Difference between revisions of "Order Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
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Order is the power of the status quo, of stasis, predictability, loyalty, indoctrination, and dogma.
  
=== Animal Power Effects ===
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Order is the system of the world; the universe of space, matter, and natural law we are all familiar with.
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From a social perspective, Order is stable relations, social ritual, hierarchy, loyalty and unbending law.
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Order powers restore normality, negate randomness, and make mechanisms and people behave as expected.
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Order is opposed by [[Flux_Powers_(FiD)|Flux]], the principle of chaos and randomness.
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Order attacks come in two kinds. One is regular weapons.
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Your mundane weapons won’t fail unexpectedly as long as you use them properly and may become Fine and Potent using appropriate effects.
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The other is exorcism.
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Exorcism is a fine and potent attack that only works against creatures that possess others and creatures that can be dismissed because they are not native to the plane. This attack is quite situational, but sometimes uniquely useful, like when you want to strike at a possessing devil without harming the victim it is possessing.
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Known as virtues, creatures of order represent different tasks, functions, skills, and moral values.
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Virtues stand for morals, order, and predictability, not good and evil.
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There can be a virtue of torture or execution.
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Get the right one and it will perform to perfection. Get the wrong one, and you have a very insistent pedant.
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If you want ethical creatures, look at [[Light_Powers_(FiD)|Light]] and [[Darkness_Powers_(FiD)|Darkness]].
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'''Muses''' are virtues of art and inspiration, including the classic muses as well as others relevant to different cultures.
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'''Allegories''' are virtues of tasks, representing a craft like leatherworking, an activity like exploration or a technology such as steam power.
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'''Precepts''' are virtues that exemplify a moral standpoint, such as innocence, fidelity, loyalty, justice, obedience, or despotism.
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=== Order Power Abilities ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" width="100" |   '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Willpower''' ||align="center" with=20% |  '''Trauma'''  
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|valign=bottom | '''Action'''
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|align="center" valign=bottom | '''Basic'''  
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|align="center" valign=bottom | '''Advanced'''  
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|align="center" valign=bottom | '''Master'''  
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|align="center" valign=bottom | '''Apex'''    
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|- 
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|valign=bottom | '''Dice '''
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|align="center" valign=bottom | —   
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|align="center" valign=bottom | Minimum 2d
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|align="center" valign=bottom | Minimum 4d    
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|align="center" valign=bottom | Minimum 6d   
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|-
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|valign=bottom | '''Stress'''  
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|align="center" valign=bottom | Avoid fumble (2+).
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|align="center" valign=bottom | Succeed (4+).
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|align="center" valign=bottom | Full success (6).
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|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can detect creatures and power use tied to your power.
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|valign="top"| '''Ascriptive Authority''' <br> Detect summoned creatures and active Powers.  
|valign="top"| '''Dismiss''' <br> You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.  
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|valign="top"| '''Assertive Authority''' <br> Dismiss creatures. End the operation of any Power.  
|valign="top"| '''Summon''' <br> You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
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|valign="top"| '''Allegiant Authority''' <br> Call creatures from a plane of law.  
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of your power for a limited time.  
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|valign="top"| '''Ascendant Authority''' <br> Create a portal to a plane of law.  
 
 
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''Hierarchy of Honor'''       <br> Command creatures with loyalty to your faction.  
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Hierarchy of the Hierophant''' <br> Send messages to distant creatures of your faction.
|valign="top"| '''Authority''' <br> You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
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|valign="top"| '''Hierarchy of Hegemony'''   <br> Create loyalty in any creature.  
|valign="top"| '''Enslave ''' <br> You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
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|valign="top"| '''Hierarchy of Hate'''       <br> Permanently remove and create loyalty.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Mask''' <br> You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''Uniform Use'''       <br> Assume local styles.  
|valign="top"| '''Shapechange''' <br> You assume the form of another creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
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|valign="top"| '''Uniform Ubiquity'''   <br> Assume the form of a local creature.
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Uniform Upbringing''' <br> Shapechange another creature into a local form.
|valign="top"| '''Wild Hunt''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Uniform Urbanity'''   <br> Create a crowd of locals.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Ride''' <br> If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.  
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|valign="top"| '''Pristine Precision'''   <br> Preempt machine malfunction.  
|valign="top"| '''Fine Local Control''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
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|valign="top"| '''Pinpoint Precision'''   <br> Fine and Potent fencing.
|valign="top"| '''Manipulate''' <br> You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
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|valign="top"| '''Purposeful Precision''' <br> Activate machines at a distance.
|valign="top"| '''Surge''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.  
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|valign="top"| '''Punctual Precision'''   <br> Find the best route.  
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
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|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Track''' <br> You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
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|valign="top"| '''Perfect Pursuit'''   <br> Reliable tracking and pursuit.
|valign="top"| '''Fine Ranged Attack''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Perfect Projectile''' <br> Make a long-range attack or exorcism Fine and Potent.
|valign="top"| '''Area attack''' <br> You can use your power to attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''Perfect Path'''       <br> Clear a path, negating obstructions.
|valign="top"| '''Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''Perfect Purity'''     <br> Ordered area attack or exorcism.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Reconnaissance''' <br> You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
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|valign="top"| '''Routine Reconnoiter''' <br> Understand security routines, preventing Scale.
|valign="top"| '''Maneuver''' <br> You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.  
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|valign="top"| '''Routine Route'''       <br> Secure a route, preventing random setbacks.  
|valign="top"| '''Travel''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
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|valign="top"| '''Routine Relay'''       <br> Grant allies the benefits of Reconnoiter or Route.
|valign="top"| '''Transport''' <br> You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
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|valign="top"| '''Routine Roam'''       <br> Teleport between transport nexuses.  
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Skirmish Attack''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Combat Cowl'''     <br> Protect yourself from chaotic damage.  
|valign="top"| '''Fine Skirmish Attack''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Combat Control''' <br> Fine and Potent melee attack or exorcism.
|valign="top"| '''Obstruction''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Combat Command''' <br> Negate enemy Scale in melee.
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Combat Conquest''' <br> Fight as if you had Scale.  
 
