Difference between revisions of "Flux Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
 +
{{tocright}}
 
Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.  
 
Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.  
  
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If they take physical form they are often a chimera of different parts.
 
If they take physical form they are often a chimera of different parts.
  
== Flux Power Effects Table ==
+
== Flux Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Chaos Eye'''   <br> Detect supernatural creatures and powers.  
+
|valign="top"| '''[[#Chaos Eye|Chaos Eye]]'''       <br> Detect the supernatural.
|valign="top"| '''Chaos Rebuke''' <br> Dismiss any any summon or dispel any power.  
+
|valign="top"| '''[[#Chaos Rebuke|Chaos Rebuke]]''' <br> Dismiss the supernatural.
|valign="top"| '''Chaos Call'''   <br> Summon a chaos creature
+
|valign="top"| '''[[#Chaos Call|Chaos Call]]'''     <br> Summon chaos creatures.
|valign="top"| '''Chaos Gate'''   <br> Create a portal to a plane of chaos.
+
|valign="top"| '''[[#Chaos Gate|Chaos Gate]]'''     <br> Portal to a plane of chaos.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Call to Chaos'''     <br> Incite independence in any creature.
+
|valign="top"| '''[[#Call to Chaos|Call to Chaos]]'''           <br> Flux intimidation.
|valign="top"| '''Call to Companions''' <br> Infinite range personal messages.
+
|valign="top"| '''[[#Call to Companions|Call to Companions]]''' <br> Flux signalling.
|valign="top"| '''Call to Freedom'''   <br> Inspire independence in new friends.  
+
|valign="top"| '''[[#Call to Freedom|Call to Freedom]]'''       <br> Inspire independence.
|valign="top"| '''Call to Madness'''   <br> Break a mind.
+
|valign="top"| '''[[#Call to Madness|Call to Madness]]'''       <br> Break a mind.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
|valign="top"| '''Chaos Mask'''      <br> Clothe yourself with chaos.  
+
|valign="top"| '''[[#Chaos Costume|Chaos Costume]]'''      <br> Chaos accessories.
|valign="top"| '''Chaos Chimera'''   <br> Shapechange into anything.
+
|valign="top"| '''[[#Chaos Chimera|Chaos Chimera]]'''       <br> Transform into anything.
|valign="top"| '''Chaos Conversion''' <br> Shapechange the willing or helpless.
+
|valign="top"| '''[[#Chaos Conversion|Chaos Conversion]]''' <br> Transform crew.
|valign="top"| '''Chaos Cascade'''   <br> Transform and incite crowds.
+
|valign="top"| '''[[#Chaos Cascade|Chaos Cascade]]'''       <br> Transform gangs.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''   
 
|align="left" valign="top" | '''Finesse'''   
|valign="top"| '''Ride'''               <br> Ride any mount or vehicle.  
+
|valign="top"| '''[[#Random Ride|Random Ride]]'''     <br> Ride any mount or vehicle.
|valign="top"| '''Fine Local Control''' <br> A fine and potent melee attack.
+
|valign="top"| '''[[#Random Rumble|Random Rumble]]''' <br> Pine and Potent melee attack.
|valign="top"| '''Manipulate'''         <br> Small random manipulations.
+
|valign="top"| '''[[#Random Rover|Random Rover]]'''   <br> A ride luckily appears.
|valign="top"| '''Surge'''             <br> Suppress scale in melee.  
+
|valign="top"| '''[[#Random Route|Random Route]]'''   <br> Find open route to travel.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Lucky Trail'''   <br> Track by blind luck.  
+
|valign="top"| '''[[#Fickle Finder|Fickle Finder]]'''     <br> Track by blind luck.
|valign="top"| '''Lucky Shot'''   <br> Attack like a fine and potent rifle.
+
|valign="top"| '''[[#Fickle Focus|Fickle Focus]]'''       <br> Lethal accident.
|valign="top"| '''Random Ruckus''' <br> Cause random events.
+
|valign="top"| '''[[#Fickle Fortune|Fickle Fortune]]'''   <br> Cause random events.
|valign="top"| '''Starfall'''     <br> Attack like a fine and potent grenade.
+
|valign="top"| '''[[#Fickle Fate|Fickle Fate]]'''         <br> Random area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Chaotic Cover'''         <br> You can hide anywhere.
+
|valign="top"| '''[[#Errant Evasion|Errant Evasion]]'''     <br> Hide anywhere once.
|valign="top"| '''Fortune's Flow'''        <br> Avoid random dangers.
+
|valign="top"| '''[[#Errant Errand|Errant Errand]]'''       <br> Avoid random dangers.
|valign="top"| '''Serendipitous Saunter''' <br> Crew Chaotic Cover and Fortune's Flow.
+
|valign="top"| '''[[#Errant Excursion|Errant Excursion]]''' <br> Crew Prowling.
|valign="top"| '''Out of the Fire'''       <br> Teleport to a random location.  
+
|valign="top"| '''[[#Errant Emergence|Errant Emergence]]''' <br> Random Teleport.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''   
 
