Difference between revisions of "Order Powers (FiD)"

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{{FiD-Powers}}
Order is the power the status quo, of perfection, of loyalty, indoctrination, and dogma.  
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{{tocright}}
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Order is the power of the status quo, of stasis, predictability, loyalty, indoctrination, and dogma.  
  
Order is the system of the world; the ordered universe of space and matter we are all familiar with.
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Order is the system of the world; the universe of space, matter, and natural law we are all familiar with.
Order powers restore normality, negate randomness, negates powers, and makes mechanisms and people behave as expected.  
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From a social perspective, Order is stable relations, social ritual, hierarchy, loyalty and unbending law.
It is associated with what science calls low entropy; a completely ordered universe has no content but enormous potential.
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Order powers restore normality, negate randomness, and make mechanisms and people behave as expected.  
 +
Order is opposed by [[Flux_Powers_(FiD)|Flux]], the principle of chaos and randomness.
  
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 potent weapons blessed to defeat the supernatural.
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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.  
 +
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. Get the right one and it will perform to perfection. Get the wrong one, and you have a very insistent pedantic.  
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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_Powers_(FiD)|Light]] and [[Darkness_Powers_(FiD)|Darkness]].
  
=== Order Power Effects ===
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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.
 +
 
 +
=== Order Power Abilities ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
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|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Virtuous Vision'''   <br> You can detect summoned creatures and active powers.  
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|valign="top"| '''Ascriptive Authority''' <br> Detect summoned creatures and active Powers.  
|valign="top"| '''Power Purge'''       <br> You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.  
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|valign="top"| '''Assertive Authority''' <br> Dismiss creatures. End the operation of any Power.  
|valign="top"| '''Herald of Harmony''' <br> You can call a virtue, creatures of order from a plane of law.  
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|valign="top"| '''Allegiant Authority''' <br> Call creatures from a plane of law.  
|valign="top"| '''Disciplined Domain'' <br> You can dismiss all summoned creatures and negate all powers in a wide area.  
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|valign="top"| '''Ascendant Authority''<br> Create a portal to a plane of law.  
 
