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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|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Virtuous Vision'''   <br> Detect summoned creatures and active powers.  
+
|valign="top"| '''Virtuous Vision'''   <br> Detect summoned creatures and active powers.  
|valign="top"| '''Power Purge'''       <br> Dismiss creatures from other planes and 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> 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> Create a portal to a plane of law.  
+
|valign="top"| '''Disciplined Domain''' <br> Create a portal to a plane of law.  
  
 
|-
 
|-
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|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Unify Uniform'''     <br> 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> 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> Shapechange allies into local creatures.
+
|valign="top"| '''Form of the Flock''' <br> Shapechange allies or victims into local creatures.
|valign="top"| '''Assimilation'''      <br> 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.  
+
|valign="top"| '''Tool Tamer'''         <br> Weapons, machines, and vehicles you use work perfectly.  
|valign="top"| '''Weapon Warden'''     <br> Use the power as a fine and potent close-range attack, or give your friends the Tool Tamer ability.
+
|valign="top"| '''Weapon Warden'''     <br> Fine and potent close-range attack, or give crew Tool Tamer.
|valign="top"| '''Machinist Magician'' <br> Make machines do what they are supposed to do at a distance.
+
|valign="top"| '''Machinist Magician''' <br> Activate machines at a distance.
|valign="top"| '''Perfect Prowess'''   <br> Enforce the rules of fair duels, preventing opponents from ganging up.  
+
|valign="top"| '''Perfect Prowess'''   <br> Enforce the rules of fair duels, preventing scale.  
 
|-
 
|-
 
|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> Make a weapon 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"| '''Pristine Path'''      <br> Make a weapon attack fine and potent, or make an potent exorcism at range.
+
|valign="top"| '''Pristine Path'''      <br> Clear a path, negating obstructions..
 
|valign="top"| '''Hunter's Havoc'''    <br> Perfect a grenade, making it fine and potent, or make a potent exorcism in an area.
 
|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"| '''Recon Routine'''    <br> Understand security routines, preventing scale.
 
|valign="top"| '''Recon Routine'''    <br> Understand security routines, preventing scale.
|valign="top"| '''Refine Route'''    <br> Secure a route, preventing random damage.  
+
|valign="top"| '''Refine Route'''    <br> Secure a route, preventing random setbacks.  
 
|valign="top"| '''Guide's Glide'''    <br> Bring allies along when you Recon Routine or 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 teleport from one transport nexus to another, even if 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> Your weapon will not fail, improving your position. Or 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> 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> Optimize 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> Identify things that break the status quo and spot abilities of any power.  
+
|valign="top"| '''Studious Scan'''     <br> Identify a power, creature, or item.  
|valign="top"| '''Insightful Inquiry'''   <br> 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> Read past events of something you analyze.   
+
|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. Then use Lexicon of Lore on some 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> Sense unnatural chaos or order.
+
|valign="top"| '''Vigilant Vision'''    <br> Sense powers that break the status quo.
|valign="top"| '''Sensor's Secret'''    <br> Sense from a spot of order .  
+
|valign="top"| '''Sensor's Secret'''    <br> Sense from a guard or surveillance device.  
|valign="top"| '''Enhanced Espionage''' <br> Choose a location or creature. Gain a sensor at the nearest spot of order.
+
|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 ===
 
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.
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
  
'''Perceive:'''
+
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.
You gain the ability to detect supernatural creatures and powers. Your senses become attuned to the chaotic energies that permeate the world, allowing you to perceive entities and phenomena that are beyond the ordinary senses of mortals.
 
  
'''Dismiss:'''
+
'''Virtuous Vision'''
Through sheer force of will, you can compel any creature native to another plane of existence to return to that plane, or to cease the operation of any power. By disrupting the connection between the target and their plane of origin, you can banish them from the mortal realm or neutralize their abilities.
+
Detect summoned creatures and active powers.
  
'''Summon:'''
+
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
By tapping into the chaotic forces of other planes, you can call forth creatures from realms of pure chaos. However, these summoned beings are generally unwilling servants, and their obedience may be tenuous at best. You can issue them a single command, which they must obey, but maintaining control over them beyond that initial command may require further study or even a separate score.
 
  
'''Gate:'''
+
'''Power Purge'''
With the power of Gate, you can create temporary portals that allow travel to and from chaotic planes of existence. These portals are unpredictable in nature, and the destination may vary each time they are opened. Exercise caution when using this power, as it can lead to encounters with beings of immense power and unpredictability.
+
Dismiss creatures. End the operation of any power.
  
=== Command ===
+
An essential part of the power of Order is to  restore the natural order.
Assume control over intelligent beings and shape the course of events to your will.
+
This allows the dispelling and dismissing of all powers.
  
'''Mental Mandate'''
+
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 command intelligent creatures even if normally couldn't, but you cannot understand them.
 
