Difference between revisions of "Flux Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
 
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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{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> Detect supernatural creatures and powers.  
+
|valign="top"| '''Chaos Eye'''   <br> Detect supernatural creatures and powers.  
|valign="top"| '''Dismiss''' <br> Force any creature native to another plane of existence to return to that plane, or to end the operation of any power.  
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|valign="top"| '''Chaos Rebuke''' <br> Dismiss any any summon or dispel any power.  
|valign="top"| '''Summon'''  <br> Call a creature from a plane of chaos. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
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|valign="top"| '''Chaos Call'''  <br> Summon a chaos creature
|valign="top"| '''Gate'''     <br> Create a temporary portal that allows travel to a plane of chaos.   
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|valign="top"| '''Chaos Gate'''   <br> Create a portal to a plane of chaos.   
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Call to Chaos'''   <br> You can command anyone as long as you incite independence and chaos. They understand you, but you don't understand them.
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|valign="top"| '''Call to Chaos'''     <br> Incite independence in any creature.
|valign="top"| '''Translate'''       <br> You and allies can communicate with any kind of creature.
+
|valign="top"| '''Call to Companions''' <br> Infinite range personal messages.
|valign="top"| '''Call to Freedom''' <br> As long as you inspire independence and chaos you can affect anyone, as if you were their friend. Of course, them acting independently might not be helpful.  
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|valign="top"| '''Call to Freedom'''   <br> Inspire independence in new friends.  
|valign="top"| '''Emancipate'''     <br> You can permanently make creatures resistant to command and control.
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|valign="top"| '''Call to Madness'''   <br> Break a mind.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
|valign="top"| '''Chaos Mask'''   <br> You can change your clothes and accessories by imbuing them chaos, making them shift and change. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''Chaos Mask'''       <br> Clothe yourself with chaos.  
|valign="top"| '''Shapechange'''   <br> You can change into anything, but the change is unstable and might have flaws or change while in progress. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them. Which action and attributes are affected change randomly.
+
|valign="top"| '''Chaos Chimera'''   <br> Shapechange into anything.
|valign="top"| '''Transform'''     <br> You can shapechange a willing or helpless creatures as above. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Chaos Conversion''' <br> Shapechange the willing or helpless.
|valign="top"| '''Chaotic Chase''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, which then will likely ignore.
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|valign="top"| '''Chaos Cascade'''   <br> Transform and incite crowds.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''   
 
|align="left" valign="top" | '''Finesse'''   
|valign="top"| '''Ride'''               <br> You can ride any mount or vehicle you first encountered on this score as if it was domesticated and you have the keys.  
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|valign="top"| '''Random Ride ''' <br> Ride any mount or vehicle.  
|valign="top"| '''Fine Local Control''' <br> You can use luck as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
+
|valign="top"| '''Random Rumble''' <br> A fine and potent melee attack.
|valign="top"| '''Manipulate'''         <br> You can call on luck very precisely, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as your luck holds.
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|valign="top"| '''Random Rover''' <br> A ride luckily appears.
|valign="top"| '''Surge'''             <br> You call a rain of random chaos, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Random Route''' <br> Find open route to travel.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Lucky Trail'''  <br> You can track and pursue by blind luck. Events conspire to help you - to a point.
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|valign="top"| '''Lucky Trail'''  <br> Track by blind luck.  
|valign="top"| '''Lucky Shot'''    <br> You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Lucky Shot'''    <br> Attack like a fine and potent rifle.
|valign="top"| '''Random Ruckus''' <br> You can cause a random accident. You cannot control what will happen, but it will usually be a good distraction.
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|valign="top"| '''Random Ruckus''' <br> Cause random events.
|valign="top"| '''Starfall'''      <br> You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area, but there is a risk of collateral damage.
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|valign="top"| '''Starfall'''      <br> Attack like a fine and potent grenade.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Chaotic Cover'''        <br> You can hide anywhere, protected by random distractions. This works anywhere but won't last long.
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|valign="top"| '''Chaotic Cover'''        <br> You can hide anywhere.
|valign="top"| '''Fortune's Flow'''        <br> You can move on and through environments as if your life was charmed. Events will conspire to help you move freely.
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|valign="top"| '''Fortune's Flow'''        <br> Avoid random dangers.
|valign="top"| '''Serendipitous Saunter''' <br> You can bring allies along when you use Chaotic Cover and Fortune's Flow.
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|valign="top"| '''Serendipitous Saunter''' <br> Crew Chaotic Cover and Fortune's Flow.
|valign="top"| '''Out of the Fire'''      <br> Teleport to a random location within the same city or region, which is  generally sufficient to enter or escape any dangerous situation—maybe into another situation.  
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|valign="top"| '''Out of the Fire'''      <br> Teleport to a random location.  
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''   
 