|align="left" valign="top" | '''Skirmish'''   
|valign="top"| '''Pratfall'''           <br> Dodge chaos.  
+
|valign="top"| '''[[#Fracture Fortitude|Fracture Fortitude]]''' <br> Resist Flux Harm.
|valign="top"| '''Anarchic Assault'''   <br> Fine and potent melee attack.
+
|valign="top"| '''[[#Fracture Feint|Fracture Feint]]'''         <br> Fine and Potent melee.
|valign="top"| '''Chaos Shroud'''       <br> Negate scale in melee.
+
|valign="top"| '''[[#Fracture Fray|Fracture Fray]]'''           <br> Negate Scale in melee.
|valign="top"| '''Anarchic Avalanche''' <br> Attack all enemies in a melee.  
+
|valign="top"| '''[[#Fracture Frenzy|Fracture Frenzy]]'''       <br> Attack all in a melee.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Analyze Anomaly'''   <br> Identify powers and oddities.
+
|valign="top"| '''[[#Anomaly Appraisal|Anomaly Appraisal]]''' <br> Identify Flux.
|valign="top"| '''Serendipity Seer''' <br> Learn abilities of powers and oddities.
+
|valign="top"| '''[[#Anomaly Analysis|Anomaly Analysis]]'''   <br> Analyze Flux.
|valign="top"| '''Anomaly Archive'''   <br> Learn history of powers and oddities.
+
|valign="top"| '''[[#Anomaly Archive|Anomaly Archive]]'''     <br> History of Flux.
|valign="top"| '''Serendipity Sweep''' <br> Analyze lots of powers and oddities.
+
|valign="top"| '''[[#Anomaly Aggregate|Anomaly Aggregate]]''' <br> Analyze lots of Flux.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Fortune's Find'''         <br> Find random things.
+
|valign="top"| '''[[#Wayward Win|Wayward Win]]'''     <br> Find random things.
|valign="top"| '''Flux Farsight'''         <br> Vision from an object of randomness  
+
|valign="top"| '''[[#Wayward Watch|Wayward Watch]]''' <br> See randomness.
|valign="top"| '''Serendipitous Scan'''    <br> Vision of people in Flux.
+
|valign="top"| '''[[#Wayward Web|Wayward Web]]'''    <br> Vision of randomness.
|valign="top"| '''Omniscient Opportunist''' <br> Perceive all Flux over a wide area.
+
|valign="top"| '''[[#Wayward World|Wayward World]]''' <br> Perceive all Flux.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Intuitive Awareness''' <br> See likely actions of others.
+
|valign="top"| '''[[#Whim Wink|Whim Wink]]'''   <br> Universal translation.
|valign="top"| '''Chance Concord'''     <br> Crew can communicate with anyone.
+
|valign="top"| '''[[#Whim Woo|Whim Woo]]'''     <br> Spirited conversations.
|valign="top"| '''Chance Compulsion'''   <br> Post-hypnotic randomness.
+
|valign="top"| '''[[#Whim Whorl|Whim Whorl]]''' <br> Triggered randomness.
|valign="top"| '''Liberation '''         <br> Permanently break social bonds.
+
|valign="top"| '''[[#Whim Warp|Whim Warp]]'''   <br> Break social bonds.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Serendipity's Gift''' <br> Find just the thing you need.
+
|valign="top"| '''[[#Capricious Craft|Capricious Craft]]'''             <br> Find thing you need.
|valign="top"| '''Chance Crafting'''     <br> Inspired crafting.  
+
|valign="top"| '''[[#Capricious Contraption|Capricious Contraption]]''' <br> Inspired crafting.
|valign="top"| '''Capricious Crafting''' <br> Random transmutation.
+
|valign="top"| '''[[#Capricious Conjury|Capricious Conjury]]'''         <br> Random transmutation.
|valign="top"| '''Wish'''               <br> Create items on a whim.
+
|valign="top"| '''[[#Wish|Wish]]'''                                     <br> Create items on a whim.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Chaotic Clutter''' <br> Objects unexpectedly break.  
+
|valign="top"| '''[[#Ruin Rip|Ruin Rip]]'''         <br> Random breakage.
|valign="top"| '''Anarchic Impact''' <br> Objects succumb to entropy.
+
|valign="top"| '''[[#Ruin Rupture|Ruin Rupture]]''' <br> Invoke entropy.
|valign="top"| '''Hushed Havoc'''   <br> Silent disintegration.
+
|valign="top"| '''[[#Ruin Rot|Ruin Rot]]'''         <br> Silent disintegration.
|valign="top"| '''Chaos Cataclysm''' <br> Anarchic Impact  a large area.  
+
|valign="top"| '''[[#Ruination|Ruination]]'''       <br> Area Ruin Rupture.
 
|}
 
|}
  
== Expanded Powers ==
+
== Expanded Flux Powers ==
 
Harness the power of Attune to perceive and manipulate unnatural energies.  
 
Harness the power of Attune to perceive and manipulate unnatural energies.  
 
Flux is flexible in this and can detect and dispel other powers.
 
Flux is flexible in this and can detect and dispel other powers.
  
 
=== Attune ===
 
=== Attune ===
'''Chaos Eye'''
+
==== Chaos Eye ====
 +
Detect the supernatural.
 +
 
 
Detect supernatural creatures and powers.  
 
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. A drawback to this is that you cannot tell what power you have detected.
 
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. A drawback to this is that you cannot tell what power you have detected.
  
This is usually done to  identify powers you can dismiss or dispel.
+
{{ : Include Attune Basic Detect Powers (FiD) }}
However, it can also help  to spot a disguised creature and provide valuable insights into the abilities of creatures.
 
  
* Limited outcome: Something you can clearly see.
+
==== Chaos Rebuke ====
* Standard Outcome: Something that is hidden
+
Dismiss the supernatural.
* Great Outcome: Behind a wall.  
 
  
'''Chaos Rebuke'''
 
 
Dismiss any summon or dispel any power.  
 
Dismiss any summon or dispel any power.  
 +
You can compel any creature native to another plane of existence to return to that plane, to cease the operation of any power, and to force any Spirit to materialize. By disrupting the connection between the target and their plane of origin, you can banish them from the mortal realm or neutralize their abilities.
 +
Dispelling with Flux is powerful, it can dispel any power.
  
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.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
 
 
* Limited outcome: A creature that wants to be dismissed.
 
* Standard Outcome: A creature that has been wounded or otherwise weakened.
 
* Great Outcome: A creature at full ability.
 
 
 
Dispelling is usually easier.
 
Flux can dispel any power.
 
 
 
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.
 
  
It can also be used to break the continuing results of powers.
+
==== Chaos Call ====
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
Summon chaos creatures.
Against an opponent that uses power to fly or even breathe you may have a better 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.
 
 
 
'''Chaos Call'''
 
Summon a chaos creature.
 
  
 
By tapping into the chaotic forces of other planes, you can call forth creatures from realms of pure chaos.
 
By tapping into the chaotic forces of other planes, you can call forth creatures from realms of pure chaos.
 
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 powers and maintain powers 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 an 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.
 
  
 
Flux creatures generally come in two types, spirits, and creatures with powers.  
 
Flux creatures generally come in two types, spirits, and creatures with powers.  
Line 160: Line 146:
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.
  
Depending on your outcome the creature is willing to do different things.
+
{{ : Include Attune Summon (FiD) }}
* Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
 
* Standard outcome allows you to ask for any service appropriate to the type of creature. Flux creatures love whimsy and despise consistency. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
 
* Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.
 
  
Typical consequences include:
+
==== Chaos Gate ====
* A bargain of payment in things the creature prizes.
+
Portal to a plane of chaos.
* The creature strikes out at you once.
 
* You need to concentrate to keep the creature under control.
 
* The creature breaks things around you.
 
* Overly literal interpretations of your commands.
 
* The creature deliberately does its tasks poorly.
 
* General sulkiness.
 
  
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for outcome (called trading position for effect in the rulebook), but it might come from a difference in ethos. If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.  
+
The planes of Flux are known variously as Liminara or Fluxor, the first used by dreamers and poets, the second by wizards and scholars of the planes.
Desperate consequences include a tightwire struggle to keep the creature under control, a demand that 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.  
+
These portals are unpredictable in nature, and the destination may vary each time they are opened.
 +
Exercise caution when using this ability, as it can lead to encounters with beings of immense power and unpredictability.
  
'''Chaos Gate'''
+
{{ : Include Attune Gate (FiD) }}
Create a portal to a plane of chaos.
 
 
 
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.
 
 
 
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.
 
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.
 
 
 
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.
 
 
 
There are things that are possible to do on these planes that are not allowed in the regular world, most power abilities 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 power rarely reach outside the plane where you perform them, but if they affect creatures on that plane, they may remain when you return to the mundane world.
 
  
 
=== Command ===
 
=== Command ===
Line 197: Line 161:
 
Position and effect depend on the situation and your relationship with listeners.
 
Position and effect depend on the situation and your relationship with listeners.
  
'''Call to Chaos'''
+
==== Call to Chaos ====
Incite independence in any creature.
+
Flux intimidation.
  
This is useful for intimidating and commanding foreign or alien Flux creatures. Combined with Sway: Intuitive Awareness, it allows two-way communication.
+
You can create Flux effects such as as poltergeist activity and surges of raw chaos to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.
 +
This can provide the leverage needed to use Command to intimidate without actual threat of violence.
 +
Creatures of Flux might recognize you as a figure of authority.
  
