Kinesis Powers (FiD)
| Starfox's Blades in the Dark Powers |
Kinesis is the power of movement made manifest as force. It is in many ways different from other Forms, particularly with Attune.
Kinesis is the ability to push, pull, lift, redirect, and accelerate matter and energy without having a shape or substance of its own. Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.
Unlike Barrier, which creates structure and resistance, Kinesis is formless and transient. It does not create objects or walls; it applies force. There are no kinetic creatures — Kinesis acts on what already exists.
Kinetic attacks are physical and real. They rely on hurled objects, redirected momentum, or forced movement rather than creating physical manifestations. This allows Kinesis to toss mundane objects and this bypasses some supernatural defenses.
Kinesis excels at repositioning — flinging enemies aside, disarming them, or turning their own motion against them. It can even move manifestations of other Forms around. Such attacks are disruptive and controlling rather than lethal; they create openings, chaos, and advantage more often than direct harm.
Kinetic Abilities
| Action | Basic | Advanced | Master | Apex |
| Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
| Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
| Attune | Telekinetic Throttle Arrest motion. |
Telekinetic Termination Sense and end kinetics. |
Telekinetic Tether Slow or redirect movement. |
Telekinetic Torpor Dampen motion across a wide area. |
| Command | Vortex Voice Amplify your voice. |
Vortex Vector Sounds carry for miles. |
Vortex Violation Kinetic puppetry. |
Vortex Verdict Multiple puppetry. |
| Consort | Multiplicate Momentum Merge with group. |
Multiplicate Magnitude Assist allies. |
Multiplicate Merge Merge with crew. |
Multiplicate Mastery Support crew. |
| Finesse | Telekinetic Tiller Telekinetically pilot a vehicle. |
Telekinetic Touché Fine and potent dueling attack. |
Telekinetic Trigger Precise Telekinesis. |
Telekinetic Travel Crew can fly long distances. |
| Hunt | Mindful Monitor Track Powers. |
Mindful Missile Telekinetic snipe. |
Mindful Mash Kinetic chaos. |
Mindful Meteor Kinetic area attack. |
| Prowl | Drift Dodger Stick to surfaces. |
Drift Dive Long jump. |
Drift Dance Crew Prowling. |
Drift Dynamic Company Prowling. |
| Skirmish | Brawler's Block Parry incoming Harm. |
Brawler's Bash Kinetic melee attack. |
Brawler's Blitz Gain Scale. |
Brawler's Band Group Action. |
| Study | Vector View Analyze static forces. |
Vector Visualization Calculate paths. |
Vector Valuation Sense forces in structures. |
Vector Vortex Sense all forces. |
| Survey | Field Focus Sense forces. |
Field Filter Analyze forces. |
Field Form Sense over distance. |
Field Fusion Scan at range. |
| Sway | Resonant Reading Read lips perfectly. |
Resonant Relay Converse with a visible creature. |
Resonant Resolution Listen without sound. |
Resonant Reign Converse with everyone. |
| Tinker | Align Aperture Move small things. |
Align Assembly Move a human mass. |
Align Aggregate Move vehicle. |
Align Atlas Massive move. |
| Wreck | Impact Impulse Telekinetic blow. |
Impact Inertia Fine and Potent impact. |
Impact Inversion Silent Impact. |
Telekinetic Tremor Massive force. |
Expanded Kinetic Abilities
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. Telekinetic magic is common in fantasy games, less so in literature and myth. Technological kinesis is usually explained with artificial gravity and tractor/pressor beams. Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel abilities of any power, not just Kinesis powers.
Attune
Harness the power of Attune to perceive and suppress motion and physical processes, allowing you to detect, dampen, and halt movement and other power abilities.
Position usually starts Controlled. It becomes Risky when in a dangerous environment and when multiple things are in motion, and Desperate in highly chaotic environments where many forces interact at once.
Telekinetic Throttle
Arrest motion.
You remove kinetic energy from a moving physical object, halting or suppressing motion. This allows you to arrest most projectiles. At higher power you can reduce the movement of creatures and later vehicles to a crawl.
Faster motion is reduced proportionally — a sprint becomes a slow walk, a racing vehicle slows to running speed. If you maintain concentration the object will gradually slow further and ultimately halt to hover in place. Arresting an object requires some concentration. You can halt a few slow objects without much effort, but many or large objects may cause you to lose Effect on other actions. When you release your hold on an object, it resumes its previous path.