 
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Loyal Linguistics'''   <br> You can communicate with creatures with loyalty to your faction 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"| '''Factional Fellowship''' <br> You and allies can communicate with creatures not opposed to your faction.
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|valign="top"| '''Hierarchy of the Hierophant''' <br> Send messages to distant creatures of your faction.
|valign="top"| '''Add Alegience'''       <br> You can create loyalty in any creature. 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"| '''Oath of Obedience'''   <br> You can permanently remove and create loyalty in any creature that does not resist you violently.   
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|valign="top"| '''Hierarchy of Hate'''       <br> Permanently remove and create loyalty.   
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Unify Uniform'''     <br> You can change your clothes and accessories to match local customs.  
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|valign="top"| '''Uniform Use'''       <br> Assume local styles.  
|valign="top"| '''Maestro of Mimicry''' <br> You assume the form of a local creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Uniform Ubiquity'''   <br> Assume the form of a local creature.
|valign="top"| '''Form Flock'''         <br> You can shapechange allies into local creatures.
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|valign="top"| '''Uniform Upbringing''' <br> Shapechange another creature into a local form.
|valign="top"| '''Assimilation'''       <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'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Tool Tamer'''       <br> Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.  
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|valign="top"| '''Pristine Precision'''   <br> Preempt machine malfunction.  
|valign="top"| '''Weapon Warden'''     <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 Tool Tamer ability for the duration of a score.
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|valign="top"| '''Pinpoint Precision'''   <br> Fine and Potent fencing.
|valign="top"| '''Machinist Magician'' <br> You can make machines do what they are supposed to do, activating them at a distance.
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|valign="top"| '''Purposeful Precision''' <br> Activate machines at a distance.
|valign="top"| '''Perfect Prowess'''  <br> You enforce the rules of fair duels, preventing opponents from ganging up on you.  
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|valign="top"| '''Punctual Precision'''  <br> Find the best route.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Perfect Pursuit'''    <br> Bystanders and technology you rely on to track are reliable.
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|valign="top"| '''Perfect Pursuit'''    <br> Reliable tracking and pursuit.
|valign="top"| '''Precise Projectile''' <br> You can use your power to make a rigel attack fine and potent, or make an potent exorcism at range.
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|valign="top"| '''Perfect Projectile''' <br> Make a long-range attack or exorcism Fine and Potent.
|valign="top"| '''Hunter's Havoc'''     <br> You can use your power perfect a grenade, making it fine and potent, or to potent exorcise an area at range.
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|valign="top"| '''Perfect Path'''       <br> Clear a path, negating obstructions.
|valign="top"| '''Hunters Hellfire'''   <br> You an artillery barrage or bomb, making it fine and potent, or you potently exorcise a large area at range.
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|valign="top"| '''Perfect Purity'''     <br> Ordered area attack or exorcism.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Clear-cut Course''' <br> 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.
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|valign="top"| '''Routine Reconnoiter''' <br> Understand security routines, preventing Scale.
|valign="top"| '''Refine Route'''     <br> You can move along paths you are supposed to be able to move along, finding a clear path even if it is damaged or obstructed.  
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|valign="top"| '''Routine Route'''       <br> Secure a route, preventing random setbacks.  
|valign="top"| '''Guide's Glide'''    <br> You can bring allies along when you use Refine Route.
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|valign="top"| '''Routine Relay'''       <br> Grant allies the benefits of Reconnoiter or Route.
|valign="top"| '''Punctual Pathway''' <br> You and allies can teleport from one regional transport nexus to another, even if normal transport is down.  
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|valign="top"| '''Routine Roam'''       <br> Teleport between transport nexuses.  
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Precise Prowess''' <br> A melee weapon or pistol you use will not fail, improving your position. You can make a potent exorcise by touch.  
+
|valign="top"| '''Combat Cowl'''     <br> Protect yourself from chaotic damage.  
|valign="top"| '''Combat Control'''  <br> Same as Skirmish Attack, except the weapon or exorcism is also fine and potent.
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|valign="top"| '''Combat Control'''  <br> Fine and Potent melee attack or exorcism.
|valign="top"| '''Combat Command'''   <br> You deny the enemy the ability to coordinate their attacks to benefit from numbers.
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|valign="top"| '''Combat Command''' <br> Negate enemy Scale in melee.
|valign="top"| '''Combat Conquest''' <br> You optimize your movement to attack multiple enemies without disadvantage.  
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|valign="top"| '''Combat Conquest''' <br> Fight as if you had Scale.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Inquisitor's Insight''' <br> You can identify objects and creatures that break the status quo and see the use of the abilities of any power.  
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|valign="top"| '''Exact Estimation''' <br> Identify a Power, creature, or item.  
|valign="top"| '''Insightful Inquiry'''   <br> You learn the powers and abilities of something you analyze with Inquisitor's Insight.
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|valign="top"| '''Exact Examination''' <br> Learn exact Powers and abilities.
|valign="top"| '''Lexicon of Lore'''     <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"| '''Wide-Angle Wisdom'''   <br> You use Insightful Inquiry on 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'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Vigilant Vision'''   <br> You can sense manifestations of any power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''Secret Search'''   <br> Sense breaches of the status quo.
|valign="top"| '''Sensor's Secret'''   <br> You can sense the workings of machines and alarms and see through surveillance devices, including others' powers used to survey.  
+
|valign="top"| '''Secret Sensor'''   <br> Sense from a guard or surveillance device.  
|valign="top"| '''Enhanced Espionage''' <br> Choose a location or creature. You gain a sensor at the nearest surveillance device, which is often close enough to perceive the target.
+
|valign="top"| '''Secret Scrutiny''' <br> Scry on a location or creature.
|valign="top"| '''Web of Watchers'''   <br> You perceive from all surveillance devices 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'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Diplomatic Discourse''' <br> You can communicate with creatures who are not enemies 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"| '''Negotiation Nexus'''   <br> You and allies can communicate with creatures who are not enemies.
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|valign="top"| '''Negotiated Nudge'''       <br> Crew can Sway non-enemies.
|valign="top"| '''Compelling Command'''   <br> You can post suggestions in the mind of a creature who are not enemies, which will be triggered under conditions you specify. A suggested action must be within the creatures normal range of action. 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 Influence''' <br> You change the personality and motivations of creatures. 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'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Tool Tweak'''       <br> You can repair objects as if you had the appropriate tools and protective devices.
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|valign="top"| '''Design Draft'''     <br> Small workshop.
|valign="top"| '''Device Design'''     <br> You can create objects from existing components as long as you know them well or have a blueprint.  
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|valign="top"| '''Design Discipline''' <br> Build from designs.  
|valign="top"| '''Create Components''' <br> You can create objects out of nothing as you know them well or have a blueprint. This can create complex tools, such as fine and potent items.
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|valign="top"| '''Design Directive''' <br> Create Fine and Potent known items.
|valign="top"| '''Machine Miracle'''   <br> This is similar to Device Design, 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'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Find Fault'''           <br> You cannot wreck that which is perfect, but you can wreck anything that is already damaged. You can make a potent but clumsy exorcism. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Find Fault'''     <br> Noisily wreck damaged things.  
|valign="top"| '''Implode Inperfections''' <br> Similar to jimmy. When smashing damaged objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer or exorcism in combat.
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|valign="top"| '''Fracture Fault''' <br> Wreck damaged things as if they were wood.
|valign="top"| '''Defects to Dust'''     <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"| '''Deficiency Disaster'''  <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.  
+
|valign="top"| '''Folding Fault'''  <br> Fracture Fault over a large area.  
 