|-
 
|-
|align="left" valign="top" | '''Study'''
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|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze''' <br> You can identify objects and creatures that manifest your power and see the use of the abilities of your power.  
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|valign="top"| '''Exact Estimation''' <br> Identify a Power, creature, or item.  
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Exact Examination''' <br> Learn exact Powers and abilities.
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Exact Excerpt'''     <br> Read past events.
|valign="top"| '''Omniscience''' <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
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|valign="top"| '''Exact Enumeration''' <br> Wide-area analysis.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
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|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Detect''' <br> You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''Secret Search'''   <br> Sense breaches of the status quo.
|valign="top"| '''Sensor''' <br> Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
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|valign="top"| '''Secret Sensor'''   <br> Sense from a guard or surveillance device.  
|valign="top"| '''Scry''' <br> Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
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|valign="top"| '''Secret Scrutiny''' <br> Scry on a location or creature.
|valign="top"| '''Omnipresence''' <br> You perceive from all objects manifesting your power at once over a wide area.  As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''Secret Scan'''     <br> Sense from all surveillance over a wide area.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
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|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.  
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|valign="top"| '''Negotiated Narrative'''   <br> Sway creatures who are not enemies.  
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Negotiated Nudge'''       <br> Crew can Sway non-enemies.
|valign="top"| '''Mesmerize''' <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
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|valign="top"| '''Negotiated Necessity''' <br> Post suggestions.
|valign="top"| '''Inculcate'''   <br> You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.   
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|valign="top"| '''Negotiated Normalization''' <br> Permanently change a personality.   
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
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|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Handle''' <br> You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
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|valign="top"| '''Design Draft'''     <br> Small workshop.
|valign="top"| '''Shape''' <br> You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand or smoke.  
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|valign="top"| '''Design Discipline''' <br> Build from designs.  
|valign="top"| '''Create''' <br> You can create objects manifesting your power out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
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|valign="top"| '''Design Directive''' <br> Create Fine and Potent known items.
|valign="top"| '''Fabricate'''   <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''Design Dominion''' <br> Mass device design.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
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|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy''' <br> You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Find Fault'''     <br> Noisily wreck damaged things.  
|valign="top"| '''Smash''' <br> Similar to jimmy.  When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Fracture Fault''' <br> Wreck damaged things as if they were wood.
|valign="top"| '''Disintegrate''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Frozen Fault'''   <br> Silent Fracture Fault.
|valign="top"| '''Obliterate''' <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction. 
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|valign="top"| '''Folding Fault''' <br> Fracture Fault over a large area.  
 
