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]]
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.
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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 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 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.
  
 
=== Order Power Effects ===
 
=== 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'''  
 +
|align="center" | '''Basic'''   <br> No minimum    <br>  3 Stress
 +
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
 +
|align="center" | '''Master'''   <br> Minimum 4 Dice <br>  7 Stress
 +
|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 summoned creatures and active powers.  
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|valign="top"| '''Virtuous Vision'''   <br> You can detect summoned creatures and active powers.  
|valign="top"| '''Dismiss''' <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.  
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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 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.
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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 dismiss all summoned creatures and negate all powers in a wide area.  
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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 with loyalty to your faction 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 with loyalty to your faction.
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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 create loyalty and make creatures of any type not stray from duty. 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 create permanent loyalty in any creature that does not resist you violently.   
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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 to match local customs.  
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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 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.
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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 allies into local creatures.
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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> Weapons, machines, and vehicles you use stay in repair and work perfectly as intended despite damage and wear.  
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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 make machines do what they are supposed to do, activating them at a distance.
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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.  
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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> Witnesses and technology you rely on to track are reliable.
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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> 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.
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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 along paths you are supposed to be able to move, despite any damage or obstruction.
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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 regional transport nexus to another, even if normal transport is down.
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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 removes distractions and obstructions allowing you and allies to move freely 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 break the status quo and see the use of the abilities of any 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 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.
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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> You can sense the workings of machines and alarms and see through surveillance devices.  
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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 surveillance device, 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 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.
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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 who are not enemies 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 who are not enemies.
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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 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.
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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. 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.  
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
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|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Handle'''   <br> You can repair objects 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 create objects as long as you know them well or have a blueprint.  
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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 out of nothing as you know them well or have a blueprint. This can create complex tools, such as fine and potent items.
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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.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
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|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy'''       <br> 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.  
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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 damaged objects, 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.