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 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 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.
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 You can detect summoned creatures and active powers. |
Power Purge You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power. |
Herald of Harmony You can call a virtue, creatures of order from a plane of law. |
'Disciplined Domain You can dismiss all summoned creatures and negate all powers in a wide area. |
Command | Loyal Linguistics 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. |
Factional Fellowship You and allies can communicate with creatures not opposed to your faction. |
Add Alegience You can create loyalty in any creature. This does not remove existing loyalties, which can lead to conflicts. |
Oath of Obedience You can permanently remove and create loyalty in any creature that does not resist you violently. |
Consort | Unify Uniform You can change your clothes and accessories to match local customs. |
Maestro of Mimicry You assume the form of a local creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them. |
Form Flock You can shapechange allies into local creatures. |
Assimilation 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 | Tool Tamer Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear. |
Weapon Warden You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Tool Tamer ability for the duration of a score. |
'Machinist Magician You can make machines do what they are supposed to do, activating them at a distance. |
Perfect Prowess You enforce the rules of fair duels, preventing opponents from ganging up on you. |
Hunt | Perfect Pursuit Bystanders and technology you rely on to track are reliable. |
Precise Projectile You can use your power to make a rigel attack fine and potent, or make an potent exorcism at range. |
Hunter's Havoc You can use your power perfect a grenade, making it fine and potent, or to potent exorcise an area at range. |
Hunters Hellfire You an artillery barrage or bomb, making it fine and potent, or you potently exorcise a large area at range. |
Prowl | Clear-cut Course Order isn't very conductive to prowling. Everything will work for you if its supposed to—you better have a plan with no room for chance. |
Refine Route 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. |
Guide's Glide You can bring allies along when you use Refine Route. |
Punctual Pathway You and allies can teleport from one regional transport nexus to another, even if normal transport is down. |
Skirmish | Precise Prowess A melee weapon or pistol you use will not fail, improving your position. You can make a potent exorcise by touch. |
Combat Control Same as Skirmish Attack, except the weapon or exorcism is also fine and potent. |
Combat Command You deny the enemy the ability to coordinate their attacks to benefit from numbers. |
Combat Conquest You optimize your movement to attack multiple enemies without disadvantage. |
Study | Inquisitor's Insight You can identify objects and creatures that break the status quo and see the use of the abilities of any power. |
Insightful Inquiry You learn the powers and abilities of something you analyze with Inquisitor's Insight. |
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. |
Wide-Angle Wisdom 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. |
Survey | 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. |
Sensor's Secret You can sense the workings of machines and alarms and see through surveillance devices, including others' powers used to survey. |
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. |
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. |
Sway | 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. |
Negotiation Nexus You and allies can communicate with creatures who are not enemies. |
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. |
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. |
Tinker | Tool Tweak You can repair objects as if you had the appropriate tools and protective devices. |
Device Design You can create objects from existing components as long as you know them well or have a blueprint. |
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. |
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. |
Wreck | Find Fault 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. |
Implode Inperfections 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. |
Defects to Dust Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust. |
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. |