Order Powers (FiD)
		
		
		
		
		
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| Starfox's Blades in the Dark fan page | 
Main Page is Powers Order is the power the status quo, of perfection, of loyalty, indoctrination, and dogma. Order powers restore normality, negate randomness, negates powers, and makes mechanisms and people behave as expected.
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 Power Effects
| Action | Free | Equipment | Willpower | Trauma | 
| Attune | Perceive  You can detect summoned creatures and active powers.  | 
Dismiss   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.  | 
Summon    You can call a creature of order from a place of your power. Known as virtues, creatures of order represent different tasks, functions, skills, and moral values. Get the right one and it will perform perfectly. Get the wrong one, and you have a very insistent pedantic.  | 
Gate      You can dismiss all summoned creatures and negate all powers in a wide area.  | 
| Command | Communicate  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.  | 
Translate    You and allies can communicate with creatures with loyalty to your faction.  | 
Authority    You can create loyalty and make creatures of any type not stray from duty. This does not remove existing loyalties, which can lead to conflicts.  | 
Enslave      You can create permanent loyalty in any creature that does not resist you violently.  | 
| Consort | Mask         You can change your clothes and accessories to match local customs.  | 
Shapechange  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.  | 
Transform    You can shapechange allies into local creatures.  | 
Wild Hunt    You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.  | 
| Finesse | Ride                Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.  | 
Fine Local Control  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.  | 
Manipulate          You can make machines do what they are supposed to do, activating them at a distance.  | 
Surge               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.  | 
| Hunt | Track               Witnesses and technology you rely on to track are reliable.  | 
Fine Ranged Attack  You can use your power to attack, similar in effect to a fine and potent rifle.  | 
Area attack         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.  | 
Barrage             You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.  | 
| Prowl | Reconnaissance  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.  | 
Maneuver        You can move along paths you are supposed to be able to move, despite any damage or obstruction.  | 
Travel          You can bring allies along when you use Reconnaissance and Maneuver.  | 
Transport       You and allies can teleport from one regional transport nexus to another, even if normal transport is down.  | 
| Skirmish | Skirmish Attack       You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  | 
Fine Skirmish Attack  Same as Skirmish Attack, except the weapon is fine and potent.  | 
Obstruction           Your power removes distractions and obstructions allowing you and allies to move freely and otherwise works as a fine potent weapon.  | 
Flurry                Your power strikes out in all directions, attacking all enemies in a wide area.  | 
| Study | Analyze      You can identify objects and creatures that break the status quo and see the use of the abilities of any 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 | Detect        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.  | 
Sensor        You can sense the workings of machines and alarms and see through surveillance devices.  | 
Scry          Choose a location or creature. You gain a sensor at the nearest surveillance device, which is often close enough to perceive the target.  | 
Omnipresence  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 | Communicate  You can communicate with creatures who are not enemies even if normally couldn't, allowing you to use the sway action normally on them.  | 
Translate    You and allies can communicate with creatures who are not enemies.  | 
Mesmerize    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.  | 
Inculcate    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 | Handle     You can repair objects as if you had the appropriate tools and protective devices.  | 
Shape      You can create objects as long as you know them well or have a blueprint.  | 
Create     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.  | 
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.  | 
| Wreck | Jimmy         You cannot wreck that which is perfect, but you can wreck anything that is already damaged. Jimmy works much like a sledgehammer. Noisy and leaves a twisted object in place.  | 
Smash         Similar to jimmy. When smashing damaged objects, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.  | 
Disintegrate  Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.  | 
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.  |