|}
 
|}
  
== Expanded Order Powers ==
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Attune ===
 
Heighten your awareness and manipulate the forces of harmony to maintain order in chaotic situations.
 
  
'''Virtuous Vision'''
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== Expanded Order Abilities ==
You can detect summoned creatures and active powers.
 
  
'''Power Purge'''
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=== Attune ===
You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.
+
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.
  
'''Herald of Harmony'''
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Consequences usually depend on what happens around you.
You can call a virtue, creatures of order from a plane of law.
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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.
  
'''Disciplined Domain'''
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==== Ascriptive Authority ====
You can dismiss all summoned creatures and negate all powers in a wide area.
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Detect summoned creatures and active powers.
  
=== Command ===
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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.
Assert your authority and influence over others to uphold your faction's interests.
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{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Loyal Linguistics'''
+
==== Assertive Authority ====
You can communicate with creatures with loyalty to your faction even if normally couldn't, allowing you to use the command action normally on them.
+
Dismiss creatures. End the operation of any power.
  
'''Factional Fellowship'''
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An essential strength of Order is to restore the natural order.
You and allies can communicate with creatures not opposed to your faction.
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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.
  
'''Add Alegience'''
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
You can create loyalty in any creature. This does not remove existing loyalties, which can lead to conflicts.
 
  
'''Oath of Obedience'''
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==== Allegiant Authority ====
You can permanently remove and create loyalty in any creature that does not resist you violently.
+
Call creatures from a plane of law.
  
=== Consort ===
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Summoned creatures of Order come in three types, Virtues, automatons, and creatures with powers.
Blend in seamlessly with your surroundings and manipulate the loyalty of those around you.
 
  
'''Unify Uniform'''
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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.
You can change your clothes and accessories to match local customs.
 
  
'''Maestro of Mimicry'''
+
Automatons are somewhat equivalent to the elementals of other powers.
You assume the form of a local creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
These are artificial bodies possessed by a virtue.
 +
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.
 +
 +
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.
  
'''Form Flock'''
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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.
You can shapechange allies into local creatures.
+
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.
  
'''Assimilation'''
+
{{ : Include Attune Summon (FiD) }}
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 ===
+
==== Ascendant Authority ====
Refine your skills and manipulate tools and machinery to your advantage.
+
Create a portal to a plane of law.
  
'''Tool Tamer'''
+
Opens a portal to one of the planes of Order.
Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.
+
Places of crystalline clarity, geometric perfection, or eusocial harmony, planes of Order are perfect to the point of being bland.
  