|}
 
|}
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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== Expanded Order Abilities ==
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=== Attune ===
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Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from the planes of law, and to restore the natural state of things by negating the Powers of others.
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Consequences usually depend on what happens around you.
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Sometimes a creature wants to be dismissed, giving good Position but not complete safety; consequences might include the creature losing control during the process or outside intervention.
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==== Ascriptive Authority ====
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Detect summoned creatures and active powers.
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Order is powerful in that you can perceive any [[Spirit (FiD)|Spirit]] and detect creatures and active Powers of any Form.
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{{ : Include Attune Basic Detect Powers (FiD) }}
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==== Assertive Authority ====
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Dismiss creatures. End the operation of any power.
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An essential strength of Order is to restore the natural order.
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This allows the dispelling of all Forms, forcing the materialization demilitarization of any [[Spirit (FiD)|Spirit]] and dismissing any summoned creature.
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
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==== Allegiant Authority ====
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Call creatures from a plane of law.
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Summoned creatures of Order come in three types, Virtues, automatons, and creatures with powers.
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Virtues are [[Spirit (FiD)|Spirit]] of Order, immaterial, ephemeral, manifesting different concepts and ideas, such as steam power, electricity, science or virtues such as bravery or intelligence. They can use sophisticated power effects and seek to manifest their core idea.
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Automatons are somewhat equivalent to the elementals of other powers.
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These are artificial bodies possessed by a virtue.
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Some automatons are mechanical or clockwork creatures, others are animated statues.
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Either is about as hard to make, a culture generally sticks to one of these methods.
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It is possible to dismiss a virtue possessing an automaton, leaving the body with no mind or animation.
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Creatures with powers are less common as agents of Order.
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They resemble perfect specimens of mundane creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some Powers related to Order.
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Agents of law may turn domesticated animals and even humans into creatures of order, granting powers of Order by fusing the creature with a virtue.
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This grants a longer lifespan at the price of sterility.
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Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
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This applies particularly to Order creatures, that are often mundane creatures engineered to be this way.
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It is not possible to dismiss a virtue that has been merged with a living creature.
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{{ : Include Attune Summon (FiD) }}
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==== Ascendant Authority ====
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Create a portal to a plane of law.
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Opens a portal to one of the planes of Order.
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Places of crystalline clarity, geometric perfection, or eusocial harmony, planes of Order are perfect to the point of being bland.
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{{ : Include Attune Gate (FiD) }}
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== Command ===
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Assume control and shape the actions of others to the will of the status quo.
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Consequences include Heat, misunderstood orders, or a faceoff.
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==== Hierarchy of Honor ====
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Command creatures with loyalty to your faction.
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You appeal to authority to push your commands on people, giving you leverage similar to wearing a uniform of someone in office.
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The effect is much stronger on people who share a cause or loyalty with you.
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This is useful for commanding foreign or alien subordinates across language barriers and provides the leverage needed to use Command to intimidate without the actual threat of violence.
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==== Hierarchy of the Hierophant ====
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Send messages to distant creatures of your faction.
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You can communicate with any creature you know of that is aligned with your cause over any distance.
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You can call on the ally of greatest seniority in a certain area, such as a city, base, or vehicle.
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Communication is precise and curt, as befits Command.
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==== Hierarchy of Hegemony ====
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Create loyalty in any creature.
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Issue a command with the authority of Order to any creature that shares your cause.
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This does not remove an existing chain of command, which can lead to conflicts.
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Understanding the social order of your targets helps avoid conflicting with their established loyalties.
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Ordering city troops to disarm needs more Outcome than telling them to take up fighting positions, which they have been conditioned to do.
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Limited Effect might result in a creature not doing something it might not have done anyway, such as forgetting to report you or give you a ticket.
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Standard Effect makes the creature do what it should, but in a way you decide, such as a police officer escorting you to safety or doing you a quick favor.
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Great Effect means targets will ignore their normal routine and go out of their way to please you, such as foregoing their orders to do what you tell them to do.
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The Position depends on the creature’s actual relationship to you.
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Ordering a creature that is your superior is a Desperate Position.
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A Controlled Position comes from ordering clear inferiors.
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A Risky Position is typical when ordering a creature that considers itself your equal.
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==== Hierarchy of Hate ====
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Permanently remove and create loyalty.
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This won’t work unless you are already in a position of power.
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It is not limited by cause or creature type; you can use this on anyone who is in your power.
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The Effect is similar to Hierarchy of Hegemony but permanent.
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Strong emotions can break your control, but otherwise it lasts until dispelled.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== Consort ===
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The Consort powers of Order allow you to merge into a social group.
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==== Uniform Use ====
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Assume local styles.
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You do not physically change; instead, you change your accessories, outfit, and behavior to match the local group.
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As an Advanced ability, you can apply this effect to others.
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==== Uniform Ubiquity ====
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Assume local shape.
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You assume the physical form of a creature that is part of a social group you are observing.
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This is a true physical transmutation and includes patterns of speech and movement.
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Uniform Ubiquity can be used as a set-up action for a number of other actions, but may penalize other actions as appropriate to your new form.
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When you assume the form of a supernatural creature, your new form can use appropriate Basic and Advanced Powers related to that form inherently, without risking stress.
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This allows you to use Powers you do not know by mimicking local creatures.
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With Limited Outcome, you transform into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
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Standard Outcome allows you to become a generic member of the group, very difficult to recognize as yourself.
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Great Outcome allows you to assume the exact shape and some of the mannerisms of a specific creature you have studied.
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==== Uniform Upbringing ====
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Crew assumes local form.
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This is Uniform Ubiquity applied to another creature, which must be willing or at least unable to resist.
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The duration depends on the Outcome.
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Limited Outcome is very temporary.
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Standard Outcome lasts for the duration of a score.
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Great Outcome lasts a long time, depending on the story.
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If you also want to make the target unrecognizable, this requires additional Effect; see Uniform Ubiquity.
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This ability is sometimes used as a form of poetic justice, transforming the target as punishment.
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Such transformations can be permanent and are often very difficult to undo.
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==== Uniform Urbanity ====
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Create a crowd of locals.
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{{ : Apex Consort }}
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== Finesse ===
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As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
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==== Pristine Precision ====
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Preempt malfunction.
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Devices you use resist damage and dysfunction.
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This improves your Position when machine malfunction would be a Consequence, such as when redlining a vehicle.
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As an Advanced ability, you can apply this effect to your entire crew.
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==== Pinpoint Precision ====
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Fine and Potent fencing.
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General rules for Order attacks are described in the introduction.
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Order is strong in formal duels and often gains improved Position in such situations.
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Aside from variety, this ability only substitutes for equipment; a Fine and Potent finesse weapon created this way is just as effective as a physical one.
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In a fight, using this ability does not take additional time; activating the attack is equivalent to drawing a weapon.
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==== Purposeful Precision ====
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Activate machines at a distance.
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You can operate machinery at range.
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This allows you to take control of vehicles, mechanical devices, automated gun turrets, and similar systems.
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You cannot cause machines to fail, jam, or break using this ability.
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* Limited Effect suffices when the device is allied and currently unmanned.
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* Standard Effect allows control of an unmanned device with minimal security.
 +
* Great Effect allows limited control of a hostile, manned, or high-security device; you can alter its operation, but doing so requires your constant attention.
 +
 +