You do not negate internal processes in the things you halt. As you slow motion, processes inside the moved mass actually last longer. This does not cause acceleration damage and does not cause fliers to stall Stopped machinery still functions. A halted Fire still burns. Frozen Darkness still blocks light. A slowed missile does not detonate at its usual time, a slowed Fireball continues to burn. This often creates new hazards.
You can halt solid physical objects roughly the size of your head, including solid living things and manifestations of Earth, Ice, and Metal.
At Advanced level, you can halt the movement of a viscous or cohesive physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish. This also includes manifestations of Abyss, Fire, and Water.
At Master level, you can halt the movement of ephemeral or force-like materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of Barrier, Air, and Electricity.
At Apex level, you can arrest motion on massive scale, halting colossal objects or the physical expression of abstract forces. This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter, including the physical effects of Darkness, Illusion, or Light.
Telekinetic Termination
Sense and end kinetics.
You sense kinetic activity — movement, force, and acceleration — distinguishing things that move under power from inert matter.
You can end the operation of Kinesis powers and other Forms used to control movement. Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. 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.
Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.
- Limited Outcome only works on spirits within reach.
- Standard Outcome covers an area based on your tier (p 220).
- Great Outcome reaches out to a range covered by tier (p 220).
Dismissing a creature back to its home plane and usually requires a high Outcome.
- Limited Outcome: Dismissing a creature that wants to return.
- Standard Outcome: Dismissing a weakened or damaged creature.
- Great Outcome: This is the norm, most dismissing requires this Outcome.
Telekinetic Tether
Slow or redirect movement.
This allows you to redirect, arc, or harmlessly bleed off movement speed. You can slow or stop the target or make the target move in an arc as if it was attached to you by an unbreakable cord and then release it in a new direction. Unlike Kinetic Throttle, all changes remain after you release Telekinetic Tether.
The size and type of things you can manipulate are the same as Kinetic Throttle, and you can use this on something you release from Kinetic Throttle to control how it resumes its movement. This often has a better Position than immediately using Telekinetic Tether on an object when it is in motion.
Telekinetic Torpor
Dampen motion across a wide area.
You suppress fast movement throughout a large area for the duration of a score.
Within the affected area:
- rapid motion becomes slow and labored,
- impacts lose force,
- and even massive objects (such as ships) can be hindered.
You may exclude a small number of creatures or objects from the effect. Everything else in the area is affected uniformly. You need to concentrate on this power, reducing your Effect on other Actions.
Command
Kinetic Command is not a set of mental powers. Instead, you use physical force to amplify your voice and, at higher levels, telekinesis to control the bodies of creatures.
Vortex Voice
Amplify your voice.
You can amplify your voice to be heard across a wide area, such as an arena. Can reach many listeners.
Vortex Vector
Sounds carry for miles.
You can make sounds carry for miles. This is not actually producing extreme volume; your kinetic power carries sound to distant locations. It is not deafening, and you can choose where the sound carries and where it does not. The sound need not originate from you, you can project picked-up or fabricated sounds .
Vortex Violation
Kinetic puppetry.
You telekinetically manipulate a target’s body like a puppet on strings. The target retains all senses and can continue to speak.
This is physical control, resisted by Prowess, not a mental power. Precision is limited: you can force crude actions such as pushing buttons, pulling levers, or making Wreck-style attacks, but not Finesse or Hunt actions.
You can hold a target helpless without further Command rolls. Making the target take a new action requires using the power again.
Limited Outcome can control a bystander. Standard Outcome can control a single member of a gang cohort. Great Outcome can control a single cohort expert. At great risk it can control a PC or elite NPC of lower Tier. This always places the action in a Desperate Position, never grants sustained control, and only affects physical action, not intent or belief.
Vortex Verdict
Multiple puppetry.
You can apply Kinetic Puppetry to multiple creatures at once without requiring higher Outcome. All targets must either remain still, perform similar movements, or contribute to the same task.
Consort
Kinetic Consort is about coordinating within a group.
Multiplicate Momentum
Merge with group.
When you participate in a Group Action you can roll Consort instead of the Action others use.
Multiplicate Magnitude
Assist allies.
When a member of your crew rolls for an Action, you can use this ability to Assist without the usual Stress cost. Instead you risk the chance of a Stress cost for this ability.
Multiplicate Merge
Merge with crew.
When you participate in a Group Action you roll Consort instead of the Action others use and you can Assist one other character in the Group Action (normally not allowed) without the usual Stress cost. You still risk the chance of Stress cost for this ability.
Multiplicate Mastery
Support crew.
