Difference between revisions of "Kinesis Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
The ability move things, including simple thoughts.
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{{tocright}}
Kinesis is raw energy manifesting as physical forces.  
+
Kinesis is the power of movement made manifest as force.
Some see kinesis as the purest kind of power.
+
It is the ability to push, pull, lift, redirect, and accelerate matter and energy without shape or substance of its own.
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.  
+
Unlike [[Barrier_Powers_(FiD)|Barrier]], which creates structure and resistance, Kinesis is formless and transient.
So if you know fire and kinesis, you can move flames.
+
It does not create objects or walls; it applies force.
 +
There are no kinetic creatures — Kinesis acts on what already exists.
  
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.
+
Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.
  
== Kinetic Power Effects Table ==
+
Kinetic attacks are physical and real.
{| class="wikitable"  
+
They rely on hurled objects, redirected momentum, or forced movement rather than creating physical manifestations.
|align="center" | '''Action'''  
+
This allows Kinesis to toss mundane objects and this bypasses some supernatural defenses.
|align="center" | '''Basic'''   <br> No minimum    <br>  3 Stress
+
 
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
Kinesis excels at repositioning — flinging enemies aside, disarming them, or turning their own motion against them.
|align="center" | '''Master'''   <br> Minimum 4 Dice <br>  7 Stress
+
It can even more manifestations of other Forms around.
|align="center" | '''Apex'''     <br> Minimum 6 Dice <br> 13 Stress
+
Such attacks are disruptive and controlling rather than lethal; they create openings, chaos, and advantage more often than direct harm.
 +
 
 +
== Kinetic Power Abilities ==
 +
{| class="wikitable"
 +
|valign=bottom | '''Action'''
 +
|align="center" valign=bottom | '''Basic'''
 +
|align="center" valign=bottom | '''Advanced'''
 +
|align="center" valign=bottom | '''Master'''
 +
|align="center" valign=bottom | '''Apex'''
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
+
|valign=bottom | '''Dice'''
|valign="top"| '''Psionic Perception'''      <br> You can detect creatures and kinesis powers. There are no kinetic creatures for attune to affect.
+
|align="center" valign=bottom |
|valign="top"| '''Telekinetic Termination'''  <br> You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
+
|align="center" valign=bottom | Minimum 2d
|valign="top"| '''Telekinetic Tether'''      <br> You can hinder the movement of large vehicles like busses or trucks.
+
|align="center" valign=bottom | Minimum 4d
|valign="top"| '''Psychic Paralysis'''        <br> 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.
+
|align="center" valign=bottom | Minimum 6d
 
|-
 
|-
|align="left" valign="top" | '''Command'''
+
|valign=bottom | '''Stress'''
|valign="top"| '''Vocal Vortex'''        <br> You can amplify your voice to be heard across a wide area, like a football field.
+
|align="center" valign=bottom | Avoid fumble (2+).
|valign="top"| '''Psychic Puppetry'''    <br> Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
+
|align="center" valign=bottom | Succeed (4+).
|valign="top"| '''Projected Presence'''  <br> Sounds can be carried for miles.  
+
|align="center" valign=bottom | Full success (6).
|valign="top"| '''Telekinetic  Tyrant''' <br> You can use Psychic Puppetry on multiple creatures at once.
+
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
+
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Telekinetic Tack''' <br> This allows you to attach things to yourself while you concentrate, like glue.  
+
|valign="top"| '''Telekinetic Throttle'''   <br> Arrest motion.
|valign="top"| '''Psychic Portage'''   <br> This allows you to carry more items per load category, +1/+2/+3.
+
|valign="top"| '''Telekinetic Termination''' <br> Sense and end kinetics.
|valign="top"| '''Kinetic Cargo'''     <br> You can apply Psychic Portage to an ally.
+
|valign="top"| '''Telekinetic Tether'''     <br> Slow or redirect movement.
|valign="top"| '''Kinetic Coalition''' <br> This allows a small army to use Psychic Portage.
+
|valign="top"| '''Telekinetic Torpor'''     <br> Dampen motion across a wide area.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
+
|align="left" valign="top" | '''Command'''
|valign="top"| '''Telekinetic Turbo'''   <br> 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.  
+
|valign="top"| '''Vocal Vortex'''       <br> Amplify your voice.
|valign="top"| '''Focused Force'''       <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 an ally the Ride ability for the duration of a score.
+
|valign="top"| '''Projected Presence''' <br> Sounds carry for miles.
|valign="top"| '''Telekinetic Touch'''  <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.
+
|valign="top"| '''Kinetic Puppetry'''  <br> Control like a puppet on strings.
|valign="top"| '''Telekinetic Tempest''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
|valign="top"| '''Telekinetic Tyrant''' <br> Multiple Kinetic Puppetry.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
+
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Mindful Monitor'''       <br> You can track creatures who are using powers.
+
|valign="top"| '''Telekinetic Tack''' <br> Kinetic body glue.
|valign="top"| '''Telekinetic Targeting''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
+
|valign="top"| '''Psychic Portage''' <br> Load per category +1/+2/+3.
|valign="top"| '''Controlled Chaos'''     <br> You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
+
|valign="top"| '''Kinetic Cargo''' <br> Psychic Portage to an ally.
|valign="top"| '''Telekinetic Thunder'''   <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, but you risk collateral damage.
+
|valign="top"| '''Kinetic Coalition''' <br> Psychic Portage to a company.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
+
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Telekinetic Grip''' <br> You can climb and hide under ceilings where people rarely look and take no damage from falls.  
+
|valign="top"| '''Telekinetic Tiller''' <br> Telekinetically pilot a vehicle.
|valign="top"| '''Psychic Stride'''   <br> You can make long jumps, adding 5 meters per tier to your jumping distance.  
+
|valign="top"| '''Telekinetic Touché''' <br> Fine and Potent dueling attack.
|valign="top"| '''Team Transport'''   <br> You can help allies to use Telekinetic Grip and Psychic Stride.
+
|valign="top"| '''Telekinetic Turbo''' <br> Vehicle speed matches chase.
|valign="top"| '''Legion Leap'''     <br> You can help a small army to use Telekinetic Grip and Psychic Stride.
+
|valign="top"| '''Telekinetic Travel''' <br> Crew can fly long distances.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
+
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Brawler Block'''   <br> Block Harm from Kinesis.  
+
|valign="top"| '''Mindful Monitor''' <br> Track creatures who are using Powers.
|valign="top"| '''Brawler Blitz'''   <br> Fine and potent kinentic melee attack.
+
|valign="top"| '''Telekinetic Targeting''' <br> Attack like a Fine and Potent rifle.
|valign="top"| '''Barrier Bash'''   <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''Controlled Chaos''' <br> Kinetic chaos or move things around.
|valign="top"| '''Walloping Whirl''' <br> Kinetic strikes out in all directions, attacking all enemies in a wide area.
+
|valign="top"| '''Telekinetic Thunder''' <br> Attack like a Fine and Potent grenade.
 