'''Weapon Warden'''
+
{{ : Include Attune Gate (FiD) }}
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 Tool Tamer ability for the duration of a score.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Machinist Magician'''
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=== Command ===
You can make machines do what they are supposed to do, activating them at a distance.
+
Assume control and shape the actions of others to the will of the status quo.
 +
Consequences include Heat, misunderstood orders, or a faceoff.
  
'''Perfect Prowess'''
+
==== Hierarchy of Honor ====
You enforce the rules of fair duels, preventing opponents from ganging up on you.
+
Command creatures with loyalty to your faction.
  
=== Hunt ===
+
You appeal to authority to push your commands on people, giving you leverage similar to wearing a uniform of someone in office.
Track down targets and enforce order with precision and efficiency.
+
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.  
  
'''Perfect Pursuit'''
+
==== Hierarchy of the Hierophant ====
Bystanders and technology you rely on to track are reliable.
+
Send messages to distant creatures of your faction.
  
'''Precise Projectile'''
+
You can communicate with any creature you know of that is aligned with your cause over any distance.
You can use your power to make a rigel attack fine and potent, or make a potent exorcism at range.
+
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.
  
'''Hunter's Havoc'''
+
==== Hierarchy of Hegemony ====
You can use your power perfect a grenade, making it fine and potent, or to potent exorcise an area at range.
+
Create loyalty in any creature.
  
'''Hunters Hellfire'''
+
Issue a command with the authority of Order to any creature that shares your cause.
You an artillery barrage or bomb, making it fine and potent, or you potently exorcise a large area at range.
+
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.
  
=== Prowl ===
+
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.
Navigate unseen realms and outmaneuver adversaries with finesse.
+
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.
  
'''Clear-cut Course'''
+
The Position depends on the creature’s actual relationship to you.
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.
+
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.  
  
'''Refine Route'''
+
==== Hierarchy of Hate ====
You can move along paths you are supposed to be able to move along, finding a clear path even if it is damaged or obstructed.
+
Permanently remove and create loyalty.
  
'''Guide's Glide'''
+
This won’t work unless you are already in a position of power.
You can bring allies along when you use Refine Route.
+
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.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Punctual Pathway'''
+
=== Consort ===
You and allies can teleport from one regional transport nexus to another, even if normal transport is down.
+
The Consort powers of Order allow you to merge into a social group.
  
=== Skirmish ===
+
==== Uniform Use ====
Engage in strategic combat and maintain control of the battlefield.
+
Assume local styles.
  
'''Precise Prowess'''
+
You do not physically change; instead, you change your accessories, outfit, and behavior to match the local group.
A melee weapon or pistol you use will not fail, improving your position. You can make a potent exorcise by touch.
+
As an Advanced ability, you can apply this effect to others.
  
'''Combat Control'''
+
==== Uniform Ubiquity ====
Same as Skirmish Attack, except the weapon or exorcism is also fine and potent.
+
Assume local shape.
  
'''Combat Command'''
+
You assume the physical form of a creature that is part of a social group you are observing.
You deny the enemy the ability to coordinate their attacks to benefit from numbers.
+
This is a true physical transmutation and includes patterns of speech and movement.
  
'''Combat Conquest'''
+
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.
You optimize your movement to attack multiple enemies without disadvantage.
+
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.
  
=== Study ===
+
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.
Analyze situations and gather intelligence to maintain order.
+
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.
  
'''Inquisitor's Insight'''
+
==== Uniform Upbringing ====
You can identify objects and creatures that break the status quo and see the use of the abilities of any power.
+
Crew assumes local form.
  
'''Insightful Inquiry'''
+
This is Uniform Ubiquity applied to another creature, which must be willing or at least unable to resist.
You learn the powers and abilities of something you analyze with Inquisitor's Insight.
+
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.
  
'''Lexicon of Lore'''
+
If you also want to make the target unrecognizable, this requires additional Effect; see Uniform Ubiquity.
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.
 
  
'''Wide-Angle Wisdom'''
+
This ability is sometimes used as a form of poetic justice, transforming the target as punishment.
You use Insightful Inquiry on 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.
+
Such transformations can be permanent and are often very difficult to undo.
  
=== Survey ===
+
==== Uniform Urbanity ====
Monitor situations and maintain vigilance over your surroundings.
+
Create a crowd of locals.
  
