Difference between revisions of "Order Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
 
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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Order is the power the status quo, of perfection, of loyalty, indoctrination, and dogma.
  
=== Animal Power Effects ===
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Order is the system of the world; the ordered universe of space and matter we are all familiar with.
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Order powers restore normality, negate randomness, negates powers, and makes mechanisms and people behave as expected.
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It is associated with what science calls low entropy; a completely ordered universe has no content but enormous potential.
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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.
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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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=== Order Power Effects ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" width="100" |   '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Willpower''' ||align="center" with=20% |   '''Trauma'''  
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|align="center" | '''Action'''  
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|align="center" | '''Basic'''   <br> No minimum    <br>  3 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" | '''Master'''   <br> Minimum 4 Dice <br>  7 Stress
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|align="center" | '''Apex'''     <br> Minimum 6 Dice <br> 13 Stress
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can detect creatures and power use tied to your power.
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|valign="top"| '''Virtuous Vision'''   <br> You can detect summoned creatures and active powers.  
|valign="top"| '''Dismiss''' <br> You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.  
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|valign="top"| '''Power Purge'''       <br> You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.  
|valign="top"| '''Summon''' <br> You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
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|valign="top"| '''Herald of Harmony''' <br> You can call a virtue, creatures of order from a plane of law.  
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of your power for a limited time.  
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|valign="top"| '''Disciplined Domain'' <br> You can dismiss all summoned creatures and negate all powers in a wide area.  
  
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''Loyal Linguistics'''   <br> You can communicate with creatures with loyalty to your faction even if normally couldn't, allowing you to use the command action normally on them.  
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Factional Fellowship''' <br> You and allies can communicate with creatures not opposed to your faction.
|valign="top"| '''Authority''' <br> You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
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|valign="top"| '''Add Alegience'''       <br> You can create loyalty in any creature. This does not remove existing loyalties, which can lead to conflicts.  
|valign="top"| '''Enslave ''' <br> You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
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|valign="top"| '''Oath of Obedience'''   <br> You can permanently remove and create loyalty in any creature that does not resist you violently.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Mask''' <br> You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''Unify Uniform'''     <br> You can change your clothes and accessories to match local customs.  
|valign="top"| '''Shapechange''' <br> You assume the form of another creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
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|valign="top"| '''Maestro of Mimicry''' <br> You assume the form of a local creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Form Flock'''         <br> You can shapechange allies into local creatures.
|valign="top"| '''Wild Hunt''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Assimilation'''       <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Ride''' <br> If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.  
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|valign="top"| '''Tool Tamer'''       <br> Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.  
|valign="top"| '''Fine Local Control''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
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|valign="top"| '''Weapon Warden'''     <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Tool Tamer ability for the duration of a score.
|valign="top"| '''Manipulate''' <br> You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
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|valign="top"| '''Machinist Magician'' <br> You can make machines do what they are supposed to do, activating them at a distance.
|valign="top"| '''Surge''' <br> 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.  
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|valign="top"| '''Perfect Prowess'''   <br> You enforce the rules of fair duels, preventing opponents from ganging up on you.  
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
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|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Track''' <br> You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
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|valign="top"| '''Perfect Pursuit'''   <br> Bystanders and technology you rely on to track are reliable.
|valign="top"| '''Fine Ranged Attack''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Precise Projectile''' <br> You can use your power to make a rigel attack fine and potent, or make an potent exorcism at range.
|valign="top"| '''Area attack''' <br> You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''Hunter's Havoc'''     <br> You can use your power perfect a grenade, making it fine and potent, or to potent exorcise an area at range.
|valign="top"| '''Barrage''' <br> 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.
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|valign="top"| '''Hunters Hellfire'''   <br> You an artillery barrage or bomb, making it fine and potent, or you potently exorcise a large area at range.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Reconnaissance''' <br> You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
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|valign="top"| '''Clear-cut Course''' <br> Order isn't very conductive to prowling. Everything will work for you if its supposed to—you better have a plan with no room for chance.
|valign="top"| '''Maneuver''' <br> You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.  
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|valign="top"| '''Refine Route'''     <br> You can move along paths you are supposed to be able to move along, finding a clear path even if it is damaged or obstructed.  
|valign="top"| '''Travel''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
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|valign="top"| '''Guide's Glide'''    <br> You can bring allies along when you use Refine Route.
|valign="top"| '''Transport''' <br> You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
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|valign="top"| '''Punctual Pathway''' <br> You and allies can teleport from one regional transport nexus to another, even if normal transport is down.  
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Skirmish Attack''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Precise Prowess''' <br> A melee weapon or pistol you use will not fail, improving your position. You can make a potent exorcise by touch.  
|valign="top"| '''Fine Skirmish Attack''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Combat Control''' <br> Same as Skirmish Attack, except the weapon or exorcism is also fine and potent.
|valign="top"| '''Obstruction''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Combat Command'''   <br> You deny the enemy the ability to coordinate their attacks to benefit from numbers.
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Combat Conquest''' <br> You optimize your movement to attack multiple enemies without disadvantage.  
 
|-
 
|-
|align="left" valign="top" | '''Study'''
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|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze''' <br> You can identify objects and creatures that manifest your power and see the use of the abilities of your power.  
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|valign="top"| '''Inquisitor's Insight''' <br> You can identify objects and creatures that break the status quo and see the use of the abilities of any power.  
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Insightful Inquiry'''   <br> You learn the powers and abilities of something you analyze with Inquisitor's Insight.
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Lexicon of Lore'''     <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
|valign="top"| '''Omniscience''' <br> 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.
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|valign="top"| '''Wide-Angle Wisdom'''   <br> You use Insightful Inquiry on everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
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|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Detect''' <br> You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''Vigilant Vision'''   <br> You can sense manifestations of any power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
|valign="top"| '''Sensor''' <br> Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
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|valign="top"| '''Sensor's Secret'''    <br> You can sense the workings of machines and alarms and see through surveillance devices, including others' powers used to survey.  
|valign="top"| '''Scry''' <br> Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
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|valign="top"| '''Enhanced Espionage''' <br> Choose a location or creature. You gain a sensor at the nearest surveillance device, which is often close enough to perceive the target.
|valign="top"| '''Omnipresence''' <br> You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
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|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.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
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|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.  
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|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"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Negotiation Nexus'''   <br> You and allies can communicate with creatures who are not enemies.
|valign="top"| '''Mesmerize''' <br> You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
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|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"| '''Inculcate'''   <br> You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
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|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.  
 
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|-
|align="left" valign="top" | '''Tinker'''
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|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Handle''' <br> You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
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|valign="top"| '''Tool Tweak'''       <br> You can repair objects as if you had the appropriate tools and protective devices.
|valign="top"| '''Shape''' <br> You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand or smoke.  
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|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"| '''Create''' <br> You can create objects manifesting your power out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
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|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"| '''Fabricate'''  <br> 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.
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|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.
 
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|align="left" valign="top" | '''Wreck'''
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|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy''' <br> You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.  
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|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"| '''Smash''' <br> Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|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"| '''Disintegrate''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Defects to Dust'''     <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
|valign="top"| '''Obliterate''' <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.
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|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.  
 
|}
 
|}

Revision as of 23:57, 22 March 2024

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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.