|-
 
|-
|align="left" valign="top" | '''Study'''
+
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Architectural Analysis''' <br> You understand static forces and the location of construction features.  
+
|valign="top"| '''Telekinetic Grip''' <br> Stick to surfaces.
|valign="top"| '''Trajectory Tracking'''   <br> You can calculate the path of a moving object forward and back to its origin.
+
|valign="top"| '''Psychic Stride''' <br> Long jump.
|valign="top"| '''Structural Sense'''       <br> You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
+
|valign="top"| '''Team Transport''' <br> Crew Telekinetic Grip and Psychic Stride.
|valign="top"| '''Complete Calculations''' <br> You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.
+
|valign="top"| '''Legion Leap''' <br> Company Telekinetic Grip and Psychic Stride.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
+
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Velocity Vision'''   <br> You can sense kinetic powers and things that accelerate.
+
|valign="top"| '''Brawler Block''' <br> Parry incoming Harm.
|valign="top"| '''Detect Detail'''     <br> You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.  
+
|valign="top"| '''Brawler Bash''' <br> Fine and Potent kinetic melee attack.
|valign="top"| '''Clairvoyance'''     <br> You can gain a sensor read from a point you choose.
+
|valign="top"| '''Brawler Blitz''' <br> Disrupt enemies and deny scale.
|valign="top"| '''Kinetic Knowledge''' <br> You gain the information Detect Detail gives, but for all objects in a large volume of space.
+
|valign="top"| '''Brawler Battle''' <br> Kinetic strikes in all directions.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
+
|align="left" valign="top" | '''Study'''
|valign="top"| '''Lip Language'''     <br> You can lip read perfectly.  
+
|valign="top"| '''Architectural Analysis''' <br> Understand construction and load-bearing forces.
|valign="top"| '''Whisperer's Whim''' <br> You can project your voice and listen to any creature you can see, allowing conversation.
+
|valign="top"| '''Trajectory Tracking''' <br> Calculate paths of moving objects.
|valign="top"| '''Vocal Vision'''     <br> You can listen in on a conversation as long as you see the talkers or a nearby object.
+
|valign="top"| '''Structural Sense''' <br> Infer systemic strain and force distribution.
|valign="top"| '''Sound Sage'''       <br> You can project your voice and listen to any creature you know in the same region, allowing distant conversation.
+
|valign="top"| '''Complete Calculations''' <br> Analyze force and motion across a vast system.
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
+
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Guided Grip'''   <br> You can telekinetically manipulate an object as if by hand.
+
|valign="top"| '''Velocity Vision''' <br> Sense kinetic powers and acceleration.
|valign="top"| '''Artisan Ability'''     <br> You can form any kind of object about as efficiently as a workshop.  
+
|valign="top"| '''Clairvoyance''' <br> Sensor at a point you choose.
|valign="top"| '''Kinetic Crafting'''   <br> You can telekinetically work objects like a machine shop.
+
|valign="top"| '''Detect Detail''' <br> Sense mass, speed, and acceleration.
|valign="top"| '''Psionic Production''' <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.
+
|valign="top"| '''Kinetic Knowledge''' <br> Detect Detail a large volume of space.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
+
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Psychic Pummel'''     <br> Works much like a punch, but at range.  
+
|valign="top"| '''Lip Language''' <br> Read lips perfectly.
|valign="top"| '''Kinetic Crush'''     <br> Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.
+
|valign="top"| '''Whisperer’s Whim''' <br> Converse with a visible creature.
|valign="top"| '''Telekinetic Tremor''' <br> Similar to Psychic Pummel. When smashing objects you affect hard objects as if they were wood.  
+
|valign="top"| '''Vocal Vision''' <br> Listen in without line of sound.
|valign="top"| '''Psionic Pulverize''' <br> Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.  
+
|valign="top"| '''Sound Sage''' <br> Converse with many creatures at great distance.
 +
|-
 +
|align="left" valign="top" | '''Tinker'''
 +
|valign="top"| '''Align Aperture''' <br> Move small things.
 +
|valign="top"| '''Align Aggregate''' <br> Move a human-scale mass.
 +
|valign="top"| '''Align Assembly''' <br> Move objects on the scale of a personal vehicle.
 +
|valign="top"| '''Align Atlas''' <br> Move massive and abstract things.
 +
|-
 +
|align="left" valign="top" | '''Wreck'''
 +
|valign="top"| '''Psychic Pummel''' <br> Telekinetic blow.
 +
|valign="top"| '''Kinetic Crush''' <br> Fine and Potent telekinetic impact.
 +
|valign="top"| '''Psionic Pulverize''' <br> Silent kinetic destruction.
 +
|valign="top"| '''Telekinetic Tremor''' <br> Apply massive force to structures or terrain.
 