'''Vigilant Vision'''
+
{{ : Apex Consort }}
You can sense manifestations of any 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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Sensor's Secret'''
+
=== Finesse ===
You can sense the workings of machines and alarms and see through surveillance devices, including others' powers used to survey.
+
As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
  
'''Enhanced Espionage'''
+
==== Pristine Precision ====
Choose a location or creature. You gain a sensor at the nearest surveillance device, which is often close enough to perceive the target.
+
Preempt malfunction.
  
'''Web of Watchers'''
+
Devices you use resist damage and dysfunction.
You perceive from all surveillance devices at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
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.
  
=== Sway ===
+
==== Pinpoint Precision ====
Influence others and maintain control over the hearts and minds of those around you.
+
Fine and Potent fencing.
  
'''Diplomatic Discourse'''
+
General rules for Order attacks are described in the introduction.
You can communicate with creatures who are not enemies even if normally couldn't, allowing you to use the sway action normally on them.
+
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.
  
'''Negotiation Nexus'''
+
==== Purposeful Precision ====
You and allies can communicate with creatures who are not enemies.
+
Activate machines at a distance.
  
'''Compelling Command'''
+
You can operate machinery at range.
You can post suggestions in the mind of a creature who are not enemies, which will be triggered under conditions you specify. A suggested action must be within the creatures normal range of action. This is a subtle power, but easier to spot once triggered.
+
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.
  
'''Inculcate Influence'''
+
* Limited Effect suffices when the device is allied and currently unmanned.
You change the personality and motivations of creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
+
* 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.
  
=== Tinker ===
+
==== Punctual Precision ====
Manipulate technology and craft innovative solutions to maintain order and efficiency.
+
Find the best route.
  
'''Tool Tweak'''
+
You gain information about the best route to travel to a destination.
You can repair objects as if you had the appropriate tools and protective devices.
+
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>
  
'''Device Design'''
+
=== Hunt ===
You can create objects from existing components as long as you know them well or have a blueprint.
+
As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
  
'''Create Components'''
+
==== Perfect Pursuit ====
You can create objects out of nothing as you know them well or have a blueprint. This can create complex tools, such as fine and potent items.
+
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.
  
'''Machine Miracle'''
+
==== Perfect Projectile ====
This is similar to Device Design, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
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.
  
=== Wreck ===
+
==== Perfect Path ====
Disrupt and dismantle systems and structures to maintain control and eliminate threats.
+
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.
  
'''Find Fault'''
+
==== Perfect Purity ====
You cannot wreck that which is perfect, but you can wreck anything that is already damaged. You can make a potent but clumsy exorcism. Noisy and leaves a twisted object in place.
+
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>
  
'''Implode Inperfections'''
+
=== Prowl ===
Similar to jimmy. When smashing damaged objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer or exorcism in combat.
+
Order reduces the risk of random mishaps, which often improves Position rather than granting extra Effect or new opportunities.
  
'''Defects to Dust'''
+
==== Routine Reconnoiter ====
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Understand security routines.
  
'''Deficiency Disaster'''
+
Improve your read of patrols, alarms, and their patterns. You can identify time windows and routes where security is weakest.
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.
+
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.
  
== Expanded Water Powers ==
+
==== Routine Route ====
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
Secure a route.
  
=== Attune ===
+
Once you have moved along a given route, you master that path and can safely reuse it with this ability.
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
+
* '''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.
  
'''Perceive:'''
+
==== Routine Relay ====
''You can detect creatures and power use tied to your power.  
+
Crew Routine Reconnoiter or Route.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
+
Grant your crew the benefits of Routine Reconnoiter or Routine Route.
Naturally, effect is reduced as the creature is more heavily obscured.  
+
While the group stays together this offers little extra benefit, since your guidance already applies.
The position usually starts controlled, with the usual consequence that you cannot try again.
+
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.
  