==== Punctual Precision ====
 +
Find the best route.
 +
 +
You gain information about the best route to travel to a destination.
 +
You need not know where you are or where the destination is, but you must be able to uniquely identify the destination, such as by a unique name (Paris, France), map coordinates, or a detailed mental image.
 +
This provides guidance at each decision point along the route.
 +
This ability does not provide transportation and does not account for events or obstacles encountered along the way.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Hunt ===
 +
As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
 +
 +
==== Perfect Pursuit ====
 +
Reliable tracing devices.
 +
When tracking or pursuing someone, any device or beast used will work as it should, and people you question will be reliable as long as they are neutral or friendly.
 +
This usually enjoys a good Position.
 +
 +
==== Perfect Projectile ====
 +
Ordered sniping.
 +
General rules for Order attacks are in the introduction.
 +
You make a long-range weapon Potent and ensure it won’t jam, or you perform an exorcism at long range.
 +
Bows and arrows are integral to exorcism in many traditions, and guns may be fired at ceremonies to keep evil at bay.
 +
 +
==== Perfect Path ====
 +
Clear a path.
 +
You and your crew ignore temporary obstructions on a path, such as fallen branches or trees, potholes, wrecks, and the like. As long as any part of the path is clear, you completely ignore such hindrances, usually improving either Position or initial Effect.
 +
 +
==== Perfect Purity ====
 +
Ordered area attack.
 +
Perfect Projectile as an area attack—usually a grenade or possibly a hail of arrows. There is a risk of collateral damage, but when used as an exorcism this is rarely a problem.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Prowl ===
 +
Order reduces the risk of random mishaps, which often improves Position rather than granting extra Effect or new opportunities.
 +
 +
==== Routine Reconnoiter ====
 +
Understand security routines.
 +
 +
Improve your read of patrols, alarms, and their patterns. You can identify time windows and routes where security is weakest.
 +
It doesn’t matter whether the enemy has one lookout or a dozen.
 +
Prevents Prowl problems based on Scale (p 221), whether from your group’s Scale or the enemy’s.
 +
 +
==== Routine Route ====
 +
Secure a route.
 +
 +
Once you have moved along a given route, you master that path and can safely reuse it with this ability.
 +
* '''Home ground:''' you’ve tested all routes; improves both Effect and Position.
 +
* '''Neutral territory:''' you’ve used some routes; improves Position.
 +
* '''Hostile ground:''' if you’ve never been here, this offers little benefit — however, if you exit via the same path, that route is now neutral territory.
 +
 +
==== Routine Relay ====
 +
Crew Routine Reconnoiter or Route.
 +
 +
Grant your crew the benefits of Routine Reconnoiter or Routine Route.
 +
While the group stays together this offers little extra benefit, since your guidance already applies.
 +
Most useful when the crew splits up along different paths; their use of Refine Route applies only to routes they have personally traveled.
 +
Allies roll their own Prowl.
 +
 +
==== Routine Roam ====
 +
Teleport between transport nexuses.
 +
 +
You and your allies can teleport from one common travel destination to another such as bus stop to bus stop, between elevator levels, or between road junctions.
 +
This is regional travel — you stay within the same city or region — but it’s generally enough to escape almost any situation.
 +
 +
This takes you to places you are familiar with. Both Effect and Position are worse unless you know exactly where you are going, which makes it strong for escapes but weaker for intruding into unfamiliar enemy territory.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Skirmish ===
 +
As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
 +
Order Skirmish aids cooperation with others, especially when they too use Skirmish.
 +
 +
==== Combat Cowl ====
 +
Protect yourself from chaotic damage.
 +
 +
This protects against fluke accidents, traps, and attacks using the Flux power.
 +
{{ : Damage Resistance Template (FiD)}}
 +
 +
==== Combat Control ====
 +
Fine and Potent attack or exorcism.
 +
 +
Skirmish attacks use pistols or melee weapons, or you can perform an exorcism in a melee.
 +
The ordered nature of this ability reduces Consequences for those who Assist you.
 +
Aside from damage-type variety, this only substitutes for equipment; Fine and Potent mundane weapons are equally effective.
 +
Certain targets may be more or less vulnerable to certain attacks, but that’s the exception.
 +
 +
==== Combat Command ====
 +
Negate Scale in melee.
 +
 +
You anticipate the enemy’s attempts to coordinate, which prevents them from using Scale (p. 221) against you.
 +
Your side can still benefit from Scale.
 +
You can still attack single opponents as with Combat Control.
 +
 +
==== Combat Conquest ====
 +
Fight as if you had Scale.
 +
 +
As Combat Control, and your fighting is perfectly optimized—making you a one-person army.
 +
Not only do you negate the advantage your enemy may get from Scale (p. 221), you also have full Effect on enemy Cohorts.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Study ===
 +
Study and analyze objects and creatures to gain insight and knowledge.
 +
Order has high utility here, as it studies and records everything, giving you a wide selection of things you can analyze; essentially anything with a past on your plane of reality.
 +
 +
The Outcome required depends on range.
 +
* Limited Outcome for touch.
 +
* Standard Outcome for line of sight.
 +
* Great Outcome 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 the thing you are researching is dangerous in itself, worsening Position; Consequences may give you knowledge that lacks crucial details.
 +
 +
==== Exact Estimation ====
 +
Identify a Power, creature, or item.
 +
 +
You learn the name and basic information in narrative terms, but no details or actual rules.
 +
 +
==== Exact Examination ====
 +
Learn exact abilities.
 +
 +
You learn of any Powers or special abilities the target has.
 +
This includes actual rules and game effects.
 +
 +
==== Exact Excerpt ====
 +
Read past events.
 +
 +
You learn about previous owners, how the target has moved around, and significant scenes from its history.
 +
The power zooms in on events of interest to you.
 +
 +
==== Exact Enumeration ====
 +
Wide-area analysis.
 +
 +
You gain the benefits of Exact Examination for everything you can see, pinpointing locations of interest such as bases and power nodes.
 +
You can then use Exact Excerpt to learn the history of up to three such targets.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Survey ===
 +
Perceive and locate manifestations of Order and Flux, and distinguish between them.
 +
The Outcome required depends on the target’s concealment.
 +
 +
* Limited Outcome finds targets hiding behind cover or in distant places you can barely see.
 +
* Standard Outcome allows you to look behind walls and into hard cover.
 +
* Great Outcome allows you to look into far-away places and locations you had no idea existed.
 +
 +
==== Secret Search ====
 +
Sense breaches of the status quo.
 +
 +
This is a basic spotting power that selectively senses Powers, guards, and surveillance devices and allows you to tell them apart.
 +
You can restrict your search to items, creatures, Powers, or specific types of such things.
 +
 +
==== Secret Sensor ====
 +
Sense from a guard or surveillance device.
 +
 +
You move your perception to something intended for surveillance or security, such as a guard or surveillance device in the area you wish to scan.
 +
If you know of a specific target, you can use a guard or device associated with that target.
 +
You still sense things at your actual location, but only dimly.
 +
 +
==== Secret Scrutiny ====
 +
Scry on a location or creature.
 +
 +
Your perception zooms in through the guard or surveillance device closest to the location or creature you imagine.
 +
This ability is similar to Secret Sensor, but allows you to focus on a specific creature.
 +
Your senses are automatically directed to the best available vantage point for Secret Sensor, typically close enough to observe the target.
 +
This fails if no suitable viewpoint is available.
 +
 +
==== Secret Scan ====
 +
Secret Sensor over a wide area.
 +
 +
You perceive from every Secret Sensor through every guard or surveillance device within Range (p. 211).
 +
Your senses are enhanced impossibly, as if you were multiple individuals spread across the scene, creating a comprehensive mental image.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Sway ===
 +
Communicate, mesmerize, and manipulate creatures that are open to honest diplomacy.
 +
Position and Effect are determined normally, depending on the situation and your relationship to the listeners.
 +
 +
* '''Limited''' Outcome works when it follows the target’s existing impulses, merely overcoming fragile self-restraint. Social expectations can also allow this level of Outcome to work.
 +
* '''Standard''' Outcome can convince a target with no particular stake in the matter.
 +
* '''Great''' Outcome can convince a reluctant target, but not a passionate one.
 +
 +
==== Negotiated Narrative ====
 +
Sway creatures who are not enemies.
 +
 +
You can speak to gauge the mood, motivations, and concerns of creatures that are not hostile to you.
 +
 +
==== Negotiated Nudge ====
 +
Crew Sway non-enemies.
 +
 +
You and your allies can communicate effectively with creatures who are not enemies.
 +
This allows your crew to use the Sway action with full Effect, overcoming cultural and linguistic barriers.
 +
You are persuading through shared understanding, not speaking with authority.
 +
 +
==== Negotiated Necessity ====
 +
Post suggestions.
 +
 +
This is an enhanced Sway attempt that allows you to implant a suggestion in a creature that is not hostile to you or your creed.
 +
The suggestion is conditioned to trigger under circumstances you define.
 +
Until it activates, the effect remains subtle.
 +
The target does not remember being swayed.
 +
 +
==== Negotiated Normalization ====
 +
Permanently change a personality.
 +
 +
This effect is permanent and blatant.
 +
It alters the target’s priorities, loyalties, and motivations on a deep level.
 +
It works on any creature in your power that is not an embodiment of Flux or Order.
 +
 +
The target remembers their past, but considers it unimportant compared to their new motivations.
 +
There are limits to this power, especially for creatures strongly linked to a Form; you cannot make a fire creature love the sea or an angel perform deeds of darkness.
 +
Exceptional creatures or circumstances can break this effect.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Tinker ===
 +
Manipulate, shape, and create objects.
 +
Order can repair anything you are familiar with and create anything you fully understand or have blueprints for.
 +
{{ : Include Tinker (FiD) }}
 +
You can work on some designs you are very familiar with without having direct access to the design, but as technology becomes more advanced, the devices you can know well enough become fewer and fewer.
 +
 +
==== Design Draft ====
 +
Small workshop.
 +
 +
This ability substitutes for the tools and protective devices typical of a small workshop.
 +
You can work on any device you have a design for.
 +
 +
==== Design Discipline ====
 +
Build from designs.
 +
 +
You can quickly rebuild items into other items made of roughly the same material.
 +
You can exceed normal crafting limits, allowing you to manipulate unstable elements, shaping materials such as water, sand, or smoke and making them hold their new shape.
 +
This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for custom parts.
 +
You still need a design, but the power substitutes for some components.
 +
Such a rebuild only lasts for the duration of a score, and one using parts you do not have only lasts for a scene.
 +
 +
==== Design Directive ====
 +
Create Fine and Potent known items.
 +
 +
You do not need tools or parts to build complex Fine and Potent items, as long as you have the design.
 +
Such creations only last for the duration of a score.
 +
 +
==== Design Dominion ====
 +
Mass device design.
 +
 +
You can mass-produce objects or create large structures, such as ships or buildings, that would normally require a workforce and dedicated facilities.
 +
In long-term projects involving construction or crafting, Design Dominion allows you to create hundreds of identical items with the same effort as a single item, but at a stress cost.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Wreck ===
 +
Order cannot destroy that which is faultless, but it can amplify any significant fault that exists.
 +
This allows you to destroy, dismantle, and obliterate anything that is already damaged, badly worn, makeshift, or unrefined.
 +
 +
The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.
 +
 +
* '''Standard''' Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
 +
* '''Limited''' Outcome suffices for construction significantly weaker than this.
 +
* '''Greater''' Outcome is required for larger holes or stronger structures.
 +
 +
Position depends on the situation.
 +
A quiet workspace is Controlled.
 +
The general hustle of adventure is Risky.
 +
Dealing with direct attacks, massive crowds, or dangerous construction is Desperate.
 +
 +
When used in combat, damage is resolved as described in the introduction to [[#Top|Order]].
 +
Attacks are either improved mundane attacks or exorcism.
 +
 +
==== Find Fault ====
 +
Wreck damaged things.
 +
 +
You destroy damaged objects using brute force, striking with a sledgehammer or other heavy implement.
 +
When performing exorcism, no such tool is required.
 +
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.
 +
 +
==== Fracture Fault ====
 +
Wreck damaged things as if they were wood.
 +
 +
This functions as Find Fault, but you bypass the normal strength of materials, allowing you to break even very strong structures, as long as they are already damaged.
 +
An exorcism or a heavy implement used as a weapon counts as Fine and Potent.
 +
 +
==== Frozen Fault ====
 +
Silent Fracture Fault.
 +
 +
This ability allows you to wreck things silently.
 +
The damaged material vanishes rather than collapsing, leaving minimal traces.
 +
This is commonly used to remove evidence, provided the evidence already has a significant fault.
 +
 +
==== Folding Fault ====
 +
Fracture Fault over a large area.
 +
 +
This ability scales Fracture Fault to affect a much larger area at once, collapsing multiple damaged structures or a single large damaged structure in one action.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 13:50, 19 January 2026