|}
 
|}
  
== Expanded Kinesis Powers ==
+
== Expanded Kinetic Abilities ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
 
 
 
Kinesis powers are common with the [[Psi (FiD)|Psi Power Playbook]] and the powers are often described in psionic terms, but this is just a matter of wording.
 
Kinesis powers are common with the [[Psi (FiD)|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.
+
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.
  
Study, Sway, and Survey powers could use an edit.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Attune ===
 
=== 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.
+
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 [[Fire_Powers_(FiD)#Fireball|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 Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|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 Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|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 Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|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 Powers (FiD)|Darkness]], 
 +
[[Illusion Powers (FiD)|Illusion]], or 
 +
[[Light Powers (FiD)|Light]].
 +
 
 +
==== Telekinetic Termination ====
 +
Sense and end kinetics.
  
The position is controlled, possibly risky if there are a lot of other dangers around or desperate in a very chaotic situation.
+
You sense kinetic activity — movement, force, and acceleration — distinguishing things that move under power from inert matter.
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.
+
You can end the operation of Kinesis powers and other Forms used to control movement. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
'''Telekinetic Termination:'''
+
==== Telekinetic Tether ====
''You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
+
Slow or redirect movement.
  
You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale.
+
This allows you to redirect, arc, or harmlessly bleed off movement speed.
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.
+
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.  
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.  
+
Unlike Kinetic Throttle, all changes remain after you release Telekinetic Tether.
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.  
+
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.
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 Torpor ====
 +
Dampen motion across a wide area.
  
'''Telekinetic Tether:'''
+
You suppress fast movement throughout a large area for the duration of a score.
''You can hinder the movement of large vehicles like busses or trucks.
 
  
Telekinetic Termination on a greater scale.
+
Within the affected area:
 +
* rapid motion becomes slow and labored,
 +
* impacts lose force,
 +
* and even massive objects (such as ships) can be hindered.
  
'''Psychic Paralysis:'''
+
You may exclude a small number of creatures or objects from the effect. 
''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.
+
Everything else in the area is affected uniformly.
 +
You need to concentrate on this power, reducing your Effect on other Actions.
  
You can exclude a small group from this effect, but otherwise everything and everyone in the area is slowed.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
Kinetic command effect are not mental powers.  
+
Kinetic Command is not a set of mental powers.
Instead you use physical forces to amplify your voice and later use telekinesis to control the bodies of creatures.
+
Instead, you use physical force to amplify your voice and, at higher levels, telekinesis to control the bodies of creatures.
 +
 
 +
==== Vocal Vortex ====
 +
Amplify your voice.
  
'''Vocal Vortex:'''
+
You can amplify your voice to be heard across a wide area, such as an arena.
''You can amplify your voice to be heard across a wide area, like an arena.
+
Can reach many listeners.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
==== Projected Presence ====
This improves effect by reaching more listeners.
+
Sounds carry for miles.
  
'''Psychic Puppetry:'''
+
You can make sounds carry for miles.
''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 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 .
  
This is physical control resisted by Prowess, not a mental power.
+
==== Kinetic Puppetry ====
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.
+
Control like a puppet on strings.
You cannot access the target's actions, all actions use your values, but at a 2 dice penalty.
 
  
'''Projected Presence:'''
+
You telekinetically manipulate a target’s body like a puppet on strings.
''Sounds can be carried for miles.  
+
The target retains all senses and can continue to speak.
  
You are not actually making loud sounds, it is your kinetic powers that carry the sound to distant places.
+
This is physical control, resisted by '''Prowess''', not a mental power.
It is not deafening close by, and you can have the sound carry to some places and not others.
+
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.
It need not be you making the sounds, you can pick up sounds and may choose to project them.
 
  
'''Telekinetic Tyrant:'''
+
You can hold a target helpless without further Command rolls.
''You can use Psychic Puppetry on multiple creatures at once.
+
Making the target take a new action requires using the power again.
  
