Difference between revisions of "Kinesis Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(138 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}
 
 
{{FiD-Powers}}
 
{{FiD-Powers}}
The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.
+
Kinesis is the power of movement made manifest as force.
 +
It is in many ways different from other Forms, particularly with Attune.
  
Kinesis is raw energy manifesting as physical forces.  
+
Kinesis is the ability to push, pull, lift, redirect, and accelerate matter and energy without having a shape or substance of its own.
Some see kinesis as the purest kind of power.
+
Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.
You can combine kinetics with material powers in order to move those effects around quickly.
 
So if you know fire and kinesis, you can move flames.
 
  
Kinetic attacks hurl objects or manipulate weapons at a distance. This has an advantage in that these attacks are physical and real, resistance to powers won't affect them much. You can also throw opponents around, which is a great distraction, but doesn't cause much damage.
+
Unlike [[Barrier_Powers_(FiD)|Barrier]], which creates structure and resistance, Kinesis is formless and transient.
 +
It does not create objects or walls; it applies force.
 +
There are no kinetic creatures — Kinesis acts on what already exists.
  
== Kinetic 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 move 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 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|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|Telekinetic Termination]]''' <br> Sense and end kinetics.
|valign="top"| '''Kinetic Cargo'''     <br> You can apply Psychic Portage to an ally.
+
|valign="top"| '''[[#Telekinetic Tether|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|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"| '''[[#Vortex Voice|Vortex Voice]]''' <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"| '''[[#Vortex Vector|Vortex Vector]]''' <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"| '''[[#Vortex Violation|Vortex Violation]]''' <br> Kinetic puppetry.
|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"| '''[[#Vortex Verdict|Vortex Verdict]]''' <br> Multiple 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"| '''[[#Multiplicate Momentum|Multiplicate Momentum]]''' <br> Merge with group.
|valign="top"| '''Telekinetic Targeting''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
+
|valign="top"| '''[[#Multiplicate Magnitude|Multiplicate Magnitude]]''' <br> Assist allies.
|valign="top"| '''Controlled Chaos'''     <br> You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
+
|valign="top"| '''[[#Multiplicate Merge|Multiplicate Merge]]''' <br> Merge with crew.
|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"| '''[[#Multiplicate Mastery|Multiplicate Mastery]]''' <br> Support crew.
 
|-
 
|-
|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|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|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 Trigger|Telekinetic Trigger]]''' <br> Precise Telekinesis.
|valign="top"| '''Legion Leap'''     <br> You can help a small army to use Telekinetic Grip and Psychic Stride.
+
|valign="top"| '''[[#Telekinetic Travel|Telekinetic Travel]]''' <br> Crew can fly long distances.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
+
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Brawler Blast'''   <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''[[#Mindful Monitor|Mindful Monitor]]''' <br> Track Powers.
|valign="top"| '''Brawler Blitz'''   <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''[[#Mindful Missile|Mindful Missile]]''' <br> Telekinetic snipe.
|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"| '''[[#Mindful Mash|Mindful Mash]]''' <br> Kinetic chaos.
|valign="top"| '''Walloping Whirl''' <br> Kinetic strikes out in all directions, attacking all enemies in a wide area.
+
|valign="top"| '''[[#Mindful Meteor|Mindful Meteor]]''' <br> Kinetic area attack.
 
|-
 
|-
|align="left" valign="top" | '''Study'''
+
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Momentum Mapping'''     <br> You can identify speed and direction of movement.  
+
|valign="top"| '''[[#Drift Dodger|Drift Dodger]]''' <br> Stick to surfaces.
|valign="top"| '''Trajectory Tracking'''   <br> You know the exact weight, speed, acceleration, and projected path of target.
+
|valign="top"| '''[[#Drift Dive|Drift Dive]]''' <br> Long jump.
|valign="top"| '''Path Prediction'''       <br> You can learn how something has moved to where it is now and project its future path, but the future is subject to change.
+
|valign="top"| '''[[#Drift Dance|Drift Dance]]''' <br> Crew Prowling.
|valign="top"| '''Complete Calculations''' <br> You gain the same information as Trajectory Tracking for everything in a huge volume.
+
|valign="top"| '''[[#Drift Dynamic|Drift Dynamic]]''' <br> Company Prowling.
 