Fox in the DarkFox in the Dark logo
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Powers (FiD)Fox in the Dark logo

Order is the power of the status quo, of stasis, predictability, loyalty, indoctrination, and dogma.

Order is the system of the world; the universe of space, matter, and natural law we are all familiar with. From a social perspective, Order is stable relations, social ritual, hierarchy, loyalty and unbending law. Order powers restore normality, negate randomness, and make mechanisms and people behave as expected. Order is opposed by Flux, the principle of chaos and randomness.

Order attacks come in two kinds. One is regular weapons. Your mundane weapons won’t fail unexpectedly as long as you use them properly and may become Fine and Potent using appropriate effects. The other is exorcism. Exorcism is a fine and potent attack that only works against creatures that possess others and creatures that can be dismissed because they are not native to the plane. This attack is quite situational, but sometimes uniquely useful, like when you want to strike at a possessing devil without harming the victim it is possessing.

Known as virtues, creatures of order represent different tasks, functions, skills, and moral values. Virtues stand for morals, order, and predictability, not good and evil. There can be a virtue of torture or execution. Get the right one and it will perform to perfection. Get the wrong one, and you have a very insistent pedant. If you want ethical creatures, look at Light and Darkness.

Muses are virtues of art and inspiration, including the classic muses as well as others relevant to different cultures.

Allegories are virtues of tasks, representing a craft like leatherworking, an activity like exploration or a technology such as steam power.

Precepts are virtues that exemplify a moral standpoint, such as innocence, fidelity, loyalty, justice, obedience, or despotism.