You can control many creatures at once, without demanding greater effect.
+
'''Limited Outcome''' can control a bystander. 
All targets perform similar movements or contribute to the same task.
+
'''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.
 +
 
 +
==== Telekinetic Tyrant ====
 +
Multiple Kinetic 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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
Line 169: Line 252:
 
This increases item capacity.
 
This increases item capacity.
  
'''Telekinetic Tack:'''
+
==== Telekinetic Tack ====
''This allows you to attach things to yourself while you concentrate, like glue.
+
Kinetic body glue.
  
You use existing things and turn them into clothes and accessories, fast and beyond what could be done with simple glue.
+
This allows you to attach things to yourself like glue but with no residue once it ends.
This helps a disguise by making a mask move as a natural face.
+
You use existing things and turn them into clothes and accessories faster than using glue.  
 
This is faster and about as effective as a professional disguise.
 
This is faster and about as effective as a professional disguise.
  
'''Psychic Portage:'''
+
You can use this on your entire Crew as an Advanced ability.
''This allows you to carry more items per load category, +1/+2/+3.
+
 
 +
==== Psychic Portage ====
 +
Load per category +1/+2/+3.
  
 
This increases the item capacity of a light load by +1, medium load +2, and heavy load +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.
+
You can keep things in position kinetically and lighten the carried weight.
 +
You can only apply this once per score, and it lasts for the entire score.
 +
 
 +
==== Kinetic Cargo ====
 +
Psychic Portage to an ally.
  
'''Kinetic Cargo:'''
+
You can apply Psychic Portage to an ally.
''You can apply Psychic Portage to an ally.
 
  
'''Kinetic Coalition:'''
+
==== Kinetic Coalition ====
''This allows a small army to use Psychic Portage.
+
Psychic Portage to a company.
 +
 
 +
This allows a company to use Psychic Portage.
 +
The maximum number of people increases with tier, see scale, p 221.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
Exercise finesse with your Kinesis, manipulating and attacking with precision.
  
'''Telekinetic Turbo:'''
+
==== Telekinetic Tiller ====
''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.
+
Telekinetically pilot a vehicle.
  
This increases the speed of mounts and vehicles.
+
You use telekinesis to control a functioning vehicle, overriding locks and normal commands.
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.
+
This works on vehicles up to ten tons, such as personal transport and medium trucks.
 +
You do not change how the vehicle works, you control what is already there.
 +
This is harder if someone else is trying to pilot the same vehicle or if you cannot see out, and controlling a vehicle at range is harder and requires a power one level more advanced: Basic -> Advanced -> Master -> Apex.
  
'''Focused Force:'''
+
As an '''Advanced''' Outcome, 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).
''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.
+
==== Telekinetic Touché ====
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Fine and potent dueling attack.
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.
+
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.
 
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 also do weak but exact telekinesis at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.
''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 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 Turbo ====
 +
Vehicle speed matches chase.
  
This works much as an invisible hand that can do delicate manipulation.
+
Personal vehicle and mounts you and your Crew ride can always take part in a chase, even if it would normally be too slow.  
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.  
+
To fly or swim you still need an appropriate ride.
This can substitute for simple Tinker actions, but nothing complicated.
+
Unlike other 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.
 +
This does not work outside a chase.
 +
 
 +
==== Telekinetic Travel ====
 +
Crew can fly long distances.
  
'''Telekinetic Tempest:'''
+
You, your crew, mounts, and vehicles can fly very fast over long distances inside an envelope of air you control.
''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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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 ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of kinetics.
+
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.
 
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.
+
At short range, this might be dangerous to you and yours.
  
'''Mindful Monitor:'''
+
==== Mindful Monitor ====
''You can track creatures who are using powers. 
+
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.
 
  
 +
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.
 
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:'''
+
==== Telekinetic Targeting ====
''You can use kinesis to attack, similar in effect to a fine and potent rifle.
+
Attack like 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.
+
You can use kinesis to attack, similar in effect to a Fine and Potent rifle.
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.
+
Essentially, this ability serves as a versatile replacement for traditional equipment.
  
'''Controlled Chaos
+
==== Controlled Chaos ====
''You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
+
Kinetic chaos or move things around.
  
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.
+
You control the movement of multiple small objects, quickly building a simple shelter, creating confusion, or blocking sight.  
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.
+
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 rigging a very simple contraption.
  
'''Telekinetic Thunder:'''
+
==== 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.
+
Attack like a Fine and Potent grenade.
  
 
An escalation of Telekinetic Targeting, this affects all enemies in a single location.  
 
An escalation of Telekinetic Targeting, this affects all enemies in a single location.  
 
The effect is more powerful but less precise.
 
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
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.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and jump with the stealth and agility granted by Prowl.  
+
Sneak, move, and jump with the stealth and agility granted by Kinesis.
  
'''Telekinetic Grip:'''
+
==== Telekinetic Grip ====
''You can climb and hide under ceilings where people rarely look and take no damage from falls.
+
Stick to surfaces.
  
This allows you to hide under ceilings and on walls where only lucky or elite opponents look.
+
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.
 
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.
+
Note that only you can use this ability; your friends and allies cannot unless you use Team Transport, below.
 +
 
 +
==== Psychic Stride ====
 +
Long jump.
  
'''Psychic Stride:'''
+
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 can make long jumps, adding 5 meters per tier to your jumping distance.
+
You have jump control at any Tier, allowing you to change direction mid-air.
 +
You can reduce your speed when falling to land safely.
  