When several members of your crew and cohorts rolls for different Actions in the same scene, including in a Group Action you are participating in, you can use this ability to Assist each of them at the same time, without the usual Stress cost. You can only Assist each ally once. You still risk the chance of Stress cost for this ability.
Finesse
Exercise finesse with your Kinesis, manipulating and attacking with precision.
Telekinetic Tiller
Telekinetically pilot a vehicle.
You use telekinesis to control a functioning vehicle, overriding locks and normal control mechanisms. You do not change how the vehicle works, you control what is already there.
The Outcome determines in what kind of situation you can take control.
- Limited: A vehicle you could normally control, but not using the normal controls.
- Standard: A vehicle nobody is controlling, such as one that is locked, has damaged controls, or lacks crew.
- Great: A vehicle under someone else's control.
Controlling a vehicle you are not aboard is harder and requires one higher level of Outcome.
This ability can be used at different scales.
- Basic: This works on vehicles up to ten tons, such as personal transport and medium trucks.
- Advanced: This can control vehicles up to 100 tons (big trucks, small ships).
- Master can control up to 10,000 tons (corvettes, trains).
- Apex can control up to 1,000,000 tons (capital ships, small megastructures).
Telekinetic Touché
Fine and potent dueling attack.
You can use kinetics to move an object to make a and Fine and Potent close-range attack, similar in effect to a Fine and Potent dueling sword or pistol. Besides variety, this only substitutes for equipment. 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.
You can also do weak but exact telekinesis at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations. This works much like an invisible hand. 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.
Telekinetic Trigger
Precise telekinesis.
Make a telekinetic nudge, moving a small object or triggering a button or lever. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.
Telekinetic Travel
Crew can fly long distances.
You, your crew, mounts, and vehicles can fly very fast over long distances inside an envelope of air you control. A vehicle you use for this need not be capable of flight.
Hunt
Track, attack, and unleash devastating kinetic barrages. 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 might be dangerous to you and yours.
Mindful Monitor
Track Powers.
You can track anyone actively using any Power. Once the track is laid down, it remains even if the use of the power ends, but the track fades as time passes. 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.
Mindful Missile
Telekinetic snipe.
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. You need a hard projectile for this, or you can use a short-range weapon like a pistol at long range.
Mindful Mash
Kinetic chaos.
You control the movement of multiple small objects, quickly building a simple shelter, creating confusion, or blocking sight. This can involve flinging books off shelves, scattering coins across a floor, or causing curtains to billow wildly. You can also assemble or disassemble simple structures using available materials, such as barricading a door, setting up an impromptu barricade, or demolishing the same.
Mindful Meteor
Kinetic area attack.
Attack like a Fine and Potent grenade. An escalation of Mindful Missile, this affects all enemies in a single location. The effect is more powerful but less precise, it does more collateral damage, but no more effect on enemies. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, 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 Kinesis.
Drift Dodger
Stick to surfaces.
You can climb walls 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 think to 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.
Drift Dive
Long jump.
Jumps of less than 5 meters times your Tier are routine for you, and this distance is added to the length of an ordinary jump. You have jump control at any Tier, allowing you to change direction mid-air. You can reduce your speed when falling to land safely from any height.
Drift Dance
Crew Prowling.
You and your Crew use Telekinetic Grip and Psychic Stride. This is often used in a Group Action. Allies still use their own Prowl Action.
Drift Dynamic
Company Prowling.
You and your allies can use Telekinetic Grip and Psychic Stride. The maximum number of people depends on Scale at your Tier (see p. 221). If you move along with NPCs, you roll Prowl and the NPCs move with you without any additional rolls.
Skirmish
Duel and create chaos through raw kinetic force.
Skirmish Kinesis is about endurance, impact, and disruption rather than finesse or control. It excels in close, violent engagements where force and stamina decide the outcome.
Brawler's Block
Parry incoming Harm.
You can take the initiative to Parry Harm, reducing or redirecting physical damage threatening yourself or someone or something else.
This applies to physical attacks (bullets, spears, blades, clubs) and to Harm caused by Earth, Ice, and Metal abilities.
Outcome determines if you can redirect the energy or just block it.
- Limited Outcome Block the Harm
- Standard Outcome redirects the Harm to a static location.
- Great Outcome redirects the Harm to a moving target.
Parrying does not make the situation safe. As long as you suffer a consequence, some of the Harm getting through is the most likely consequence.
Position is set by the incoming Harm:
- Level 1 Harm — Controlled
- Level 2 Harm — Controlled
- Level 3 Harm — Risky
- Level 4 Harm — Desperate
Advanced Effect: You can parry Harm from Abyss, Fire, and Water.