  
'''Psyche Parley'''
+
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.  
You and allies can communicate with intelligent creatures.
 
  
'''Mental Monarchy'''
+
It can be used to break the continuing effects of powers.
You can give commands to intelligent creatures as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
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.
  
'''Thought Thrall'''
+
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 can permanently bind intelligent creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
 
  
=== Consort ===
+
'''Herald of Harmony'''
Influence and manipulate social situations to your advantage.
+
Call a virtue, creatures of order from a plane of law.
  
'''Pretend Persona'''
+
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 assume an identity and reflect it in your actions, such as a healer, noble, merchant etc. This the impression you give without changing your appearance.
 
  
'''Assume Aspect'''
+
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.
You assume the form of a normal humanoid, such as humans and variant humans. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
  
'''Gift of Guise'''
+
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 shapechange a willing or helpless creatures into any humanoid. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
 
  
'''Gift of Gab'''
+
Summoned creatures of order come in three types, Virtues, automatons, and creatures with powers.
You can give sentience and intelligence to non-sentient creatures, giving them roughly human intellect.
 
  
=== Finesse ===
+
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.
Master subtle and precise applications of your powers to achieve your goals.
 
  
'''Psychic Saddle'''
+
Automatons are somewhat equivalent to the elementals of other powers.
If there is an intelligent (but not sentient) mount or vehicle, you can ride it as if it was domesticated and you had the keys.
+
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.
  
'''Neural Needle'''
+
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
+
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.
  
'''Neural Nudge'''
+
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.
You can do fine manipulation of the power, allowing you to do send small and exact suggestions to intelligent creatures. This allows you to make others open doors and perform other minor manipulations.
 
  
'''Psyche Surge'''
+
Standard effect allows you to ask for any service appropriate to the type of creature and the creature will react intelligently to problems.  
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
 
  
=== Hunt ===
+
Great effect allows actions outside the creature's comfort zone, overriding its natural objectives.
Track down targets and unleash the power of your mind in combat.
+
This is risky, ar creatures of order tent to go mad in this situation.
  
'''Trace Thought'''
+
It is easier to demand continuing service of a creature of order than it is of other powers.
You can focus on a particular thought and vaguely sense and track creatures that share this thought.
+
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.
  
'''Mental Marksman'''
+
Typical consequences include:
You can use your power to attack, similar in effect to a fine and potent rifle doing mental damage.
 
  
'''Cognitive Cascade'''
+
* A struggle of logic to keep the creature under control.
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
* You need to concentrate to keep the creature under control.
 +
* Overly literal interpretations of your commands.
 +
* Over-zealousness turns into a problem.
  
'''Cognitive Cataclysm'''
+
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 call down the equivalent of a fine potent artillery barrage, attacking everything and intelligent creature in a wide area.
+
Creatures of order usually wish you to adopt an agenda of law or to learn some argument or proof of science.
  
=== Prowl ===
+
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.
Navigate unseen realms and explore the depths of consciousness.
 
  
'''Psychic Pursuit'''
+
'''Disciplined Domain'''
You can hide in crowds and identify someone you know when you see them, even if normal identification is not possible.
+
Create a portal to a plane of law.
  
'''Astral Ascent'''
+
Opens a portal to one of the perfect planes of order.
You can detach your astral body, which is immaterial, transparent, and can hover. Any attack scatters it and sends your consciousness back to your body. While you project your astral body, your physical body is like an automaton; it can be led but takes no actions.
+
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.
  
'''Astral Adventure'''
+
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.
You send your and allies' astral bodies to any location you know of or into the presence of any creature you know.
 
  
'''Astral Gateway'''
+
=== Command ===
You send your and allies' astral bodies to other planes, into someone's dream, and other mystic locations not of this world.
+
Assume control over intelligent beings and shape the course of events to your will.
  
=== Skirmish ===
+
'''Loyal Linguistics'''
Engage in mental combat with precision and finesse.
+
Command creatures with loyalty to your faction.
  
'''Mental Melee'''
+
Your faction here includes anyone aligned with your cause.
You can use the power as a close-range mental attack, similar in effect to a melee weapon or pistol.
+
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.
  
'''Psychic Strike'''
+
'''Factional Fellowship'''
Same as Skirmish Attack, except the weapon is fine and potent.
+
Send messages to distant creatures of your faction.
  
'''Cognitive Cover'''
+
You can communicate with any creature you know of that is aligned with your cause over any distance.
Your power creates distractions that prevents an intelligent enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
  
'''Mental Storm'''
+
'''Add Allegiance'''
Your power strikes out in all directions, attacking all enemies in a wide area.
+
Create loyalty in any creature.
  