Jumps less than 5 meters times your tier are routine for you, and this distance is added to the length of an ordinary jump.
+
==== Team Transport ====
At any tier, this gives additional jump control, allowing you to change your direction mid-air.
+
Crew Telekinetic Grip and Psychic Stride.
  
'''Team Transport:'''
+
You can help allies use Telekinetic Grip and Psychic Stride.
''You can help allies to use Telekinetic Grip and Psychic Stride.
+
This is often used as a Group Action.
 +
Allies still use their own Prowl Action.
  
Allies still use their own Prowl action.
+
==== Legion Leap ====
 +
Company Telekinetic Grip and Psychic Stride.
  
'''Legion Leap:'''
+
Your allies can use Telekinetic Grip and Psychic Stride.
''You can help a small army to 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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with kinetics.
+
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 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 Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
 +
 
 +
Effect starts at '''Limited'''.
 +
 
 +
* '''Limited Outcome''' reduces the Harm to '''Level 1'''.
 +
* '''Standard Outcome''' negates the Harm.
 +
* '''Great Outcome''' redirects the Harm to a different target or location, as justified by the fiction.
 +
 
 +
Parrying does not make the situation safe. 
 +
Position is set by the incoming Harm:
 +
* '''Level 1 Harm''' — Controlled 
 +
* '''Level 2 Harm''' — Risky 
 +
* '''Level 3 Harm''' — Desperate 
 +
 
 +
With a '''Limited Outcome''', Harm still gets through '''in addition to''' the Consequence.
 +
 
 +
'''Advanced Effect:''' You can parry Harm from 
 +
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
 +
 
 +
'''Master Effect:''' You can parry Harm from 
 +
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
 +
 
 +
'''Apex Effect:''' You can parry Harm from 
 +
[[Darkness Powers (FiD)|Darkness]], 
 +
[[Illusion Powers (FiD)|Illusion]], and
 +
[[Light Powers (FiD)|Light]].
 +
 
 +
==== Brawler Bash ====
 +
Fine and Potent kinetic melee attack.
 +
 
 +
You deliver a short-range kinetic strike with the force of a heavy impact. 
 +
This functions as a '''Fine''' and '''Potent''' weapon, comparable to a pistol or melee weapon.
  
'''Brawler Block:'''
+
Activating this attack takes no more time than drawing a weapon.
''Block Harm from Kinesis.
 
  
Absorb Kinesis energies, including Kinesis powers and damage from physical impact, including most projectile weapons and solid melee weapons.
+
==== Brawler Blitz ====
Roll Skirmish when subject to harm from such energies.
+
Disrupt enemies and deny scale.
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:'''
+
You unleash chaotic bursts of kinetic force — flying debris, shockwaves, and violent motion — that prevent enemies from benefiting from numbers.
''Kinetic melee attack.
 
  
Make a fine and potent short-range kinetic attack, similar to a pistol or melee weapon in effect.
+
This denies the advantage of scale.
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 also gain the benefits of '''Brawler Bash''' during the exchange.
  
'''Barrier Bash:'''
+
==== Brawler Battle ====
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Kinetic strikes in all directions.
  
This creates a whirling host of deadly objects.
+
You release sustained kinetic force outward, striking all enemies engaged with you while sparing allies.
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:'''
+
This negates the advantage of numbers and applies your effect across the entire melee. 
''Kinetic strikes out in all directions, attacking all enemies in a wide area.
+
It turns you into a brutal focal point of the fight, overwhelming opponents through force and endurance rather than precision.
  
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Analyze motion, force, and structural stress through Kinesis.
 +
 
 +
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.
 +
 
 +
Position depends on the situation. 
 +
A stable environment is usually '''Controlled'''. 
 +
Unstable ruins, active combat zones, or moving machinery are typically '''Risky'''. 
 +
Combining several such hazards makes the Position '''Desperate'''.
 +
 
 +
Typical Consequences include incomplete information, missed details, lost opportunities to re-analyze, or environmental fallout such as collapsing debris or shifting terrain.
 +
 
 +
==== Architectural Analysis ====
 +
Understand construction and load-bearing forces.
 +
 
 +
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.
 +
 
 +
This reveals where a structure is strongest, where it is weakest, and how it is likely to fail.
 +
 
 +
Touching the structure provides the clearest results. 
 +
Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.
 +
 
 +
==== Trajectory Tracking ====
 +
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.
  
'''Architectural Analysis:'''
+
The clearer and more predictable the motion, the further your insight reaches in both space and time. 
''You understand static forces and the location of construction features.
+
But remember, the past is absolute; the future is subject to acceleration.
  
You can analyze construction you are touching and analyze static forcees.
+
==== Structural Sense ====
This tells you which walls are thick and which are thin, and reveals hidden doors and rooms.
+
Infer systemic strain and force distribution.
  
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.
+
You perceive how forces move through a large structure or complex, sensing load paths, tension, compression, and imbalance.
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:'''
+
This reveals areas of interest rather than specific features — regions where force behaves unexpectedly. 
''You can calculate the path of a moving object forward and back to its origin.
+
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.
  
