Difference between revisions of "Forms (FiD)"

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'''Finesse'''  
 
'''Finesse'''  
''Ride'' allows you to coordinate your movement with an illusion and displacing your location and pose a little, so you can appear to ride an illusory mount or vehicle.
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''Ride'' allows you to ride an illusion vehicle as if it was real.
Manipulation can create scenery, often used to make a setting seem richer and more impressive.
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''Manipulation  
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can create scenery, often used to make a setting seem richer and more impressive.
  
 
'''Hunt'''  
 
'''Hunt'''  
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'''Prowl'''   
 
'''Prowl'''   
 
''Reconnaissance'' is good at perceiving illusions for what they are.  
 
''Reconnaissance'' is good at perceiving illusions for what they are.  
''Maneuver'' allows you to use illusory objects and terrain to move as if these things were real.  
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''Maneuver'' allows you to turn yourself invisible, but the air wavers just a bit and you glow very faintly. Sounds you make, strong light, and perfect darkness are your enemies. 
  
 
'''Tinker''' and '''Wreck'''
 
'''Tinker''' and '''Wreck'''
Illusory tinkering and wreck only affect appearance, but can seem to give abilities you do not actually have. No actual changes, but extremely free to cause illusory changes.
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Illusory tinkering and wreck only affect appearance, but can seem to give abilities you do not actually have. No actual changes, but extremely free to cause illusory destruction. A creature rarely attempts to use something wrecked by illusion.
  
 
====  Kinesis ====
 
====  Kinesis ====

Revision as of 21:50, 30 January 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

Powers turn Blades in the Dark-style games into power fantasy.

Introducing Powers

Rather than the fantastical being rare and poorly understood, adding powers to your gives characters entirely new abilities they can use. Introducing these into a game changes the game world, making it more fantastical. Powers consist of two elements - a playbook, and forms.

Power Playbooks

Playbooks are the frames for acquiring powers. The playbooks are the power traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technophile. Each playbook gives you access to certain powers, which are chosen in the same manner as special abilities. This is in addition to all the normal features of a playbook.

Finally, each tradition gives you a trauma condition, chosen from a list of conditions available to that playbook. This means you can't survive as much new trauma as characters who have not meddled with the powers. The actual trauma condition generally affects how you use powers, imposing conditions you must fulfil.

You cannot pick special abilities from a power playbook unless you start with that playbook. It is possible to incorporate a power playbook into your character's pool of available abilities by selecting this as a special ability. Doing so gives you access to the special abilities and items of the power playbook, but also forces you to select a trauma condition. You can even gain access to multiple power playbooks this way, giving you a wider range of powers at the price of more trauma conditions and thus more restrictions on the use of all of your powers.

Chi

The inner power of a living creature that can be channeled into amazing feats. Associated with martial arts, meditation, chacras, and oriental medicine. Chi can create effects in the world around you, but this is harder to do. Chi users often use flashbacks to their training to gain the ability to resolve a specific situation.

Trauma Condition You must be free to move to use chi. Using powers that affect you or a target you touch gains +1d. Powers used at a range of more than a few meters suffer -1d.

Items

  1. ☐, ☐ A potion that allows the use of a push power without pushing.
  2. ☐ Scroll that allows one use of a power on the list of chi powers that you do not know.

Powers Air, Animal, Barriers, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time.

Miracles

Gods and spirits share their powers with select servants. It is possible for folk to learn these powers in a way similar to wizardry, which is called astral magic and has its own trauma condition.

Trauma Condition (Miracles) As a miracle-worker need to love and serve your patron saint, spirit, or god. This does not mean that all disciples of the same patron agree on much of anything, religious dissent is as old as religion. Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith. You cannot use powers with the the consort, hunt, and skirmish actions unless you choose that as your domain, see special actions. Picking up another power playbook that does allow these actions negates this limitation.

Trauma Condition (Astral Magic) You are seen as a blasphemer and possibly an apostate by religious people. You can learn both the dark and light powers and the order/chaos powers but must pick an action for your domain power. You cannot use a holy symbol or blessed melee weapon. You cannot use powers with the the consort, hunt, and skirmish actions unless you choose that as your domain, see special actions. Picking up another power playbook that does allow these actions negates this limitation.

Items

  1. ☐ Holy symbol that gives +1d on powers used against supernatural enemies of the faith.
  2. ☐, ☐ Armor that works against any type of attack.
  3. ☐ A blessed melee weapon that is potent.