|align="left" valign="top" | '''Skirmish'''   
|valign="top"| '''Pratfall'''          <br> Flux is always a high-risk strategy, and trying to rely on it to help again and again in a skirmish involving multiple enemies is to raise the odds each time.  
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|valign="top"| '''Pratfall'''          <br> Dodge chaos.  
|valign="top"| '''Anarchic Assault'''  <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Anarchic Assault'''  <br> Fine and potent melee attack.
|valign="top"| '''Chaos Shroud'''      <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Chaos Shroud'''      <br> Negate scale in melee.
|valign="top"| '''Anarchic Avalanche''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.  
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|valign="top"| '''Anarchic Avalanche''' <br> Attack all enemies in a melee.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Analyze Anomaly'''  <br> You learn the powers and abilities of flux powers and creatures you study.
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|valign="top"| '''Analyze Anomaly'''  <br> Identify powers and oddities.
|valign="top"| '''Serendipity Seer'''   <br> You gain glimpses of future events relating to a creature you focus on.
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|valign="top"| '''Serendipity Seer''' <br> Learn abilities of powers and oddities.
|valign="top"| '''Anomaly Archive'''  <br> You can read the past events of something you study with Analyze Anomaly. This includes previous owners and how the thing has been moved around as well as significant scenes.
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|valign="top"| '''Anomaly Archive'''  <br> Learn history of powers and oddities.
|valign="top"| '''Serendipity Sweep''' <br> You find and analyze all flux in a wide area. This is easy to do where you are, more difficult at range. You can then use Anomaly Archive on some of these targets.
+
|valign="top"| '''Serendipity Sweep''' <br> Analyze lots of powers and oddities.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Fortune's Find'''       <br> You tend to stumble on good information, people, and paths by chance, but sometimes those encounters turn out to be dangerous.
+
|valign="top"| '''Fortune's Find'''         <br> Find random things.
|valign="top"| '''Flux Farsight'''       <br> Choose an object in flux that you know of; you can perceive as if you were at that spot. Object in flux are those behaving randomly.
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|valign="top"| '''Flux Farsight'''         <br> Vision from an object of randomness
|valign="top"| '''Serendipitous Scan'''         <br> You get a vision of a random thing or creature you will encounter in the near future.
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|valign="top"| '''Serendipitous Scan'''     <br> Vision of people in Flux.
|valign="top"| '''Omniscient Opportunist''' <br> You perceive all random coincidences over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''Omniscient Opportunist''' <br> Perceive all Flux over a wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Intuitive Awareness''' <br> You can understand any creature and gauge their motivations. They do not understand you.
+
|valign="top"| '''Intuitive Awareness''' <br> See likely actions of others.
|valign="top"| '''Chance Concord'''      <br> You and allies can communicate with anyone.
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|valign="top"| '''Chance Concord'''      <br> Crew can communicate with anyone.
|valign="top"| '''Chance Compulsion'''  <br> You can post random impulses in the mind of any creature, which will be triggered under conditions you specify. This is usually drastic actions, sometimes violent.
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|valign="top"| '''Chance Compulsion'''  <br> Post-hypnotic randomness.
|valign="top"| '''Liberation '''        <br> You remove all inculcation or domestication from a creature, giving it the complete freedom of a wild and uncontrolled state.   
+
|valign="top"| '''Liberation '''        <br> Permanently break social bonds.   
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Serendipity's Gift'''  <br> With luck, you might find just the tool or component you need.
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|valign="top"| '''Serendipity's Gift'''  <br> Find just the thing you need.
|valign="top"| '''Chance Crafting'''    <br> You can randomly shape any object as if they were of clay. This is not under your control but often fulfills your needs in an unexpected way.  
+
|valign="top"| '''Chance Crafting'''    <br> Inspired crafting.  
|valign="top"| '''Capricious Crafting''' <br> You can randomly reshape any object into any other object, hopefully a useful one. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
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|valign="top"| '''Capricious Crafting''' <br> Random transmutation.
|valign="top"| '''Wish'''                <br> You wish for an object and it might appear. This can be something large, such as a vehicle or building.
+
|valign="top"| '''Wish'''                <br> Create items on a whim.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Chaotic Clutter''' <br> Objects seem to have suffered damage when they hinder you. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Chaotic Clutter''' <br> Objects unexpectedly break.  
|valign="top"| '''Anarchic Impact''' <br> You channel chaos into an object, making it bend and crack as if it was wood. Give it a good smash to break it.
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|valign="top"| '''Anarchic Impact''' <br> Objects succumb to entropy.
|valign="top"| '''Hushed Havoc'''    <br> Similar to Anarchic Impact, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Hushed Havoc'''    <br> Silent disintegration.
|valign="top"| '''Chaos Cataclysm''' <br> Similar to Anarchic Impact, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
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|valign="top"| '''Chaos Cataclysm''' <br> Anarchic Impact a large area.  
 
|}
 
|}
  
== Descriptions ==
+
== Expanded 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 ===
 
=== 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.
+
'''Chaos Eye'''
 
+
Detect supernatural creatures and powers.  
'''Perceive:'''
 
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.
 
