Difference between revisions of "Order Powers (FiD)"

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It is associated with what science calls low entropy; a completely ordered universe has no content but enormous potential.
 
It is associated with what science calls low entropy; a completely ordered universe has no content but enormous potential.
  
Order attacks come in two kinds. One is regular weapons. Your weapons wont fail them as long as you use them properly for a proper cause. The other is exorcism. Order is powerful in banishing unnatural creatures. These two are often combined into potent weapons blessed to defeat the supernatural.
+
Order attacks come in two kinds. One is regular weapons. Your weapons become potent and wont fail them as long as you use them properly for a proper cause, which may circumstantially improve position.  
 +
The other is exorcism. Order is powerful in banishing unnatural creatures.  
 +
Exorcism is a fine and potent attack that only works against creatures that can be dismissed and creatures that possess others. This attack is also situational, but sometimes very useful, like when you want to strike at a possessing devil without harming its victim.
  
 
Known as virtues, creatures of order represent different tasks, functions, skills, and moral values. Get the right one and it will perform to perfection. Get the wrong one, and you have a very insistent pedantic.  
 
Known as virtues, creatures of order represent different tasks, functions, skills, and moral values. Get the right one and it will perform to perfection. Get the wrong one, and you have a very insistent pedantic.  
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{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
+
|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
+
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
+
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Virtuous Vision'''   <br> You can detect summoned creatures and active powers.  
+
|valign="top"| '''Virtuous Vision'''   <br> Detect summoned creatures and active powers.  
|valign="top"| '''Power Purge'''       <br> You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.  
+
|valign="top"| '''Power Purge'''       <br> Dismiss creatures. End the operation of any power.  
|valign="top"| '''Herald of Harmony''' <br> You can call a virtue, creatures of order from a plane of law.  
+
|valign="top"| '''Herald of Harmony''' <br> Call a virtue, creatures of order from a plane of law.  
|valign="top"| '''Disciplined Domain'' <br> You can dismiss all summoned creatures and negate all powers in a wide area.  
+
|valign="top"| '''Disciplined Domain''' <br> Create a portal to a plane of law.  
  
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Loyal Linguistics'''    <br> You can communicate with creatures with loyalty to your faction even if normally couldn't, allowing you to use the command action normally on them.  
+
|valign="top"| '''Loyal Linguistics'''    <br> Command creatures with loyalty to your faction.  
|valign="top"| '''Factional Fellowship''' <br> You and allies can communicate with creatures not opposed to your faction.
+
|valign="top"| '''Factional Fellowship''' <br> Send messages to distant creatures of your faction.
|valign="top"| '''Add Alegience'''        <br> You can create loyalty in any creature. This does not remove existing loyalties, which can lead to conflicts.  
+
|valign="top"| '''Add Alegience'''        <br> Create loyalty in any creature.  
|valign="top"| '''Oath of Obedience'''    <br> You can permanently remove and create loyalty in any creature that does not resist you violently.   
+
|valign="top"| '''Oath of Obedience'''    <br> Permanently remove and create loyalty.   
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Unify Uniform'''     <br> You can change your clothes and accessories to match local customs.  
+
|valign="top"| '''Unifying Uniform'''   <br> Change your clothes and accessories to match local customs.  
|valign="top"| '''Maestro of Mimicry''' <br> You assume the form of a local creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
|valign="top"| '''Maestro of Mimicry''' <br> Assume the form of a local creature.
|valign="top"| '''Form Flock'''         <br> You can shapechange allies into local creatures.
+
|valign="top"| '''Form of the Flock''' <br> Shapechange allies or victims into local creatures.
|valign="top"| '''Assimilation'''      <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
|valign="top"| '''Assimilation'''      <br> Form Flock several willing or non-sentient creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Tool Tamer'''       <br> Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.  
+
|valign="top"| '''Tool Tamer'''         <br> Weapons, machines, and vehicles you use work perfectly.  
|valign="top"| '''Weapon Warden'''     <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Tool Tamer ability for the duration of a score.
+
|valign="top"| '''Weapon Warden'''     <br> Fine and potent close-range attack, or give crew Tool Tamer.
|valign="top"| '''Machinist Magician'' <br> You can make machines do what they are supposed to do, activating them at a distance.
+
|valign="top"| '''Machinist Magician''' <br> Activate machines at a distance.
|valign="top"| '''Perfect Prowess'''   <br> You enforce the rules of fair duels, preventing opponents from ganging up on you.  
+
|valign="top"| '''Rational Route'''     <br> Find the best route.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Perfect Pursuit'''    <br> Bystanders and technology you rely on to track are reliable.
+
|valign="top"| '''Perfect Pursuit'''    <br> Creatures and devices you rely on to track are reliable.
|valign="top"| '''Precise Projectile''' <br> You can use your power to make a rigel attack fine and potent, or make an potent exorcism at range.
+
|valign="top"| '''Precise Projectile''' <br> Make a weapon attack fine and potent, or make an potent exorcism at range.
|valign="top"| '''Hunter's Havoc'''     <br> You can use your power perfect a grenade, making it fine and potent, or to potent exorcise an area at range.
+
|valign="top"| '''Pristine Path'''     <br> Clear a path, negating obstructions..
|valign="top"| '''Hunters Hellfire'''   <br> You an artillery barrage or bomb, making it fine and potent, or you potently exorcise a large area at range.
+
|valign="top"| '''Hunter's Havoc'''     <br> Perfect a grenade, making it fine and potent, or make a potent exorcism in an area.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Clear-cut Course''' <br> Order isn't very conductive to prowling. Everything will work for you if its supposed to—you better have a plan with no room for chance.
+
|valign="top"| '''Recon Routine'''   <br> Understand security routines, preventing scale.
|valign="top"| '''Refine Route'''    <br> You can move along paths you are supposed to be able to move along, finding a clear path even if it is damaged or obstructed.  
+
|valign="top"| '''Refine Route'''    <br> Secure a route, preventing random setbacks.  
|valign="top"| '''Guide's Glide'''    <br> You can bring allies along when you use Refine Route.
+
|valign="top"| '''Guide's Glide'''    <br> Bring allies along when you Recon Routine or Refine Route.
|valign="top"| '''Punctual Pathway''' <br> You and allies can teleport from one regional transport nexus to another, even if normal transport is down.  
+
|valign="top"| '''Punctual Pathway''' <br> Teleport crew from one transport nexus to another.  
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Precise Prowess''' <br> A melee weapon or pistol you use will not fail, improving your position. You can make a potent exorcise by touch.  
+
|valign="top"| '''Combat Cowl'''     <br> Protect yourself from chaotic damage.  
|valign="top"| '''Combat Control'''  <br> Same as Skirmish Attack, except the weapon or exorcism is also fine and potent.
+
|valign="top"| '''Combat Control'''  <br> Fine and potent skirmish Attack or exorcism.
|valign="top"| '''Combat Command'''   <br> You deny the enemy the ability to coordinate their attacks to benefit from numbers.
+
|valign="top"| '''Combat Command''' <br> Deny the enemy the ability to coordinate negates scale.
|valign="top"| '''Combat Conquest''' <br> You optimize your movement to attack multiple enemies without disadvantage.  
+
|valign="top"| '''Combat Conquest''' <br> Optimize to attack multiple enemies without disadvantage.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Inquisitor's Insight''' <br> You can identify objects and creatures that break the status quo and see the use of the abilities of any power.  
+
|valign="top"| '''Studious Scan'''     <br> Identify a power, creature, or item.  
|valign="top"| '''Insightful Inquiry'''   <br> You learn the powers and abilities of something you analyze with Inquisitor's Insight.
+
|valign="top"| '''Exact Examination''' <br> Learn the powers and abilities a power, creature, and item.
|valign="top"| '''Lexicon of Lore'''     <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
|valign="top"| '''Lexicon of Lore'''   <br> Read past events of a power, creature, and item.
|valign="top"| '''Wide-Angle Wisdom'''   <br> You use Insightful Inquiry on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
|valign="top"| '''Omniscient Order''' <br> Studious Scan all you see then three times Lexicon of Lore.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Vigilant Vision'''    <br> You can sense manifestations of any power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''Vigilant Vision'''    <br> Sense powers that break the status quo.
|valign="top"| '''Sensor's Secret'''    <br> You can sense the workings of machines and alarms and see through surveillance devices, including others' powers used to survey.  
+
|valign="top"| '''Sensor's Secret'''    <br> Sense from a guard or surveillance device.  
|valign="top"| '''Enhanced Espionage''' <br> Choose a location or creature. You gain a sensor at the nearest surveillance device, which is often close enough to perceive the target.
+
|valign="top"| '''Enhanced Espionage''' <br> Choose a location or creature. Gain nearest Sensor's Secret.
|valign="top"| '''Web of Watchers'''    <br> You perceive from all surveillance devices at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''Web of Watchers'''    <br> Sensor's Secret at all places at once over a wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Diplomatic Discourse''' <br> You can communicate with creatures who are not enemies even if normally couldn't, allowing you to use the sway action normally on them.  
+
|valign="top"| '''Diplomatic Discourse''' <br> Communicate with and sway creatures who are not enemies.  
 