'''Call to Companions'''
+
==== Call to Companions ====
Infinite range personal messages.
+
Flux signalling.
  
 
You can communicate with Flux creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
 
You can communicate with Flux creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
  
You can communicate with any creature, but the communication manifests randomly, as an omen or sign in nature. These messages are hard to interpret and cannot be replied to.
+
You can communicate with any creature, but the communication manifests randomly, as an omen or sign in nature. These messages are spooky, hard to interpret, and cannot be replied to.
  
'''Call to Freedom'''
+
==== Call to Freedom ====
Inspire independence in new friends.
+
Inspire independence.
  
 
Use this power to liberate allies or disrupt the plans of your adversaries.
 
Use this power to liberate allies or disrupt the plans of your adversaries.
 
By inspiring independence and chaos in those around you, you can influence individuals as if you were their trusted friend. However, be mindful that encouraging independence may lead to actions that are not necessarily advantageous to your goals.  
 
By inspiring independence and chaos in those around you, you can influence individuals as if you were their trusted friend. However, be mindful that encouraging independence may lead to actions that are not necessarily advantageous to your goals.  
  
This is essentially a fine attempt at communication, increasing your outcome compared to a normal attempt at Command. It works on any creature, but the only command you can give is for them to take independent action.
+
This is essentially a Fine attempt at communication, increasing your outcome compared to a normal attempt at Command. It works on any creature, but the only command you can give is for them to take independent action.
  
 
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.
 
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.
  
'''Call to Madness'''
+
==== Call to Madness ====
 
Break a mind.
 
Break a mind.
  
 
You permanently alter a creature's mind by adding chaos.  
 
You permanently alter a creature's mind by adding chaos.  
This can remove existing loyalties and free the creature from societal pressure, but just a little too much and the creature becomes eccentric, then mad, then raving insane.
+
This can remove existing loyalties and free the creature from societal pressure. You can only change them so much, use too much and the creature becomes eccentric, then mad, then raving insane.
  
=== Consort XXX ===
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Embrace the chaotic nature of flux to forge connections and shape reality itself, transforming both yourself and the world around you with boundless creativity.
 
  
'''Chaos Mask'''
+
=== Consort ===
Clothe yourself with chaos.
+
Embrace the chaotic nature of Flux to forge connections and shape reality itself, transforming both yourself and the world around you with boundless creativity.
  
Through manipulation of chaotic energies, you can imbue your clothes and accessories with an ever-shifting appearance. This ability allows you to conceal your identity or create dazzling outfits that reflect the unpredictability of flux.
+
==== Chaos Costume ====
 +
Chaos accessories.
  
'''Shapechange'''
+
Through manipulation of chaotic energies, you can imbue your clothes and accessories with an ever-shifting appearance. This ability allows you to conceal your identity or create dazzling outfits that reflect the unpredictability of Flux, but it is not going to make you inconspicuous.
Shapechange into anything.
 
  
Shapechange grants you the ability to transform into any form you desire. However, this transformation is unstable and may have unforeseen consequences. While transformed, your actions may be affected by random fluctuations, making each transformation a gamble with uncertain outcomes.
+
You can use this on your entire Crew as an Advanced ability.
  
'''Transform'''
+
==== Chaos Chimera ====
Shapechange the willing or helpless.
+
Transform into anything.
  
With Transform, you can shapechange willing or helpless creatures at will. This transformative effect can be a boon or a curse, depending on the circumstances. Breaking the transformation is possible but not easy, requiring careful intervention to reverse its effects.
+
Chaos Chimera grants you the ability to transform into any form you desire, including composites of different creatures. However, this transformation is unstable and may have unforeseen consequences. While transformed, your actions may be affected by random fluctuations, making each transformation a gamble with uncertain but mostly positive results.
  
'''Chaotic Chase'''
+
With limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard outcome can make you a generic creature, very hard to recognize as yourself. Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
Transform and incite crowds.
 
  
This power allows you to transform a large number of creatures, whether willing or non-sentient, and give them a simple instruction. However, the chaotic nature of flux ensures that these creatures may not adhere to your commands, leading to unpredictable outcomes.
+
==== Chaos Conversion ====
 +
Transform crew.
 +
 
 +
Chaos Chimera on willing or helpless creatures. Their Consort determines if they can control further changes.
 +
The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Chaos Chimera.
 +
 
 +
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
 +
 
 +
==== Chaos Cascade ====
 +
Transform gangs.
 +
 
 +
This power allows you to use Chaos Conversion on a large number of creatures, either willing or non-sentient, and give them a simple instruction. However, the chaotic nature of Flux ensures that these creatures are energetic and creative, but may interpret your commands creatively, leading to unpredictable outcomes.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
 
Master the art of finesse and manipulation, wielding luck as a potent weapon to achieve precision strikes and subtle control over your surroundings.
 
Master the art of finesse and manipulation, wielding luck as a potent weapon to achieve precision strikes and subtle control over your surroundings.
  
'''Ride'''
+
==== Random Ride ====
 
Ride any mount or vehicle.
 
Ride any mount or vehicle.
  
With the ability to ride any mount or vehicle as if it were domesticated, you gain unparalleled control over your means of transportation. Whether it be a steed or a vehicle, you can navigate with finesse and ease, unlocking new avenues of mobility.
+
With the ability to ride any mount as if it were domesticated or a vehicle as if you were trained with it, you gain control over your means of transportation.  
 +
The power of Flux means that even clear terrain can be tricky for you, while you are unusually lucky in rough terrain.
 +
You can bypass simple locks on vehicles, but not more serious security.
 +
You can ride beasts even if they are not trained to carry a rider.
 +
They must still be physically able to carry you.
  
'''Fine Local Control'''
+
==== Random Rumble ====
A fine and potent melee attack.
+
Pine and Potent melee attack.
  
 
Harnessing luck as a potent weapon, you can execute precise close-range attacks with remarkable accuracy. This power grants you the finesse and precision of a seasoned duelist, enabling you to strike with deadly precision at your adversaries.
 
Harnessing luck as a potent weapon, you can execute precise close-range attacks with remarkable accuracy. This power grants you the finesse and precision of a seasoned duelist, enabling you to strike with deadly precision at your adversaries.
 +
However, even more than most Flux attacks, repeated use gets harder and more dangerous.
  
'''Manipulate'''
+
==== Random Rover ====
Small random manipulations.
+
A ride luckily appears.
  
Through precise manipulation of luck, you can exert control over the environment from a distance. Whether it's opening doors, triggering mechanisms, or hindering your enemies, this power allows for subtle and precise actions as long as your luck holds.
+
When the situation demands it, you can manipulate fate so that a vehicle becomes available for you to use.
 +
You may be forced to steal or commandeer this vehicle, or it might became available trough an mistaken identity, mishap, or accident or pick you up as a hitcher.
  
'''Surge'''
+
==== Random Route ====
Suppress scale in melee.
+
Find open route to travel.
  