 
 
'''Dismiss:'''
 
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.
 
 
 
'''Summon:'''
 
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.
 
 
 
'''Gate:'''
 
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.
 
 
 
=== Command ===
 
Command the forces of chaos with unparalleled authority, compelling obedience and inciting independence among those who would heed your call.
 
 
 
'''Call to Chaos:'''
 
Through your commanding presence and the incitement of independence and chaos, you can compel obedience from anyone within your vicinity. Those affected by your command understand your intentions, but you may not comprehend their responses. Use this power to rally allies or sow discord among your enemies.
 
 
 
'''Translate:'''
 
With the ability to translate languages, you and your allies can communicate effectively with any kind of creature, regardless of their native tongue or form of communication. This power breaks down barriers to understanding and fosters cooperation in diverse situations.
 
 
 
'''Call to Freedom:'''
 
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. Use this power to liberate allies or disrupt the plans of your adversaries.
 
 
 
'''Emancipate:'''
 
With Emancipate, you have the power to permanently free creatures from the shackles of command and control. This liberation grants them complete autonomy and resistance to external influences, allowing them to embrace their wild and unbridled nature.
 
 
 
=== 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 Mask:'''
 
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.
 
 
 
'''Shapechange:'''
 
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.
 
 
 
'''Transform:'''
 
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.
 
 
 
'''Chaotic Chase:'''
 
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.
 
 
 
=== Finesse ===
 
Master the art of finesse and manipulation, wielding luck as a potent weapon to achieve precision strikes and subtle control over your surroundings.
 
 
 
'''Ride:'''
 
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.
 
 
 
'''Fine Local Control:'''
 
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.
 
 
 
'''Manipulate:'''
 
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.
 
 
 
'''Surge:'''
 
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.
 
 
 
=== Hunt ===
 
Embark on a journey guided by blind luck and uncanny intuition, tracking prey and evading pursuit with the unpredictable grace of flux.
 
 
 
'''Lucky Trail:'''
 
With the aid of blind luck, you can track, pursue, and hide from your adversaries with uncanny efficiency. Events seem to conspire in your favor, guiding you toward your quarry while confounding your pursuers.
 
 
 
'''Lucky Shot:'''
 
Channeling your power into a focused attack, you can unleash devastating strikes akin to a fine and potent rifle. This precision allows you to target foes with lethal accuracy, turning the tide of battle in your favor.
 
 
 
'''Random Carnage:'''
 
Utilizing your power to its fullest extent, you can unleash chaos upon the battlefield, striking down multiple enemies with devastating force. However, be wary of collateral damage, as the indiscriminate nature of this power may harm allies as well as foes.
 
 
 
'''Starfall?:'''
 
With this ability, you can call down a barrage of destruction upon your enemies, wreaking havoc upon the surrounding area. The sheer force of this attack can level buildings and create chaos, providing cover for your escape or turning the tide of battle in your favor.
 
 
 
=== Prowl ===
 
Move through the shadows with effortless grace, navigating treacherous terrain and eluding detection with the serendipitous blessings of chaos.
 
 
 
'''Chaotic Cover:'''
 
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.
 
 
 
'''Fortune's Flow:'''
 
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.
 
 
 
'''Serendipitous Saunter:'''
 
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.
 
 
 
'''Out of the Fire:'''
 
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.
 
 
 
=== Skirmish ===
 
Engage in combat with reckless abandon, unleashing chaos upon your foes and wielding the unpredictable power of flux to devastating effect.
 
 
 
'''Pratfall:'''
 
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.
 
 
 
'''Anarchic Assault:'''
 
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.
 
 
 
'''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 you with sheer numbers.
 
 
 
'''Anarchic Avalanche:'''
 
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.
 
 
 
=== 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.
 
 
 
'''Analyze Anomaly:'''
 
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.
 
 
 
'''Serendipity Seer:'''
 
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.
 
 
 
'''Anomaly Archive:'''
 
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.
 
 
 
'''Serendipity Sweep:'''
 
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.
 
 
 
=== 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.
 
 
 
'''Fortune's Find:'''
 
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:'''
 
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.
 