|valign="top"| '''Negotiation Nexus'''    <br> You and allies can communicate with creatures who are not enemies.
 
|valign="top"| '''Negotiation Nexus'''    <br> You and allies can communicate with creatures who are not enemies.
|valign="top"| '''Compelling Command'''  <br> You can post suggestions in the mind of a creature who are not enemies, which will be triggered under conditions you specify. A suggested action must be within the creatures normal range of action. This is a subtle power, but easier to spot once triggered.
+
|valign="top"| '''Compelling Command'''  <br> Post suggestions in the mind of a creature who is not an enemy.
|valign="top"| '''Inculcate Influence'''  <br> You change the personality and motivations of creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
+
|valign="top"| '''Inculcate Influence'''  <br> Permanently change the personality and motivations of creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Tool Tweak'''        <br> You can repair objects as if you had the appropriate tools and protective devices.
+
|valign="top"| '''Tool Tweak'''        <br> Repair objects as if you had the appropriate tools.
|valign="top"| '''Device Design'''    <br> You can create objects from existing components as long as you know them well or have a blueprint.  
+
|valign="top"| '''Device Design'''    <br> Create known objects from existing components.  
|valign="top"| '''Create Components''' <br> You can create objects out of nothing as you know them well or have a blueprint. This can create complex tools, such as fine and potent items.
+
|valign="top"| '''Create Components''' <br> Create fine and potent known items.
|valign="top"| '''Machine Miracle'''  <br> This is similar to Device Design, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''Machine Miracle'''  <br> Mass Device Design.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Find Fault'''          <br> You cannot wreck that which is perfect, but you can wreck anything that is already damaged. You can make a potent but clumsy exorcism. Noisy and leaves a twisted object in place.  
+
|valign="top"| '''Find Fault'''          <br> Noisily wreck anything damaged. Make a potent but clumsy exorcism.  
|valign="top"| '''Implode Inperfections''' <br> Similar to jimmy. When smashing damaged objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer or exorcism in combat.
+
|valign="top"| '''Implode Imperfection''' <br> Smashing damaged objects as if they were wood.
|valign="top"| '''Defects to Dust'''      <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
|valign="top"| '''Defects to Dust'''      <br> Silen and traceless Implode Imperfection.
|valign="top"| '''Deficiency Disaster'''  <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.  
+
|valign="top"| '''Deficiency Disaster'''  <br> Implode Imperfection over a large area.  
 
|}
 
|}
  
 
== Expanded Order Powers ==
 
== Expanded Order Powers ==
 
=== Attune ===
 
=== Attune ===
Heighten your awareness and manipulate the forces of harmony to maintain order in chaotic situations.
+
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.
 +
 
 +
The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
  
 
'''Virtuous Vision'''
 
'''Virtuous Vision'''
You can detect summoned creatures and active powers.
+
Detect summoned creatures and active powers.
 +
 
 +
This is usually done to see a spirit of any kind or to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
  
 
'''Power Purge'''
 
'''Power Purge'''
You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.
+
Dismiss creatures. End the operation of any power.
  
'''Herald of Harmony'''
+
An essential part of the power of Order is to  restore the natural order.
You can call a virtue, creatures of order from a plane of law.
+
This allows the dispelling and dismissing of all powers and to force the materialization of any power.
  
'''Disciplined Domain'''
+
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
You can dismiss all summoned creatures and negate all powers in a wide area.
 
  
=== Command ===
+
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.  
Assert your authority and influence over others to uphold your faction's interests.
 
  
'''Loyal Linguistics'''
+
It can be used to break the continuing effects of powers.
You can communicate with creatures with loyalty to your faction even if normally couldn't, allowing you to use the command action normally on them.
+
When used directly like this, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can have a better effect.
  
'''Factional Fellowship'''
+
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.
You and allies can communicate with creatures not opposed to your faction.
 
  
'''Add Alegience'''
+
'''Herald of Harmony'''
You can create loyalty in any creature. This does not remove existing loyalties, which can lead to conflicts.
+
Call a virtue, creatures of order from a plane of law.
  