'''Dismiss:'''
+
==== Routine Roam ====
''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.
+
Teleport between transport nexuses.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
+
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.
The consequences of this depends entirely on what happens around you when you do it.
+
This is regional travel — you stay within the same city or region — but it’s generally enough to escape almost any situation.
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.  
+
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.
Most powers only dispel effects of their own power.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
+
=== Skirmish ===
The position is controlled, possibly risky if there are a lot of other dangers around.
+
As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
Limited effect creates an opening that makes the supported action potent.
+
Order Skirmish aids cooperation with others, especially when they too use Skirmish.
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
==== Combat Cowl ====
Against an opponent that uses power to fly or even breathe you can have a better effect.
+
Protect yourself from chaotic damage.
  
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.
+
This protects against fluke accidents, traps, and attacks using the Flux power.
 +
{{ : Damage Resistance Template (FiD)}}
  
'''Summon:'''
+
==== Combat Control ====
''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 score in itself.
+
Fine and Potent attack or exorcism.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.  
+
Skirmish attacks use pistols or melee weapons, or you can perform an exorcism in a melee.
This is usually a parallel world or plane of existence, dominated by your power.
+
The ordered nature of this ability reduces Consequences for those who Assist you.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
+
Aside from damage-type variety, this only substitutes for equipment; Fine and Potent mundane weapons are equally effective.
These places can be unique to each power, or one big place where different places are dominated by different powers.
+
Certain targets may be more or less vulnerable to certain attacks, but that’s the exception.
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
+
==== Combat Command ====
They can also give advice and information related to their power.
+
Negate Scale in melee.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
You anticipate the enemy’s attempts to coordinate, which prevents them from using Scale (p. 221) against you.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.  
+
Your side can still benefit from Scale.
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
+
You can still attack single opponents as with Combat Control.
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
==== Combat Conquest ====
 +
Fight as if you had Scale.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
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>
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
+
=== Study ===
An elemental is a simple creature totally dominated by its power.  
+
Study and analyze objects and creatures to gain insight and knowledge.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
+
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.
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
+
The Outcome required depends on range.
They can use sophisticated power effects and usually have an agenda of their own.
+
* Limited Outcome for touch.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
+
* 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.
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
+
Position depends on the situation.
A fire dragon is impossibly large, flies, and breathes fire.  
+
Safely in your base, the Position is Controlled.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
+
In the middle of a fight or when pinned down, the Position is Desperate.
An undead creature is a corpse animated by the powers of Death.
+
Sometimes the thing you are researching is dangerous in itself, worsening Position; Consequences may give you knowledge that lacks crucial details.
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
==== Exact Estimation ====
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
+
Identify a Power, creature, or item.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
+
You learn the name and basic information in narrative terms, but no details or actual rules.
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
 
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
==== Exact Examination ====
 +
Learn exact abilities.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
You learn of any Powers or special abilities the target has.
Typical consequences are:
+
This includes actual rules and game effects.
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
==== Exact Excerpt ====
 +
Read past events.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
+
You learn about previous owners, how the target has moved around, and significant scenes from its history.
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
+
The power zooms in on events of interest to you.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
==== Exact Enumeration ====
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
Wide-area analysis.
  
This is rarely useful, but can be under exceptional circumstances.
+
You gain the benefits of Exact Examination for everything you can see, pinpointing locations of interest such as bases and power nodes.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.  
+
You can then use Exact Excerpt to learn the history of up to three such targets.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.  
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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 where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
=== Survey ===
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
Perceive and locate manifestations of Order and Flux, and distinguish between them.
 +
The Outcome required depends on the target’s concealment.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
* Limited Outcome finds targets hiding behind cover or in distant places you can barely see.
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
* Standard Outcome allows you to look behind walls and into hard cover.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
+
* Great Outcome allows you to look into far-away places and locations you had no idea existed.
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
==== Secret Search ====
Command creatures based on your power with communication and authority.
+
Sense breaches of the status quo.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
This is a basic spotting power that selectively senses Powers, guards, and surveillance devices and allows you to tell them apart.
''You can make creatures understand you, but you do not understand them.
+
You can restrict your search to items, creatures, Powers, or specific types of such things.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
==== Secret Sensor ====
Combined with the basic power of Sway allows two-way communication.
+
Sense from a guard or surveillance device.
  