 
 
'''Serendipitous Scan:'''
 
Receive visions of future encounters with random entities or objects. These glimpses into the future may provide valuable insights or warnings of impending danger.
 
 
 
'''Omniscient Opportunist:'''
 
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.
 
  
=== Sway ===
+
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.
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:'''
+
This is usually done to  identify powers you can dismiss or dispel.
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.
+
However, it can also help  to see a Spirit or disguised creature and provide valuable insights into the abilities of creatures.
  
'''Chance Concord:'''
+
* Limited outcome: Something you can clearly see.
Establish communication with any being, transcending language barriers and fostering understanding and cooperation. This power promotes unity and collaboration among diverse groups and individuals.
+
* Standard Outcome: Something that is hidden
 +
* Great Outcome: Behind a wall.  
  
'''Chance Compulsion:'''
+
'''Chaos Rebuke'''
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.
+
Dismiss any summon or dispel any power.  
  
'''Liberation:'''
+
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.
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.
 
  
=== Tinker ===
+
* Limited outcome: A creature that wants to be dismissed.
Craft reality itself with the capricious touch of flux, shaping objects and forging connections with the serendipitous creativity of chaos.
+
* Standard Outcome: A creature that has been wounded or otherwise weakened.
 
+
* Great Outcome: A creature at full ability.
'''Serendipity's Gift:'''
 
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.
 
  
'''Chance Crafting:'''
+
Dispelling is usually easier.
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.
+
Flux can dispel any power.
  
'''Capricious Crafting:'''
+
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
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.
+
This improves the position of the supported action.
 
 
'''Wish:'''
 
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.
 
 
 
=== 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.
 
 
 
'''Chaotic Clutter:'''
 
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.
 
 
 
'''Anarchic Impact:'''
 
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.
 
 
 
'''Hushed Havoc:'''
 
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.
 
 
 
'''Chaos Cataclysm:'''
 
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.
 
 
 
== Expanded Water Powers ==
 
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
 
 
=== 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.
 
 
 
'''Perceive:'''
 
''You can detect creatures and power use tied to your power.
 
 
 
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.
 
Naturally, effect is reduced as the creature is more heavily obscured.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
 
 
'''Dismiss:'''
 
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
 
 
 
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
 
The consequences of this depends entirely on what happens around you when you do it.
 
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
 
 
Dispelling is usually easier, but not always.
 
Most powers only dispel effects of their own power.
 
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
 
 
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
 
The position is controlled, possibly risky if there are a lot of other dangers around.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
 +
It can also be used to break the continuing results of powers.
 
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
 
When used directly, 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.
+
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.
 
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.
  
'''Summon:'''
+
'''Chaos Call'''
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
+
Summon a chaos creature.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
By tapping into the chaotic forces of other planes, you can call forth creatures from realms of pure chaos.
This is usually a parallel world or plane of existence, dominated by your power.
 
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.  
+
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.
+
They can also give advice and information related to their power.  
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
+
Summons can use simple powers and maintain powers you have created.  
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
You 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.  
 
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.  
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
 
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.
 
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.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.
+
Flux creatures generally come in two types, spirits, and creatures with powers.  
 
 
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
 
An elemental is a simple creature totally dominated by its power.
 
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
 
 
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
 
They can use sophisticated power effects and usually have an agenda of their own.
 
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits. 
 
 
 
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
 
A fire dragon is impossibly large, flies, and breathes fire.
 
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
Spirits are naturally immaterial, but some can take physical form.
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
+
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.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.  
+
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.  
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
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.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
Depending on your outcome the creature is willing to do different things.
 +
* 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.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
Typical consequences include:
Typical consequences are:
+
* A bargain of payment in things the creature prizes.
The creature strikes out at you once.
+
* The creature strikes out at you once.
A tightwire struggle to keep the creature under control
+
* You need to concentrate to keep the creature under control.
The creature breaks things around you, demands concessions from you.
+
* The creature breaks things around you.
Overly literal interpretations of your commands.
+
* Overly literal interpretations of your commands.
The creature deliberately does its tasks poorly.
+
* The creature deliberately does its tasks poorly.
 +
* General sulkiness.
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
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.
 +
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.  
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
'''Chaos Gate'''
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.
+
Create a portal to a plane of chaos.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
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.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
 
  
This is rarely useful, but can be under exceptional circumstances.
+
A gate lasts for a while, enough for a quick score.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.  
+
If things take a lot of time it might require a separate use of the power to return home again.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.  
+
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.
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
 
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
 
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.
 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
  
Using a gate is usually played out as a score, which means there is an engagement roll.  
+
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.  
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
This opens the possibility of new Super-Apex powers that have to be negotiated with the game master.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
+
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.
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
 
=== Command ===
 
=== Command ===
Command creatures based on your power with communication and authority.
+
Command the forces of chaos with unparalleled authority, compelling obedience and inciting independence among those who would heed your call.  
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
Position and effect depend on the situation and your relationship with listeners.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
+
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
+
'''Call to Chaos'''
This still has the normal stress cost.
+
Incite independence in any creature.
 +
 
 +
This is useful for intimidating and commanding foreign or alien Flux creatures. Combined with Sway: Intuitive Awareness, it allows two-way communication.
  