'''Oath of Obedience'''
+
Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created.
You can permanently remove and create loyalty in any creature that does not resist you violently.
 
  
=== Consort ===
+
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
Blend in seamlessly with your surroundings and manipulate the loyalty of those around you.
 
  
'''Unify Uniform'''
+
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.
You can change your clothes and accessories to match local customs.
 
  
'''Maestro of Mimicry'''
+
Summoned creatures of order come in three types, Virtues, automatons, and creatures with powers.
You assume the form of a local creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
  
'''Form Flock'''
+
Virtues are spirits of order, immaterial, ephemeral, manifesting different concepts and ideas, such as steam power, electricity, science or virtues such as bravery or intelligence. They can use sophisticated power effects and seek to manifest their core idea.
You can shapechange allies into local creatures.
 
  
'''Assimilation'''
+
Automatons are somewhat equivalent to the elementals of other powers.
You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
These are artificial bodies possessed by a virtue that provides movement and intelligence.
 +
Some automatons are mechanical or clockwork creatures, others are animated statues.
 +
Either is about as hard to make, a culture generally sticks to one of these methods.
 +
It is possible to dismiss a virtue possessing an automaton, leaving the body with no mind or animation.
 +
 +
Creatures with powers are less common as agents of order.
 +
They resemble perfect mundane creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to order.
 +
Agents of law may turn domesticated animals and even humans into creatures with powers of order by fusing them with virtues.
 +
This grants animals and all creatures inherent powers of order and a longer lifetime, bat the price of sterility.
  
=== Finesse ===
+
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
Refine your skills and manipulate tools and machinery to your advantage.
+
This applies particularly to order creatures, that are often mundane creatures engineered to be this way. It is not possible to dismiss a virtue merged with a living creature.
  
'''Tool Tamer'''
+
Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a period of physical labor but no deviation from this task.
Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.
 
  
'''Weapon Warden'''
+
Standard effect allows you to ask for any service appropriate to the type of creature and the creature will react intelligently to problems.  
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Tool Tamer ability for the duration of a score.
 
  
'''Machinist Magician'''
+
Great effect allows actions outside the creature's comfort zone, overriding its natural objectives.
You can make machines do what they are supposed to do, activating them at a distance.
+
This is risky, ar creatures of order tent to go mad in this situation.
  
'''Perfect Prowess'''
+
It is easier to demand continuing service of a creature of order than it is of other powers.
You enforce the rules of fair duels, preventing opponents from ganging up on you.
+
Increasing the effect by just one step will make the creature continue to do the task you ordered it to do for as long as it can.
 +
It will continue past the bounds of reason, finding an automaton that has patrolled an area long enough to wear a grove in the ground along its route actually happens.
  
=== Hunt ===
+
Typical consequences include:
Track down targets and enforce order with precision and efficiency.
 
  
'''Perfect Pursuit'''
+
* A struggle of logic to keep the creature under control.
Bystanders and technology you rely on to track are reliable.
+
* You need to concentrate to keep the creature under control.
 +
* Overly literal interpretations of your commands.
 +
* Over-zealousness turns into a problem.
  
'''Precise Projectile'''
+
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance.
You can use your power to make a rigel attack fine and potent, or make a potent exorcism at range.
+
Creatures of order usually wish you to adopt an agenda of law or to learn some argument or proof of science.
  
'''Hunter's Havoc'''
+
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a priest of chaos or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
You can use your power perfect a grenade, making it fine and potent, or to potent exorcise an area at range.
 
  
'''Hunters Hellfire'''
+
'''Disciplined Domain'''
You an artillery barrage or bomb, making it fine and potent, or you potently exorcise a large area at range.
+
Create a portal to a plane of law.
  
=== Prowl ===
+
Opens a portal to one of the perfect planes of order.
Navigate unseen realms and outmaneuver adversaries with finesse.
+
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.
 +
As would be expected, these are orderly places and your intrusion is likely to call an appropriate reception, including guardians.
 +
A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
  
'''Clear-cut Course'''
+
There are things that are possible to do on such a plane that are not allowed in the regular world, most Order effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
Order isn't very conductive to prowling. Everything will work for you if its supposed to—you better have a plan with no room for chance.
 
  
'''Refine Route'''
+
=== Command ===
You can move along paths you are supposed to be able to move along, finding a clear path even if it is damaged or obstructed.
+
Assume control over intelligent beings and shape the course of events to your will.
  
'''Guide's Glide'''
+
'''Loyal Linguistics'''
You can bring allies along when you use Refine Route.
+
Command creatures with loyalty to your faction.
  
'''Punctual Pathway'''
+
Your faction here includes anyone aligned with your cause.
You and allies can teleport from one regional transport nexus to another, even if normal transport is down.
+
This is useful for intimidating creatures under your power and commanding foreign or alien subordinates across language barriers.
 +
You do not understand them.
 +
Combined with the basic power of Sway, it allows two-way communication.
  
=== Skirmish ===
+
'''Factional Fellowship'''
Engage in strategic combat and maintain control of the battlefield.
+
Send messages to distant creatures of your faction.
  
'''Precise Prowess'''
+
You can communicate with any creature you know of that is aligned with your cause over any distance.
A melee weapon or pistol you use will not fail, improving your position. You can make a potent exorcise by touch.
 
  
'''Combat Control'''
+
'''Add Allegiance'''
Same as Skirmish Attack, except the weapon or exorcism is also fine and potent.
+
Create loyalty in any creature.
  
'''Combat Command'''
+
Issue a command with the authority of Order to any creature that shares your cause.
You deny the enemy the ability to coordinate their attacks to benefit from numbers.
+
This does not remove other existing loyalties, which can lead to conflicts.
 +
Understanding the social order of your targets helps avoid conflicting with their established loyalties.
 +
Ordering city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.
  
'''Combat Conquest'''
+
Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
You optimize your movement to attack multiple enemies without disadvantage.
 
  
=== Study ===
+
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.
Analyze situations and gather intelligence to maintain order.
 
  
'''Inquisitor's Insight'''
+
'''Oath of Obedience'''
You can identify objects and creatures that break the status quo and see the use of the abilities of any power.
+
Permanently remove and create loyalty.
  
'''Insightful Inquiry'''
+
This won’t work unless you are already in a position of power but is not limited by cause or creature type. The effect is similar to Loyal Linguistics but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
You learn the powers and abilities of something you analyze with Inquisitor's Insight.
 
  
'''Lexicon of Lore'''
+
=== Consort ===
You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
The Consort powers of Order allows you to merge into a group.
  
'''Wide-Angle Wisdom'''
+
'''Unifying Uniform'''
You use Insightful Inquiry on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
Change your clothes and accessories to match local customs.
  
