Kinesis Powers (FiD)

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The ability move things, including simple thoughts. Kinesis is raw energy manifesting as physical forces. Some see kinesis as the purest kind of power. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.

You can combine kinetics with material powers in order to move those effects around quickly. So if you know fire and kinesis, you can move flames.

Kinetic attacks hurl objects or manipulate weapons at a distance. This has an advantage in that these attacks are physical and real, resistance to powers won't affect them much. You can also throw opponents around, which is a great distraction, but doesn't cause much damage.

Kinetic Power Effects Table

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 Psionic Perception
You can detect creatures and kinesis powers. There are no kinetic creatures for attune to affect.
Telekinetic Termination
You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
Telekinetic Tether
You can hinder the movement of large vehicles like busses or trucks.
Psychic Paralysis
You can dampen all fast movement in a large area for the duration of a score while not affecting the movement of things you select to avoid.
Command Vocal Vortex
You can amplify your voice to be heard across a wide area, like a football field.
Psychic Puppetry
Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
Projected Presence
Sounds can be carried for miles.
Telekinetic Tyrant
You can use Psychic Puppetry on multiple creatures at once.
Consort Telekinetic Tack
This allows you to attach things to yourself while you concentrate, like glue.
Psychic Portage
This allows you to carry more items per load category, +1/+2/+3.
Kinetic Cargo
You can apply Psychic Portage to an ally.
Kinetic Coalition
This allows a small army to use Psychic Portage.
Finesse Telekinetic Turbo
A vehicle of mount you ride can always take part in a chase, even if it would normally be too slow. To fly or swim you must have an appropriate ride.
Focused Force
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 an ally the Ride ability for the duration of a score.
Telekinetic Touch
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.
Telekinetic Tempest
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Mindful Monitor
You can track creatures who are using powers.
Telekinetic Targeting
You can use your power to attack, similar in effect to a fine and potent rifle.
Controlled Chaos
You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
Telekinetic Thunder
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, but you risk collateral damage.
Prowl Telekinetic Grip
You can climb and hide under ceilings where people rarely look and take no damage from falls.
Psychic Stride
You can make long jumps, adding 5 meters per tier to your jumping distance.
Team Transport
You can help allies to use Telekinetic Grip and Psychic Stride.
Legion Leap
You can help a small army to use Telekinetic Grip and Psychic Stride.
Skirmish Brawler Block
Block Harm from Kinesis.
Brawler Blitz
Fine and potent kinentic melee attack.
Barrier Bash
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Walloping Whirl
Kinetic strikes out in all directions, attacking all enemies in a wide area.
Study Architectural Analysis
You understand static forces and the location of construction features.
Trajectory Tracking
You can calculate the path of a moving object forward and back to its origin.
Structural Sense
You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
Complete Calculations
You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.
Survey Velocity Vision
You can sense kinetic powers and things that accelerate.
Detect Detail
You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
Clairvoyance
You can gain a sensor read from a point you choose.
Kinetic Knowledge
You gain the information Detect Detail gives, but for all objects in a large volume of space.
Sway Lip Language
You can lip read perfectly.
Whisperer's Whim
You can project your voice and listen to any creature you can see, allowing conversation.
Vocal Vision
You can listen in on a conversation as long as you see the talkers or a nearby object.
Sound Sage
You can project your voice and listen to any creature you know in the same region, allowing distant conversation.
Tinker Guided Grip
You can telekinetically manipulate an object as if by hand.
Artisan Ability
You can form any kind of object about as efficiently as a workshop.
Kinetic Crafting
You can telekinetically work objects like a machine shop.
Psionic Production
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 Psychic Pummel
Works much like a punch, but at range.
Kinetic Crush
Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.
Telekinetic Tremor
Similar to Psychic Pummel. When smashing objects you affect hard objects as if they were wood.
Psionic Pulverize
Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.

Expanded Kinesis Powers

Expanded descriptions of effects that differ significantly from Typical Powers.

Kinesis powers are common with the Psi Power Playbook and the powers are often described in psionic terms, but this is just a matter of wording. Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel effects of any power, not just Kinesis powers.

Study, Sway, and Survey powers could use an edit.

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 position is controlled, possibly risky if there are a lot of other dangers around or desperate in a very chaotic situation. This is usually done as a setup action. Limited effect creates an opening that makes the supported action potent. Normal effect improves the position of the supported action. Great effect improves both position and effect of the supported power.

When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.

Telekinetic Termination: You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.

You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale. This allows you to stop kinetic weapons of all kinds and to slow the movement of more solid things, such as a person or personal vehicle, reducing their speed to a crawl. Faster movement is more heavily reduced, this turns a run into a slow walk, but brakes a racing car to the speed of a running man. This speed loss will not cause trouble for a vehicle has a minimum safe speed, like bird or a winged aircraft

Kinetics is strong in that it can dispel the effects of any power. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.

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.

Telekinetic Tether: You can hinder the movement of large vehicles like busses or trucks.

Telekinetic Termination on a greater scale.