'''Communicate:'''
+
'''Call to Companions'''
''You can make creatures understand you, but you do not understand them.
+
Infinite range personal messages.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
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.
Combined with the basic power of Sway allows two-way communication.
 
  
'''Translate:'''
+
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 and allies can communicate with creatures based on your power.
 
This allows full conversation with creatures of the power.  
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
'''Call to Freedom'''
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Inspire independence in new friends.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
Use this power to liberate allies or disrupt the plans of your adversaries.
Creatures of the relevant type will understand your orders.
+
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.  
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
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.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
 
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
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.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
 
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
'''Call to Madness'''
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
Break a mind.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
You permanently alter a creature's mind by adding chaos.  
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
+
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.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
 
=== Consort ===
 
=== Consort ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Embrace the chaotic nature of Flux to forge connections and shape reality itself, transforming both yourself and the world around you with boundless creativity.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
 
 
'''Mask:'''
 
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
  
You do not physically change yourself, you accessorize and change your outfit.
+
'''Chaos Mask'''
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Clothe yourself with chaos.
  
'''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.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
  
This is a true physical transmutation.
+
'''Chaos Chimera'''
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Shapechange into anything.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
Shapechange 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.
You rating in the improved action increases by one.
 
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
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.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
 
  
'''Transform:'''
+
'''Chaos Conversion'''
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
Shapechange the willing or helpless.
  
This is the shapechange power applied to another creature.  
+
Chaos Chimera on willing or helpless creatures. Their Consort determines if they can control further changes.
The duration depends of the effect, limited effect is very temporary, more of a warning.  
+
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 Shapechange.
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
  
'''Wild Hunt:'''
+
'''Chaos Cascade'''
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
Transform and incite crowds.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
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 may not adhere to your commands, leading to unpredictable outcomes.
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
 
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
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'''
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
Ride any mount or vehicle.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
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. 
 +
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.
  
'''Duel:'''
+
'''Random Rumble'''
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
A fine and potent melee attack.
  
What this actually does depends on the power used.
+
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.
Fire burns, wind slices, ice pieces or freezes, and so on.
+
However, even more than most Flux attacks, repeated use gets harder and more dangerous.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
'''Random Rover'''
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
A ride luckily appears.
  
This allows you to manipulate small amounts of matter governed by your power.
+
When the situation demands it, you can manipulate fate so that a vehicle becomes available for you to use.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
You may be forced to steal or commandeer this vehicle, and it might became available trough another's misfortune or accident.
  
'''Surge:'''
+
'''Random Route'''
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
Find open route to travel.
  
You create ans use weapon like Duel above, and also create distractions.
+
You pick a seemingly random route for your crew to travel, that will luckily prove to be open and unobstructed.
The effect is like having a number of trusty but entirely defensive allies in the fight.
 
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Embark on a journey guided by blind luck and uncanny intuition, tracking prey and evading pursuit with the unpredictable grace of flux.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
+
Like many Flux power, each consecutive use is more dangerous.
At short range, this is dangerous to you and yours.
+
 
+
'''Lucky Trail'''
'''Track:'''
+
Track by blind luck.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
 
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
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.  
  
'''Potent Snipe:'''
+
'''Lucky Shot'''
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Attack like a fine and potent rifle.
  
The effect of this action varies depending on the nature of your power.
+
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.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
 
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.  
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
'''Random Ruckus'''
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
Cause random events.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
Cause random events that disrupt the environment.
Environmental Control does not inflict any direct damage.
+
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.
  
'''Area Attack:'''
+
'''Starfall'''
''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.
+
Attack like a fine and potent grenade.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
Lucky Shot with an area effect.
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by 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.
+
Again, luck only lasts so long, using Flux powers repeatedly risks worse and worse consequences.  
  
'''Reconnaissance:'''
+
'''Chaotic Cover'''
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
You can hide anywhere.
  
This provides you cover to hide in places you ordinarily could not.
+
Blend into your surroundings anywhere, protected by random distractions that confound the senses of those who seek to find you.
Where you can use this is explained in each specific power.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
'''Fortune's Flow'''
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
Avoid random dangers.
  
