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.  
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Exorcism is a fine and potent attack that only works against creatures that possess others and creatures that can be dismissed because they are not native to the plane. This attack is quite situational, but sometimes uniquely useful, like when you want to strike at a possessing devil without harming the victim it is possessing.
  
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.  
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Virtues stand for morals, order, and predictability, not good and evil.
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There can be a virtue of torture or execution.
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Get the right one and it will perform to perfection. Get the wrong one, and you have a very insistent pedant.
 +
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.
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=== 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'''
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|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> 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> Dismiss creatures. End the operation 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> 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> Create a portal to a plane of law.  
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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> Command creatures with loyalty to your faction.  
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|valign="top"| '''Hierarchy of Honor'''       <br> Command creatures with loyalty to your faction.  
|valign="top"| '''Factional Fellowship''' <br> Send messages to distant creatures of 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> Create loyalty in any creature.  
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|valign="top"| '''Hierarchy of Hegemony'''   <br> Create loyalty in any creature.  
|valign="top"| '''Oath of Obedience'''   <br> Permanently remove and create loyalty.   
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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"| '''Unifying Uniform'''   <br> 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> Assume the form of a local creature.   
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|valign="top"| '''Uniform Ubiquity'''   <br> Assume the form of a local creature.   
|valign="top"| '''Form of the Flock''' <br> Shapechange allies or victims into local creatures.
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|valign="top"| '''Uniform Upbringing''' <br> Shapechange another creature into a local form.
|valign="top"| '''Assimilation'''       <br> Form Flock several willing or non-sentient creatures.
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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 work perfectly.  
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|valign="top"| '''Pristine Precision'''   <br> Preempt machine malfunction.  
|valign="top"| '''Weapon Warden'''     <br> Fine and potent close-range attack, or give crew Tool Tamer.
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|valign="top"| '''Pinpoint Precision'''   <br> Fine and Potent fencing.
|valign="top"| '''Machinist Magician''' <br> Activate machines at a distance.
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|valign="top"| '''Purposeful Precision''' <br> Activate machines at a distance.
|valign="top"| '''Perfect Prowess'''   <br> Enforce the rules of fair duels, preventing scale.  
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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> Make a weapon 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"| '''Pristine Path'''     <br> Make a weapon attack fine and potent, or make an potent exorcism at range.
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|valign="top"| '''Perfect Path'''       <br> Clear a path, negating obstructions.
|valign="top"| '''Hunter's Havoc'''    <br> Perfect a grenade, making it fine and potent, or make a potent exorcism in an area.
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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"| '''Recon Routine'''   <br> Understand security routines, preventing scale.
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|valign="top"| '''Routine Reconnoiter''' <br> Understand security routines, preventing Scale.
|valign="top"| '''Refine Route'''     <br> Secure a route, preventing random setbacks.  
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|valign="top"| '''Routine Route'''       <br> Secure a route, preventing random setbacks.  
|valign="top"| '''Guide's Glide'''    <br> Bring allies along when you Recon Routine or Refine Route.
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|valign="top"| '''Routine Relay'''       <br> Grant allies the benefits of Reconnoiter or Route.
|valign="top"| '''Punctual Pathway''' <br> Teleport crew from one transport nexus to another.  
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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"| '''Combat Cowl'''    <br> Protect yourself from chaotic damage.  
 