=== Survey ===
+
You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.
Monitor situations and maintain vigilance over your surroundings.
 
  
'''Vigilant Vision'''
+
'''Maestro of Mimicry'''
You can sense manifestations of any power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
Assume the form of a local creature.
  
'''Sensor's Secret'''
+
You assume the form of a creature that is a part of the social group that you are observing..
You can sense the workings of machines and alarms and see through surveillance devices, including others' powers used to survey.
+
This is a true physical transmutation and includes patterns of speech and movement.
  
'''Enhanced Espionage'''
+
Maestro of Mimicry can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
Choose a location or creature. You gain a sensor at the nearest surveillance device, which is often close enough to perceive the target.
 
  
'''Web of Watchers'''
+
With limited effect 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 effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
You perceive from all surveillance devices at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
 
  
=== Sway ===
+
'''Form of the Flock'''
Influence others and maintain control over the hearts and minds of those around you.
+
Shapechange allies or victims into local creatures.
  
'''Diplomatic Discourse'''
+
This is Maestro of Mimicry applied to another creature, which must be willing or at least unable to resist. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect 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 effect, see Maestro of Mimicry.
You can communicate with creatures who are not enemies even if normally couldn't, allowing you to use the sway action normally on them.
 
  
'''Negotiation Nexus'''
+
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 and allies can communicate with creatures who are not enemies.
 
  
'''Compelling Command'''
+
'''Assimilation'''
You can post suggestions in the mind of a creature who are not enemies, which will be triggered under conditions you specify. A suggested action must be within the creatures normal range of action. This is a subtle power, but easier to spot once triggered.
+
Form Flock several willing or non-sentient creatures.
  
'''Inculcate Influence'''
+
This is where Consort becomes a combination of the Form of the Flock and Command: Add Allegiance effects. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.
You change the personality and motivations of creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
 
  
=== Tinker ===
+
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 given bit parts as laborers, servants, or a chorus.
Manipulate technology and craft innovative solutions to maintain order and efficiency.
 
  
'''Tool Tweak'''
+
=== Finesse ===
You can repair objects as if you had the appropriate tools and protective devices.
+
'''Tool Tamer'''
 +
Weapons, machines, and vehicles you use work perfectly.
  
'''Device Design'''
+
Devices you use resist damage and dysfunction.
You can create objects from existing components as long as you know them well or have a blueprint.
+
This will improve your position where machines are essential to success, such as when riding a vehicle.
  
'''Create Components'''
+
As an advanced ability you can give this to your entire crew.
You can create objects out of nothing as you know them well or have a blueprint. This can create complex tools, such as fine and potent items.
 
  
'''Machine Miracle'''
+
'''Weapon Warden'''
This is similar to Device Design, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
Fine and potent close-range attack, or give crew Tool Tamer.
  
=== Wreck ===
+
General rules for Order attacks are in the introduction.
Disrupt and dismantle systems and structures to maintain control and eliminate threats.
+
Besides variety, this only substitutes for equipment, a 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.
  
'''Find Fault'''
+
'''Machinist Magician'''
You cannot wreck that which is perfect, but you can wreck anything that is already damaged. You can make a potent but clumsy exorcism. Noisy and leaves a twisted object in place.
+
Activate machines at a distance.
  
'''Implode Inperfections'''
+
This allows you to manipulate machinery in small precise ways.
Similar to jimmy. When smashing damaged objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer or exorcism in combat.
+
You can make a mechanism activate or create a small interruption.
 +
This can activate a trap, open or close a mechanical door, or cause a hydraulic press to fire just a little late or early.
 +
The effect doesn't last but is quite precise.
  
'''Defects to Dust'''
+
This is mainly used as a setup action in a fight or action scene.  
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
 
  
'''Deficiency Disaster'''
+
'''Rational Route'''
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.
+
Find the best route.
  
== Expanded Water Powers ==
+
This gives you information about the best route to travel to a destination.
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
You need not know where the destination is, but you must be able to uniquely identify it, which can be a unique name (Paris, France), map coordinates, or a description.
 +
This does not provide any actual transportation and does not consider random events along the route.
  
=== Attune ===
+
=== Hunt ===
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.
+
'''Perfect Pursuit'''
 +
Creatures and devices you rely on to track are reliable.
  
'''Perceive:'''
+
When tracking or pursuing someone, any device or beast used will work as it should, and people you question will be reliable as long as they are not opposed to you.
''You can detect creatures and power use tied to your power.  
+
This usually reduces the consequences of a roll, but in certain situations might instead improve the effect.
  
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.
+
'''Precise Projectile'''
Naturally, effect is reduced as the creature is more heavily obscured.
+
Make a weapon attack fine and potent, or make a potent exorcism at range.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
+
General rules for Order attacks are in the introduction.
''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.
+
You make a long-range weapon potent and ensure it won't jam, or you make along-range exorcism.  
  
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.
+
'''Pristine Path'''
The consequences of this depends entirely on what happens around you when you do it.
+
Clear a path, negating obstructions.
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.
+
You and your crew ignore temporary obstructions on a path, such as fallen branches or trees, potholes, wrecks and the like. As long as there is any part of the path that is clear, you completely ignore such hindrances. If the road is completely blocked this still improves either effect or position one step.
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.
+
'''Hunter's Havoc'''
The position is controlled, possibly risky if there are a lot of other dangers around.
+
Perfect a grenade, making it fine and potent, or make a potent exorcism in an area.
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.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
Precise Projectile as an area attack. There is a risk of collateral damage, but when used as an exorcism this is rarely a problem.
Against an opponent that uses power to fly or even breathe you can 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.
+
=== Prowl ===
 +
'''Recon Routine'''
 +
Understand security routines, preventing scale.
  
'''Summon:'''
+
Against your understanding of patrols, alarms, and patterns, it does not matter if the enemy has one lookout, or a dozen.
''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.
+
This prevents problems based on scale.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
'''Refine Route'''
This is usually a parallel world or plane of existence, dominated by your power.
+
Secure a route, preventing random setbacks.
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.  
+
Once you move along a certain route, you master that path and can use it again without difficulty until the terrain changes.
They can also give advice and information related to their power.
+
This is very useful on your home ground, where you will have tried out all reasonable routes.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
+
Even on neutral territory you may well have used many routes, you can flashback to when you took that route the first time.
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.
+
'''Guide's Glide'''
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.
+
Bring allies along when you Recon Routine or Refine Route.
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.
+
For your allies, Refine Route applies to routes they have travelled earlier.
 +
They still use their own Prowl action.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
'''Punctual Pathway'''
 +
Teleport crew from one transport nexus to another.
  