Again, each power will explain how it can use this mobility.
+
Move through environments with the ease of one blessed by fortune.  
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Events seem to conspire in your favor, clearing obstacles and opening paths.
  
'''Travel:'''
+
'''Serendipitous Saunter'''
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Crew Chaotic Cover and Fortune's Flow.
  
Now you and your allies can Prowl in places where your power is at home.  
+
Bring your allies along on your adventures, sharing the benefits of Chaotic Cover and Fortune's Flow.  
They still use their own Prowl action.
+
They still use their own Prowl.
  
'''Transport:'''
+
'''Out of the Fire'''
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
Teleport to a random location.
  
How and where you use this is explained in each power.
+
Teleport to a random location within the same city or region, evading danger and gaining a chance to regroup and plan your next move.
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
Engage in combat with reckless abandon, unleashing chaos upon your foes and wielding the unpredictable power of flux to devastating effect.
 +
 
 +
'''Energy Block:'''
 +
''Resist Flux Harm.
  
'''Skirmish Attack:'''
+
Absorb Flux energies.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
This allows you to ignore most harm from random events and to reduce the damage from Flux powers and serious accidents, including acts of sabotage, but not bombs or ambushes.
 +
Roll Skirmish when subject to harm from such energies.
 +
This is your inherent resistance, it does not require any activity on your part.
 +
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
'''Anarchic Assault'''
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Fine and potent melee attack.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
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.
''Same as Skirmish Attack, except the weapon is fine and potent.
 
  
'''Obstruction:'''
+
'''Chaos Shroud'''
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Negate scale in melee.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
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.
The effect is to deny your enemies the advantage of numbers.
 
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
'''Anarchic Avalanche'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
Attack all enemies in a melee.
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
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.
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
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 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 thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
 +
 
 +
'''Analyze Anomaly'''
 +
Identify powers and oddities.
 +
 
 +
You can analyze any item, power, or creature of Flux.
 +
This gives the name and very basic information in narrative terms, but not details or actual rules.
 +
 
 +
'''Serendipity Seer'''
 +
Learn abilities of powers and oddities.
 +
 
 +
You can analyze any item, power, or creature of Flux.
 +
You learn of any powers or special abilities the target has. This includes actual rules and game result.
  
'''Analyze:'''
+
'''Anomaly Archive'''
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
Learn history of powers and oddities.
  
'''Research:'''
+
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.
''You know the powers and abilities of something you analyze.
 
  
'''Hindsight:'''
+
'''Serendipity Sweep'''
''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.
+
Analyze lots of powers and oddities.
  
'''Omniscience:'''
+
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.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
 
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Peer through the veil of chaos to glimpse the future and perceive the world with newfound clarity, guided by the serendipitous whims of flux.
 +
 
 +
'''Fortune's Find'''
 +
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.
 +
 
 +
'''Flux Farsight'''
 +
Vision from an object of 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.
  
'''Detect:'''
+
'''Serendipitous Scan'''
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
Vision of people in Flux.
  
'''Sensor:'''
+
Receive visions of future encounters with random entities or objects. These glimpses into the future may provide valuable insights or warnings of impending danger.
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
 
  
'''Scry:'''
+
'''Omniscient Opportunist'''
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Perceive all Flux over a wide area.
  
'''Omnipresence:'''
+
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.
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
 
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Influence the minds of others with the subtle art of persuasion, tapping into the chaotic undercurrents of flux to sway hearts and minds alike.
Sway creatures based on your power with persuasion and cajoling.
+
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
* Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.  
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.  
+
* Standard Outcome can convince a target with no particular stake in the matter.  
You need not select a specific type of creature in advance.
+
* Great Outcome will convince a reluctant target, but not a passionate one.
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
All Sway Flux powers are dangerous and will often have bad position.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
 
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
'''Intuitive Awareness'''
 +
See likely actions of others.
  
'''Translate:'''
+
Understand the speech of any creature, regardless of their nature or origin.
''You and allies can communicate with creatures based on your power.
+
They do not understand you.
 +
If you also use Command: Call to Chaos this gives full translation.
  
This allows you to use the Sway power to its full effect.
+
'''Chance Concord'''
You are still wheedling unless you also use Command the advanced Command effect.
+
Crew can communicate with anyone.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
Establish communication with any being, transcending language barriers.
  
'''Mesmerize:'''
+
'''Chance Compulsion'''
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
Post-hypnotic randomness.
  
Essentially this is an attempt to Sway with two advantages.
+
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.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
'''Liberation'''
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Permanently break social bonds.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
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.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Craft reality itself with the capricious touch of flux, shaping objects and forging connections with the serendipitous creativity of chaos.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
 
  
'''Handle:'''
+
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Consequences are appropriately whimsical.
  