|-
 
|-
|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's Block|Brawler's 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's Bash|Brawler's Bash]]''' <br> Kinetic melee attack.
|valign="top"| '''Clairvoyance'''     <br> You can gain a sensor read from a point you choose.
+
|valign="top"| '''[[#Brawler's Blitz|Brawler's Blitz]]''' <br> Gain 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's Band|Brawler's Band]]''' <br> Group Action.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
+
|align="left" valign="top" | '''Study'''
|valign="top"| '''Lip Language'''     <br> You can lip read perfectly.  
+
|valign="top"| '''[[#Vector View|Vector View]]''' <br> Analyze static forces.
|valign="top"| '''Vocal Vision'''     <br> You can listen in on a conversation as long as you see the talkers.
+
|valign="top"| '''[[#Vector Visualization|Vector Visualization]]''' <br> Calculate paths.
|valign="top"| '''Whisperer's Whim''' <br> You can project your voice and listen to any creature you can see, allowing conversation.
+
|valign="top"| '''[[#Vector Valuation|Vector Valuation]]''' <br> Sense forces in structures.
|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"| '''[[#Vector Vortex|Vector Vortex]]''' <br> Sense all forces.
 
|-
 
|-
|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"| '''[[#Field Focus|Field Focus]]''' <br> Sense forces.
|valign="top"| '''Artisan Ability'''     <br> You can form any kind of object about as efficiently as a workshop.  
+
|valign="top"| '''[[#Field Filter|Field Filter]]''' <br> Analyze forces.
|valign="top"| '''Kinetic Crafting'''   <br> You can telekinetically work objects like a machine shop.
+
|valign="top"| '''[[#Field Form|Field Form]]''' <br> Sense over distance.
|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"| '''[[#Field Fusion|Field Fusion]]''' <br> Scan at range.
 
|-
 
|-
|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"| '''[[#Resonant Reading|Resonant Reading]]''' <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"| '''[[#Resonant Relay|Resonant Relay]]''' <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"| '''[[#Resonant Resolution|Resonant Resolution]]''' <br> Listen without sound.
|valign="top"| '''Psionic Pulverize''' <br> Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.  
+
|valign="top"| '''[[#Resonant Reign|Resonant Reign]]''' <br> Converse with everyone.
 +
|-
 +
|align="left" valign="top" | '''Tinker'''
 +
|valign="top"| '''[[#Align Aperture|Align Aperture]]''' <br> Move small things.
 +
|valign="top"| '''[[#Align Assembly|Align Assembly]]''' <br> Move a human mass.
 +
|valign="top"| '''[[#Align Aggregate|Align Aggregate]]''' <br> Move vehicle.
 +
|valign="top"| '''[[#Align Atlas|Align Atlas]]''' <br> Massive move.
 +
|-
 +
|align="left" valign="top" | '''Wreck'''
 +
|valign="top"| '''[[#Impact Impulse|Impact Impulse]]''' <br> Telekinetic blow.
 +
|valign="top"| '''[[#Impact Inertia|Impact Inertia]]''' <br> Fine and Potent impact.
 +
|valign="top"| '''[[#Impact Inversion|Impact Inversion]]''' <br> Silent Impact.
 +
|valign="top"| '''[[#Telekinetic Tremor|Telekinetic Tremor]]''' <br> Massive force.
 
|}
 
|}
  
== 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.
 +
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.
  
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel effects of any power, not just Kinesis powers.
 
  
 
=== 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.
  