Master Effect: You can parry Harm from Barrier, Air, and Electricity.
Apex Effect: You can parry Harm from Darkness, Illusion, Mind, and Light.
Illusion powers can also be parried as what they depicts, so deflecting an illusion of a fire bolt can be deflected using an Advanced version of Brawler Block.
Brawler's Bash
Kinetic melee attack.
You deliver a short-range kinetic strike. This functions as a Fine and Potent weapon attack, comparable to a pistol or melee weapon. You need a weapon or lose object to use as a vehicle for the energy you use. Activating this attack takes no more time than drawing a weapon.
Brawler's Blitz
Gain scale.
You unleash chaotic bursts of kinetic force — flying debris, shockwaves, and violent motion — gives you Scale (p. 221). You can also make one Brawler Bash attack during the exchange.
Brawler's Band
Kinetic strikes in all directions.
Enable a Group Action concerning movement, force, physical positioning, or overcoming extreme conditions. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.
You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.
Study
Analyze motion, force, and structural stress through Kinesis. The Outcome required depends on range.
- Limited Outcome: Touch.
- Standard Outcome: Line of sight.
- Great Outcome: A target you know of or have some link to, but which is out of line of sight.
Study Kinesis reveals how things move, how they are supported, and where they are most likely to fail. It excels at understanding construction, trajectories, and the hidden consequences of force.
Typical Consequences include incomplete information, missed details, lost opportunities to re-analyze, or environmental fallout such as collapsing debris or shifting terrain.
Vector View
Analyze static forces.
This reveals where a structure is strongest, where it is weakest, and how it is likely to fail. By sensing static forces and stress paths, you understand how a structure holds together. You do not “see a secret room”; you infer that something is not bearing weight as it should.
Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.
Vector Visualization
Calculate paths.
Calculate paths of moving objects. You see the past and likely future path of a moving object, tracing it back to its origin and forward to its probable destination. This allows you to judge whether a projectile will hit, when to move between moving platforms, or how vehicles, ships, or debris will intersect. This is commonly used as a Set Up.
The clearer and more predictable the motion, the further your insight reaches in both space and time. But remember, the past is absolute; the future is subject to acceleration.
Vector Valuation
Sense forces in structures.
Infer systemic strain and force distribution. You perceive how forces move through a large structure or complex, sensing load paths, tension, compression, and imbalance.
This reveals areas of interest rather than specific features — regions where force behaves unexpectedly. From this, you can infer where major passages exist and where hidden spaces, supports, or modifications are likely, without identifying their exact shape or purpose.
Structural Sense works best at scale and does not require line-of-sight. It applies to large buildings, ruins, ships, fortresses, temples, or complexes rather than individual walls. It does not reveal materials, construction methods, or exact room shapes, and cannot map spaces.
Greater Effect increases scope and clarity — wider coverage, stronger patterns, and more reliable inferences.
Vector Vortex
Sense all forces.
Analyze force and motion across a vast system withing an Area (p. 221). You combine Vector Visualization and Vector Valuation across a large number of objects simultaneously. This can Set Up a large number of actions simultaneously.
This allows you to:
- Coordinate traffic or movement over a wide area,
- Construct a complete mental blueprint of a complex installation,
- Track thousands of moving elements as a single system.
Difficulty depends on the number of objects analyzed rather than physical area — a dense city and an open ocean can be equally demanding.
Survey
Perceive movement and acceleration to gain valuable information and insight. The outcome you need depends on the target's concealment.
- Limited Outcome finds those hiding behind cover and in far places you can only barely see.
- Standard Outcome can look behind walls and into hard cover.
- Great Outcome can look into far-away places and spots you had no idea existed.
Consequences are generally just a failure to spot something. Your vision may focus on something similar to what you wanted, revealing wildly different things, or you might be distracted making you fall for all kinds of dangers.
Field Focus
Sense forces.
You can sense kinetic powers and anything that accelerates. This allows you to detect moving things when they change speed or direction.
Field Filter
Analyze forces.
Sense mass, speed, and acceleration. You can extend your sense of touch and learn an object's shape, texture, mass, speed, acceleration, and elasticity. This is a sort of echolocation and similar to vision, only lacking color perception. Objects at rest are blurry and indistinct while those who move or accelerate, especially under their own power, stand out. You can keep it running to navigate in the dark.
Field Form
Sense over distance.
Select a point in space defined by direction and distance. You anchor your perception to the forces at a distant point, reconstructing the environment through motion, vibration, and stress. Moving objects are clear; still ones are vague.