By invoking a rain of random chaos, you can suppress the abilities of multiple opponents and unleash havoc upon your enemies. This power acts as both a defensive shield and an offensive weapon, providing you with a potent tool for controlling the battlefield.
+
You pick a seemingly random route for your crew to travel, that will luckily prove to be open and unobstructed.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
 
Embark on a journey guided by blind luck and uncanny intuition, tracking prey and evading pursuit with the unpredictable grace of flux.
 
Embark on a journey guided by blind luck and uncanny intuition, tracking prey and evading pursuit with the unpredictable grace of flux.
 +
Like many Flux power, each consecutive use is more dangerous.
 
   
 
   
'''Lucky Trail'''
+
==== Fickle Finder ====
 
Track by blind luck.
 
Track by blind luck.
  
This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.'''Lucky Shot'''
+
This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.  
Attack like a fine and potent rifle.
 
  
'''Random Ruckus'''
+
==== Fickle Focus ====
 +
Lethal accident.
 +
 
 +
This is about as effective as traditional equipment; a fine and potent ranged weapon would be equally powerful in combat.
 +
Some targets may exhibit more or less vulnerability to specific types of attacks, and this power is very flexible in its effects as long as the environment has what you need.
 +
Lucky Shot can produce some very unlikely hits, making things spin out of control rather than inflicting regular damage.
 +
 
 +
==== Fickle Fortune ====
 
Cause random events.
 
Cause random events.
  
The result of this action varies depending on the nature of your power. For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Cause random events that disrupt the environment.  
 +
These don't do direct damage, but can otherwise be significant and affect an area.
 +
Thinks like oil spills, sudden squalls, brownouts, and similar random disturbances.
  
Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.'''Starfall'''
+
==== Fickle Fate ====
Attack like a fine and potent grenade.
+
Random area attack.
 +
 
 +
Lucky Shot with an Area (p. 221) effect.
 +
Does full damage to crew cohorts.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
Sneak and move with stealth and agility. Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.'''Chaotic Cover'''
+
Sneak and move with stealth and agility.  
You can hide anywhere.
+
Again, luck only lasts so long, using Flux powers repeatedly risks worse and worse consequences.  
  
'''Chaotic Cover'''
+
==== Errant Evasion ====
You can hide anywhere.
+
Hide anywhere once.
  
Blend into your surroundings with ease, protected by random distractions that confound the senses of those who seek to find you. While this cover may not last long, it provides a valuable advantage in stealth and evasion.
+
Blend into your surroundings anywhere, protected by random distractions that confound the senses of those who seek to find you.
 +
These distraction are unlikely to last long, you better get into regular cover quickly.
  
'''Fortune's Flow'''
+
==== Errant Errand ====
 
Avoid random dangers.
 
Avoid random dangers.
  
Move through environments with the grace and ease of one blessed by fortune. Events seem to conspire in your favor, clearing obstacles and opening paths to freedom.
+
Move through environments with the ease of one blessed by fortune.  
 +
Events seem to conspire in your favor, clearing obstacles and opening paths.
 +
 
 +
==== Errant Excursion ====
 +
Crew Prowling.
  
'''Serendipitous Saunter'''
+
Bring your allies along on your adventures, sharing the benefits of Errant Evasion and Errant Errand.
Crew Chaotic Cover and Fortune's Flow.
+
They still use their own Prowl.
 +
The result is likely to be a group action.
  
Bring your allies along on your adventures, sharing the benefits of Chaotic Cover and Fortune's Flow. Together, you can navigate treacherous terrain and evade pursuit with uncanny efficiency.
+
==== Errant Emergence ====
 +
Random Teleport.
  
'''Out of the Fire'''
+
Teleport to a random location within the same city or region, evading danger and gaining a chance to regroup and plan your next move.
Teleport to a random location.
+
You can decide on a general area to go to, but no details on what place you teleport to, making this poor at intrusion but good at escape.
  
When danger looms, escape to safety with the power of teleportation. Teleport to a random location within the same city or region, evading danger and gaining a chance to regroup and plan your next move.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
 
Engage in combat with reckless abandon, unleashing chaos upon your foes and wielding the unpredictable power of flux to devastating effect.
 
Engage in combat with reckless abandon, unleashing chaos upon your foes and wielding the unpredictable power of flux to devastating effect.
  
'''Pratfall'''
+
==== Fracture Fortitude ====
Dodge chaos.
+
Resist Flux Harm.
 +
 
 +
Absorb Flux energies.
 +
This allows you to ignore most harm from random events and to reduce the damage from Flux powers and accidents, including acts of sabotage, but not bombs or ambushes.
 +
{{ : Damage Resistance Template (FiD)}}
  
Utilizing flux in combat is a high-risk endeavor, with each successive use raising the stakes of failure. Engaging multiple enemies in skirmish after skirmish increases the likelihood of dire consequences.
+
==== Fracture Feint ====
 +
Fine and Potent melee.
  
'''Anarchic Assault'''
+
Unleash devastating attacks upon your foes with the power of Flux.
Fine and potent melee attack.
+
This opens opportunities and causes accidents and fumbles.
 +
Similar to a standard Skirmish attack, but with Fine and Potent weaponry.
  
Unleash devastating attacks upon your foes with the power of flux. Similar to a standard skirmish attack, but with the added potency of fine and potent weaponry.
+
==== Fracture Fray ====
 +
Negate Scale in melee.
  
'''Chaos Shroud'''
+
Create distractions and obstructions that hinder your enemies and level the playing field. This power disrupts enemy formations and prevents them from overwhelming benefiting from Scale (p. 221).
Negate scale in melee.
+
You attack like Fracture Feint.
  
Create distractions and obstructions that hinder your enemies and level the playing field. This power disrupts enemy formations and prevents them from overwhelming you with sheer numbers.
+
==== Fracture Frenzy ====
 +
Attack all in a melee.
  
'''Anarchic Avalanche'''
+
Unleash chaos in all directions, striking out at multiple enemies simultaneously.
Attack all enemies in a melee.
+
Negate Scale (p. 221), attack all enemies in the fight, and do full damage to gang cohorts.
 +
This wide-ranging attack can turn the tide of battle in your favor, but be prepared for the unpredictable consequences of wielding such power.
  
Unleash chaos in all directions, striking out at multiple enemies simultaneously. This wide-ranging attack can turn the tide of battle in your favor, but be prepared for the unpredictable consequences of wielding such power.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Delve into the mysteries of flux and uncover its secrets, gaining insights into the nature of chaos and unlocking its potential to reshape reality.
+
Delve into the mysteries of Flux and uncover its secrets, gaining insights into the nature of chaos and unlocking its potential to reshape reality.
 +
The Outcome required depends on range:
 +
 
 +
* Limited Effect for touch.
 +
* Standard Effect for line-of-sight.
 +
* Great Effect to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 
 +
You can work with any item, power, or creature of Flux and various oddities.
  
'''Analyze Anomaly'''
+
==== Anomaly Appraisal ====
Identify powers and oddities.
+
Identify Flux.
  
Unlock the secrets of flux powers and creatures by studying their abilities and weaknesses. This power grants you insights into the nature of chaos and allows you to exploit its vulnerabilities.
+
This gives the name and very basic information in narrative terms, but not details or actual rules.
  