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.
+
You and your allies can teleport from one common travel destination to another. Typical uses include traveling from bus stop to bus stop, moving between any level of an elevator, or teleporting from one highway entry to another highway exit.
An elemental is a simple creature totally dominated by its power.
+
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
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.
+
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.
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.
+
=== Skirmish ===
A fire dragon is impossibly large, flies, and breathes fire.
+
'''Combat Cowl'''
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
+
Protect yourself from chaotic damage.
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.
+
This protects against fluke accidents and attacks using the Flux power.
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.
+
You ignore most harm from a random environmental dangers.  
 +
Roll Skirmish when subject to harm from chaotic damage. 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.
  
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.
+
'''Combat Control'''
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
Fine and potent skirmish attack or exorcism.
  
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.
+
General rules for Order attacks are in the introduction.
 +
Skirmish attacks use pistols or melee weapons, or you can resort to exorcism.
 +
Besides variety in the type of damage, this only substitutes for equipment, fine and potent mundane weapons are just as effective. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
'''Combat Command'''
Typical consequences are:
+
Deny the enemy the ability to coordinate, negates scale.
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
You anticipate the enemy's attempts to coordinate, which prevents them from using scale against you.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
'''Combat Conquest'''
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.
+
Optimize to attack multiple enemies without disadvantage.
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:'''
+
General rules for Order attacks are in the introduction.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
Skirmish attacks use pistols or melee weapons, or you can resort to exorcism.
 +
Whichever you choose, your use is perfectly optimized, you become 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 skirmish.
  
This is rarely useful, but can be under exceptional circumstances.
+
=== Study ===
As outlined under Summoning above most powers are linked to a different world where that power is dominant.  
+
Study and analyze objects and creatures to gain insight and knowledge.
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.
+
Order is the power of knowledge, allowing you to analyze any kind of object.
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
+
The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.
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.  
+
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.
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.
+
'''Studious Scan'''
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Identify a power, creature, or item.
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.
 
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 ===
+
This gives the name and very basic information in narrative terms, but not details or actual rules.
Command creatures based on your power with communication and authority.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
'''Exact Examination'''
''You can make creatures understand you, but you do not understand them.
+
Learn the powers and abilities a power, creature, and item.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
You learn of any powers or special abilities the target has. This includes actual rules and game effects.
Combined with the basic power of Sway allows two-way communication.
 
  
'''Translate:'''
+
'''Lexicon of Lore'''
You and allies can communicate with creatures based on your power.
+
Read past events of a power, creature, and item.
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:'''
+
This includes previous owners and how the target has moved around as well as significant scenes from its history. The power zooms in on events of interest to you.
''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.
 
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
'''Omniscient Order'''
Creatures of the relevant type will understand your orders.
+
Studious Scan all you see then three times Lexicon of Lore.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
Provides Studious Scan as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Lexicon of Lore to learn the history of up to three such things.
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.
+
=== Survey ===
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
Perceive and locate manifestations of Order and Flux and perceive which one you are detecting. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.
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:'''
+
'''Vigilant Vision'''
''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.
+
Sense powers that break the status quo.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
This is a basic spotting power, selectively sensing Order and Flux and able to tell them apart.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
You can restrict your search to items, creatures, powers or even specific types of such things.
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 ===
+
'''Sensor's Secret'''
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Sense from a guard or surveillance device.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
You move your perception to an object or place that manifests your power and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
''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.
+
'''Enhanced Espionage'''
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Choose a location or creature. Gain nearest Sensor's Secret.
  
'''Shapechange:'''
+
Similar to Sensor's Secret, but allows you to focus on a specific creature or position.
''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.
+
Automatically directs your senses to towards the best vantage point for Sensor's Secret, typically close enough to observe the target.  
 +
Fails if no suitable viewpoint is available.
  
This is a true physical transmutation.
+
'''Web of Watchers'''
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Sensor's Secret at all places at once over a wide area.
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.
+
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.
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
+
=== Sway ===
''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.
+
Communicate, mesmerize, and manipulate creatures that are open to honest diplomacy. Position and effect are determined normally, depending on the situation and your relation to listeners.
  
'''Transform:'''
+
Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one.
''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.
 
  
This is the shapechange power applied to another creature.
+
'''Diplomatic Discourse'''
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
Communicate with and sway creatures who are not enemies.
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.
+
You can gauge the mood and motivations of these creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Loyal Linguistics, this allows you full communication.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
  
'''Wild Hunt:'''
+
'''Negotiation Nexus'''
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
You and allies can communicate with creatures who are not enemies.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
This allows you and your crew to use the Sway action with full effect, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.  
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 ===
+
'''Compelling Command'''
Exercise finesse with your power, manipulating and attacking with precision.
+
Post suggestions in the mind of a creature who is not an enemy.
  
'''Ride:'''
+
This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
''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.
 
  
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.
+
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of effect achieved: limited effect lasts for the immediate situation, normal effect lasts for the duration of the score, and great effect can extend beyond the score if it fits the story.
  
'''Duel:'''
+
'''Inculcate Influence'''
''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.
+
Permanently change the personality and motivations of creatures.
  
What this actually does depends on the power used.
+
This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness.  
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Flux and Order creatures are immune.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Exceptional creatures and circumstances can break this power.
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:'''
+
=== Tinker ===
''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.
+
Manipulate, shape, and create objects your needs.
 +
Order can repair anything you are familiar with and create anything you fully understand or have the blueprints for.
 +
The effectiveness and durability of your constructions depend on the effect.
 +
More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.
  
This allows you to manipulate small amounts of matter governed by your power.
+
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
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.
 
  
'''Surge:'''
+
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Fabricate.
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
 
  
You create ans use weapon like Duel above, and also create distractions.
+
'''Tool Tweak'''
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
Repair objects as if you had the appropriate tools.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
=== Hunt ===
+
This ability substitutes for tools and protection devices typical of a small workshop.
Track, attack, and unleash devastating barrages with the power of Hunt.
 
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
'''Device Design'''
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
Create known objects from existing components.
  
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 surpasses normal crafting, letting you manipulate elements that are not stable, shaping water, sand, or smoke and making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
  
'''Potent Snipe:'''
+
You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.
''You can use your power to attack, similar in effect to a fine and potent rifle.
 
  
The effect of this action varies depending on the nature of your power.
+
'''Create Components'''
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Create fine and potent known items.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
You don't need tools to build complex fine and potent items appropriate to your powers.
''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.
+
You can quickly do a quick rebuild of items into other items made of roughly the same material, as long as you have access to blueprints. Such a rebuild only lasts for the score.
  