|valign="top"| '''Combat Cowl'''    <br> Protect yourself from chaotic damage.  
|valign="top"| '''Combat Control'''  <br> Fine and potent skirmish Attack or exorcism.
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|valign="top"| '''Combat Control'''  <br> Fine and Potent melee attack or exorcism.
|valign="top"| '''Combat Command'''  <br> Deny the enemy the ability to coordinate negates scale.   
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|valign="top"| '''Combat Command'''  <br> Negate enemy Scale in melee.   
|valign="top"| '''Combat Conquest''' <br> Optimize 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> Identify order powers and crafted item.  
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|valign="top"| '''Exact Estimation''' <br> Identify a Power, creature, or item.  
|valign="top"| '''Insightful Inquiry'''   <br> Learn the powers and abilities of order.
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|valign="top"| '''Exact Examination''' <br> Learn exact Powers and abilities.
|valign="top"| '''Lexicon of Lore'''     <br> Read past events of order.
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|valign="top"| '''Exact Excerpt'''     <br> Read past events.
|valign="top"| '''Wide-Angle Wisdom'''   <br> Wide Insightful Inquiry then 3 Lexicon of Lore.
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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> Sense powers that break the status quo.
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|valign="top"| '''Secret Search'''   <br> Sense breaches of the status quo.
|valign="top"| '''Sensor's Secret'''    <br> Sense from a guard or surveillance device.  
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|valign="top"| '''Secret Sensor'''   <br> Sense from a guard or surveillance device.  
|valign="top"| '''Enhanced Espionage''' <br> Choose a location or creature. Gain nearest Sensor's Secret.
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|valign="top"| '''Secret Scrutiny''' <br> Scry on a location or creature.
|valign="top"| '''Web of Watchers'''   <br> Sensor's Secret at all places at once over a wide area.
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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> Communicate with and sway creatures who are not enemies.  
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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> Post suggestions in the mind of a creature who is not an enemy.
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|valign="top"| '''Negotiated Necessity''' <br> Post suggestions.
|valign="top"| '''Inculcate Influence''' <br> Permanently change the personality and motivations of creatures.   
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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> Repair objects as if you had the appropriate tools.
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|valign="top"| '''Design Draft'''     <br> Small workshop.
|valign="top"| '''Device Design'''     <br> Create known objects from existing components.  
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|valign="top"| '''Design Discipline''' <br> Build from designs.  
|valign="top"| '''Create Components''' <br> Create fine and potent known items.   
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|valign="top"| '''Design Directive''' <br> Create Fine and Potent known items.   
|valign="top"| '''Machine Miracle'''   <br> Mass Device Design.
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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> Noisily wreck anything damaged. Make a potent but clumsy exorcism.  
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|valign="top"| '''Find Fault'''     <br> Noisily wreck damaged things.  
|valign="top"| '''Implode Imperfection''' <br> Smashing damaged objects as if they were wood.   
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|valign="top"| '''Fracture Fault''' <br> Wreck damaged things as if they were wood.   
|valign="top"| '''Defects to Dust'''     <br> Silen and traceless Implode Imperfection.
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|valign="top"| '''Frozen Fault'''   <br> Silent Fracture Fault.
|valign="top"| '''Deficiency Disaster'''  <br> Implode Imperfection over a large area.  
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|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>
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== Expanded Order Abilities ==
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=== Attune ===
 
=== Attune ===
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.
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Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from the planes of law, and to restore the natural state of things by negating the Powers of others.
  
The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
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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.
  
'''Virtuous Vision'''
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==== Ascriptive Authority ====
 
Detect summoned creatures and active powers.
 
Detect summoned creatures and active powers.
  
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. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
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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.
 +
{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Power Purge'''
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==== Assertive Authority ====
 
Dismiss creatures. End the operation of any power.
 
Dismiss creatures. End the operation of any power.
  
An essential part of the power of Order is to restore the natural order.  
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An essential strength of Order is to restore the natural order.  
This allows the dispelling and dismissing of all powers.
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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.
 
 
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
It can be used to break the continuing effects of powers.
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==== Allegiant Authority ====
When used directly like this, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can have a better effect.
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Call creatures from a plane of law.
  
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.
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Summoned creatures of Order come in three types, Virtues, automatons, and creatures with powers.
  
'''Herald of Harmony'''
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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.
Call a virtue, creatures of order from a plane of law.
 
 
 
Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created.
 
 
 
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. 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 or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
 
 
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.
 
 
 
Summoned creatures of order come in three types, Virtues, automatons, and creatures with powers.
 