'''Serendipity Seer'''
+
==== Anomaly Analysis ====
Learn abilities of powers and oddities.
+
Analyze Flux.
  
Peer into the future and gain glimpses of events yet to come. By focusing on a particular creature, you can gain insights into their fate and the role they may play in future events.
+
You learn of any powers or special abilities the target has. This includes actual rules and game effects.
  
'''Anomaly Archive'''
+
==== Anomaly Archive ====
Learn history of powers and oddities.
+
History of Flux.
  
Delve into the past and uncover the hidden history of objects and creatures affected by flux. This power allows you to trace the origins of artifacts and beings, shedding light on their past and potential future.
+
Delve into the past and uncover the hidden history of objects and creatures of Flux.  
 +
This power allows you to trace the origins of artifacts and beings, shedding light on their past and potential future.
  
'''Serendipity Sweep'''
+
==== Anomaly Aggregate ====
Analyze lots of powers and oddities.
+
Analyze lots of Flux.
  
Extend your analysis to a wider area, scanning for flux and its effects across a broad swath of territory. While more challenging at greater distances, this power provides valuable information for planning and strategizing.
+
Extend your analysis to the area within Range (p. 221), scanning for Flux and its effects across a broad swath of territory.  
 +
While more challenging at greater distances, this power provides valuable information for planning and strategizing.
 +
Identifies trouble spots and sensitive or accident-prone locations like Anomaly Analysis , and you can then use Anomaly Archive on three such phenomena.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
 
Peer through the veil of chaos to glimpse the future and perceive the world with newfound clarity, guided by the serendipitous whims of flux.
 
Peer through the veil of chaos to glimpse the future and perceive the world with newfound clarity, guided by the serendipitous whims of flux.
 +
The Outcome required depends on the target’s concealment:
 +
* '''Limited''' Outcome finds targets hiding behind light cover or in distant places you can barely see.
 +
* '''Standard''' Outcome allows you to perceive behind walls and into hard cover.
 +
* '''Great''' Outcome allows you to perceive far-away places and locations you had no prior awareness of.
  
'''Fortune's Find'''
+
==== Wayward Win ====
 
Find random things.
 
Find random things.
  
 
Stumble upon valuable information, people, and paths through sheer chance. While these encounters may prove fortuitous, be wary of the dangers that lurk beneath the surface.
 
Stumble upon valuable information, people, and paths through sheer chance. While these encounters may prove fortuitous, be wary of the dangers that lurk beneath the surface.
  
'''Flux Farsight'''
+
==== Wayward Watch ====
Vision from an object of randomness.
+
See randomness.
  
Peer through the veil of chaos and perceive distant objects behaving erratically. This power grants you insight into the nature of flux, allowing you to observe its effects from afar.
+
Peer through the veil of chaos to get random information of some utility, even if the use is not always obvious.  
 +
This power also grants you insight into the nature of flux, allowing you to observe random events from afar.
  
'''Serendipitous Scan'''
+
==== Wayward Web ====
Vision of people in Flux.
+
Vision of randomness.
  
Receive visions of future encounters with random entities or objects. These glimpses into the future may provide valuable insights or warnings of impending danger.
+
Receive visions of future encounters with random entities or objects, pointing out future troubles.  
 +
These glimpses into the future may provide valuable insights or warnings of impending danger.
  
'''Omniscient Opportunist'''
+
==== Wayward World ====
Perceive all Flux over a wide area.
+
Perceive all Flux.
  
Attune your senses to the chaotic energies around you, perceiving all random coincidences within your vicinity. This heightened awareness allows you to anticipate events and react accordingly, providing valuable information to yourself and your allies.
+
Attune your senses to the chaotic energies around you, perceiving all random coincidences within Range (p. 221).  
 +
This heightened awareness allows you to anticipate events and react accordingly, providing valuable information to yourself and your allies.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
 
Influence the minds of others with the subtle art of persuasion, tapping into the chaotic undercurrents of flux to sway hearts and minds alike.
 
Influence the minds of others with the subtle art of persuasion, tapping into the chaotic undercurrents of flux to sway hearts and minds alike.
  
'''Intuitive Awareness'''
+
All Sway Flux powers are dangerous and will often start at a bad Position.
See likely actions of others.
 
  
Understand the motivations and intentions of any creature, regardless of their nature or origin. While you can gauge their thoughts and emotions, they may not comprehend your own intentions.
+
==== Whim Wink ====
 +
Universal translation.
  
'''Chance Concord'''
+
You can speak to any creature, regardless of their nature or origin.
Crew can communicate with anyone.
+
You can also sense if any kind of creature is free to act as it wishes or is bound by conventions and orders.
  
Establish communication with any being, transcending language barriers and fostering understanding and cooperation. This power promotes unity and collaboration among diverse groups and individuals.
+
==== Whim Woo ====
 +
Spirited conversations.
  
'''Chance Compulsion'''
+
You and your crew can establish communication with any being, transcending language barriers.
Post-hypnotic randomness.
+
This translation overcomes cultural barriers and is highly spirited but full of challenge and can easily turn offensive.
 +
You can meaningfully emote with creatures that lack a language.
  
Implant random impulses in the minds of creatures, compelling them to act under specific conditions. These impulses may manifest as drastic actions or violent outbursts, depending on the circumstances.
+
==== Whim Whorl ====
 +
Triggered randomness.
  
'''Liberation'''
+
Implant random impulses in the minds of creatures, compelling them to act under specific conditions, but you cannot decide how they will act.
Permanently break social bonds.
+
These impulses manifest as drastic actions, bursts of egotism, spontaneous performances, or violent outbursts, depending on the circumstances.
  
Free creatures from the constraints of domestication and control, granting them the freedom to act according to their own will. This power liberates beings from oppression and empowers them to embrace their wild and untamed nature.
+
==== Whim Warp ====
 +
Break social bonds.
 +
 
 +
Free creatures from the constraints of domestication and control, granting them the freedom to act according to their own whims.  
 +
This power liberates beings from any kind of oppression or control, including Powers and the effect of [[Rituals_(FiD)|Rituals]] and empowers them to embrace their wild and untamed nature.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Craft reality itself with the capricious touch of flux, shaping objects and forging connections with the serendipitous creativity of chaos.
+
Craft reality itself with the capricious touch of Flux, shaping objects and forging connections with the serendipitous creativity of chaos.
 +
you can work anything, but the result may not be quite as expected.
 +
Even when there is no consequence, Tinker Flux is still unpredictable.
 +
{{ : Include Tinker (FiD) }}
  
'''Serendipity's Gift'''
+
==== Capricious Craft ====
Find just the thing you need.
+
Find thing you need.
  
Discover tools and components through sheer luck, finding exactly what you need at the most opportune moments. This power facilitates innovation and creativity, enabling you to overcome obstacles with ingenuity and resourcefulness.
+
Discover tools and components through sheer luck, finding exactly what you need at the most opportune moments.  
 +
The effect depends on what is reasonable to expect to find where you are looking; in a scrapyard you usually start with Great Effect, on a very clean and polished street Limited Effect or even no Effect is reasonable.
  
'''Chance Crafting'''
+
==== Capricious Contraption ====
 
Inspired crafting.
 
Inspired crafting.
  