Order Power Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Ascriptive Authority
Detect summoned creatures and active Powers.
Assertive Authority
Dismiss creatures. End the operation of any Power.
Allegiant Authority
Call creatures from a plane of law.
Ascendant Authority
Create a portal to a plane of law.
Command Hierarchy of Honor
Command creatures with loyalty to your faction.
Hierarchy of the Hierophant
Send messages to distant creatures of your faction.
Hierarchy of Hegemony
Create loyalty in any creature.
Hierarchy of Hate
Permanently remove and create loyalty.
Consort Uniform Use
Assume local styles.
Uniform Ubiquity
Assume the form of a local creature.
Uniform Upbringing
Shapechange another creature into a local form.
Uniform Urbanity
Create a crowd of locals.
Finesse Pristine Precision
Preempt machine malfunction.
Pinpoint Precision
Fine and Potent fencing.
Purposeful Precision
Activate machines at a distance.
Punctual Precision
Find the best route.
Hunt Perfect Pursuit
Reliable tracking and pursuit.
Perfect Projectile
Make a long-range attack or exorcism Fine and Potent.
Perfect Path
Clear a path, negating obstructions.
Perfect Purity
Ordered area attack or exorcism.
Prowl Routine Reconnoiter
Understand security routines, preventing Scale.
Routine Route
Secure a route, preventing random setbacks.
Routine Relay
Grant allies the benefits of Reconnoiter or Route.
Routine Roam
Teleport between transport nexuses.
Skirmish Combat Cowl
Protect yourself from chaotic damage.
Combat Control
Fine and Potent melee attack or exorcism.
Combat Command
Negate enemy Scale in melee.
Combat Conquest
Fight as if you had Scale.
Study Exact Estimation
Identify a Power, creature, or item.
Exact Examination
Learn exact Powers and abilities.
Exact Excerpt
Read past events.
Exact Enumeration
Wide-area analysis.
Survey Secret Search
Sense breaches of the status quo.
Secret Sensor
Sense from a guard or surveillance device.
Secret Scrutiny
Scry on a location or creature.
Secret Scan
Sense from all surveillance over a wide area.
Sway Negotiated Narrative
Sway creatures who are not enemies.
Negotiated Nudge
Crew can Sway non-enemies.
Negotiated Necessity
Post suggestions.
Negotiated Normalization
Permanently change a personality.
Tinker Design Draft
Small workshop.
Design Discipline
Build from designs.
Design Directive
Create Fine and Potent known items.
Design Dominion
Mass device design.
Wreck Find Fault
Noisily wreck damaged things.
Fracture Fault
Wreck damaged things as if they were wood.
Frozen Fault
Silent Fracture Fault.
Folding Fault
Fracture Fault over a large area.
Back to top

Expanded Order Abilities

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from the planes of law, and to restore the natural state of things by negating the Powers of others.

Consequences usually depend on what happens around you. Sometimes a creature wants to be dismissed, giving good Position but not complete safety; consequences might include the creature losing control during the process or outside intervention.

Ascriptive Authority

Detect summoned creatures and active powers.

Order is powerful in that you can perceive any Spirit and detect creatures and active Powers of any Form. 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). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Assertive Authority

Dismiss creatures. End the operation of any power.

An essential strength of Order is to restore the natural order. This allows the dispelling of all Forms, forcing the materialization demilitarization of any Spirit and dismissing any summoned creature.

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 or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Allegiant Authority

Call creatures from a plane of law.

Summoned creatures of Order come in three types, Virtues, automatons, and creatures with powers.

Virtues are Spirit of Order, immaterial, ephemeral, manifesting different concepts and ideas, such as steam power, electricity, science or virtues such as bravery or intelligence. They can use sophisticated power effects and seek to manifest their core idea.

Automatons are somewhat equivalent to the elementals of other powers. These are artificial bodies possessed by a virtue. Some automatons are mechanical or clockwork creatures, others are animated statues. Either is about as hard to make, a culture generally sticks to one of these methods. It is possible to dismiss a virtue possessing an automaton, leaving the body with no mind or animation.

Creatures with powers are less common as agents of Order. They resemble perfect specimens of mundane creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some Powers related to Order. Agents of law may turn domesticated animals and even humans into creatures of order, granting powers of Order by fusing the creature with a virtue. This grants a longer lifespan at the price of sterility.

Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects. This applies particularly to Order creatures, that are often mundane creatures engineered to be this way. It is not possible to dismiss a virtue that has been merged with a living creature.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — 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:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Ascendant Authority

Create a portal to a plane of law.

Opens a portal to one of the planes of Order. Places of crystalline clarity, geometric perfection, or eusocial harmony, planes of Order are perfect to the point of being bland.

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.

Back to top

Command

Assume control and shape the actions of others to the will of the status quo. Consequences include Heat, misunderstood orders, or a faceoff.

Hierarchy of Honor

Command creatures with loyalty to your faction.

You appeal to authority to push your commands on people, giving you leverage similar to wearing a uniform of someone in office. The effect is much stronger on people who share a cause or loyalty with you. This is useful for commanding foreign or alien subordinates across language barriers and provides the leverage needed to use Command to intimidate without the actual threat of violence.

Hierarchy of the Hierophant

Send messages to distant creatures of your faction.

You can communicate with any creature you know of that is aligned with your cause over any distance. You can call on the ally of greatest seniority in a certain area, such as a city, base, or vehicle. Communication is precise and curt, as befits Command.

Hierarchy of Hegemony

Create loyalty in any creature.

Issue a command with the authority of Order to any creature that shares your cause. This does not remove an existing chain of command, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering city troops to disarm needs more Outcome than telling them to take up fighting positions, which they have been conditioned to do.

Limited Effect might result in a creature not doing something it might not have done anyway, such as forgetting to report you or give you a ticket. Standard Effect makes the creature do what it should, but in a way you decide, such as a police officer escorting you to safety or doing you a quick favor. Great Effect means targets will ignore their normal routine and go out of their way to please you, such as foregoing their orders to do what you tell them to do.

The Position depends on the creature’s actual relationship to you. Ordering a creature that is your superior is a Desperate Position. A Controlled Position comes from ordering clear inferiors. A Risky Position is typical when ordering a creature that considers itself your equal.

Hierarchy of Hate

Permanently remove and create loyalty.

This won’t work unless you are already in a position of power. It is not limited by cause or creature type; you can use this on anyone who is in your power. The Effect is similar to Hierarchy of Hegemony but permanent. Strong emotions can break your control, but otherwise it lasts until dispelled.

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Consort

The Consort powers of Order allow you to merge into a social group.

Uniform Use

Assume local styles.

You do not physically change; instead, you change your accessories, outfit, and behavior to match the local group. As an Advanced ability, you can apply this effect to others.

Uniform Ubiquity

Assume local shape.

You assume the physical form of a creature that is part of a social group you are observing. This is a true physical transmutation and includes patterns of speech and movement.