Powers Air, Animal, Barriers, Darkness or Light (not both), Death, Earth, Electricity, Fire, Ice, Flux or Order (not both), Illusion, Kinesis, Life, Metal, Mind, Plant, Space, Time,

Special Ability Options
Domain Power Any one power outside of this list, or an action normally forbidden, representing the patron's sphere of divine influence. This even allows the prohibited combinations light + dark and law + chaos.

Mutant

Mutants are born with power or gain innate powers from exceptional circumstances. This also covers superheroes and monsters.

Trauma Condition A mutant manifests one power (see powers below), this makes them sensitive to attune powers.

Items

  1. ☐, ☐, ☐ Drug that allows you to use an equipment or push ability, but inflicts light harm: mutating. This consequence cannot be resisted. Others taking the drug suffers the consequence without the benefit. This also counts as as a push.
  2. ☐ A focus item such as a mask or body implant that helps you control your powers.

Powers A mutant is born with a link to one power, this must be the first power selected for this playbook. Air, Animal, Barriers, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time.

  • Power Focus You can use one willpower to use an equipment or push ability from your linked power. You also gain the normal benefits of a push. This gives your power an individual signature, making it easy to recognize you used it.

Psi

Psionics is futuristic magic. The list of powers varies greatly depending on setting.

Trauma Condition A psyker is vulnerable to powers and suffer -1 position against others who use powers. If the enemy is also a psyker, you also gain +1 effect. It is not uncommon for a psykic duel to end with both blowing out their brains.

Items

  1. ☐☐☐ Ferronnière, headband, or tattoo on the hands, forehead, or temples that allows the use of equipment and push powers at a cost of one willpower. This also counts as as a push for the action roll.
  2. ☐, ☐, ☐ Crystal that allows one use of a power on the list of psi powers that you do not know. Counts as an item to power than effect.

Powers Air, Animal, Barriers, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time.

Sorcery

One of the most powerful power users, both competent and flexible. Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries.

Trauma Condition A wizard must speak out loud and gesture to use powers. Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book.

Items

  1. ☐☐ Staff (or similar large item like a tome or big crustal ball) that allows the use of equipment and push powers at a cost of one willpower. This also counts as as a push.
  2. ☐, ☐, ☐ Scroll that allows one use of a power on the list of sorcerer powers that you do not know. Counts as an item to power than effect.
  3. ☐ A familiar, a small intelligent animal that serves you as a spy and confidante.

Powers Air, Animal, Barriers, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time.

Soulsworn

Some people sell their soul to a monstrous patron to gain power. Devils and fey are common patrons.

Trauma Condition You must invoke the name of your patron to use powers. Ordinary people who don't know you well find you scary, and are reluctant to offer you services or hang out around you. Your patron puts demands on you, if you don't follow it will mess with you, but can't remove your powers.

Items

  1. ☐ A Familiar Spirit, a monster in the form of a small animal that acts as an agent of your patron and serves you as a spy and confidante. If this familiar helps you use your powers, you can use of equipment and push powers at a cost of one willpower. This also counts as as a push. Using the familiar this way reveals its true nature.
  2. ☐ Drug that restores 4 willpower to you but inflicts medium harm: disoriented. This consequence cannot be resisted. Others taking the drug suffers the consequence without the benefit.
  3. ☐☐ a fine potent melee weapon, usually a sword or dagger. If you kill another creature with this weapon, you can use an equipment or push ability at the cost of only one willpower. You gain the normala advantages of pushing.

Powers Air, Animal, Barriers, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time.

Technomancy

These "powers" are actually just high tech.

Trauma Condition As technomancer you have some trait that distinguishes you; a peculiar jargon, a technological gadget or prosthetic, or some such that makes you easy to recognize as a technomancer. You need gadgets for all your powers and some kind of technobabble explanation for how they work. You can only use free and equipment abilities from the attune, command, and sway actions unless you create a gadget that allows you to do so, see equipment.


Items

  1. ☐, ☐, ☐, ☐ Battery or power cell that can power a push power, but that does not give the benefits of a push.
  2. ☐☐ A gadget you build in a flashback that allows you to use a power you do not have for the rest of the score. If this seems unlikely, it costs willpower like any other flashback. Such a gadget can also be made as a long-term project.

Powers Air, Animal, Barriers, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time.

Wizardry

One of the most powerful power users, both competent and flexible. Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore in tomes and libraries.

Trauma Condition A wizard must speak out loud and gesture to use powers. Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book.

Items

  1. ☐,☐ Staff (or similar large item like a tome or big crustal ball) that reduces the willpower cost of push powers to 1.
  2. ☐ Pouch containing materials that allow three uses of equipment powers
  3. Scroll that allows one use of a power on the list of wizard powers that you do not know. Counts as an item to power than effect. Can be selected several times.