This is literally rocket science and very useful for space travel and billiards, but less useful for everyday adventuring.
+
Structural Sense works best at scale and does not require line-of-sight.
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.
+
It applies to large buildings, ruins, ships, fortresses, temples, or complexes rather than individual walls.
This knowledge reaches at least an hour back and forward in time and in predictable cases like space and ocean travel, days or month.
+
It does not reveal materials, construction methods, or exact room shapes, and cannot map spaces.
Of course, movement in the past is absolute, while the future is unpredictable.
 
  
'''Structural Sense
+
Greater Effect increases scope and clarity — wider coverage, stronger patterns, and more reliable inferences.
''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.
+
==== Complete Calculations ====
This allows you to find walls and hollow areas.
+
Analyze force and motion across a vast system.
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.
+
You combine Architectural Analysis and Trajectory Tracking across a large number of objects simultaneously.
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:'''
+
This allows you to:
''You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.
+
* 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.
  
This allows you to be your own traffic coordinator over a wide area.
+
Difficulty depends on the number of objects analyzed rather than physical area — a dense city and an open ocean can be equally demanding.
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.
+
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Perceive manifestations of your power to gain valuable information and insight.
+
Perceive movement and acceleration 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.
+
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, but in a dangerous environment consequences become more significant.
+
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.
  
'''Velocity Vision:'''
+
==== Velocity Vision ====
''You can sense kinetic powers and things that accelerate.
+
Sense kinetic powers and acceleration.
  
This allows you to detect moving things, especially when they change speed and direction.
+
You can sense kinetic powers and anything that accelerates.
 +
This allows you to detect moving things when they change speed or direction.
  
'''Detect Detail:'''
+
==== Detect Detail ====
''You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
+
Sense mass, speed, and acceleration.
  
This allows you to sense the shape of objects, learning the exact shape, 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 superior sort of echolocation and vision, only lacking color perception.
+
This is a sort of echolocation and similar to vision, only lacking color perception.  
Effect and consequences are similar to those of Velocity Vision.
+
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.
  
'''Clairvoyance:'''
+
==== Clairvoyance ====
''You can gain a sensor read from a point you choose.
+
Sensor at a point you choose.
  
 
Select a point in space defined by direction and distance.  
 
Select a point in space defined by direction and distance.  
 
You can see as if you were at this spot.
 
You can see as if you were at this spot.
  
'''Kinetic Knowledge:'''
+
==== Kinetic Knowledge ====
''You gain the information Detect Detail gives, but for all objects in a large volume of space.
+
Detect Detail a large volume of space.
  
What you can cover depends on the number of items to be tracked, not on the volume.  
+
You gain the information Detect Detail gives, but for all objects in a large volume of space.
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.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Kinetics does not have the usual suite of Sway powers.
+
Kinetic Sway does not rely on mental influence.
 +
Instead, it manipulates sound through physical control of vibration and motion.
 +
 
 +
==== Lip Language ====
 +
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.
 +
 
 +
==== Whisperer’s Whim ====
 +
Converse with a visible creature.
  
'''Lip Language:'''
+
You can project your voice to, and listen to, any creature you can see.
''You can lip read perfectly.
+
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.
  
As long as you can see the speaker's lip and understand the language, you will "hear" what is said.
+
==== Vocal Vision ====
 +
Listen in without line of sound.
  
'''Whisperer's Whim:'''
+
You no longer need to lip-read to hear a distant conversation.
''You can project your voice and listen to any creature you can see, allowing conversation.
+
You perceive sound-induced vibrations in objects near a speaker.
  
This is not telepathy, this is the projection of sound.
+
You can listen in on a conversation as long as you can see the speakers or a nearby object.
You can induce vibrations that create sound, allowing you to cast your voice through any hard object.
+
You may also project your voice through objects you can see.
 +
Rigid materials such as glass and metal conduct vibrations best.
  
'''Vocal Vision:'''
+
==== Sound Sage ====
''You can listen in on a conversation as long as you see the talkers or a nearby object.
+
Converse with many creatures at great distance.
  
Now you no longer need to lip read, you can read the sound-induced vibrations in objects near the speakers.  
+
You can project your voice to, and listen to, any creature you know within the same region.
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.
+
You do not need line-of-sight.
  
'''Sound Sage:'''
+
You may converse with multiple creatures in different locations simultaneously.
''You can project your voice and listen to any creature you know in the same region, allowing distant conversation.
+
You can also amplify your voice while preserving tone and timbre, allowing you to Sway large groups.
  
Pick a spot in space, you can listen and speak through a rigid object near that spot.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You don't need to see the target.
 
  
 
=== Tinker ===
 
=== Tinker ===
Kinetic Tinkering mainly substitutes for tools.
+
Manipulate and move physical phenomena. 
The position depends on how quiet your workplace is and how much time you have to work with.
+
This must affect a separate object or group of objects.
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.  
+
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 Powers (FiD)|Earth]],
 +
[[Ice Powers (FiD)|Ice]], and
 +
[[Metal Powers (FiD)|Metal]].
  
'''Guided Grip:'''
+
==== Align Aggregate ====
''You can telekinetically manipulate an object as if by hand.
+
Move a human-scale mass.
  
'''Artisan Ability:'''
+
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 
''You can form any kind of object about as efficiently as a workshop.
+
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
  
This allows you to make fine items if you have the materials.
+
==== Align Assembly ====
 +
Move objects on the scale of a personal vehicle.
  