Psychic Paralysis: You can dampen all fast movement in a large area for the duration of a score while not affecting the movement of things you select to avoid.

You can exclude a small group from this effect, but otherwise everything and everyone in the area is slowed.

Command

Kinetic command effect are not mental powers. Instead you use physical forces to amplify your voice and later use telekinesis to control the bodies of creatures.

Vocal Vortex: You can amplify your voice to be heard across a wide area, like an arena.

This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates. This improves effect by reaching more listeners.

Psychic Puppetry: Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.

This is physical control resisted by Prowess, not a mental power. The precision isnot great, you can make the target push buttons or pull levers, perhaps make Wreck attacks, but it is not precise enough for Finesse or Hunt actions. You cannot access the target's actions, all actions use your values, but at a 2 dice penalty.

Projected Presence: Sounds can be carried for miles.

You are not actually making loud sounds, it is your kinetic powers that carry the sound to distant places. It is not deafening close by, and you can have the sound carry to some places and not others. It need not be you making the sounds, you can pick up sounds and may choose to project them.

Telekinetic Tyrant: You can use Psychic Puppetry on multiple creatures at once.

You can control many creatures at once, without demanding greater effect. All targets perform similar movements or contribute to the same task.

Consort

Kinetic consort is not about changing shape. Instead it attaches things, first to you, later to others. This increases item capacity.

Telekinetic Tack: This allows you to attach things to yourself while you concentrate, like glue.

You use existing things and turn them into clothes and accessories, fast and beyond what could be done with simple glue. This helps a disguise by making a mask move as a natural face. This is faster and about as effective as a professional disguise.

Psychic Portage: This allows you to carry more items per load category, +1/+2/+3.

This increases the item capacity of a light load by +1, medium load +2, and heavy load +3. You can only apply this once per score, and lasts for the entire score.

Kinetic Cargo: You can apply Psychic Portage to an ally.

Kinetic Coalition: This allows a small army to use Psychic Portage.

Finesse

Exercise finesse with your power, manipulating and attacking with precision.

Telekinetic Turbo: A vehicle of mount you ride can always take part in a chase, even if it would normally be too slow. To fly or swim you must still have an appropriate ride.

This increases the speed of mounts and vehicles. Unlike other basic Finesse powers, this does not allow you to take command of a vehicle or mount, it improves the performance of a ride you could ordinarily use.

Focused Force: You can use kinetics to move an object to make a 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.

What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on. Certain targets may be more or less vulnerable to certain attacks, but this is the exception. Besides variety, this only substitutes for equipment, 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, no more, no less.

Telekinetic Touch: 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.

This works much as an invisible hand that can do delicate manipulation. You can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.

Telekinetic Tempest: Your power manifests a storm of flying objects, suppressing the effect of multiple opponents and acting as a fine potent weapon.

You create a weapon like Focused Force above, and also create distractions. The effect is like having a number of trusty but entirely defensive allies in the fight. This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Focused Force.

Hunt

Track, attack, and unleash devastating barrages with the power of kinetics. As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction. At short range, this is dangerous to you and yours.

Mindful Monitor: You can track creatures who are using powers.

You can track anyone actively using any power. The track gets fainter and fainter after the use of the power ends, requiring greater effect. Once the track is laid down, it does nto matter if the use of the power is later ended.

Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Telekinetic Targeting: You can use kinesis to attack, similar in effect to a fine and potent rifle.

Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat. Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.

Controlled Chaos You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.

You can cause multiple small objects to move simultaneously, creating confusion or blocking sightlines. This could involve flinging books off shelves, scattering coins across the floor, or causing curtains to billow wildly. This can assemble or disassemble simple structures using available materials. This could involve barricading a door, setting up an impromptu blockade, or rigging a simple contraption. This only lasts a short time, but can serve as a setup for a single action.

Telekinetic Thunder: You can use kinesis 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.

An escalation of Telekinetic Targeting, this affects all enemies in a single location. The effect is more powerful but less precise. This means it does more collateral damage, but no more effect on enemies. Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.

Prowl

Sneak, move, and jump with the stealth and agility granted by Prowl.

Telekinetic Grip: You can climb and hide under ceilings where people rarely look and take no damage from falls.

This allows you to hide under ceilings and on walls where only lucky or elite opponents look. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Team Transport, below.

Psychic Stride: You can make long jumps, adding 5 meters per tier to your jumping distance.

Jumps less than 5 meters times your tier are routine for you, and this distance is added to the length of an ordinary jump. At any tier, this gives additional jump control, allowing you to change your direction mid-air.

Team Transport: You can help allies to use Telekinetic Grip and Psychic Stride.

Allies still use their own Prowl action.

Legion Leap: You can help a small army to use Telekinetic Grip and Psychic Stride.

Skirmish

Engage in close combat and create chaos with kinetics.

Brawler Block: Block Harm from Kinesis.

Absorb Kinesis energies, including Kinesis powers and damage from physical impact, including most projectile weapons and solid melee weapons. Roll Skirmish when subject to harm from such energies. 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.

Brawler Blitz: Kinetic melee attack.