Shape objects at random, molding them like clay to suit your needs. While you may not have full control over the outcome, this power often yields surprising and unexpected results.
+
Shape objects at random, molding them like clay to suit your needs.  
 +
This power facilitates innovation and creativity, enabling you to overcome obstacles with ingenuity and resourcefulness.
 +
You do not have full control what you make, this ability often yields surprising and unexpected results.
  
'''Capricious Crafting'''
+
==== Capricious Conjury ====
 
Random transmutation.
 
Random transmutation.
  
Transform objects into new forms, reshaping them into complex tools and items of value. This power allows for the creation of fine and potent artifacts, limited only by your imagination and the chaotic nature of flux.
+
Transform objects into new forms, reshaping them into complex tools and items of value. This power allows for the creation of Fine and Potent items, limited only by your imagination and the chaotic nature of flux.
  
'''Wish'''
+
==== Wish ====
 
Create items on a whim.
 
Create items on a whim.
  
Manifest objects through the power of sheer will, bringing forth items of great significance or utility. Whether it's a vehicle or a building, this power allows you to materialize your desires into reality.
+
Manifest objects through the power of sheer will, bringing forth items of great significance or utility.  
 +
Whether it's a vehicle or a building, this power allows you to materialize your desires into reality.
 +
The result is always an object, often an exquisite artwork that also has a superlative function.
 +
Even more than other Flux powers, this tends to even out fate or apply poetic justice.
 +
If you have been fortunate lately or make many wishes, Wish is likely to have bad results.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
 
Unleash devastation upon the world with the unstoppable force of chaos, tearing down obstacles and reshaping the very fabric of reality with reckless abandon.
 
Unleash devastation upon the world with the unstoppable force of chaos, tearing down obstacles and reshaping the very fabric of reality with reckless abandon.
  
'''Chaotic Clutter'''
+
==== Ruin Rip ====
 +
Random breakage.
 +
 
 
Objects unexpectedly break.
 
Objects unexpectedly break.
 +
The effects are random, but will benefit you in some way.
 +
 +
You can also use this as a weapon with similar effect to a sledgehammer.
 +
Even so results are somewhat random, but it will hit your target.
  
Leave a trail of destruction in your wake, twisting and deforming objects as you move through the environment. This power disrupts and disorients your adversaries, creating chaos and confusion on the battlefield.
+
==== Ruin Rupture ====
 +
Invoke entropy.
  
'''Anarchic Impact'''
+
Channel chaos into objects, causing them to bend and crack under the strain.
Objects succumb to entropy.
+
This works best on either old poorly maintained objects and construction or things that are brand new untested.
 +
You revel maintenance problems, hidden faults, design flaws, and bad batch items, breaking down machinery, vehicles, walls, and gates, or at least giving mechanical troubles to what is well tested and maintained.
  
Channel chaos into objects, causing them to bend and crack under the strain. With a well-placed strike, you can shatter obstacles and incapacitate foes, turning the tide of battle in your favor.
+
This also works in close combat.
 +
With a well-placed strike, you can shatter obstacles and incapacitate foes, like a Fine and Potent sledgehammer.
  
'''Hushed Havoc'''
+
==== Ruin Rot ====
 
Silent disintegration.
 
Silent disintegration.
  
Destroy targets silently and efficiently, reducing them to dust with a single blow. This power allows for covert operations and stealthy takedowns, leaving no trace of your presence behind.
+
As Anarchic Impact, and you have two additional options.
 +
You either silently reduce targets to dust, or the destruction appears entirely accidental, an obviously natural accident or technological failure.
 +
This power allows for covert operations and stealthy take downs, leaving no clues behind.
 +
 
 +
==== Ruination ====
 +
Area Ruin Rupture.
  
'''Chaos Cataclysm'''
+
This power disrupts and disorients your adversaries, creating chaos and confusion on the battlefield.
Anarchic Impact on a large area.
+
Leave a trail of destruction in your wake, twisting and deforming objects as you move through the environment.
 +
Unleash chaos on a massive scale, leveling entire city blocks and reshaping the landscape with devastating force. This power is the pinnacle of destruction, capable of laying waste to large areas with a single act of chaos.
  
Unleash chaos on a massive scale, leveling entire city blocks and reshaping the landscape with devastating force. This power is the pinnacle of destruction, capable of laying waste to vast areas with a single act of chaos.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 20:26, 1 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

Flux is the power of luck, chaos, decay, and randomness, but also of freedom, inspiration, and art.

Flux is the power of unrealized potential; it is free energy and tension, infinite detail and variation without inherent meaning. Flux revels in randomness, and can produce spectacular but unpredictable results. This gives it an affinity for drunkenness and other inhibition-reducing states. Anything can be created using flux, but in its raw form it is uncontrollable and disruptive. Always chancy and dangerous, when it works flux manipulates events in your favor. This makes flux subtle, when it works, the effects are seemingly random events. Flux is opposed to order.

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

Flux creatures are strange spirits of whimsy, sometimes known as muses, sometimes as demons. They inspire arts and cause chaos. They may possess other creatures. If they take physical form they are often a chimera of different parts.

Flux 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 Chaos Eye
Detect the supernatural.
Chaos Rebuke
Dismiss the supernatural.
Chaos Call
Summon chaos creatures.
Chaos Gate
Portal to a plane of chaos.
Command Call to Chaos
Flux intimidation.
Call to Companions
Flux signalling.
Call to Freedom
Inspire independence.
Call to Madness
Break a mind.
Consort Chaos Costume
Chaos accessories.
Chaos Chimera
Transform into anything.
Chaos Conversion
Transform crew.
Chaos Cascade
Transform gangs.
Finesse Random Ride
Ride any mount or vehicle.
Random Rumble
Pine and Potent melee attack.
Random Rover
A ride luckily appears.
Random Route
Find open route to travel.
Hunt Fickle Finder
Track by blind luck.
Fickle Focus
Lethal accident.
Fickle Fortune
Cause random events.
Fickle Fate
Random area attack.
Prowl Errant Evasion
Hide anywhere once.
Errant Errand
Avoid random dangers.
Errant Excursion
Crew Prowling.
Errant Emergence
Random Teleport.
Skirmish Fracture Fortitude
Resist Flux Harm.
Fracture Feint
Fine and Potent melee.
Fracture Fray
Negate Scale in melee.
Fracture Frenzy
Attack all in a melee.
Study Anomaly Appraisal
Identify Flux.
Anomaly Analysis
Analyze Flux.
Anomaly Archive
History of Flux.
Anomaly Aggregate
Analyze lots of Flux.
Survey Wayward Win
Find random things.
Wayward Watch
See randomness.
Wayward Web
Vision of randomness.
Wayward World
Perceive all Flux.
Sway Whim Wink
Universal translation.
Whim Woo
Spirited conversations.
Whim Whorl
Triggered randomness.
Whim Warp
Break social bonds.
Tinker Capricious Craft
Find thing you need.
Capricious Contraption
Inspired crafting.
Capricious Conjury
Random transmutation.
Wish
Create items on a whim.
Wreck Ruin Rip
Random breakage.
Ruin Rupture
Invoke entropy.
Ruin Rot
Silent disintegration.
Ruination
Area Ruin Rupture.