Powers Air, Animal, Barriers, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time.

Powers

Powers are what actually gives you exceptional abilities. A power playbook doesn't give you any abilities unless you select a power from that playbook's special abilities. Once you select a power, you gain abilities appropriate to the power. So if you select the electricity pool, you can shoot lightning, power electric engines, cause shortcuts, summon electric creatures, and so forth. In many cases, powers work as equipment does, empowering your normal actions.

You use your normal actions to activate powers, but there is often an associated cost. Some powers are always available. Some powers work as equipment. Unlike most equipment, you have to cross of an item each time you make a roll for the power, those components are consumed when used. Some powers require you to push each time you use the power. You gain the advantages of a push in addition to activating the power. Some powers are all-consuming. You spend all your remaining willpower to activate the power, causing you to go into trauma. These effects are over-the-top and often has extensive collateral damage. These powers can sometimes be duplicated as long-term projects.

Unlike normal actions, which are flexible, powers are more specific. If you want to make a ranged attack using your power, that is done with Hunt action (unless the power description says otherwise), you cannot fudge this with another action as you normally can.

There is a standard list of effects that most powers have. These effects vary in appearance and detail depending on the exact power you use, but the general effect is the same. With Hunt you can make a ranged attack with most powers, if you do it with electricity this is a jolt of lightning, if you do it with fire it is a bolt of fire, if you do it with mind it is a mental blast, and if you do it with plant you fling poisonous thorns. All are ranged attacks, but depending on circumstances some are likely to be more or less effective. In the description of each power, only the differences from this standard list will be noted. For example, hunt used with equipment is a ranged attack. For most powers this works in a similar way. In the description of most powers, there will be no special note on use with hunt. For the mind power hunt works differently in that it attacks the mind rather than the body, requiring special rules.

Combining Powers If you know several powers, you can affect each of them with a single action, as long as this makes sense. So if you know both the fire and plant powers, you can dismiss, infiltrate, or infiltrate both at once, but using barrage or research using both powers at once makes less sense.

Optional Rule: Powers Gated by Tier If powers seem to powerful for low-tier adventures, you can tier-lock powers. At tier zero, you can only use free powers. At tiers 1-2 you can only use free and item powers. At tier 3-4 you can use free, item, and push powers. At tier 5, you can use all powers.

This makes powers almost useless at tier zero and weak until tier 3. Long-term projects allows use of powers as if you were two tiers higher. Make sure to limit exceptional equipment like bombs and grenades in a similar manner.

Optional Rule: Powers Gated by Action Rating Power effects can be gated by rating in each action. A rating of zero does not give access to any abilities, a rating of one allows access to free abilities, two gives access to item abilities, three gives access to push abilities, four allows access to all powers.

Common Power Effects Table

Action Free Equipment Push Trauma
Attune Perceive
You can see through effects of your power that are used to conceal creatures.
Dismiss
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.
Summon
You can call a creature from a place of your power. This servant is generally unwilling. It will obey one command from you and this can be extended. Knowing who to summon can be a a score or use study.
Gate
You can create a portal that allows travel to and from the plane of your power for a limited time.
Command Communicate
You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.
Translate
You and allies can communicate with creatures based on your power.
Authority
You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Enslave
You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, similar to very loyal and literal-minded goons.
Consort Mask
You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
Shapechange
You assume the form of another creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
Transform
You can shapechange a willing or helpless creatures into a form imbued by your power. This is a curse, it can be broken but it is not easy. You can easily break the effect.
Wild Hunt
You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
Finesse Ride
If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
Fine Local Control
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
Manipulate
You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
Surge
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets, but if you do, there is collateral damage to allies and the environment.
Hunt Track
You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
Fine Ranged Attack
You can use your power to attack, similar in effect to a fine and potent rifle.
Area attack
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of colatteral damage.
Barrage
You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. This is usually enough to provide cover for any escape.
Prowl Reconnaissance
You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
Maneuver
You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
Travel
You can bring allies along when you use Reconnaissance and Maneuver.
Transport
You and allies can move instantaneously from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
Skirmish Skirmish Attack
You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
Fine Skirmish Attack
Same as Skirmish Attack, except the weapon is fine and potent.
Obstruction
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Flurry
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Analyze
You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
Research
You know the powers and abilities of something you analyze.
Hindsight
You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
Omniscience
You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
Survey Detect
You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both location and information suffers.
Sensor
Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
Scry
Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
Omnipresence
You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
Sway Communicate
You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.
Translate
You and allies can communicate with creatures based on your power.
Mesmerize
You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
Inculcate
You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
Tinker Handle
You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
Shape
You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand or smoke.
Create
You can create objects manifesting your power out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
Fabricate
This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
Wreck Jimmy
You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
Smash
Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
Disintegrate
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
Obliterate
Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.