=== Study ===
+
Issue a command with the authority of Order to any creature that shares your cause.
Uncover secrets and unlock the potential of your intellect.
+
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.
  
'''Identify Intellect'''
+
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 can identify intelligent objects and creatures.
 
  
'''Analyze Intellect'''
+
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.
You learn the powers and abilities of something you analyze.
 
  
'''Past Perception'''
+
'''Oath of Obedience'''
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.
+
Permanently remove and create loyalty.
  
'''Universal Understanding'''
+
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 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.
 
  
 +
=== Consort ===
 +
The Consort powers of Order allows you to merge into a group.
  
== Expanded Order Powers ==
+
'''Unifying Uniform'''
=== Attune ===
+
Change your clothes and accessories to match local customs.
Heighten your awareness and manipulate the forces of harmony to maintain order in chaotic situations.
 
  
'''Virtuous Vision'''
+
You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.
You can detect summoned creatures and active powers.
 
  
'''Power Purge'''
+
'''Maestro of Mimicry'''
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.
+
Assume the form of a local creature.
  
'''Herald of Harmony'''
+
You assume the form of a creature that is a part of the social group that you are observing..
You can call a virtue, creatures of order from a plane of law.
+
This is a true physical transmutation and includes patterns of speech and movement.
  
'''Disciplined Domain'''
+
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.
You can dismiss all summoned creatures and negate all powers in a wide area.
 
  
=== Command ===
+
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.
Assert your authority and influence over others to uphold your faction's interests.
 
  
'''Loyal Linguistics'''
+
'''Form of the Flock'''
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.
+
Shapechange allies or victims into local creatures.
  
'''Factional Fellowship'''
+
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 and allies can communicate with creatures not opposed to your faction.
 
  
'''Add Alegience'''
+
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 can create loyalty in any creature. This does not remove existing loyalties, which can lead to conflicts.
 
  
'''Oath of Obedience'''
+
'''Assimilation'''
You can permanently remove and create loyalty in any creature that does not resist you violently.
+
Form Flock several willing or non-sentient creatures.
  
=== Consort ===
+
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.
Blend in seamlessly with your surroundings and manipulate the loyalty of those around you.
 
  
'''Unify Uniform'''
+
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.
You can change your clothes and accessories to match local customs.
 
  
'''Maestro of Mimicry'''
+
=== Finesse ===
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.
+
'''Tool Tamer'''
 +
Weapons, machines, and vehicles you use work perfectly.
  
'''Form Flock'''
+
Devices you use resist damage and dysfunction.
You can shapechange allies into local creatures.
+
This will improve your position where machines are essential to success, such as when riding a vehicle.
  
'''Assimilation'''
+
'''Weapon Warden'''
You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
Fine and potent close-range attack, or give crew Tool Tamer.
  
=== Finesse ===
+
General rules for Order attacks are in the introduction.
Refine your skills and manipulate tools and machinery to your advantage.
+
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.
  
'''Tool Tamer'''
+
'''Machinist Magician'''
Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.
+
Activate machines at a distance.
  
'''Weapon Warden'''
+
This allows you to manipulate machinery in small precise ways.
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.
+
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.
  
'''Machinist Magician'''
+
This is mainly used as a setup action in a fight or action scene.  
You can make machines do what they are supposed to do, activating them at a distance.
 
  
 
'''Perfect Prowess'''
 
'''Perfect Prowess'''
You enforce the rules of fair duels, preventing opponents from ganging up on you.
+
Enforce the rules of fair duels, preventing scale.
 +
 
 +
Weapon Warden, and you make the world enforce the rules of rules of fair fighting, turning a fight into a duel.
 +
This prevents the benefits of scale.
  
 
=== Hunt ===
 
=== Hunt ===
Track down targets and enforce order with precision and efficiency.
+
'''Perfect Pursuit'''
 +
Creatures and devices you rely on to track are reliable.
  
'''Perfect Pursuit'''
+
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.
Bystanders and technology you rely on to track are reliable.
+
This usually reduces the consequences of a roll, but in certain situations might instead improve the effect.
  
 
'''Precise Projectile'''
 
'''Precise Projectile'''
You can use your power to make a rigel attack fine and potent, or make a potent exorcism at range.
+
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'''
 
'''Hunter's Havoc'''
You can use your power perfect a grenade, making it fine and potent, or to potent exorcise an area at range.
+
Perfect a grenade, making it fine and potent, or make a potent exorcism in an area.
  
'''Hunters Hellfire'''
+
Precise Projectile as an area attack. There is a risk of collateral damage, but when used as an exorcism this is rarely a problem.
You an artillery barrage or bomb, making it fine and potent, or you potently exorcise a large area at range.
 
  
 
=== Prowl ===
 
=== Prowl ===
Navigate unseen realms and outmaneuver adversaries with finesse.
+
'''Recon Routine'''
 +
Understand security routines, preventing scale.
  