Make a fine and potent short-range kinetic attack, similar to a pistol or melee weapon in effect. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.

Barrier Bash: Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.

This creates a whirling host of deadly objects. The effect is to deny your enemies the advantage of numbers. You also gain the benefit of the Brawler Blitz, giving you a fine, potent weapon.

Walloping Whirl: Kinetic strikes out in all directions, attacking all enemies in a wide area.

This turns you into 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 current skirmish, within 10 meters or so.

Study

Study and analyze objects and creatures imbued with your power to gain insight and knowledge.

Architectural Analysis: You understand static forces and the location of construction features.

You can analyze construction you are touching and analyze static forcees. This tells you which walls are thick and which are thin, and reveals hidden doors and rooms.

If the construction is still and unperturbed this is difficult, standard effect will only reach a few meters while great effect can reach 10 meters or so. If there are alot of vibrations, like explosions or an earthquake, this becomes easier, effectively increasing your effect. Position starts out controlled when nothing else happens, but as soon as those explosions go off

Trajectory Tracking: You can calculate the path of a moving object forward and back to its origin.

This is literally rocket science and very useful for space travel and billiards, but less useful for everyday adventuring. It does allow you to intuitively understand how and when to move from one moving platform to another and predict if a missile or torpedo will hit. This knowledge reaches at least an hour back and forward in time and in predictable cases like space and ocean travel, days or month. Of course, movement in the past is absolute, while the future is unpredictable.

Structural Sense You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.

You create an image in your mind of what you can see, and from that you can extrapolate what you cannot see. This allows you to find walls and hollow areas. Finding big things is easier, small details are hard, you can find things to a depth of about twice the dimensions of the thing you detect. So a 10 meter chamber can be sensed through 20 meters of ground with standard effect. With great effect you double this distance.

Position depends on the situation. A typical risky position would be a ruin that could collapse or when there are some enemies around. Typical consequences are to miss certain information, lose the opportunity to try again, or suffer some effect from your surroundings.

Complete Calculations: You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.

This allows you to be your own traffic coordinator over a wide area. The reach of this power depends on the number of objects tracked, it is as hard to track the tens of thousands of cars in a city as it is to track ten thousand ships on an ocean, or in the vastness of space.

Survey

Perceive manifestations of your power to gain valuable information and insight. With line of sight limited effect suffices, around corners or into smoke and other concealment standard effect will do, and through walls requires great effect.

Consequences are generally just a failure to spot something, but in a dangerous environment consequences become more significant.

Velocity Vision: You can sense kinetic powers and things that accelerate.

This allows you to detect moving things, especially when they change speed and direction.

Detect Detail: You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.

This allows you to sense the shape of objects, learning the exact shape, mass, speed, and acceleration. This is a superior sort of echolocation and vision, only lacking color perception. Effect and consequences are similar to those of Velocity Vision.

Clairvoyance: You can gain a sensor read from a point you choose.

Select a point in space defined by direction and distance. You can see as if you were at this spot.

Kinetic Knowledge: You gain the information Detect Detail gives, but for all objects in a large volume of space.

What you can cover depends on the number of items to be tracked, not on the volume. It is as hard to track 10 thousand cars in a city as 10 thousand ships on an ocean or 10 thousand objects in an enormous volume of space.

Sway

Kinetics does not have the usual suite of Sway powers.

Lip Language: You can lip read perfectly.

As long as you can see the speaker's lip and understand the language, you will "hear" what is said.

Whisperer's Whim: You can project your voice and listen to any creature you can see, allowing conversation.

This is not telepathy, this is the projection of sound. You can induce vibrations that create sound, allowing you to cast your voice through any hard object.

Vocal Vision: You can listen in on a conversation as long as you see the talkers or a nearby object.

Now you no longer need to lip read, you can read the sound-induced vibrations in objects near the speakers. Rigid objects like glass and metal are best, and you might be able to learn this information even if you cannot see the speakers directly.

Sound Sage: You can project your voice and listen to any creature you know in the same region, allowing distant conversation.

Pick a spot in space, you can listen and speak through a rigid object near that spot. You don't need to see the target.

Tinker

Kinetic Tinkering mainly substitutes for tools. The position depends on how quiet your workplace is and how much time you have to work with. The effect determines the effectiveness of your construction, but also how long it will last. Devices that are more powerful are harder to contain, and thus wont last as long.

Guided Grip: You can telekinetically manipulate an object as if by hand.

Artisan Ability: You can form any kind of object about as efficiently as a workshop.

This allows you to make fine items if you have the materials.

Kinetic Crafting: You can telekinetically work objects like a machine shop.

This allows you to make potent items.

Psionic Production: 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

This substitutes for various demolition tools and then moves on to disintegrate things. The abilities are pretty self-explainatory.

Psychic Pummel: Works much like a punch, but at range.

Kinetic Crush: Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.

Telekinetic Tremor: Similar to Kinetic Crush. When smashing objects you affect hard objects as if they were wood.

Psionic Pulverize: Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.

The real difference here is that wrecking things is now silent when you have the right power.