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.
+
'''Machine Miracle'''
Environmental Control does not inflict any direct damage.
+
Mass Device Design.
  
'''Area Attack:'''
+
You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Machine Miracle makes hundreds of items with the same effort as one item, but with a stress cost.
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
 
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
=== Wreck ===
The effect is more powerful but less precise.
+
Order cannot destroy that which is faultless, but it can amplify any significant fault that exists.
This means it does more collateral damage, but no more effect on enemies.
+
This lets you destroy, dismantle, and obliterate anything that is already damaged.
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 ===
+
The effect required depends on the size and structural strength of your target. Standard effect is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited effect. A smaller hole stil need the same effect. Something larger and/or stronger requires great effect.
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
 
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
 
  
This provides you cover to hide in places you ordinarily could not.
+
'''Find Fault'''
Where you can use this is explained in each specific power.
+
Noisily wreck anything that starts out damaged. Make a potent but clumsy exorcism.
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:'''
+
Just as crude as it sounds. You destroy things related to your power and strike with the force of a sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
 
  
Again, each power will explain how it can use this mobility.
+
'''Implode Imperfection'''
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Smash damaged objects as if they were wood.
  
'''Travel:'''
+
This bypasses the strength of materials, allowing you to break even the strongest barrier, as long as it starts out damaged.  
''You can bring allies along when you use Reconnaissance and Maneuver.
 
  
Now you and your allies can Prowl in places where your power is at home.  
+
You can also use this as a potent but clumsy attack or to make an exorcism.
They still use their own Prowl action.
+
General rules for Order attacks are in the introduction.
  
'''Transport:'''
+
'''Defects to Dust'''
''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.
+
Silent and traceless Implode Imperfection.
  
How and where you use this is explained in each power.
+
The real difference here is that wrecking things is now silent and leaves less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence matches your power.
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
=== Skirmish ===
+
'''Deficiency Disaster'''
Engage in close combat and create chaos with the power to Skirmish.
+
Implode Imperfection over a large area.
  
'''Skirmish Attack:'''
+
Rather straightforward, this just scales things up.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
 
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
== Expanded Order Powers ==
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
 
 
'''Fine Skirmish Attack:'''
 
''Same as Skirmish Attack, except the weapon is fine and potent.
 
 
 
'''Obstruction:'''
 
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
 
 
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
 
The effect is to deny your enemies the advantage of numbers.
 
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
 
 
'''Flurry:'''
 
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
 
 
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
 
 
 
=== Study ===
 
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
 
 
 
'''Analyze:'''
 
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
 
 
 
'''Research:'''
 
''You know the powers and abilities of something you analyze.
 
 
 
'''Hindsight:'''
 
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
 
 
 
'''Omniscience:'''
 
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
 
 
 
=== Survey ===
 
Survey and perceive manifestations of your power to gain valuable information and insight.
 
 
 
'''Detect:'''
 
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
 
 
 
'''Sensor:'''
 
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
 
 
 
'''Scry:'''
 
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
 
 
 
'''Omnipresence:'''
 
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
 
 
 
=== Sway ===
 
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
 
Sway creatures based on your power with persuasion and cajoling.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
 
 
'''Communicate:'''
 
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
 
 
 
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
 
 
 
'''Translate:'''
 
''You and allies can communicate with creatures based on your power.
 
 
 
This allows you to use the Sway power to its full effect.
 
You are still wheedling unless you also use Command the advanced Command effect.
 
 
 
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
 
 
 
'''Mesmerize:'''
 
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
 
 
 
Essentially this is an attempt to Sway with two advantages.
 
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
 
 
'''Inculcate:'''
 
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
 
 
 
This changes the target on a deep level, changing their loyalties and priorities.
 
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
 
 
=== Tinker ===
 
Manipulate, shape, and create objects imbued with your power to suit your needs.
 
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
 
 
 
'''Handle:'''
 
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
 
 
This mainly substitutes for tools, up to a small workshop.
 
You are also protected from any dangerous effects of working with the elements of your power.
 
 
 
'''Shape:'''
 
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
 
 
 
You can now do more than normal craft could do.
 
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
 
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
 
 
The position depends on how quiet your workplace is and how much time you have to work with.
 
The effect determines the effectiveness of your construction, but also how long it will last.
 
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
 
 
'''Create:'''
 
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
 
 
 
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
 
 
 
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
 
The result will maintain its form as if affected by the Shape ability.
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
 
 
'''Fabricate:'''
 
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
 
 
Pretty self-explanatory, this is Create on a larger scale.
 
This is useful for equipping a large band or building something large out of nothing.
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
 
 
=== Wreck ===
 
Destroy, dismantle, and obliterate objects made of stuff related to your power.
 
 
 
'''Jimmy:'''
 
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
 
 
 
Just as crude as it sounds.
 
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
 
 
'''Smash:'''
 
''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 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.
 
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
 
 
 
'''Disintegrate:'''
 
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
 
 
 
The real difference here is that wrecking things is now silent when you have the right power.
 
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:'''
 
''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.
 
 
 
Rather straightforward, this just scales things up.
 

Latest revision as of 10:12, 9 September 2024

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

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

Order is the system of the world; the ordered universe of space and matter we are all familiar with. Order powers restore normality, negate randomness, negates powers, and makes mechanisms and people behave as expected. It is associated with what science calls low entropy; a completely ordered universe has no content but enormous potential.

Order attacks come in two kinds. One is regular weapons. Your weapons become potent and wont fail them as long as you use them properly for a proper cause, which may circumstantially improve position. The other is exorcism. Order is powerful in banishing unnatural creatures. Exorcism is a fine and potent attack that only works against creatures that can be dismissed and creatures that possess others. This attack is also situational, but sometimes very useful, like when you want to strike at a possessing devil without harming its victim.

Known as virtues, creatures of order represent different tasks, functions, skills, and moral values. Get the right one and it will perform to perfection. Get the wrong one, and you have a very insistent pedantic.