'''Kinetic Crafting:'''
+
You can move ephemeral materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of 
''You can telekinetically work objects like a machine shop.
+
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
  
This allows you to make potent items.
+
==== Align Atlas ====
 +
Move massive and abstract things.
  
'''Psionic Production:'''
+
You can move enormous objects and even physical manifestations of ideals, from capital ships to clouds of darkness, including the physical effects of 
''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.
+
[[Darkness Powers (FiD)|Darkness]],
 +
[[Illusion Powers (FiD)|Illusion]], or 
 +
[[Light Powers (FiD)|Light]].
 +
 
 +
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
This substitutes for various demolition tools and then moves on to disintegrate things.  
+
Apply overwhelming force through pure motion.
The abilities are pretty self-explainatory.
+
 
 +
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.
 +
 
 +
==== Psychic Pummel ====
 +
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 Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|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.
 +
 
 +
==== Kinetic Crush ====
 +
Fine and Potent telekinetic 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 Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
 +
 
 +
==== Psionic Pulverize ====
 +
Silent kinetic destruction.
 +
 
 +
As Kinetic Crush, 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 Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
  
'''Psychic Pummel:'''
+
==== Telekinetic Tremor ====
''Works much like a punch, but at range.
+
Apply massive force to structures or terrain.
  
'''Kinetic Crush:'''
+
You unleash sustained kinetic force like a colossal pile-driver or shock press.
''Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.
+
Too slow to strike individuals, but devastating to fixed objects and construction.
  
'''Telekinetic Tremor:'''
+
You may:
''Similar to Kinetic Crush. When smashing objects you affect hard objects as if they were wood.
+
* Collapse walls or towers,
 +
* Rip anchored objects free,
 +
* Tip massive structures,
 +
* Spread the effect over an Area (p. 221).
  
'''Psionic Pulverize:'''
+
At this scale, you can push massive objects and even physical manifestations of ideals, including the physical effects of 
''Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.
+
[[Darkness Powers (FiD)|Darkness]], 
 +
[[Illusion Powers (FiD)|Illusion]], or 
 +
[[Light Powers (FiD)|Light]].
 +
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
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Latest revision as of 13:03, 20 January 2026

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Kinesis is the power of movement made manifest as force. It is the ability to push, pull, lift, redirect, and accelerate matter and energy without shape or substance of its own.

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.

Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.

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 more 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 Power 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 Vocal Vortex
Amplify your voice.
Projected Presence
Sounds carry for miles.
Kinetic Puppetry
Control like a puppet on strings.
Telekinetic Tyrant
Multiple Kinetic Puppetry.
Consort Telekinetic Tack
Kinetic body glue.
Psychic Portage
Load per category +1/+2/+3.
Kinetic Cargo
Psychic Portage to an ally.
Kinetic Coalition
Psychic Portage to a company.
Finesse Telekinetic Tiller
Telekinetically pilot a vehicle.
Telekinetic Touché
Fine and Potent dueling attack.
Telekinetic Turbo
Vehicle speed matches chase.
Telekinetic Travel
Crew can fly long distances.
Hunt Mindful Monitor
Track creatures who are using Powers.
Telekinetic Targeting
Attack like a Fine and Potent rifle.
Controlled Chaos
Kinetic chaos or move things around.
Telekinetic Thunder
Attack like a Fine and Potent grenade.
Prowl Telekinetic Grip
Stick to surfaces.
Psychic Stride
Long jump.
Team Transport
Crew Telekinetic Grip and Psychic Stride.
Legion Leap
Company Telekinetic Grip and Psychic Stride.
Skirmish Brawler Block
Parry incoming Harm.
Brawler Bash
Fine and Potent kinetic melee attack.
Brawler Blitz
Disrupt enemies and deny scale.
Brawler Battle
Kinetic strikes in all directions.
Study Architectural Analysis
Understand construction and load-bearing forces.
Trajectory Tracking
Calculate paths of moving objects.
Structural Sense
Infer systemic strain and force distribution.
Complete Calculations
Analyze force and motion across a vast system.
Survey Velocity Vision
Sense kinetic powers and acceleration.
Clairvoyance
Sensor at a point you choose.
Detect Detail
Sense mass, speed, and acceleration.
Kinetic Knowledge
Detect Detail a large volume of space.
Sway Lip Language
Read lips perfectly.
Whisperer’s Whim
Converse with a visible creature.
Vocal Vision
Listen in without line of sound.
Sound Sage
Converse with many creatures at great distance.
Tinker Align Aperture
Move small things.
Align Aggregate
Move a human-scale mass.
Align Assembly
Move objects on the scale of a personal vehicle.
Align Atlas
Move massive and abstract things.
Wreck Psychic Pummel
Telekinetic blow.
Kinetic Crush
Fine and Potent telekinetic impact.
Psionic Pulverize
Silent kinetic destruction.
Telekinetic Tremor
Apply massive force to structures or terrain.

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.

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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 is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

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.

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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.

Vocal Vortex

Amplify your voice.

You can amplify your voice to be heard across a wide area, such as an arena. Can reach many listeners.

Projected Presence

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 .

Kinetic Puppetry

Control like a puppet on strings.

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.