This mainly substitutes for tools, up to a small workshop.
+
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Fabricate.
You are also protected from any dangerous effects of working with the elements of your power.
 
  
'''Shape:'''
+
'''Serendipity's Gift'''
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Find just the thing you need.
  
You can now do more than normal craft could do.
+
Discover tools and components through sheer luck, finding exactly what you need at the most opportune moments.  
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.  
+
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 effect limited or even none.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
'''Chance Crafting'''
The effect determines the effectiveness of your construction, but also how long it will last.
+
Inspired crafting.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
Shape objects at random, molding them like clay to suit your needs.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
This power facilitates innovation and creativity, enabling you to overcome obstacles with ingenuity and resourcefulness.
 +
You may not have full control over the outcome, this power often yields surprising and unexpected results.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
'''Capricious Crafting'''
 +
Random transmutation.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
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.
The result will maintain its form as if affected by the Shape ability.
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
'''Wish'''
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
Create items on a whim.
  
Pretty self-explanatory, this is Create on a larger scale.
+
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.
This is useful for equipping a large band or building something large out of nothing.
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
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'''
 +
Objects unexpectedly break.
 +
 
 +
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. The effects are random, but will benefit you in some way.
  
'''Jimmy:'''
+
You can use this as a weapon with similar effect to a sledgehammer.  
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Effect are somewhat random, but it will hit your target.
  
Just as crude as it sounds.
+
'''Anarchic Impact'''
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Objects succumb to entropy.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
Channel chaos into objects, causing them to bend and crack under the strain.  
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
This works best on poorly maintained objects and construction, potentially breaking down machinery, vehicles, walls, and gates, or at least giving mechanical troubles to well-maintained targets.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
With a well-placed strike, you can shatter obstacles and incapacitate foes, like a fine and potent sledgehammer.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
 
  
'''Disintegrate:'''
+
'''Hushed Havoc'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Silent disintegration.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
As Anarchic Impact, and destroys targets silently, reducing them to dust. This power allows for covert operations and stealthy takedowns, leaving no trace of your presence behind.
You also leave less traces, as what you wreck disappears.  
 
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
'''Chaos Cataclysm'''
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
Anarchic Impact on a large area.
  
Rather straightforward, this just scales things up.
+
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.

Latest revision as of 12:55, 15 November 2024

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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 Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Chaos Eye
Detect supernatural creatures and powers.
Chaos Rebuke
Dismiss any any summon or dispel any power.
Chaos Call
Summon a chaos creature
Chaos Gate
Create a portal to a plane of chaos.
Command Call to Chaos
Incite independence in any creature.
Call to Companions
Infinite range personal messages.
Call to Freedom
Inspire independence in new friends.
Call to Madness
Break a mind.
Consort Chaos Mask
Clothe yourself with chaos.
Chaos Chimera
Shapechange into anything.
Chaos Conversion
Shapechange the willing or helpless.
Chaos Cascade
Transform and incite crowds.
Finesse Random Ride
Ride any mount or vehicle.
Random Rumble
A fine and potent melee attack.
Random Rover
A ride luckily appears.
Random Route
Find open route to travel.
Hunt Lucky Trail
Track by blind luck.
Lucky Shot
Attack like a fine and potent rifle.
Random Ruckus
Cause random events.
Starfall
Attack like a fine and potent grenade.
Prowl Chaotic Cover
You can hide anywhere.
Fortune's Flow
Avoid random dangers.
Serendipitous Saunter
Crew Chaotic Cover and Fortune's Flow.
Out of the Fire
Teleport to a random location.
Skirmish Pratfall
Dodge chaos.
Anarchic Assault
Fine and potent melee attack.
Chaos Shroud
Negate scale in melee.
Anarchic Avalanche
Attack all enemies in a melee.
Study Analyze Anomaly
Identify powers and oddities.
Serendipity Seer
Learn abilities of powers and oddities.
Anomaly Archive
Learn history of powers and oddities.
Serendipity Sweep
Analyze lots of powers and oddities.
Survey Fortune's Find
Find random things.
Flux Farsight
Vision from an object of randomness
Serendipitous Scan
Vision of people in Flux.
Omniscient Opportunist
Perceive all Flux over a wide area.
Sway Intuitive Awareness
See likely actions of others.
Chance Concord
Crew can communicate with anyone.
Chance Compulsion
Post-hypnotic randomness.
Liberation
Permanently break social bonds.
Tinker Serendipity's Gift
Find just the thing you need.
Chance Crafting
Inspired crafting.
Capricious Crafting
Random transmutation.
Wish
Create items on a whim.
Wreck Chaotic Clutter
Objects unexpectedly break.
Anarchic Impact
Objects succumb to entropy.
Hushed Havoc
Silent disintegration.
Chaos Cataclysm
Anarchic Impact a large area.