Power Specifications

List of powers and how they differ from the generic power table.

Air

Air is an elemental power that affects gasses, and to a limited extent vacuum. It does damage by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying, but very poor at doing actual damage. Escalated air attacks can create a vacuum that does significant damage to creatures that breathe.

Attune Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. Visible when they act but invisible while at rest. Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.

Command and Sway You can command and sway air creatures, but you can also make folk more flexible and inspired.

Prowl The ability to hide in air is very powerful, but similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act.

Survey You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices.

Tinker The tools you can simulate are bellows and fans, while shaping air is similar to a wind tunnel. Create can make air when there is none or make air foul.

Wreck Air is not very good at wrecking with power and precision, but can jimmy or smash even very large things, such as vehicles and small houses. Disintegrating air can be done selectively, such as to destroy all oxygen in an area, or it can manipulate air pressure to become explosively high or low.

Animal

Animals are an important part of mystic experience. You will often have a particular animal, and your relation to other animals is colored by the totem. Wolf totem is respected and feared by other animals, sheep totem is liked and regarded as harmless, and so on.

Animal attacks create phantom animal features such as teeth, claws, antlers, or horns to attack with. You can do things like grab, tackle, or push.

Attune Animals are not normally summoned, but animal spirits exist with all kinds of weird powers, often reminiscent of tribal society myths. Many of these have elemental powers like air or lightning, such are bound to the power of that element. If you have a totem animal and summon an animal spirit of that type, even one larger than normal, it is friendly to you and will serve as a loyal minion.

Command and Sway You can command and sway animal, but you can also make folk more lustful and competitive. When commanded by you, animals act as if trained to perform what you are ordering them to do. You can also influence folk to be lustful and competitive.

Consort Mask allows you to take on the appearance of an animal from about half up to double your height.

Finesse Ride covers all animals and animal-powered vehicles, even if the animal is not trained as a mount. Manipulate allows you to assume control of an animals body like a string puppet. If the animal trusts you, this control is very fine indeed, allowing that animal to do what is normally beyond its intelligence.

Hunt Track allows you to track by scent, similar to a well-trained tracking dog.

Prowl Reconnaissance allows you to assume the appearance of an animal, effective concealment in environments where animals are common. Maneuver allows you to assume the movement capabilities of animals, to climb on animals, move through herds or packs of animals, and even move through the bodies of animals. You could hide inside a large animal or hide a small animal inside your own body.

Survey Sensor and scry perceives through the senses of an animal, which affects how a situation appears to you. A dog's perception focuses on scent, a cat's on hearing and the ability see motion even in the dark, and so on.

Tinker You work with animal products like leather, bone, teeth, sinew, and horns. Items you work with can have small parts made of other materials, such as metal eyelets or synthetic thread.

Wreck You destroy organic materials either made of animal products, or that animals could reasonably destroy. This includes the effect of bacteria, fungi, and insects like woodworms. Slow but powerful.

Barriers

Barriers is the ability to create walls and circles of protection. A barrier is normally a wall up to your twice your tier meters in height and width or a globe with a diameter equal to your tier. Yes, that means that at tier zero, you cannot make a barrier. If you only know this power, the barriers you make are transparent and vaguely luminous. If you use another power together with barrier, you can imbue your barrier with that power at no additional cost, which can give additional effects, often damage to creatures that try to break through your barrier.

When used to attack, barrier takes the form of darts or blades that cut or pierce.

Attune No creatures are associated with the barrier power. Instead you create circles and barriers of protection that ward out creatures and attacks related to any power. This can be all powers, or a limited set you choose. Perceive allows you to sense all power-infused creatures and things. Dismiss is changed to create barriers that power-manifesting creatures and power effects cannot pass. Summon is similar to dismiss, but also protects against dangerous effects and powers in general, not just creatures.

Command and Sway You create a barrier that affects those that come close to it stop them moving through. Combined with other powers' you can have more complex effects. You can also make folk more loyal and defensive.

Consort You can dress in fields of energy. Shapechange surrounds yourself with armor of force that gives +1d to Insight and Prowess resistance, transform allows the creation of such effects for others, while wild hunt can provide for a small army, even a sentient one, but affords no control.