Order Power Effects

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 Virtuous Vision
Detect summoned creatures and active powers.
Power Purge
Dismiss creatures. End the operation of any power.
Herald of Harmony
Call a virtue, creatures of order from a plane of law.
Disciplined Domain
Create a portal to a plane of law.
Command Loyal Linguistics
Command creatures with loyalty to your faction.
Factional Fellowship
Send messages to distant creatures of your faction.
Add Alegience
Create loyalty in any creature.
Oath of Obedience
Permanently remove and create loyalty.
Consort Unifying Uniform
Change your clothes and accessories to match local customs.
Maestro of Mimicry
Assume the form of a local creature.
Form of the Flock
Shapechange allies or victims into local creatures.
Assimilation
Form Flock several willing or non-sentient creatures.
Finesse Tool Tamer
Weapons, machines, and vehicles you use work perfectly.
Weapon Warden
Fine and potent close-range attack, or give crew Tool Tamer.
Machinist Magician
Activate machines at a distance.
Rational Route
Find the best route.
Hunt Perfect Pursuit
Creatures and devices you rely on to track are reliable.
Precise Projectile
Make a weapon attack fine and potent, or make an potent exorcism at range.
Pristine Path
Clear a path, negating obstructions..
Hunter's Havoc
Perfect a grenade, making it fine and potent, or make a potent exorcism in an area.
Prowl Recon Routine
Understand security routines, preventing scale.
Refine Route
Secure a route, preventing random setbacks.
Guide's Glide
Bring allies along when you Recon Routine or Refine Route.
Punctual Pathway
Teleport crew from one transport nexus to another.
Skirmish Combat Cowl
Protect yourself from chaotic damage.
Combat Control
Fine and potent skirmish Attack or exorcism.
Combat Command
Deny the enemy the ability to coordinate negates scale.
Combat Conquest
Optimize to attack multiple enemies without disadvantage.
Study Studious Scan
Identify a power, creature, or item.
Exact Examination
Learn the powers and abilities a power, creature, and item.
Lexicon of Lore
Read past events of a power, creature, and item.
Omniscient Order
Studious Scan all you see then three times Lexicon of Lore.
Survey Vigilant Vision
Sense powers that break the status quo.
Sensor's Secret
Sense from a guard or surveillance device.
Enhanced Espionage
Choose a location or creature. Gain nearest Sensor's Secret.
Web of Watchers
Sensor's Secret at all places at once over a wide area.
Sway Diplomatic Discourse
Communicate with and sway creatures who are not enemies.
Negotiation Nexus
You and allies can communicate with creatures who are not enemies.
Compelling Command
Post suggestions in the mind of a creature who is not an enemy.
Inculcate Influence
Permanently change the personality and motivations of creatures.
Tinker Tool Tweak
Repair objects as if you had the appropriate tools.
Device Design
Create known objects from existing components.
Create Components
Create fine and potent known items.
Machine Miracle
Mass Device Design.
Wreck Find Fault
Noisily wreck anything damaged. Make a potent but clumsy exorcism.
Implode Imperfection
Smashing damaged objects as if they were wood.
Defects to Dust
Silen and traceless Implode Imperfection.
Deficiency Disaster
Implode Imperfection over a large area.

Expanded Order 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.

The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Virtuous Vision Detect summoned creatures and active powers.

This is usually done to see a spirit of any kind or to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).

Power Purge Dismiss creatures. End the operation of any power.

An essential part of the power of Order is to restore the natural order. This allows the dispelling and dismissing of all powers and to force the materialization of any power.

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.

It can be used to break the continuing effects of powers. When used directly like this, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can have a better effect.

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.

Herald of Harmony Call a virtue, creatures of order from a plane of law.

Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created.

You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.

It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.

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

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

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

Creatures with powers are less common as agents of order. They resemble perfect mundane creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to order. Agents of law may turn domesticated animals and even humans into creatures with powers of order by fusing them with virtues. This grants animals and all creatures inherent powers of order and a longer lifetime, bat the price of sterility.

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

Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a period of physical labor but no deviation from this task.

Standard effect allows you to ask for any service appropriate to the type of creature and the creature will react intelligently to problems.

Great effect allows actions outside the creature's comfort zone, overriding its natural objectives. This is risky, ar creatures of order tent to go mad in this situation.

It is easier to demand continuing service of a creature of order than it is of other powers. Increasing the effect by just one step will make the creature continue to do the task you ordered it to do for as long as it can. It will continue past the bounds of reason, finding an automaton that has patrolled an area long enough to wear a grove in the ground along its route actually happens.

Typical consequences include:

  • A struggle of logic to keep the creature under control.
  • You need to concentrate to keep the creature under control.
  • Overly literal interpretations of your commands.
  • Over-zealousness turns into a problem.

Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Creatures of order usually wish you to adopt an agenda of law or to learn some argument or proof of science.

Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a priest of chaos or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.

Disciplined Domain Create a portal to a plane of law.

Opens a portal to one of the perfect planes of order. 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. As would be expected, these are orderly places and your intrusion is likely to call an appropriate reception, including guardians. A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

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

Command

Assume control over intelligent beings and shape the course of events to your will.

Loyal Linguistics Command creatures with loyalty to your faction.

Your faction here includes anyone aligned with your cause. This is useful for intimidating creatures under your power and commanding foreign or alien subordinates across language barriers. You do not understand them. Combined with the basic power of Sway, it allows two-way communication.

Factional Fellowship Send messages to distant creatures of your faction.

You can communicate with any creature you know of that is aligned with your cause over any distance.

Add Allegiance Create loyalty in any creature.

Issue a command with the authority of Order to any creature that shares your cause. This does not remove other existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.

Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.

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.

Oath of Obedience Permanently remove and create loyalty.

This won’t work unless you are already in a position of power but is not limited by cause or creature type. The effect is similar to Loyal Linguistics but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.

Consort

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

Unifying Uniform Change your clothes and accessories to match local customs.

You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.

Maestro of Mimicry Assume the form of a local creature.

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

Maestro of Mimicry can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.

With limited effect 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 effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Form of the Flock Shapechange allies or victims into local creatures.

This is Maestro of Mimicry applied to another creature, which must be willing or at least unable to resist. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect 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 effect, see Maestro of Mimicry.

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

Assimilation Form Flock several willing or non-sentient creatures.

This is where Consort becomes a combination of the Form of the Flock and Command: Add Allegiance effects. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.

This 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 given bit parts as laborers, servants, or a chorus.

Finesse

Tool Tamer Weapons, machines, and vehicles you use work perfectly.

Devices you use resist damage and dysfunction. This will improve your position where machines are essential to success, such as when riding a vehicle.

As an advanced ability you can give this to your entire crew.

Weapon Warden Fine and potent close-range attack, or give crew Tool Tamer.

General rules for Order attacks are in the introduction. Besides variety, this only substitutes for equipment, a 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.

Machinist Magician Activate machines at a distance.

This allows you to manipulate machinery in small precise ways. You can make a mechanism activate or create a small interruption. This can activate a trap, open or close a mechanical door, or cause a hydraulic press to fire just a little late or early. The effect doesn't last but is quite precise.

This is mainly used as a setup action in a fight or action scene.

Rational Route Find the best route.