Expanded 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 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 identify powers you can dismiss or dispel. However, it can also help to see a Spirit or disguised creature and provide valuable insights into the abilities of creatures.

  • Limited outcome: Something you can clearly see.
  • Standard Outcome: Something that is hidden
  • Great Outcome: Behind a wall.

Chaos Rebuke 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.

  • 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. When used directly, 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 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.

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.

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.

Depending on your outcome the creature is willing to do different things.

  • 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:

  • A bargain of payment in things the creature prizes.
  • 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. 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.

Chaos Gate 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 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 Incite independence in any creature.

This is useful for intimidating and commanding foreign or alien Flux creatures. Combined with Sway: Intuitive Awareness, it allows two-way communication.

Call to Companions Infinite range personal messages.

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.

Call to Freedom Inspire independence in new friends.

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, but just a little too much and the creature becomes eccentric, then mad, then raving insane.

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 Mask Clothe yourself with chaos.

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.

Chaos Chimera Shapechange into anything.

Shapechange 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 Shapechange the willing or helpless.

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 Shapechange.

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 and incite crowds.

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 may not adhere to your commands, leading to unpredictable outcomes.

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. 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 A fine 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, and it might became available trough another's misfortune or accident.

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.

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.

Lucky Trail 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 Attack like a fine and potent rifle.

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.

Random Ruckus 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.

Starfall Attack like a fine and potent grenade.

Lucky Shot with an area effect.

Prowl

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

Chaotic Cover You can hide anywhere.

Blend into your surroundings anywhere, protected by random distractions that confound the senses of those who seek to find you.

Fortune's Flow 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.

Serendipitous Saunter Crew Chaotic Cover and Fortune's Flow.

Bring your allies along on your adventures, sharing the benefits of Chaotic Cover and Fortune's Flow. They still use their own Prowl.

Out of the Fire Teleport to a random location.

Teleport to a random location within the same city or region, evading danger and gaining a chance to regroup and plan your next move.

Skirmish

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

Energy Block: 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 serious accidents, including acts of sabotage, but not bombs or ambushes. Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Anarchic Assault Fine and potent melee attack.

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.

Chaos Shroud 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 you with sheer numbers.

Anarchic Avalanche Attack all enemies in a melee.

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.

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 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 thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.

Analyze Anomaly Identify powers and oddities.

You can analyze any item, power, or creature of Flux. This gives the name and very basic information in narrative terms, but not details or actual rules.

Serendipity Seer Learn abilities of powers and oddities.

You can analyze any item, power, or creature of Flux. You learn of any powers or special abilities the target has. This includes actual rules and game result.

Anomaly Archive Learn history of powers and oddities.

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.

Serendipity Sweep Analyze lots of powers and oddities.

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.

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.

Fortune's Find 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.

Flux Farsight Vision from an object of 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.

Serendipitous Scan Vision of people in Flux.

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

Omniscient Opportunist Perceive all Flux over a wide area.

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.

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.

  • Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome will convince a reluctant target, but not a passionate one.

All Sway Flux powers are dangerous and will often have bad position.

Intuitive Awareness See likely actions of others.

Understand the speech of any creature, regardless of their nature or origin. They do not understand you. If you also use Command: Call to Chaos this gives full translation.

Chance Concord Crew can communicate with anyone.

Establish communication with any being, transcending language barriers.

Chance Compulsion Post-hypnotic randomness.

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.

Liberation Permanently break social bonds.

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.

Tinker

Craft reality itself with the capricious touch of flux, shaping objects and forging connections with the serendipitous creativity of chaos.

Position depends on the tranquility of your workspace and if you are working on something dangerous in itself. Consequences are appropriately whimsical.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Fabricate.

Serendipity's Gift Find just the 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 effect limited or even none.

Chance Crafting 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 may not have full control over the outcome, this power often yields surprising and unexpected results.

Capricious Crafting 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.

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.

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.

Chaotic Clutter Objects unexpectedly break.

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

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

Anarchic Impact Objects succumb to entropy.

Channel chaos into objects, causing them to bend and crack under the strain. This works best on poorly maintained objects and construction, potentially breaking down machinery, vehicles, walls, and gates, or at least giving mechanical troubles to well-maintained targets.

With a well-placed strike, you can shatter obstacles and incapacitate foes, like a fine and potent sledgehammer.

Hushed Havoc Silent disintegration.

As Anarchic Impact, and destroys targets silently, reducing them to dust. This power allows for covert operations and stealthy takedowns, leaving no trace of your presence behind.

Chaos Cataclysm Anarchic Impact on a large area.

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.