 
 
Virtues are spirits 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.  
 
Automatons are somewhat equivalent to the elementals of other powers.  
These are artificial bodies possessed by a virtue that provides movement and intelligence.  
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These are artificial bodies possessed by a virtue.  
 
Some automatons are mechanical or clockwork creatures, others are animated statues.  
 
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.
 
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.  
 
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.
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Creatures with powers are less common as agents of Order.
They resemble perfect mundane creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to order.  
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They resemble perfect specimens of mundane creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some Powers related to Order.  
Agents of law may turn domesticated animals and even humans into creatures with powers of order by fusing them with virtues.  
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Agents of law may turn domesticated animals and even humans into creatures of order, granting powers of Order by fusing the creature with a virtue.  
This grants animals and all creatures inherent powers of order and a longer lifetime, bat the price of sterility.
+
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.  
 
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 merged with a living creature.
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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.
 +
 
 +
{{ : Include Attune Summon (FiD) }}
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 +
==== Ascendant Authority ====
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Create a portal to a plane of law.
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 +
Opens a portal to one of the planes of Order.
 +
Places of crystalline clarity, geometric perfection, or eusocial harmony, planes of Order are perfect to the point of being bland.
  
Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a period of physical labor but no deviation from this task.
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{{ : Include Attune Gate (FiD) }}
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
Standard effect allows you to ask for any service appropriate to the type of creature and the creature will react intelligently to problems.  
+
=== Command ===
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Assume control and shape the actions of others to the will of the status quo.
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Consequences include Heat, misunderstood orders, or a faceoff.
  
Great effect allows actions outside the creature's comfort zone, overriding its natural objectives.
+
==== Hierarchy of Honor ====
This is risky, ar creatures of order tent to go mad in this situation.
+
Command creatures with loyalty to your faction.
  
It is easier to demand continuing service of a creature of order than it is of other powers.
+
You appeal to authority to push your commands on people, giving you leverage similar to wearing a uniform of someone in office.
Increasing the effect by just one step will make the creature continue to do the task you ordered it to do for as long as it can.  
+
The effect is much stronger on people who share a cause or loyalty with you.
It will continue past the bounds of reason, finding an automaton that has patrolled an area long enough to wear a grove in the ground along its route actually happens.
+
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.  
  
Typical consequences include:
+
==== Hierarchy of the Hierophant ====
 +
Send messages to distant creatures of your faction.
  
* A struggle of logic to keep the creature under control.
+
You can communicate with any creature you know of that is aligned with your cause over any distance.
* You need to concentrate to keep the creature under control.
+
You can call on the ally of greatest seniority in a certain area, such as a city, base, or vehicle.
* Overly literal interpretations of your commands.
+
Communication is precise and curt, as befits Command.
* Over-zealousness turns into a problem.
 
  
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance.
+
==== Hierarchy of Hegemony ====
Creatures of order usually wish you to adopt an agenda of law or to learn some argument or proof of science.
+
Create loyalty in any creature.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a priest of chaos or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
+
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.
  
'''Disciplined Domain'''
+
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.
Create a portal to a plane of law.
+
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.
  
Opens a portal to one of the perfect planes of order.  
+
The Position depends on the creature’s actual relationship to you.
The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
+
Ordering a creature that is your superior is a Desperate Position.
As would be expected, these are orderly places and your intrusion is likely to call an appropriate reception, including guardians.  
+
A Controlled Position comes from ordering clear inferiors.
A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
A Risky Position is typical when ordering a creature that considers itself your equal.  
  
There are things that are possible to do on such a plane that are not allowed in the regular world, most Order 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 where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
+
==== Hierarchy of Hate ====
 +
Permanently remove and create loyalty.
  
=== Command ===
+
This won’t work unless you are already in a position of power.
Assume control over intelligent beings and shape the course of events to your will.
+
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>
  
'''Loyal Linguistics'''
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=== Consort ===
Command creatures with loyalty to your faction.
+
The Consort powers of Order allow you to merge into a social group.
  