This gives you information about the best route to travel to a destination. You need not know where the destination is, but you must be able to uniquely identify it, which can be a unique name (Paris, France), map coordinates, or a description. This does not provide any actual transportation and does not consider random events along the route.

Hunt

Perfect Pursuit Creatures and devices you rely on to track are reliable.

When tracking or pursuing someone, any device or beast used will work as it should, and people you question will be reliable as long as they are not opposed to you. This usually reduces the consequences of a roll, but in certain situations might instead improve the effect.

Precise Projectile Make a weapon attack fine and potent, or make a potent exorcism at range.

General rules for Order attacks are in the introduction. You make a long-range weapon potent and ensure it won't jam, or you make along-range exorcism.

Pristine Path Clear a path, negating obstructions.

You and your crew ignore temporary obstructions on a path, such as fallen branches or trees, potholes, wrecks and the like. As long as there is any part of the path that is clear, you completely ignore such hindrances. If the road is completely blocked this still improves either effect or position one step.

Hunter's Havoc Perfect a grenade, making it fine and potent, or make a potent exorcism in an area.

Precise Projectile as an area attack. There is a risk of collateral damage, but when used as an exorcism this is rarely a problem.

Prowl

Recon Routine Understand security routines, preventing scale.

Against your understanding of patrols, alarms, and patterns, it does not matter if the enemy has one lookout, or a dozen. This prevents problems based on scale.

Refine Route Secure a route, preventing random setbacks.

Once you move along a certain route, you master that path and can use it again without difficulty until the terrain changes. This is very useful on your home ground, where you will have tried out all reasonable routes. Even on neutral territory you may well have used many routes, you can flashback to when you took that route the first time.

Guide's Glide Bring allies along when you Recon Routine or Refine Route.

For your allies, Refine Route applies to routes they have travelled earlier. They still use their own Prowl action.

Punctual Pathway Teleport crew from one transport nexus to another.

You and your allies can teleport from one common travel destination to another. Typical uses include traveling from bus stop to bus stop, moving between any level of an elevator, or teleporting from one highway entry to another highway exit. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.

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

Combat Cowl Protect yourself from chaotic damage.

This protects against fluke accidents and attacks using the Flux power. You ignore most harm from a random environmental dangers. Roll Skirmish when subject to harm from chaotic damage. 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.

Combat Control Fine and potent skirmish attack or exorcism.

General rules for Order attacks are in the introduction. Skirmish attacks use pistols or melee weapons, or you can resort to exorcism. Besides variety in the type of damage, this only substitutes for equipment, fine and potent mundane weapons are just as effective. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.

Combat Command Deny the enemy the ability to coordinate, negates scale.

You anticipate the enemy's attempts to coordinate, which prevents them from using scale against you.

Combat Conquest Optimize to attack multiple enemies without disadvantage.

General rules for Order attacks are in the introduction. Skirmish attacks use pistols or melee weapons, or you can resort to exorcism. Whichever you choose, your use is perfectly optimized, you become 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 skirmish.

Study

Study and analyze objects and creatures to gain insight and knowledge. Order is the power of knowledge, allowing you to analyze any kind of object. The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect 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.

Studious Scan Identify a power, creature, or item.

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

Exact Examination Learn the powers and abilities a power, creature, and item.

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

Lexicon of Lore Read past events of a power, creature, and item.

This includes previous owners and how the target has moved around as well as significant scenes from its history. The power zooms in on events of interest to you.

Omniscient Order Studious Scan all you see then three times Lexicon of Lore.

Provides Studious Scan as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Lexicon of Lore to learn the history of up to three such things.

Survey

Perceive and locate manifestations of Order and Flux and perceive which one you are detecting. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.

Vigilant Vision Sense powers that break the status quo.

This is a basic spotting power, selectively sensing Order and Flux and able to tell them apart. You can restrict your search to items, creatures, powers or even specific types of such things.

Sensor's Secret Sense from a guard or surveillance device.

You move your perception to an object or place that manifests your power and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

Enhanced Espionage Choose a location or creature. Gain nearest Sensor's Secret.

Similar to Sensor's Secret, but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Sensor's Secret, typically close enough to observe the target. Fails if no suitable viewpoint is available.

Web of Watchers Sensor's Secret at all places at once over a wide area.

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.

Sway

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

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

Diplomatic Discourse Communicate with and sway creatures who are not enemies.

You can gauge the mood and motivations of these creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Loyal Linguistics, this allows you full communication.

Negotiation Nexus You and allies can communicate with creatures who are not enemies.

This allows you and your crew to use the Sway action with full effect, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.

Compelling Command Post suggestions in the mind of a creature who is not an enemy.

This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of effect achieved: limited effect lasts for the immediate situation, normal effect lasts for the duration of the score, and great effect can extend beyond the score if it fits the story.

Inculcate Influence Permanently change the personality and motivations of creatures.

This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Flux and Order creatures are immune. Exceptional creatures and circumstances can break this power.

Tinker

Manipulate, shape, and create objects your needs. Order can repair anything you are familiar with and create anything you fully understand or have the blueprints for. The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.

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

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

Tool Tweak Repair objects as if you had the appropriate tools.

This ability substitutes for tools and protection devices typical of a small workshop.

Device Design Create known objects from existing components.

This surpasses normal crafting, letting you manipulate elements that are not stable, shaping water, sand, or smoke and making them stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.

You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.

Create Components Create fine and potent known items.

You don't need tools to build complex fine and potent items appropriate to your powers. You can quickly do a quick rebuild of items into other items made of roughly the same material, as long as you have access to blueprints. Such a rebuild only lasts for the score.

Machine Miracle Mass Device Design.

You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Machine Miracle makes hundreds of items with the same effort as one item, but with a stress cost.

Wreck

Order cannot destroy that which is faultless, but it can amplify any significant fault that exists. This lets you destroy, dismantle, and obliterate anything that is already damaged.

The effect required depends on the size and structural strength of your target. Standard effect is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited effect. A smaller hole stil need the same effect. Something larger and/or stronger requires great effect.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.

Find Fault Noisily wreck anything that starts out damaged. Make a potent but clumsy exorcism.

Just as crude as it sounds. You destroy things related to your power and strike with the force of a sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.

Implode Imperfection Smash damaged objects as if they were wood.

This bypasses the strength of materials, allowing you to break even the strongest barrier, as long as it starts out damaged.

You can also use this as a potent but clumsy attack or to make an exorcism. General rules for Order attacks are in the introduction.

Defects to Dust Silent and traceless Implode Imperfection.

The real difference here is that wrecking things is now silent and leaves less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence matches your power.

Deficiency Disaster Implode Imperfection over a large area.

Rather straightforward, this just scales things up.

Expanded Order Powers