Field Fusion
Scan at range.
You gain the information Field Function gives, but for all objects in Range (p. 221). This builds a composite image that becomes more and more complete the longer you concentrate. Paths where many things move quickly become clear, dusty passages remain obscure. This covers an open square, large building, ruin, ship, fortress, temple, or other large complex. It is very hard to hide from this ability unless you stand still.
Sway
Kinetic Sway does not rely on mental influence. Instead, it manipulates sound through physical control of vibration and motion.
Resonant Reading
Read lips perfectly.
As long as you can see a speaker’s lips and understand the language, you hear and understand what is being said. This works even if you are deafened.
Resonant Relay
Converse with a visible creature.
You can project your voice to, and listen to, any creature you can see. This allows normal conversation at a distance. This is not telepathy; it is the controlled projection and reception of sound, it normally cannot be heard by anyone but the recipient, but Consequences can change this.
Resonant Resolution
Listen without sound.
You no longer need to lip-read to hear a distant conversation. You perceive sound-induced vibrations in objects near a speaker.
You can listen to and enter a conversation as long as you can see a nearby object. Rigid materials such as glass and metal conduct vibrations best.
Resonant Reign
Converse with everyone.
Converse with many creatures at once over great distances. You can project your voice to, and listen to, any creature you know within the same region. You do not need line-of-sight, but you do need to know their approximate location.
You may converse with multiple creatures in different locations simultaneously. You can also amplify your voice while preserving tone and timbre, allowing you to Sway large groups.
Tinker
Manipulate and move physical phenomena. This must affect a separate object or group of objects.
Tinker Kinesis does not break things or deal damage; movement is slow, careful, and deliberate. It can precisely align, rotate, and position objects, but this requires concentration.
You can use Kinesis to operate tools, but purpose-made tools are usually better.
Each ability represents a higher tier of scale and adaptability, not speed or violence.
Align Aperture
Move small things.
You can move solid physical objects roughly the size of your head, including solid living things and manifestations of Earth, Ice, and Metal.
Align Assembly
Move a human mass.
You can move a physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish, as well as manifestations of Abyss, Fire, and Water.
Align Aggregate
Move vehicle.
Move objects on the scale of a personal vehicle. You can move ephemeral materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of Barrier, Air, and Electricity.
Align Atlas
Massive move.
Move massive and abstract things. You can move enormous objects and even physical manifestations of ideals, from capital ships to clouds of darkness, including the physical effects of Darkness, Illusion, or Light.
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.
Wreck
Apply overwhelming force through pure motion.
Kinesis can destroy objects, but its true strength is leverage and scale — moving what should not move. Kinetic wrecking does not favor any material. Instead of careful destruction, it excels at shoving, toppling, tearing free, dispersing, or crushing through sheer momentum.
Kinetic force is powerful but imprecise. It throws or pushes rather than delicately manipulates. These examples establish what is plausible at each tier; the exact scope is always determined by the fiction and the situation.
Kinesis can move or disrupt manifestations of other Forms, but cannot sustain, shape, or precisely control them without the relevant Form.
Impact Impulse
Telekinetic blow.
You strike with focused kinetic force, equivalent to a heavy sledgehammer. Noisy and leaves twisted, displaced material behind.
You can throw solid physical objects roughly the size of your head, including including solid living things and manifestations of Earth, Ice, and Metal. The thrown object is not accurate enough to hit a moving target, and inflicts less damage on what you throw than the same level of Wreck Kinesis used as a weapon.
Impact Inertia
Fine and Potent impact.
As Psychic Pummel, but with far greater force and momentum. Functions as a Fine and Potent sledgehammer in and out of combat. Noisy and leaves crushed or violently displaced remains.
You can throw a physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish as well as manifestations of Abyss, Fire, and Water.
Impact Inversion
Silent Impact.
As Impact Inertia, but the force is perfectly damped. Objects are crushed, ground apart, or reduced to dust without sound or shockwave.
You can push ephemeral materials weighing up to a ton, or up to a 10-meter cube of light matter, including manifestations of Barrier, Air, and Electricity.
Telekinetic Tremor
Massive force .
Apply massive force to structures or terrain. You unleash sustained kinetic force like a colossal pile-driver or shock press. Too slow to strike individuals, but devastating to fixed objects and construction.
You may:
- Collapse walls or towers,
- Rip anchored objects free,
- Tip massive structures,
- Spread the effect over an Area (p. 221).
At this scale, you can push massive objects and even physical manifestations of ideals, including the physical effects of Darkness, Illusion, or Light. This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.