Issue a command with the authority of Order to any creature that shares your cause.
+
==== Uniform Use ====
This does not remove other existing loyalties, which can lead to conflicts.
+
Assume local styles.
Understanding the social order of your targets helps avoid conflicting with their established loyalties.
 
Ordering city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.
 
  
Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard effect makes the creature do what it should, but in a way you decide, like 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, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
+
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.
  
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
+
==== Uniform Ubiquity ====
 +
Assume local shape.
  
'''Factional Fellowship'''
+
You assume the physical form of a creature that is part of a social group you are observing.
Send messages to distant creatures of your faction.
+
This is a true physical transmutation and includes patterns of speech and movement.
  
You can communicate with any creature you know of that is aligned with your cause over any distance.
+
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.
  
'''Add Allegiance'''
+
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.
Create loyalty in any creature.
+
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.
  
'''Oath of Obedience'''
+
==== Uniform Upbringing ====
Permanently remove and create loyalty.
+
Crew assumes local form.
  
This won’t work unless you are already in a position of power but is not limited by cause or creature type. The effect is similar to Loyal Linguistics but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
+
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.
  
=== Consort ===
+
If you also want to make the target unrecognizable, this requires additional Effect; see Uniform Ubiquity.
'''Unifying Uniform'''
 
Change your clothes and accessories to match local customs.
 
  
'''Maestro of Mimicry'''
+
This ability is sometimes used as a form of poetic justice, transforming the target as punishment.
Assume the form of a local creature.
+
Such transformations can be permanent and are often very difficult to undo.
  
'''Form of the Flock'''
+
==== Uniform Urbanity ====
Shapechange allies or victims into local creatures.
+
Create a crowd of locals.
  
'''Assimilation'''
+
{{ : Apex Consort }}
Form Flock several willing or non-sentient creatures.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
'''Tool Tamer'''
+
As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
Weapons, machines, and vehicles you use work perfectly.
+
 
 +
==== Pristine Precision ====
 +
Preempt malfunction.
  
'''Weapon Warden'''
+
Devices you use resist damage and dysfunction.
Fine and potent close-range attack, or give crew Tool Tamer.
+
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.
  
'''Machinist Magician'''
+
==== 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.
 
Activate machines at a distance.
  
'''Perfect Prowess'''
+
You can operate machinery at range.
Enforce the rules of fair duels, preventing scale.
+
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.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
'''Perfect Pursuit'''
+
As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
Bystanders and technology you rely on to track are reliable.
+
 
 +
==== 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.
  
'''Precise Projectile'''
+
==== Perfect Projectile ====
Make a weapon attack fine and potent, or make a potent exorcism at range.
+
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.
  
'''Pristine Path'''
+
==== Perfect Path ====
Make a weapon attack fine and potent, or make a potent exorcism at range.
+
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.
  
'''Hunter's Havoc'''
+
==== Perfect Purity ====
Perfect a grenade, making it fine and potent, or make a potent exorcism in an area.
+
Ordered area attack.
 +
Perfect Projectile as an area attack—usually a grenade or possibly a hail of arrows. There is a risk of collateral damage, but when used as an exorcism this is rarely a problem.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
'''Recon Routine'''
+
Order reduces the risk of random mishaps, which often improves Position rather than granting extra Effect or new opportunities.
Understand security routines, preventing scale.
+
 
 +
==== Routine Reconnoiter ====
 +
Understand security routines.
  
'''Refine Route'''
+
Improve your read of patrols, alarms, and their patterns. You can identify time windows and routes where security is weakest.
Secure a route, preventing random setbacks.
+
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.
  
'''Guide's Glide'''
+
==== Routine Route ====
Bring allies along when you Recon Routine or Refine Route.
+
Secure a route.
  
'''Punctual Pathway'''
+
Once you have moved along a given route, you master that path and can safely reuse it with this ability.
Teleport crew from one transport nexus to another.
+
* '''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.
  