'''Clear-cut Course'''
+
Against your understanding of patrols, alarms, and patterns, it does not matter if the enemy has one lookout, or a dozen.
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.
+
This prevents problems based on scale.
  
 
'''Refine Route'''
 
'''Refine Route'''
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.
+
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'''
 
'''Guide's Glide'''
You can bring allies along when you use Refine Route.
+
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'''
 
'''Punctual Pathway'''
You and allies can teleport from one regional transport nexus to another, even if normal transport is down.
+
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 ===
 
=== Skirmish ===
Engage in strategic combat and maintain control of the battlefield.
+
'''Combat Cowl'''
 +
Protect yourself from chaotic damage.
  
'''Precise Prowess'''
+
This protects against fluke accidents and attacks using the Flux power.
A melee weapon or pistol you use will not fail, improving your position. You can make a potent exorcise by touch.
+
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'''
 
'''Combat Control'''
Same as Skirmish Attack, except the weapon or exorcism is also fine and potent.
+
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'''
 
'''Combat Command'''
You deny the enemy the ability to coordinate their attacks to benefit from numbers.
+
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'''
 
'''Combat Conquest'''
You optimize your movement to attack multiple enemies without disadvantage.
+
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 ===
Analyze situations and gather intelligence to maintain order.
+
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.
  
'''Inquisitor's Insight'''
+
'''Exact Examination'''
You can identify objects and creatures that break the status quo and see the use of the abilities of any power.
+
Learn the powers and abilities a power, creature, and item.
  
'''Insightful Inquiry'''
+
You learn of any powers or special abilities the target has. This includes actual rules and game effects.
You learn the powers and abilities of something you analyze with Inquisitor's Insight.
 
  
 
'''Lexicon of Lore'''
 
'''Lexicon of Lore'''
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.
+
Read past events of a power, creature, and item.
  
'''Wide-Angle Wisdom'''
+
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 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.
+
 
 +
'''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 ===
 
=== Survey ===
Monitor situations and maintain vigilance over your surroundings.
+
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'''
 
'''Vigilant Vision'''
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.
+
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'''
 
'''Sensor's Secret'''
You can sense the workings of machines and alarms and see through surveillance devices, including others' powers used to survey.
+
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'''
 
'''Enhanced Espionage'''
Choose a location or creature. You gain a sensor at the nearest surveillance device, which is often close enough to perceive the target.
+
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'''
 
'''Web of Watchers'''
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.
+
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 ===
 
=== Sway ===
Influence others and maintain control over the hearts and minds of those around you.
+
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'''
 
'''Diplomatic Discourse'''
You can communicate with creatures who are not enemies even if normally couldn't, allowing you to use the sway action normally on them.
+
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'''
 
'''Negotiation Nexus'''
 
You and allies can communicate with creatures who are not enemies.
 
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'''
 
'''Compelling Command'''
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.
+
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'''
 
'''Inculcate Influence'''
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.
+
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 ===
 
=== Tinker ===
Manipulate technology and craft innovative solutions to maintain order and efficiency.
+
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'''
 
'''Tool Tweak'''
You can repair objects as if you had the appropriate tools and protective devices.
+
Repair objects as if you had the appropriate tools.
 +
 
 +
This ability substitutes for tools and protection devices typical of a small workshop.
  
 
'''Device Design'''
 
'''Device Design'''
You can create objects from existing components as long as you know them well or have a blueprint.
+
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 Components'''
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.
+
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'''
 
'''Machine Miracle'''
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.
+
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 ===
 
=== Wreck ===
Disrupt and dismantle systems and structures to maintain control and eliminate threats.
+
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'''
 
'''Find Fault'''
You cannot wreck that which is perfect, but you can wreck anything that is already damaged. Noisy and leaves a twisted object in place.
+
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.  
  
'''Implode Inperfections'''
+
You can also use this as a potent but clumsy attack or to make an exorcism.
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.
+
General rules for Order attacks are in the introduction.
  
 
'''Defects to Dust'''
 
'''Defects to Dust'''
Similar to smash, but destroyed targets silently disappear or are reduced to a fine 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'''
 
'''Deficiency Disaster'''
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.
+
Implode Imperfection over a large area.
 +
 
 +
Rather straightforward, this just scales things up.
 +
 
 +
== Expanded Order Powers ==

Latest revision as of 19:54, 28 July 2024

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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
3 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
7 Stress
Apex
Minimum 6 Dice
13 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.
Perfect Prowess
Enforce the rules of fair duels, preventing scale.
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 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.

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.

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.

Perfect Prowess Enforce the rules of fair duels, preventing scale.

Weapon Warden, and you make the world enforce the rules of rules of fair fighting, turning a fight into a duel. This prevents the benefits of scale.

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