In combination with other powers you can create barriers that change those who pass through them, making such as an underwater club where every guest gets a mermaid tail and the like. You can also create regions where a power sets the environment, such as a bubble of air underwater.

Finesse Ride allows you to create a protective canopy around a personal vehicle. Fine local control can protect a coach or car, manipulate can protect a large vehicle like a ship or bus.

Hunt Track works against things carrying or protected by barriers.

Prowl Reconnaissance gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.

Study and Survey Traps, alarms, and other devices that can react can be studied and surveyed, making your opponents' security work against them.

Tinker Handle can manipulate existing power barriers. Shape can make greater and quicker changes to barriers, and can also create functional but temporary objects obviously made by the powers you used to create them. Such a barrier stops everything and works like mundane armor, shields, doors, and walls of fine quality. They can be broken much like fine objects can. Create can make permanent barriers in an area you control, or barriers for the score even in a hostile environment.

Wreck You can ram with barrier weapons, but your greatest ability is that you can quite easily destroy barriers and barrier effects.

Darkness

Darkness is linked to both physical and mental darkness. Darkness is opposed to light.

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

Attune Dark creatures are shades, devils, and creatures of the night. Dismiss can dismiss any type of summoned creature.

Command and Sway As well as affecting dark creatures, you can affect normal folk, as long as what you are making them to do is evil or corrupts them.

Consort You can invoke darkness and envy in your appearance, such as luxury clothes and jewelry and personal beauty. You can change your appearance to deceive and awe or change into a creature of darkness.

Survey Detect allows you to see perfectly in the dark. Sensor can give this ability to an ally. Sensor and scry sees from and in darkness, but can only listen to what happens in brightly lit areas.

Tinker You can work darkness, to expand or push it back, which indirectly creates areas of at least a little light.

Wreck Darkness can wither and slowly corrode and crack objects.

Death

Death and disease are powerful forces.

Death attacks are made with phlegm and ectoplasm that inflict disease. Paradoxically this means that death attacks don't kill quickly, instead they take their time as disease and infection kills you, and this is extremely hard to cure. Death attacks can weaken and corrupt objects, but again this is slow.

Attune Death creatures are undead and spirits of the dead. You can summon spirits of the dead just to talk to them. When summoning undead to fight you usually use a corpse to anchor them, but powerful necromancers can summon incorporeal undead.

Command and Sway You can command and sway undead, and you can also make folk morose.

Hunt Track works on undead, but also on creatures suffering wounds, infection, or disease.

Prowl Reconnaissance works in graveyards, tombs, and haunted places.

Study and Survey works against undead, but also against corpses, including dead animals. Yes, that wall trophy is watching you.

Tinker You can work the remains of dead creatures but also decrepit and broken items, making them function normally despite their condition but not improving their looks.

Wreck You can wreck remnants of the dead, but also objects that already suffer from some damage, corrosion, or corruption.

Earth

Earth is the base of all, the solid ground we walk on and dig into.

Earth attacks are thrown rocks and weapons made of stone, but more powerful effects can cause tremors and earthquakes. Combining with other powers, earth plus fire can cause a volcano and earth plus air can cause a sandstorm.

Attune Earth creatures are mainly earth elementals, but also creatures that burrow into the earth and monsters with earth powers.

Command and Sway You can command and sway earth creatures, but you can also make folk more content and confident.

Hunt Track works on any creature moving on a solid surface.

Tinker and Wreck Earth powers work well on raw earth, such as rock, dirt, and gravel, less well on construction, such as walls, buildings, and roads.

Electricity

Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more.

Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity.

Attune Electric creatures are elementals and monsters with electric powers, such as Tanngrisnir and Tanngnjóstr, the goats that pulls the chariot of the lightning god Thor. Creatures with electronic brains can also be affected.

Command and Sway You can use interact with on electronic brains, such as computers and robots, but you can also make folk more quick and decisive.

Finesse Ride works on electric vehicles.

Prowl Reconnaissance can see electric lines and devices, as well as radio waves.

Tinker and Wreck Great against electric and electronic devices, including security such as alarms and automatic doors.

Fire

Fire is an element of transformation, it can destroy but also forge.

Attune Fire creatures are fire elementals, fire-breathing dragons, monsters with fire powers, as well as desert creatures.

Command and Sway You can command and sway fire creatures, but you can also make folk more energetic, fiery, and industrious.

Ice

The power of frozen water, arctic cold, and creatures of cold.