=== Skirmish ===
+
==== Routine Relay ====
'''Combat Cowl'''
+
Crew Routine Reconnoiter or Route.
Protect yourself from chaotic damage.
+
 
 +
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.
  
'''Combat Control'''
+
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.
Fine and potent skirmish attack or exorcism.
+
This is regional travel — you stay within the same city or region — but it’s generally enough to escape almost any situation.
  
'''Combat Command'''
+
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.
Deny the enemy the ability to coordinate, negates scale.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Combat Conquest'''
+
=== Skirmish ===
Optimize to attack multiple enemies without disadvantage.
+
As described in the introduction to [[#Top|Order]], attacks are either improved mundane attacks or exorcism.
 +
Order Skirmish aids cooperation with others, especially when they too use Skirmish.
  
=== Study ===
+
==== Combat Cowl ====
'''Inquisitor's Insight'''
+
Protect yourself from chaotic damage.
Identify order powers and crafted items.
 
  
'''Insightful Inquiry'''
+
This protects against fluke accidents, traps, and attacks using the Flux power.
Learn the powers and abilities of order.
+
{{ : Damage Resistance Template (FiD)}}
  
'''Lexicon of Lore'''
+
==== Combat Control ====
Read past events of order.
+
Fine and Potent attack or exorcism.
  
'''Wide-Angle Wisdom'''
+
Skirmish attacks use pistols or melee weapons, or you can perform an exorcism in a melee.
Wide Insightful Inquiry then 3 Lexicon of Lore.
+
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.
  
=== Survey ===
+
==== Combat Command ====
'''Vigilant Vision'''
+
Negate Scale in melee.
Sense powers that break the status quo.
 
  
'''Sensor's Secret'''
+
You anticipate the enemy’s attempts to coordinate, which prevents them from using Scale (p. 221) against you.
Sense from a guard or surveillance device.
+
Your side can still benefit from Scale.
 +
You can still attack single opponents as with Combat Control.
  
'''Enhanced Espionage'''
+
==== Combat Conquest ====
Choose a location or creature. Gain nearest Sensor's Secret.
+
Fight as if you had Scale.
  
'''Web of Watchers'''
+
As Combat Control, and your fighting is perfectly optimized—making you a one-person army.
Sensor's Secret at all places at once over a wide area.
+
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>
  
=== Sway ===
+
=== Study ===
'''Diplomatic Discourse'''
+
Study and analyze objects and creatures to gain insight and knowledge.
Communicate with and sway creatures who are not enemies.
+
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.
  
'''Negotiation Nexus'''
+
The Outcome required depends on range.
You and allies can communicate with creatures who are not enemies.
+
* 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.
  
'''Compelling Command'''
+
Position depends on the situation.
Post suggestions in the mind of a creature who is not an enemy.
+
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.
  
'''Inculcate Influence'''
+
==== Exact Estimation ====
Permanently change the personality and motivations of creatures.
+
Identify a Power, creature, or item.
  
=== Tinker ===
+
You learn the name and basic information in narrative terms, but no details or actual rules.
'''Tool Tweak'''
 
Repair objects as if you had the appropriate tools.
 
  
'''Device Design'''
+
==== Exact Examination ====
Create known objects from existing components.
+
Learn exact abilities.
  
'''Create Components'''
+
You learn of any Powers or special abilities the target has.
Create fine and potent known items.
+
This includes actual rules and game effects.
  
'''Machine Miracle'''
+
==== Exact Excerpt ====
Mass Device Design.
+
Read past events.
  
=== Wreck ===
+
You learn about previous owners, how the target has moved around, and significant scenes from its history.
'''Find Fault'''
+
The power zooms in on events of interest to you.
Noisily wreck anything damaged. Make a potent but clumsy exorcism.
 
  
'''Implode Imperfection'''
+
==== Exact Enumeration ====
Smash damaged objects as if they were wood.
+
Wide-area analysis.
  