Uniform Ubiquity can be used as a set-up action for a number of other actions, but may penalize other actions as appropriate to your new form. When you assume the form of a supernatural creature, your new form can use appropriate Basic and Advanced Powers related to that form inherently, without risking stress. This allows you to use Powers you do not know by mimicking local creatures.

With Limited Outcome, you transform into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you. Standard Outcome allows you to become a generic member of the group, very difficult to recognize as yourself. Great Outcome allows you to assume the exact shape and some of the mannerisms of a specific creature you have studied.

Uniform Upbringing

Crew assumes local form.

This is Uniform Ubiquity applied to another creature, which must be willing or at least unable to resist. The duration depends on the Outcome. Limited Outcome is very temporary. Standard Outcome lasts for the duration of a score. Great Outcome lasts a long time, depending on the story.

If you also want to make the target unrecognizable, this requires additional Effect; see Uniform Ubiquity.

This ability is sometimes used as a form of poetic justice, transforming the target as punishment. Such transformations can be permanent and are often very difficult to undo.

Uniform Urbanity

Create a crowd of locals.

This is where Consort becomes similar to an Attune ability to summon. 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 creates a gang cohort (p 96) 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.

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Finesse

As described in the introduction to Order, attacks are either improved mundane attacks or exorcism.

Pristine Precision

Preempt malfunction.

Devices you use resist damage and dysfunction. This improves your Position when machine malfunction would be a Consequence, such as when redlining a vehicle. As an Advanced ability, you can apply this effect to your entire crew.

Pinpoint Precision

Fine and Potent fencing.

General rules for Order attacks are described in the introduction. Order is strong in formal duels and often gains improved Position in such situations. Aside from variety, this ability only substitutes for equipment; a Fine and Potent finesse weapon created this way is just as effective as a physical one. In a fight, using this ability does not take additional time; activating the attack is equivalent to drawing a weapon.

Purposeful Precision

Activate machines at a distance.

You can operate machinery at range. This allows you to take control of vehicles, mechanical devices, automated gun turrets, and similar systems. You cannot cause machines to fail, jam, or break using this ability.

  • Limited Effect suffices when the device is allied and currently unmanned.
  • Standard Effect allows control of an unmanned device with minimal security.
  • Great Effect allows limited control of a hostile, manned, or high-security device; you can alter its operation, but doing so requires your constant attention.

Punctual Precision

Find the best route.

You gain information about the best route to travel to a destination. You need not know where you are or where the destination is, but you must be able to uniquely identify the destination, such as by a unique name (Paris, France), map coordinates, or a detailed mental image. This provides guidance at each decision point along the route. This ability does not provide transportation and does not account for events or obstacles encountered along the way.

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Hunt

As described in the introduction to Order, attacks are either improved mundane attacks or exorcism.

Perfect Pursuit

Reliable tracing devices. When tracking or pursuing someone, any device or beast used will work as it should, and people you question will be reliable as long as they are neutral or friendly. This usually enjoys a good Position.

Perfect Projectile

Ordered sniping. General rules for Order attacks are in the introduction. You make a long-range weapon Potent and ensure it won’t jam, or you perform an exorcism at long range. Bows and arrows are integral to exorcism in many traditions, and guns may be fired at ceremonies to keep evil at bay.

Perfect Path

Clear a path. You and your crew ignore temporary obstructions on a path, such as fallen branches or trees, potholes, wrecks, and the like. As long as any part of the path is clear, you completely ignore such hindrances, usually improving either Position or initial Effect.

Perfect Purity

Ordered area attack. Perfect Projectile as an area attack—usually a grenade or possibly a hail of arrows. There is a risk of collateral damage, but when used as an exorcism this is rarely a problem.

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Prowl

Order reduces the risk of random mishaps, which often improves Position rather than granting extra Effect or new opportunities.

Routine Reconnoiter

Understand security routines.

Improve your read of patrols, alarms, and their patterns. You can identify time windows and routes where security is weakest. It doesn’t matter whether the enemy has one lookout or a dozen. Prevents Prowl problems based on Scale (p 221), whether from your group’s Scale or the enemy’s.

Routine Route

Secure a route.

Once you have moved along a given route, you master that path and can safely reuse it with this ability.

  • Home ground: you’ve tested all routes; improves both Effect and Position.
  • Neutral territory: you’ve used some routes; improves Position.
  • Hostile ground: if you’ve never been here, this offers little benefit — however, if you exit via the same path, that route is now neutral territory.

Routine Relay

Crew Routine Reconnoiter or Route.

Grant your crew the benefits of Routine Reconnoiter or Routine Route. While the group stays together this offers little extra benefit, since your guidance already applies. Most useful when the crew splits up along different paths; their use of Refine Route applies only to routes they have personally traveled. Allies roll their own Prowl.

Routine Roam

Teleport between transport nexuses.

You and your allies can teleport from one common travel destination to another such as bus stop to bus stop, between elevator levels, or between road junctions. This is regional travel — you stay within the same city or region — but it’s generally enough to escape almost any situation.

This takes you to places you are familiar with. Both Effect and Position are worse unless you know exactly where you are going, which makes it strong for escapes but weaker for intruding into unfamiliar enemy territory.

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Skirmish

As described in the introduction to Order, attacks are either improved mundane attacks or exorcism. Order Skirmish aids cooperation with others, especially when they too use Skirmish.

Combat Cowl

Protect yourself from chaotic damage.

This protects against fluke accidents, traps, and attacks using the Flux power. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Combat Control

Fine and Potent attack or exorcism.

Skirmish attacks use pistols or melee weapons, or you can perform an exorcism in a melee. The ordered nature of this ability reduces Consequences for those who Assist you. Aside from damage-type variety, this only substitutes for equipment; Fine and Potent mundane weapons are equally effective. Certain targets may be more or less vulnerable to certain attacks, but that’s the exception.

Combat Command

Negate Scale in melee.

You anticipate the enemy’s attempts to coordinate, which prevents them from using Scale (p. 221) against you. Your side can still benefit from Scale. You can still attack single opponents as with Combat Control.

Combat Conquest

Fight as if you had Scale.

As Combat Control, and your fighting is perfectly optimized—making you a one-person army. Not only do you negate the advantage your enemy may get from Scale (p. 221), you also have full Effect on enemy Cohorts.

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Study

Study and analyze objects and creatures to gain insight and knowledge. Order has high utility here, as it studies and records everything, giving you a wide selection of things you can analyze; essentially anything with a past on your plane of reality.