Attune Ice elementals are spirits of cold and snow as well as columns of ice. Ice creatures is anything living in the arctic.

Command and Sway You can command and sway ice creatures, but you can also make folk more cool and aloof.

Flux

Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art. Always chancy and dangerous, when it works flux manipulates events in your favor. This makes flux subtle, when it works, the effects are seemingly random events. Flux is opposed to order.

Flux attacks are natural events, like roof tiles falling on enemies or them tripping on a random passing turtle. Often not fatal unless the environment itself is lethal. You can also use flux with normal weapons to improve your chances.

Attune Flux creatures are strange spirits of whimsy, sometimes known as muses. They inspire arts and cause chaos.

Command and Sway As long as you inspire independence and chaos, you can affect anyone. Of course, them acting independently might not be helpful.

Consort You can change into anything, but the change is unstable and might have flaws or change while in progress.

Finesse Ride You can ride any mount or vehicle you first encountered on this score.

Hunt Track You usually pick the right path by dumb luck. If you fail, you'll have completely lost the trail before you know it.

Prowl Luck goes a long way to finding paths and avoiding notice. Prowl is often about avoiding bad luck, something flux is good at.

Skirmish Flux is always a high-risk strategy, and trying to rely on it to help again and again in a skirmish involving multiple enemies is to raise the odds each time.

Study Now, this is fortune-telling pure and simple. Sometimes the fortune cookie speaks the truth!

Survey You tend to stumble on information, people, and good paths by chance, but sometimes those encounters turn out to be dangerous.

Tinker With luck, you might find just the tool or component you need.

Wreck Entropy can cause anything to rot, maintenance often makes mistakes, and no machine can run forever. Or so you hope.

Illusion

Illusion powers create images, sound, and other sensory impressions to confuse and delude.

Illusion attacks cause pain and apparent wounds, but cannot actually kill. Obviously they cannot affect insensate things, like objects.

Attune Illusion creatures are called spectres. They often believe themselves to really be what they portray and are very good actors, allowing their illusions to respond to events without the user's intervention. Some spectres appear as objects and terrain features.

Command and Sway Illusion used to creates images of things that can fool onlookers of any kind. You can still use these actions normally against spectres.

Consort Manipulate can give any form, but this is not a transmutation, only illusionary.

Finesse Ride allows you to ride an illusion vehicle as if it was real. Manipulation can create scenery, often used to make a setting seem richer and more impressive.

Hunt You can track a creature as long as you have a good likeness to focus on.

Prowl Reconnaissance is good at perceiving illusions for what they are. Maneuver allows you to turn yourself invisible, but the air wavers just a bit and you glow very faintly. Sounds you make, strong light, and perfect darkness are your enemies.

Tinker and Wreck Illusory tinkering and wreck only affect appearance, but can seem to give abilities you do not actually have. No actual changes, but extremely free to cause illusory destruction. A creature rarely attempts to use something wrecked by illusion.

Kinesis

The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.

Kinetic attacks hurl objects or manipulate weapons at a distance. This has an advantage in that these attacks are physical and real, resistance to power won't affect them much. Conversely, you need potent objects to actually do potent attacks this way. You can also throw opponents around, which is a great distraction, but doesn't cause much damage.

Attune There are no kinetic creatures for attune to affect, but kinetic effects include almost all weapon attacks, making this a good general defense. Gate can dampen all fast movement in a large area for the duration of a score.

Command Communicate allows you to attract the attention of and send a few words to a creature you can see. Translate does the same to a subordinate over any range. Authority is telekinetic manipulation of your target's body, much like a puppet on a string. Taking control over speech is very difficult, the target can often continue to speak. Enslave is like authority against a large number of creatures.

Consort Mask allows you to attach things to yourself while you concentrate. like a glue. Shapechange allows you to carry three more items. Transform allows an ally to carry two more items. Wild hunt allows many allies to each carry two extra items for the duration of a score.

Hunt Track allows you to run faster and jump further, but does not allow actual tracking.

Prowl Reconnaissance allows you to climb and hide under ceilings where people rarely look. Maneuver allows you to jump far. Travel allows you to toss allies. Transport does not work with kinetics.

Study Analyze can detect movement and acceleration and kinetic powers. Research gives you the exact weight, speed, acceleration, and projected path of something. Hindsight can learn how something has moved. Omnipresence gives the same information as research for everything in a huge volume.

Survey Detect allows you to sense kinetic powers and things that move. Sensor give you only tactile information, you can project your sense of feeling and learn an objects shape, feel, and mass. Scry is essentially sensor at range. Omnipresence gives the information sensor gives, but for all objects in a large volume of space.