'''Defects to Dust'''
+
You gain the benefits of Exact Examination for everything you can see, pinpointing locations of interest such as bases and power nodes.
Silent and traceless Implode Imperfection.
+
You can then use Exact Excerpt to learn the history of up to three such targets.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Deficiency Disaster'''
+
=== Survey ===
Implode Imperfection over a large area.
+
Perceive and locate manifestations of Order and Flux, and distinguish between them.
 +
The Outcome required depends on the target’s concealment.
  
== Old Expanded Order Powers ==
+
* 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.
  
=== Attune ===
+
==== Secret Search ====
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.
+
Sense breaches of the status quo.
  
'''Perceive:'''
+
This is a basic spotting power that selectively senses Powers, guards, and surveillance devices and allows you to tell them apart.
You gain the ability to detect supernatural creatures and powers. Your senses become attuned to the chaotic energies that permeate the world, allowing you to perceive entities and phenomena that are beyond the ordinary senses of mortals.
+
You can restrict your search to items, creatures, Powers, or specific types of such things.
  
'''Dismiss:'''
+
==== Secret Sensor ====
Through sheer force of will, you can compel any creature native to another plane of existence to return to that plane, or to cease the operation of any power. By disrupting the connection between the target and their plane of origin, you can banish them from the mortal realm or neutralize their abilities.
+
Sense from a guard or surveillance device.
  
'''Summon:'''
+
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.
By tapping into the chaotic forces of other planes, you can call forth creatures from realms of pure chaos. However, these summoned beings are generally unwilling servants, and their obedience may be tenuous at best. You can issue them a single command, which they must obey, but maintaining control over them beyond that initial command may require further study or even a separate score.
+
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.
  
'''Gate:'''
+
==== Secret Scrutiny ====
With the power of Gate, you can create temporary portals that allow travel to and from chaotic planes of existence. These portals are unpredictable in nature, and the destination may vary each time they are opened. Exercise caution when using this power, as it can lead to encounters with beings of immense power and unpredictability.
+
Scry on a location or creature.
  
=== Command ===
+
Your perception zooms in through the guard or surveillance device closest to the location or creature you imagine.
Assume control over intelligent beings and shape the course of events to your will.
+
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.
  
'''Mental Mandate'''
+
==== Secret Scan ====
You can command intelligent creatures even if normally couldn't, but you cannot understand them.
+
Secret Sensor over a wide area.
  
'''Psyche Parley'''
+
You perceive from every Secret Sensor through every guard or surveillance device within Range (p. 211).
You and allies can communicate with intelligent creatures.
+
Your senses are enhanced impossibly, as if you were multiple individuals spread across the scene, creating a comprehensive mental image.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Mental Monarchy'''
+
=== Sway ===
You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
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.
  
'''Thought Thrall'''
+
* '''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.
You can permanently bind intelligent 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.
+
* '''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.
  
=== Consort ===
+
==== Negotiated Narrative ====
Influence and manipulate social situations to your advantage.
+
Sway creatures who are not enemies.
  
'''Pretend Persona'''
+
You can speak to gauge the mood, motivations, and concerns of creatures that are not hostile to you.
You can assume an identity and reflect it in your actions, such as a healer, noble, merchant etc. This the impression you give without changing your appearance.
 
  
'''Assume Aspect'''
+
==== Negotiated Nudge ====
You assume the form of a normal humanoid, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
Crew Sway non-enemies.
  
'''Gift of Guise'''
+
You and your allies can communicate effectively with creatures who are not enemies.
You can shapechange a willing or helpless creatures into any humanoid. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
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.
  
'''Gift of Gab'''
+
==== Negotiated Necessity ====
You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
+
Post suggestions.
  
=== Finesse ===
+
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.
Master subtle and precise applications of your powers to achieve your goals.
+
The suggestion is conditioned to trigger under circumstances you define.
 +
Until it activates, the effect remains subtle.
 +
The target does not remember being swayed.
  