Expanded Flux Powers

Harness the power of Attune to perceive and manipulate unnatural energies. Flux is flexible in this and can detect and dispel other powers.

Attune

Chaos Eye

Detect the supernatural.

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. A drawback to this is that you cannot tell what power you have detected.

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.

Chaos Rebuke

Dismiss the supernatural.

Dismiss any summon or dispel any power. You can compel any creature native to another plane of existence to return to that plane, to cease the operation of any power, and to force any Spirit to materialize. By disrupting the connection between the target and their plane of origin, you can banish them from the mortal realm or neutralize their abilities. Dispelling with Flux is powerful, it can dispel any power.

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

Forcing a spirit to materialize 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.

Chaos Call

Summon chaos creatures.

By tapping into the chaotic forces of other planes, you can call forth creatures from realms of pure chaos.

Flux creatures generally come in two types, spirits, and creatures with powers.

Spirits are naturally immaterial, but some can take physical form. They manifest the emotional and mental manifestations of their power. Spirits are of roughly human intellect, but can seem monomaniacal in their focus on their particular power. They can use sophisticated powers and usually have an agenda of their own that might well be irrelevant to humans.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. Flux creatures often lack a distinct form, like amoebas, but some are regular creatures with Flux powers. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.

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

Chaos Gate

Portal to a plane of chaos.

The planes of Flux are known variously as Liminara or Fluxor, the first used by dreamers and poets, the second by wizards and scholars of the planes. These portals are unpredictable in nature, and the destination may vary each time they are opened. Exercise caution when using this ability, as it can lead to encounters with beings of immense power and unpredictability.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

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

Command

Command the forces of chaos with unparalleled authority, compelling obedience and inciting independence among those who would heed your call. Position and effect depend on the situation and your relationship with listeners.

Call to Chaos

Flux intimidation.

You can create Flux effects such as as poltergeist activity and surges of raw chaos to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. Creatures of Flux might recognize you as a figure of authority.

Call to Companions

Flux signalling.

You can communicate with Flux creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

You can communicate with any creature, but the communication manifests randomly, as an omen or sign in nature. These messages are spooky, hard to interpret, and cannot be replied to.

Call to Freedom

Inspire independence.

Use this power to liberate allies or disrupt the plans of your adversaries. By inspiring independence and chaos in those around you, you can influence individuals as if you were their trusted friend. However, be mindful that encouraging independence may lead to actions that are not necessarily advantageous to your goals.

This is essentially a Fine attempt at communication, increasing your outcome compared to a normal attempt at Command. It works on any creature, but the only command you can give is for them to take independent action.

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.

Call to Madness

Break a mind.

You permanently alter a creature's mind by adding chaos. This can remove existing loyalties and free the creature from societal pressure. You can only change them so much, use too much and the creature becomes eccentric, then mad, then raving insane.

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Consort

Embrace the chaotic nature of Flux to forge connections and shape reality itself, transforming both yourself and the world around you with boundless creativity.

Chaos Costume

Chaos accessories.

Through manipulation of chaotic energies, you can imbue your clothes and accessories with an ever-shifting appearance. This ability allows you to conceal your identity or create dazzling outfits that reflect the unpredictability of Flux, but it is not going to make you inconspicuous.

You can use this on your entire Crew as an Advanced ability.

Chaos Chimera

Transform into anything.

Chaos Chimera grants you the ability to transform into any form you desire, including composites of different creatures. However, this transformation is unstable and may have unforeseen consequences. While transformed, your actions may be affected by random fluctuations, making each transformation a gamble with uncertain but mostly positive results.

With limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard outcome can make you a generic creature, very hard to recognize as yourself. Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.

Chaos Conversion

Transform crew.

Chaos Chimera on willing or helpless creatures. Their Consort determines if they can control further changes. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Chaos Chimera.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Chaos Cascade

Transform gangs.

This power allows you to use Chaos Conversion on a large number of creatures, either willing or non-sentient, and give them a simple instruction. However, the chaotic nature of Flux ensures that these creatures are energetic and creative, but may interpret your commands creatively, leading to unpredictable outcomes.

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Finesse

Master the art of finesse and manipulation, wielding luck as a potent weapon to achieve precision strikes and subtle control over your surroundings.

Random Ride

Ride any mount or vehicle.

With the ability to ride any mount as if it were domesticated or a vehicle as if you were trained with it, you gain control over your means of transportation. The power of Flux means that even clear terrain can be tricky for you, while you are unusually lucky in rough terrain. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.

Random Rumble

Pine and Potent melee attack.

Harnessing luck as a potent weapon, you can execute precise close-range attacks with remarkable accuracy. This power grants you the finesse and precision of a seasoned duelist, enabling you to strike with deadly precision at your adversaries. However, even more than most Flux attacks, repeated use gets harder and more dangerous.

Random Rover

A ride luckily appears.

When the situation demands it, you can manipulate fate so that a vehicle becomes available for you to use. You may be forced to steal or commandeer this vehicle, or it might became available trough an mistaken identity, mishap, or accident or pick you up as a hitcher.

Random Route

Find open route to travel.

You pick a seemingly random route for your crew to travel, that will luckily prove to be open and unobstructed.

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Hunt

Embark on a journey guided by blind luck and uncanny intuition, tracking prey and evading pursuit with the unpredictable grace of flux. Like many Flux power, each consecutive use is more dangerous.

Fickle Finder

Track by blind luck.

This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Fickle Focus

Lethal accident.

This is about as effective as traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. Some targets may exhibit more or less vulnerability to specific types of attacks, and this power is very flexible in its effects as long as the environment has what you need. Lucky Shot can produce some very unlikely hits, making things spin out of control rather than inflicting regular damage.

Fickle Fortune

Cause random events.

Cause random events that disrupt the environment. These don't do direct damage, but can otherwise be significant and affect an area. Thinks like oil spills, sudden squalls, brownouts, and similar random disturbances.

Fickle Fate

Random area attack.

Lucky Shot with an Area (p. 221) effect. Does full damage to crew cohorts.

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Prowl

Sneak and move with stealth and agility. Again, luck only lasts so long, using Flux powers repeatedly risks worse and worse consequences.

Errant Evasion

Hide anywhere once.

Blend into your surroundings anywhere, protected by random distractions that confound the senses of those who seek to find you. These distraction are unlikely to last long, you better get into regular cover quickly.

Errant Errand

Avoid random dangers.

Move through environments with the ease of one blessed by fortune. Events seem to conspire in your favor, clearing obstacles and opening paths.

Errant Excursion

Crew Prowling.

Bring your allies along on your adventures, sharing the benefits of Errant Evasion and Errant Errand. They still use their own Prowl. The result is likely to be a group action.

Errant Emergence

Random Teleport.

Teleport to a random location within the same city or region, evading danger and gaining a chance to regroup and plan your next move. You can decide on a general area to go to, but no details on what place you teleport to, making this poor at intrusion but good at escape.

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Skirmish

Engage in combat with reckless abandon, unleashing chaos upon your foes and wielding the unpredictable power of flux to devastating effect.

Fracture Fortitude

Resist Flux Harm.