Sway Communicate allows you to attract the attention of and send a few words to a creature you can see. Translate does the same to a friend or relative over any range. Mesmerize allows you to enter a trance where you can converse with friends and relatives over any range.

Tinker Shape can form any kind of object about as efficiently as a workshop. Create has the abilities of a machine shop. Fabricate has the abilities of a factory.

Wreck Kinetics can demolish anything, but classes up the required effort. For free you can do what can be done with just hands, but you can do it at range. Jimmy requires items. Smash requires pushing. Disintegrate requires trauma. Obliterate is not possible for kinetics.

Life

Life power is about life energy. You heal and improve living things.

Life attacks causes wounds to spontaneously appear on living things.

Attune Perceive works on living creatures, plants and power effects. Dismiss You can dismiss powers affecting living things, but you cannot dismiss creatures. Summon You can summon life energy to heal damage of a living thing, but you cannot summon actual creatures. Gate You attempt to resurrect a recently deceased creature. This is an extreme act, and might have additional problems or need to be played out as a score.

Command Authority can only put living creatures to sleep. Enslave instead frees and energizes living things from enslavement and control over a large area. Side effects make plants and weeds grow.

Consort Mask makes cosmetic changes to your own body. Shapechange and up allows changes into creatures of the same basic form as yourself, normally folk.

Finesse Ride You can emote with and ride any living but non-sentient creature. Manipulate You can infuse life energy into living creatures and plants, energizing them and making them alert and energetic. Plants burst into flower or fruit as appropriate. Manipulate infuses life energy into living things, energizing them and making them look their best.

Prowl Reconnaissance You can see living creatures even if they are hidden behind cover. Maneuver You empower your own strength and stamina, helping your movement. Transport You and allies can move instantaneously to any place where you have slept.

Study Analyze You can identify living creatures and any aliments they suffer from.

Survey Sensor Choose a living creature you have detected; you can perceive what that creature perceives.

Sway Affects emotions rather than thoughts.

Tinker and Wreck Works only on living and formerly things that are not creatures, such as wood, bone, leather, and fossils.

Light

Light is both physical and spiritual light, inspiring deeds of charity and benevolence. Light creatures are angels. Light attacks are beams of coherent light, like lasers, lights words, and holy light. Light is opposed to darkness.

Attune Dismiss can dismiss any type of summoned creature.

Command and Sway Works on any sentient creature, as long as you are trying to make them do good or to break free of evil domination.

Hunt Track allows you to sense good intentions and to follow a creature's good intention to find the target of that benevolence. You can also sense a distinct lack of good intentions as a feeling of cold and fear.

Survey Reconnaissance can see those of good intentions, but also discern a distinct lack of good intentions.

Tinker and Wreck Light cuts and welds like a laser and chases darkness away.

Metal

Metal attacks are blades and bullets.

Elementals are made up of chunks of scrap metal, other metal creatures includes metallic robots, clockwork creatures, and animated armor and weapons.

Command and Sway You can command and sway fire creatures, but you can also make folk more precise, decisive, and confident.

Mind

Mind delves into intelligence and is the power most associated with normal folk and other sentient creatures and even objects like sentient AI. If mind elementals exist, they would be spirits of pure cognition.

Mind attacks are mental bolts and blades that can only hurt sentient creatures.

Attune You can summon folk from other planes where there are folk, which is usually alternate realities. This is sometimes used to summon heroes in times of crisis.

Consort Mask allows you to project an identity in your behavior, such as a healer, noble, merchant etc, all without changing your actual appearance.

Hunt Track allows you to focus on a particular thought and vaguely sense and track creatures that share this thought.

Prowl Reconnaissance allows you to identify someone you know when you see them, even if normal visual identification is not possible. Maneuver allows you to detach your astral body, which is similar to a ghost. It is transparent and can hover. Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but takes no actions. Transport can send your and allies' astral bodies to any location you know of or into the presence of any creature you know.

Survey Sensor sends your astral body to the location (see Prowl).

Tinker You imbue mind into objects. Handle can create simple triggers, like a push button. Shape allows limited intelligence that can sense a situation nearby and react, directing whatever abilities the item may have or send a mental alarm. Create allows an intelligence able to hold a simple conversation. Fabricate allows the creation of sentience.

Wreck You mess with intelligence in items, that is their ability to react to the environment. Includes alarms and control mechanisms of all sorts.

Order

Order is the power the status quo, of perfection, of loyalty, indoctrination, and dogma. Order powers restore normality, negate randomness, negates powers, and makes mechanisms, and people behave as expected.