'''Psychic Saddle'''
+
==== Negotiated Normalization ====
If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
+
Permanently change a personality.
  
'''Neural Needle'''
+
This effect is permanent and blatant.
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
+
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.
  
'''Neural Nudge'''
+
The target remembers their past, but considers it unimportant compared to their new motivations.
You can do fine manipulation of the power, allowing you to do send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.
+
There are limits to this power, especially for creatures strongly linked to a Form; you cannot make a fire creature love the sea or an angel perform deeds of darkness.
 +
Exceptional creatures or circumstances can break this effect.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Psyche Surge'''
+
=== Tinker ===
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
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.
  
=== Hunt ===
+
==== Design Draft ====
Track down targets and unleash the power of your mind in combat.
+
Small workshop.
  
'''Trace Thought'''
+
This ability substitutes for the tools and protective devices typical of a small workshop.
You can focus on a particular thought and vaguely sense and track creatures that share this thought.
+
You can work on any device you have a design for.
  
'''Mental Marksman'''
+
==== Design Discipline ====
You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
+
Build from designs.
  
'''Cognitive Cascade'''
+
You can quickly rebuild items into other items made of roughly the same material.
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.
+
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.
  
'''Cognitive Cataclysm'''
+
==== Design Directive ====
You call down the equivalent of a fine potent artillery barrage, attacking everything and intelligent creature in a wide area.
+
Create Fine and Potent known items.
  
=== Prowl ===
+
You do not need tools or parts to build complex Fine and Potent items, as long as you have the design.
Navigate unseen realms and explore the depths of consciousness.
+
Such creations only last for the duration of a score.
  
'''Psychic Pursuit'''
+
==== Design Dominion ====
You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible.
+
Mass device design.
  
'''Astral Ascent'''
+
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 detach your astral body, which is immaterial, transparent, and can hover. Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but takes no actions.
+
In long-term projects involving construction or crafting, Design Dominion allows you to create hundreds of identical items with the same effort as a single item, but at a stress cost.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Astral Adventure'''
+
=== Wreck ===
You send your and allies' astral bodies to any location you know of or into the presence of any creature you know.
+
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.
  
'''Astral Gateway'''
+
The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.
You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
 
  
=== Skirmish ===
+
* '''Standard''' Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
Engage in mental combat with precision and finesse.
+
* '''Limited''' Outcome suffices for construction significantly weaker than this.
 +
* '''Greater''' Outcome is required for larger holes or stronger structures.
  
'''Mental Melee'''
+
Position depends on the situation.
You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.
+
A quiet workspace is Controlled.
 +
The general hustle of adventure is Risky.
 +
Dealing with direct attacks, massive crowds, or dangerous construction is Desperate.
  
'''Psychic Strike'''
+
When used in combat, damage is resolved as described in the introduction to [[#Top|Order]].
Same as Skirmish Attack, except the weapon is fine and potent.
+
Attacks are either improved mundane attacks or exorcism.
  
'''Cognitive Cover'''
+
==== Find Fault ====
Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Wreck damaged things.
  
'''Mental Storm'''
+
You destroy damaged objects using brute force, striking with a sledgehammer or other heavy implement.
Your power strikes out in all directions, attacking all enemies in a wide area.
+
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.
  
=== Study ===
+
==== Fracture Fault ====
Uncover secrets and unlock the potential of your intellect.
+
Wreck damaged things as if they were wood.
  
'''Identify Intellect'''
+
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 identify intelligent objects and creatures.
+
An exorcism or a heavy implement used as a weapon counts as Fine and Potent.
  
'''Analyze Intellect'''
+
==== Frozen Fault ====
You learn the powers and abilities of something you analyze.
+
Silent Fracture Fault.
  
'''Past Perception'''
+
This ability allows you to wreck things silently.
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.
+
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.
  
'''Universal Understanding'''
+
==== Folding Fault ====
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.
+
Fracture Fault over a large area.
  
== Expanded Order Powers ==
+
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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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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