The position is controlled, possibly risky if there are a lot of other dangers around or desperate in a very chaotic situation.
+
You do not negate internal processes in the things you halt.
This is usually done as a setup action.
+
As you slow motion, processes inside the moved mass actually last longer.
Limited effect creates an opening that makes the supported action potent.  
+
This does not cause acceleration damage and does not cause fliers to stall
Normal effect improves the position of the supported action.
+
Stopped machinery still functions.
Great effect improves both position and effect of the supported power.
+
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.
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
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]].
  
'''Telekinetic Termination:'''
+
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  
''You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
+
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
  
You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale.
+
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 
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.
+
[[Barrier Powers (FiD)|Barrier]],
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.  
+
[[Air Powers (FiD)|Air]], and 
This speed loss will not cause trouble for a vehicle has a minimum safe speed, like bird or a winged aircraft
+
[[Electricity Powers (FiD)|Electricity]].
  
Kinetics is strong in that it can dispel the effects of any power.  
+
At '''Apex''' level, you can arrest motion on massive scale, halting colossal objects or the physical expression of abstract forces.
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
+
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]].
  
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 Termination ====
 +
Sense and end kinetics.
  
'''Telekinetic Tether:'''
+
You sense kinetic activity — movement, force, and acceleration — distinguishing things that move under power from inert matter.
''You can hinder the movement of large vehicles like busses or trucks.
 
  
Telekinetic Termination on a greater scale.
+
You can end the operation of Kinesis powers and other Forms used to control movement. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
'''Psychic Paralysis:'''
+
==== Telekinetic Tether ====
''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.
+
Slow or redirect movement.
  
You can exclude a small group from this effect, but otherwise everything and everyone in the area is slowed.
+
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.
 +
 
 +
<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.
 +
 
 +
==== Vortex Voice ====
 +
Amplify your voice.
 +
 
 +
You can amplify your voice to be heard across a wide area, such as an arena.
 +
Can reach many listeners.
 +
 
 +
==== Vortex Vector ====
 +
Sounds carry for miles.
  
'''Vocal Vortex:'''
+
You can make sounds carry for miles.
''You can amplify your voice to be heard across a wide area, like an arena.
+
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 useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
==== Vortex Violation ====
This improves effect by reaching more listeners.
+
Kinetic puppetry.
  
'''Psychic Puppetry:'''
+
You telekinetically manipulate a target’s body like a puppet on strings.
''Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
+
The target retains all senses and can continue to speak.
  
This is physical control resisted by Prowess, not a mental power.
+
This is physical control, resisted by '''Prowess''', not a mental power.
The precision isnot great, you can make the target push buttons or pull levers, perhaps make Wreck attacks, but it is not precise enough for Finesse or Hunt actions.
+
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 cannot access the target's actions, all actions use your values, but at a 2 dice penalty.
 
  
'''Projected Presence:'''
+
You can hold a target helpless without further Command rolls.
''Sounds can be carried for miles.  
+
Making the target take a new action requires using the power again.
  
You are not actually making loud sounds, it is your kinetic powers that carry the sound to distant places.  
+
'''Limited Outcome''' can control a bystander. 
It is not deafening close by, and you can have the sound carry to some places and not others.
+
'''Standard Outcome''' can control a single member of a gang cohort. 
It need not be you making the sounds, you can pick up sounds and may choose to project them.
+
'''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:'''
+
==== Vortex Verdict ====
''You can use Psychic Puppetry on multiple creatures at once.
+
Multiple puppetry.
  
You can control many creatures at once, without demanding greater effect.
+
You can apply Kinetic Puppetry to multiple creatures at once without requiring higher Outcome.
All targets perform similar movements or contribute to the same task.
+
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 ===
Kinetic consort is not about changing shape.
+
Kinetic Consort is about coordinating within a group.
Instead it attaches things, first to you, later to others.
 
This increases item capacity.
 