'''Translate:'''
+
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.
You and allies can communicate with creatures based on your power.
+
If you know of a specific target, you can use a guard or device associated with that target.
This allows full conversation with creatures of the power.  
+
You still sense things at your actual location, but only dimly.
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
==== Secret Scrutiny ====
''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.
+
Scry on a location or creature.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
Your perception zooms in through the guard or surveillance device closest to the location or creature you imagine.
Creatures of the relevant type will understand your orders.
+
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.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
==== Secret Scan ====
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
Secret Sensor over a wide area.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
You perceive from every Secret Sensor through every guard or surveillance device within Range (p. 211).
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
Your senses are enhanced impossibly, as if you were multiple individuals spread across the scene, creating a comprehensive mental image.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Enslave:'''
+
=== Sway ===
''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.
+
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.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
* '''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.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
* '''Standard''' Outcome can convince a target with no particular stake in the matter.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
+
* '''Great''' Outcome can convince a reluctant target, but not a passionate one.
  
=== Consort ===
+
==== Negotiated Narrative ====
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Sway creatures who are not enemies.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
You can speak to gauge the mood, motivations, and concerns of creatures that are not hostile to you.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
  
You do not physically change yourself, you accessorize and change your outfit.
+
==== Negotiated Nudge ====
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Crew Sway non-enemies.
  
'''Shapechange:'''
+
You and your allies can communicate effectively with creatures who are not enemies.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
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.
  
This is a true physical transmutation.
+
==== Negotiated Necessity ====
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Post suggestions.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
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.
You rating in the improved action increases by one.
+
The suggestion is conditioned to trigger under circumstances you define.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
+
Until it activates, the effect remains subtle.
 +
The target does not remember being swayed.
  
''Example
+
==== Negotiated Normalization ====
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
Permanently change a personality.
  
'''Transform:'''
+
This effect is permanent and blatant.
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
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.
  
This is the shapechange power applied to another creature.  
+
The target remembers their past, but considers it unimportant compared to their new motivations.
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
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.
Standard effect lasts for the duration of a score.
+
Exceptional creatures or circumstances can break this effect.
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
+
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Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
=== Tinker ===
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
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.
  
'''Wild Hunt:'''
+
==== Design Draft ====
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
Small workshop.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
This ability substitutes for the tools and protective devices typical of a small workshop.
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
You can work on any device you have a design for.
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
=== Finesse ===
+
==== Design Discipline ====
Exercise finesse with your power, manipulating and attacking with precision.
+
Build from designs.
  
'''Ride:'''
+
You can quickly rebuild items into other items made of roughly the same material.
''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.
+
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.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
==== Design Directive ====
 +
Create Fine and Potent known items.
  
'''Duel:'''
+
You do not need tools or parts to build complex Fine and Potent items, as long as you have the design.
''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.
+
Such creations only last for the duration of a score.
  
What this actually does depends on the power used.
+
==== Design Dominion ====
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Mass device design.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
You can mass-produce objects or create large structures, such as ships or buildings, that would normally require a workforce and dedicated facilities.
''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.
+
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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This allows you to manipulate small amounts of matter governed by your power.
+
=== Wreck ===
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
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.
'''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.
 
 
 
You create ans use weapon like Duel above, and also create distractions.
 
The effect is like having a number of trusty but entirely defensive allies in the fight.
 
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
 
 
=== Hunt ===
 
Track, attack, and unleash devastating barrages with the power of Hunt.
 
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
 
 
'''Track:'''
 
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. 
 
 
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 
 
 
'''Potent Snipe:'''
 
''You can use your power to attack, similar in effect to a fine and potent rifle.
 
 
 
The effect of this action varies depending on the nature of your power.
 
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
 
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
 
 
'''Environmental Control
 
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
 
 
 
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
 
Environmental Control does not inflict any direct damage.
 
 
 
'''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 collateral damage.
 
 
 
An escalation of Potent Snipe, this affects all enemies in a single location.
 
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
 
 
=== Prowl ===
 
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
 
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.
''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.
 