Order attacks come in two kinds. One is regular weapons. Your weapons wont fail them as long as you use them properly for a proper cause. The other is exorcism. Order is powerful in banishing unnatural creatures. These two are often combined into weapons blessed to defeat the supernatural.

Attune Spirits of order are known as virtues and represent different tasks, functions, skills, and moral values. Get the right one and it will perform perfectly. Get the wrong one, and you have a very insistent pedantic.

Command and Sway You can create loyalty and make creatures of any type not stray from duty.

Consort You can match the dominant group around you.

Finesse Weapons, machines, and vehicles you use stay in repair and work as intended. Manipulate

Hunt Witnesses and technology you rely on is reliable. That's all.

Prowl Order isn't very conductive to prowling. Everything will work for you if its supposed to - you better have a plan with no room for chance.

Survey You can sense the workings of machines and alarms and see through surveillance devices.

Tinker Repairing, maintaining, and operating objects is your forte. Building new ones is not.

Wreck You cannot wreck that which is perfect, but you can wreck anything that is already damaged.

Plant

Governs plants and dead plant matter, including fungi.

Plant elementals are animated trees or masses of vegetation. Plant creatures are all kinds of plants capable of motion.

Plant attacks are poison, infiltrating roots, and shooting seeds. These are effective against living things, but slow to damage objects.

Command and Sway You can command and sway plant creatures, but you can also make folk more stoic.

Space

Governs location and distance, and is thus the power to teleport and create extradimensional spaces.

Space attacks cut and dislocate.

Attune Space creatures are lovecraftian horrors from beyond this reality. Besides this you can hinder teleport and open portals to other dimensions. Dismiss can close or intercept a space portal or teleport. Summon can open portals to other dimensions. This is dangerous and usually requires knowledge and can only be done in certain locations at certain times.

Command and Sway You can command and sway space creatures, but you can also make folk more apt to go with the flow of a situation

Consort Mask allows you to alter your own dimensions or those of parts of your body, making you elongated or compressed like a fun-house mirror. This is also a common consequence of failed space actions.

Finesse Manipulate allows you to warp nearby space, lengthening and shortening distances by a factor of four within the local area.

Hunt Track can trace a teleport.

Prowl Reconnaissance allows you to sense teleports in the vicinity as they happen. Maneuver allows line-of-sight teleport. Transport teleports to a known teleport circle or creates such a circle.

Tinker Can manipulate space items, but is also used to walk through walls and create temporary holes in walls.

Wreck Can destroy most things by cutting them up or teleporting parts of them.

Time

Time is a mysterious and dangerous power. It allows looking into the past and possible futures, but can create deadly paradoxes. Time travel is possible, but temporal inertia tend to minimize the effect of any changes to the past.

Time attacks stops time for an instant, then you set up weapons and events to cause harm. They are extremely hard to defend against, but likely to cause severe backlash.

Attune Time elementals may exist but little is known. Time creatures are those who can manipulate or travel through time, including the dreaded hounds of tindalos and various agents of fate and necessity. Besides time creatures, you can affect alternate versions of yourself from alternate timelines. A common trick is the tri-form goddess, that is yourself at three different ages. Gate breaks down causality. This is beyond dangerous but can allow wish fulfilment.

Command and Sway You can command and sway time creatures, but you can also make folk more curious and mercurial.

Consort Mask allows you to vary your apparent age. Shapechange allows you to become yourself from various alternate timelines.

Finesse Ride allows you to increase the speed of a mount or vehicle as if it was fine. Manipulate can create areas of slowed time, useful for distracting some enemies while you fight others.

Hunt Track allows you to track time-travellers.

Prowl Reconnaissance gives you slight warning of future events, making you less likely to be surprised. Maneuver allows you to slow down and speed up time when travelling. Transport allows time travel, which is extremely dangerous unless you know what you are doing.

Survey Sensor can observe the past and possible futures at your present location.

Tinker You work with time measuring devices and timers. This can delay or accelerate things such as traps and at higher power any mechanism, including computers.

Wreck Ages things.

Water

Water elementals appear as waves or as humanoids made of water, usually feminine. Water creatures are aquatic animals and aquatic variants of land-living creatures.

Water attacks can smash, drown, or be a corroding acid.

Command and Sway You can command and sway water creatures, but you can also make folk more caring and spiritual.

Wreck You can destroy liquids or use water as a blade to cut or to erode things, which is slow but sure. You can flood things or create torrential waves if you have water to work with.

Availability and Genre