Telekinetic Tyrant

Multiple Kinetic 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.

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Consort

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

Telekinetic Tack

Kinetic body glue.

This allows you to attach things to yourself like glue but with no residue once it ends. You use existing things and turn them into clothes and accessories faster than using glue. This is faster and about as effective as a professional disguise.

You can use this on your entire Crew as an Advanced ability.

Psychic Portage

Load per category +1/+2/+3.

This increases the item capacity of a light load by +1, medium load +2, and heavy load +3. You can keep things in position kinetically and lighten the carried weight. You can only apply this once per score, and it lasts for the entire score.

Kinetic Cargo

Psychic Portage to an ally.

You can apply Psychic Portage to an ally.

Kinetic Coalition

Psychic Portage to a company.

This allows a company to use Psychic Portage. The maximum number of people increases with tier, see scale, p 221.

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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 commands. This works on vehicles up to ten tons, such as personal transport and medium trucks. You do not change how the vehicle works, you control what is already there. This is harder if someone else is trying to pilot the same vehicle or if you cannot see out, and controlling a vehicle at range is harder and requires a power one level more advanced: Basic -> Advanced -> Master -> Apex.

As an Advanced Outcome, 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 Turbo

Vehicle speed matches chase.

Personal vehicle and mounts you and your Crew ride can always take part in a chase, even if it would normally be too slow. To fly or swim you still need an appropriate ride. Unlike other 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. This does not work outside a chase.

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.

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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 creatures who are using 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.

Telekinetic Targeting

Attack like a Fine and Potent rifle.

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.

Controlled Chaos

Kinetic chaos or move things around.

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 rigging a very simple contraption.

Telekinetic Thunder

Attack like a Fine and Potent grenade.

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 danger, but tend to keep their heads down, which gives your side the initiative.

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Prowl

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

Telekinetic Grip

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.

Psychic Stride

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.

Team Transport

Crew Telekinetic Grip and Psychic Stride.

You can help allies use Telekinetic Grip and Psychic Stride. This is often used as a Group Action. Allies still use their own Prowl Action.

Legion Leap

Company Telekinetic Grip and Psychic Stride.

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.

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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 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.

Effect starts at Limited.

  • Limited Outcome reduces the Harm to Level 1.
  • Standard Outcome negates the Harm.
  • Great Outcome redirects the Harm to a different target or location, as justified by the fiction.

Parrying does not make the situation safe. Position is set by the incoming Harm:

  • Level 1 Harm — Controlled
  • Level 2 Harm — Risky
  • Level 3 Harm — Desperate

With a Limited Outcome, Harm still gets through in addition to the Consequence.

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, and Light.

Brawler Bash

Fine and Potent kinetic melee attack.

You deliver a short-range kinetic strike with the force of a heavy impact. This functions as a Fine and Potent weapon, comparable to a pistol or melee weapon.

Activating this attack takes no more time than drawing a weapon.

Brawler Blitz

Disrupt enemies and deny scale.

You unleash chaotic bursts of kinetic force — flying debris, shockwaves, and violent motion — that prevent enemies from benefiting from numbers.

This denies the advantage of scale. You also gain the benefits of Brawler Bash during the exchange.

Brawler Battle

Kinetic strikes in all directions.

You release sustained kinetic force outward, striking all enemies engaged with you while sparing allies.

This negates the advantage of numbers and applies your effect across the entire melee. It turns you into a brutal focal point of the fight, overwhelming opponents through force and endurance rather than precision.

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Study

Analyze motion, force, and structural stress through Kinesis.

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.

Position depends on the situation. A stable environment is usually Controlled. Unstable ruins, active combat zones, or moving machinery are typically Risky. Combining several such hazards makes the Position Desperate.

Typical Consequences include incomplete information, missed details, lost opportunities to re-analyze, or environmental fallout such as collapsing debris or shifting terrain.

Architectural Analysis

Understand construction and load-bearing forces.

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.

This reveals where a structure is strongest, where it is weakest, and how it is likely to fail.

Touching the structure provides the clearest results. Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.

Trajectory Tracking

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.

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.

Structural Sense

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.

Complete Calculations

Analyze force and motion across a vast system.

You combine Architectural Analysis and Trajectory Tracking across a large number of objects 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.

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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.

Velocity Vision

Sense kinetic powers and acceleration.

You can sense kinetic powers and anything that accelerates. This allows you to detect moving things when they change speed or direction.

Detect Detail

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.

Clairvoyance

Sensor at 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

Detect Detail a large volume of space.

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

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Sway

Kinetic Sway does not rely on mental influence. Instead, it manipulates sound through physical control of vibration and motion.

Lip Language

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.

Whisperer’s Whim

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.

Vocal Vision

Listen in without line of 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 in on a conversation as long as you can see the speakers or a nearby object. You may also project your voice through objects you can see. Rigid materials such as glass and metal conduct vibrations best.

Sound Sage

Converse with many creatures at great distance.

You can project your voice to, and listen to, any creature you know within the same region. You do not need line-of-sight.

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.

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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 Aggregate

Move a human-scale 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 Assembly

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

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.

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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.

Psychic Pummel

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.

Kinetic Crush

Fine and Potent telekinetic 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.

Psionic Pulverize

Silent kinetic destruction.

As Kinetic Crush, 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

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.

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