  
This provides you cover to hide in places you ordinarily could not.  
+
* '''Standard''' Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
Where you can use this is explained in each specific power.
+
* '''Limited''' Outcome suffices for construction significantly weaker than this.  
It otherwise works just like any other attempt to use Prowl to avoid notice.
+
* '''Greater''' Outcome is required for larger holes or stronger structures.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
Position depends on the situation.
''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.
+
A quiet workspace is Controlled.
 +
The general hustle of adventure is Risky.
 +
Dealing with direct attacks, massive crowds, or dangerous construction is Desperate.
  
Again, each power will explain how it can use this mobility.
+
When used in combat, damage is resolved as described in the introduction to [[#Top|Order]].
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Attacks are either improved mundane attacks or exorcism.
 
 
'''Travel:'''
 
''You can bring allies along when you use Reconnaissance and Maneuver.
 
 
 
Now you and your allies can Prowl in places where your power is at home.
 
They still use their own Prowl action.
 
 
 
'''Transport:'''
 
''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.
 
 
 
How and where you use this is explained in each power.
 
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
 
 
=== Skirmish ===
 
Engage in close combat and create chaos with the power to Skirmish.
 
 
 
'''Skirmish Attack:'''
 
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
 
 
 
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
 
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
 
 
'''Fine Skirmish Attack:'''
 
''Same as Skirmish Attack, except the weapon is fine and potent.
 
 
 
'''Obstruction:'''
 
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
 
 
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
 
The effect is to deny your enemies the advantage of numbers.
 
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
 
 
'''Flurry:'''
 
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
 
 
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
 
 
 
=== Study ===
 
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
 
 
 
'''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 ===
 
Survey and perceive manifestations of your power to gain valuable information and insight.
 
 
 
'''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 range and information suffer.
 
 
 
'''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, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
 
Sway creatures based on your power with persuasion and cajoling.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
 
 
'''Communicate:'''
 
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
 
 
 
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
 
 
 
'''Translate:'''
 
''You and allies can communicate with creatures based on your power.
 
 
 
This allows you to use the Sway power to its full effect.
 
You are still wheedling unless you also use Command the advanced Command effect.
 
 
 
In addition, many powers will have the power to inspire a mood or emotion specific to that 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.
 
 
 
Essentially this is an attempt to Sway with two advantages.
 
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
 
 
'''Inculcate:'''
 
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
 
 
 
This changes the target on a deep level, changing their loyalties and priorities.
 
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
 
 
=== Tinker ===
 
Manipulate, shape, and create objects imbued with your power to suit your needs.
 
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
 
 
 
'''Handle:'''
 
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
 
 
This mainly substitutes for tools, up to a small workshop.
 
You are also protected from any dangerous effects of working with the elements of your power.
 
 
 
'''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.
 
 
 
You can now do more than normal craft could do.
 
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
 
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
 
 
The position depends on how quiet your workplace is and how much time you have to work with.
 
The effect determines the effectiveness of your construction, but also how long it will last.
 
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
 
 
'''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.
 
 
 
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
 
 
 
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
 
The result will maintain its form as if affected by the Shape ability.
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
 
 
'''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.
 
 
 
Pretty self-explanatory, this is Create on a larger scale.
 
This is useful for equipping a large band or building something large out of nothing.
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
 
 
=== Wreck ===
 
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
 
  
'''Jimmy:'''
+
==== Find Fault ====
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Wreck damaged things.
  
Just as crude as it sounds.
+
You destroy damaged objects using brute force, striking with a sledgehammer or other heavy implement.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
When performing exorcism, no such tool is required.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
+
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.
  
'''Smash:'''
+
==== Fracture Fault ====
''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.
+
Wreck damaged things as if they were wood.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.  
+
This 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.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
An exorcism or a heavy implement used as a weapon counts as Fine and Potent.
  
'''Disintegrate:'''
+
==== Frozen Fault ====
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Silent Fracture Fault.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
This ability allows you to wreck things silently.
You also leave less traces, as what you wreck disappears.  
+
The damaged material vanishes rather than collapsing, leaving minimal traces.
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
This is commonly used to remove evidence, provided the evidence already has a significant fault.
  
'''Obliterate:'''
+
==== Folding Fault ====
''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.
+
Fracture Fault over a large area.
  
Rather straightforward, this just scales things up.
+
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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Latest revision as of 13:50, 19 January 2026

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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.
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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.

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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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