Absorb Flux energies. This allows you to ignore most harm from random events and to reduce the damage from Flux powers and accidents, including acts of sabotage, but not bombs or ambushes. 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.

Fracture Feint

Fine and Potent melee.

Unleash devastating attacks upon your foes with the power of Flux. This opens opportunities and causes accidents and fumbles. Similar to a standard Skirmish attack, but with Fine and Potent weaponry.

Fracture Fray

Negate Scale in melee.

Create distractions and obstructions that hinder your enemies and level the playing field. This power disrupts enemy formations and prevents them from overwhelming benefiting from Scale (p. 221). You attack like Fracture Feint.

Fracture Frenzy

Attack all in a melee.

Unleash chaos in all directions, striking out at multiple enemies simultaneously. Negate Scale (p. 221), attack all enemies in the fight, and do full damage to gang cohorts. This wide-ranging attack can turn the tide of battle in your favor, but be prepared for the unpredictable consequences of wielding such power.

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Study

Delve into the mysteries of Flux and uncover its secrets, gaining insights into the nature of chaos and unlocking its potential to reshape reality. The Outcome required depends on range:

  • Limited Effect for touch.
  • Standard Effect for line-of-sight.
  • Great Effect to reach a target you know of or have some link to, but which is out of line-of-sight.

You can work with any item, power, or creature of Flux and various oddities.

Anomaly Appraisal

Identify Flux.

This gives the name and very basic information in narrative terms, but not details or actual rules.

Anomaly Analysis

Analyze Flux.

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

Anomaly Archive

History of Flux.

Delve into the past and uncover the hidden history of objects and creatures of Flux. This power allows you to trace the origins of artifacts and beings, shedding light on their past and potential future.

Anomaly Aggregate

Analyze lots of Flux.

Extend your analysis to the area within Range (p. 221), scanning for Flux and its effects across a broad swath of territory. While more challenging at greater distances, this power provides valuable information for planning and strategizing. Identifies trouble spots and sensitive or accident-prone locations like Anomaly Analysis , and you can then use Anomaly Archive on three such phenomena.

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Survey

Peer through the veil of chaos to glimpse the future and perceive the world with newfound clarity, guided by the serendipitous whims of flux. The Outcome required depends on the target’s concealment:

  • Limited Outcome finds targets hiding behind light cover or in distant places you can barely see.
  • Standard Outcome allows you to perceive behind walls and into hard cover.
  • Great Outcome allows you to perceive far-away places and locations you had no prior awareness of.

Wayward Win

Find random things.

Stumble upon valuable information, people, and paths through sheer chance. While these encounters may prove fortuitous, be wary of the dangers that lurk beneath the surface.

Wayward Watch

See randomness.

Peer through the veil of chaos to get random information of some utility, even if the use is not always obvious. This power also grants you insight into the nature of flux, allowing you to observe random events from afar.

Wayward Web

Vision of randomness.

Receive visions of future encounters with random entities or objects, pointing out future troubles. These glimpses into the future may provide valuable insights or warnings of impending danger.

Wayward World

Perceive all Flux.

Attune your senses to the chaotic energies around you, perceiving all random coincidences within Range (p. 221). This heightened awareness allows you to anticipate events and react accordingly, providing valuable information to yourself and your allies.

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Sway

Influence the minds of others with the subtle art of persuasion, tapping into the chaotic undercurrents of flux to sway hearts and minds alike.

All Sway Flux powers are dangerous and will often start at a bad Position.

Whim Wink

Universal translation.

You can speak to any creature, regardless of their nature or origin. You can also sense if any kind of creature is free to act as it wishes or is bound by conventions and orders.

Whim Woo

Spirited conversations.

You and your crew can establish communication with any being, transcending language barriers. This translation overcomes cultural barriers and is highly spirited but full of challenge and can easily turn offensive. You can meaningfully emote with creatures that lack a language.

Whim Whorl

Triggered randomness.

Implant random impulses in the minds of creatures, compelling them to act under specific conditions, but you cannot decide how they will act. These impulses manifest as drastic actions, bursts of egotism, spontaneous performances, or violent outbursts, depending on the circumstances.

Whim Warp

Break social bonds.

Free creatures from the constraints of domestication and control, granting them the freedom to act according to their own whims. This power liberates beings from any kind of oppression or control, including Powers and the effect of Rituals and empowers them to embrace their wild and untamed nature.

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Tinker

Craft reality itself with the capricious touch of Flux, shaping objects and forging connections with the serendipitous creativity of chaos. you can work anything, but the result may not be quite as expected. Even when there is no consequence, Tinker Flux is still unpredictable.

  • 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.

Capricious Craft

Find thing you need.

Discover tools and components through sheer luck, finding exactly what you need at the most opportune moments. The effect depends on what is reasonable to expect to find where you are looking; in a scrapyard you usually start with Great Effect, on a very clean and polished street Limited Effect or even no Effect is reasonable.

Capricious Contraption

Inspired crafting.

Shape objects at random, molding them like clay to suit your needs. This power facilitates innovation and creativity, enabling you to overcome obstacles with ingenuity and resourcefulness. You do not have full control what you make, this ability often yields surprising and unexpected results.

Capricious Conjury

Random transmutation.

Transform objects into new forms, reshaping them into complex tools and items of value. This power allows for the creation of Fine and Potent items, limited only by your imagination and the chaotic nature of flux.

Wish

Create items on a whim.

Manifest objects through the power of sheer will, bringing forth items of great significance or utility. Whether it's a vehicle or a building, this power allows you to materialize your desires into reality. The result is always an object, often an exquisite artwork that also has a superlative function. Even more than other Flux powers, this tends to even out fate or apply poetic justice. If you have been fortunate lately or make many wishes, Wish is likely to have bad results.

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Wreck

Unleash devastation upon the world with the unstoppable force of chaos, tearing down obstacles and reshaping the very fabric of reality with reckless abandon.

Ruin Rip

Random breakage.

Objects unexpectedly break. The effects are random, but will benefit you in some way.

You can also use this as a weapon with similar effect to a sledgehammer. Even so results are somewhat random, but it will hit your target.

Ruin Rupture

Invoke entropy.

Channel chaos into objects, causing them to bend and crack under the strain. This works best on either old poorly maintained objects and construction or things that are brand new untested. You revel maintenance problems, hidden faults, design flaws, and bad batch items, breaking down machinery, vehicles, walls, and gates, or at least giving mechanical troubles to what is well tested and maintained.

This also works in close combat. With a well-placed strike, you can shatter obstacles and incapacitate foes, like a Fine and Potent sledgehammer.

Ruin Rot

Silent disintegration.

As Anarchic Impact, and you have two additional options. You either silently reduce targets to dust, or the destruction appears entirely accidental, an obviously natural accident or technological failure. This power allows for covert operations and stealthy take downs, leaving no clues behind.

Ruination

Area Ruin Rupture.

This power disrupts and disorients your adversaries, creating chaos and confusion on the battlefield. Leave a trail of destruction in your wake, twisting and deforming objects as you move through the environment. Unleash chaos on a massive scale, leveling entire city blocks and reshaping the landscape with devastating force. This power is the pinnacle of destruction, capable of laying waste to large areas with a single act of chaos.

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