against nonliving targets but extra effective against creatures of spirit or 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 in combat.

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 materials. This is Dark Smash, but silent and subtle.

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.