The Outcome required depends on range.

  • Limited Outcome for touch.
  • Standard Outcome for line of sight.
  • Great Outcome 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 the thing you are researching is dangerous in itself, worsening Position; Consequences may give you knowledge that lacks crucial details.

Exact Estimation

Identify a Power, creature, or item.

You learn the name and basic information in narrative terms, but no details or actual rules.

Exact Examination

Learn exact abilities.

You learn of any Powers or special abilities the target has. This includes actual rules and game effects.

Exact Excerpt

Read past events.

You learn about previous owners, how the target has moved around, and significant scenes from its history. The power zooms in on events of interest to you.

Exact Enumeration

Wide-area analysis.

You gain the benefits of Exact Examination for everything you can see, pinpointing locations of interest such as bases and power nodes. You can then use Exact Excerpt to learn the history of up to three such targets.

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Survey

Perceive and locate manifestations of Order and Flux, and distinguish between them. The Outcome required depends on the target’s concealment.

  • Limited Outcome finds targets hiding behind cover or in distant places you can barely see.
  • Standard Outcome allows you to look behind walls and into hard cover.
  • Great Outcome allows you to look into far-away places and locations you had no idea existed.

Secret Search

Sense breaches of the status quo.

This is a basic spotting power that selectively senses Powers, guards, and surveillance devices and allows you to tell them apart. You can restrict your search to items, creatures, Powers, or specific types of such things.

Secret Sensor

Sense from a guard or surveillance device.

You move your perception to something intended for surveillance or security, such as a guard or surveillance device in the area you wish to scan. If you know of a specific target, you can use a guard or device associated with that target. You still sense things at your actual location, but only dimly.

Secret Scrutiny

Scry on a location or creature.

Your perception zooms in through the guard or surveillance device closest to the location or creature you imagine. This ability is similar to Secret Sensor, but allows you to focus on a specific creature. Your senses are automatically directed to the best available vantage point for Secret Sensor, typically close enough to observe the target. This fails if no suitable viewpoint is available.

Secret Scan

Secret Sensor over a wide area.

You perceive from every Secret Sensor through every guard or surveillance device within Range (p. 211). Your senses are enhanced impossibly, as if you were multiple individuals spread across the scene, creating a comprehensive mental image.

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Sway

Communicate, mesmerize, and manipulate creatures that are open to honest diplomacy. Position and Effect are determined normally, depending on the situation and your relationship to the listeners.

  • Limited Outcome works when it follows the target’s existing impulses, merely overcoming fragile self-restraint. Social expectations can also allow this level of Outcome to work.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome can convince a reluctant target, but not a passionate one.

Negotiated Narrative

Sway creatures who are not enemies.

You can speak to gauge the mood, motivations, and concerns of creatures that are not hostile to you.

Negotiated Nudge

Crew Sway non-enemies.

You and your allies can communicate effectively with creatures who are not enemies. This allows your crew to use the Sway action with full Effect, overcoming cultural and linguistic barriers. You are persuading through shared understanding, not speaking with authority.

Negotiated Necessity

Post suggestions.

This is an enhanced Sway attempt that allows you to implant a suggestion in a creature that is not hostile to you or your creed. The suggestion is conditioned to trigger under circumstances you define. Until it activates, the effect remains subtle. The target does not remember being swayed.

Negotiated Normalization

Permanently change a personality.

This effect is permanent and blatant. It alters the target’s priorities, loyalties, and motivations on a deep level. It works on any creature in your power that is not an embodiment of Flux or Order.

The target remembers their past, but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures strongly linked to a Form; you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures or circumstances can break this effect.

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Tinker

Manipulate, shape, and create objects. Order can repair anything you are familiar with and create anything you fully understand or have blueprints for.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability. You can work on some designs you are very familiar with without having direct access to the design, but as technology becomes more advanced, the devices you can know well enough become fewer and fewer.

Design Draft

Small workshop.

This ability substitutes for the tools and protective devices typical of a small workshop. You can work on any device you have a design for.

Design Discipline

Build from designs.

You can quickly rebuild items into other items made of roughly the same material. You can exceed normal crafting limits, allowing you to manipulate unstable elements, shaping materials such as water, sand, or smoke and making them hold their new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for custom parts. You still need a design, but the power substitutes for some components. Such a rebuild only lasts for the duration of a score, and one using parts you do not have only lasts for a scene.

Design Directive

Create Fine and Potent known items.

You do not need tools or parts to build complex Fine and Potent items, as long as you have the design. Such creations only last for the duration of a score.

Design Dominion

Mass device design.

You can mass-produce objects or create large structures, such as ships or buildings, that would normally require a workforce and dedicated facilities. In long-term projects involving construction or crafting, Design Dominion allows you to create hundreds of identical items with the same effort as a single item, but at a stress cost.

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Wreck

Order cannot destroy that which is faultless, but it can amplify any significant fault that exists. This allows you to destroy, dismantle, and obliterate anything that is already damaged, badly worn, makeshift, or unrefined.

The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.

  • Standard Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
  • Limited Outcome suffices for construction significantly weaker than this.
  • Greater Outcome is required for larger holes or stronger structures.

Position depends on the situation. A quiet workspace is Controlled. The general hustle of adventure is Risky. Dealing with direct attacks, massive crowds, or dangerous construction is Desperate.

When used in combat, damage is resolved as described in the introduction to Order. Attacks are either improved mundane attacks or exorcism.

Find Fault

Wreck damaged things.

You destroy damaged objects using brute force, striking with a sledgehammer or other heavy implement. When performing exorcism, no such tool is required. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.

Fracture Fault

Wreck damaged things as if they were wood.

This functions as Find Fault, but you bypass the normal strength of materials, allowing you to break even very strong structures, as long as they are already damaged. An exorcism or a heavy implement used as a weapon counts as Fine and Potent.

Frozen Fault

Silent Fracture Fault.

This ability allows you to wreck things silently. The damaged material vanishes rather than collapsing, leaving minimal traces. This is commonly used to remove evidence, provided the evidence already has a significant fault.

Folding Fault

Fracture Fault over a large area.

This ability scales Fracture Fault to affect a much larger area at once, collapsing multiple damaged structures or a single large damaged structure in one action.

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