  
'''Telekinetic Tack:'''
+
==== Multiplicate Momentum ====
''This allows you to attach things to yourself while you concentrate, like glue.
+
Merge with group.
  
You use existing things and turn them into clothes and accessories, fast and beyond what could be done with simple glue.
+
When you participate in a Group Action you can roll Consort instead of the Action others use.
This helps a disguise by making a mask move as a natural face.
 
This is faster and about as effective as a professional disguise.
 
  
'''Psychic Portage:'''
+
==== Multiplicate Magnitude====
''This allows you to carry more items per load category, +1/+2/+3.
+
Assist allies.
  
This increases the item capacity of a light load by +1, medium load +2, and heavy load +3.
+
When a member of your crew rolls for an Action, you can use this ability to Assist without the usual Stress cost.  
You can only apply this once per score, and lasts for the entire score.
+
Instead you risk the chance of a Stress cost for this ability.
  
'''Kinetic Cargo:'''
+
==== Multiplicate Merge ====
''You can apply Psychic Portage to an ally.
+
Merge with crew.
  
'''Kinetic Coalition:'''
+
When you participate in a Group Action you roll Consort instead of the Action others use and you can Assist one other character in the Group Action (normally not allowed) without the usual Stress cost.
''This allows a small army to use Psychic Portage.
+
You still risk the chance of Stress cost for this ability.
 +
 
 +
==== Multiplicate Mastery ====
 +
Support crew.
 +
 
 +
When several members of your crew and cohorts rolls for different Actions in the same scene, including in a Group Action you are participating in, you can use this ability to Assist each of them at the same time, without the usual Stress cost.
 +
You can only Assist each ally once.
 +
You still risk the chance of Stress cost for this ability.
 +
 
 +
<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 control mechanisms.
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.
+
You do not change how the vehicle works, you control what is already there.  
  
'''Focused Force:'''
+
The Outcome determines in what kind of situation you can take control.
''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.
+
* '''Limited''': A vehicle you could normally control, but not using the normal controls.
 +
* '''Standard''': A vehicle nobody is controlling, such as one that is locked, has damaged controls, or lacks crew.
 +
* '''Great''': A vehicle under someone else's control.
 +
Controlling a vehicle you are not aboard is harder and requires one higher level of Outcome.
  
What this actually does depends on the power used.  
+
This ability can be used at different scales.
Fire burns, wind slices, ice pieces or freezes, and so on.
+
* '''Basic''': This works on vehicles up to ten tons, such as personal transport and medium trucks.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
* '''Advanced''': This can control vehicles up to 100 tons (big trucks, small ships).
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
+
* '''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.
 
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 Trigger ====
 +
Precise telekinesis.
 +
 
 +
Make a telekinetic nudge, moving a small object or triggering a button or lever. {{ Include Finesse Master }}
  
This works much as an invisible hand that can do delicate manipulation.
+
==== Telekinetic Travel ====
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.
+
Crew can fly long distances.
This can substitute for simple Tinker actions, but nothing complicated.
 
  
'''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.
+
A vehicle you use for this need not be capable of flight.
  
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 Powers.
  
You can track anyone actively using any power.
+
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 remains even if the use of the power ends, but the track fades as time passes.
Once the track is laid down, it does nto matter if the use of the power is later ended.
+
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
==== Mindful Missile ====
 +
Telekinetic snipe.
  
'''Telekinetic Targeting:'''
+
You can use Kinesis to attack, similar in effect to 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.
 +
You need a hard projectile for this, or you can use a short-range weapon like a pistol at long range.
  
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
+
==== Mindful Mash ====
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.
+
Kinetic chaos.
  
'''Controlled Chaos
+
You control the movement of multiple small objects, quickly building a simple shelter, creating confusion, or blocking sight.
''You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
+
This can involve flinging books off shelves, scattering coins across a floor, or causing curtains to billow wildly.
 +
You can also assemble or disassemble simple structures using available materials, such as barricading a door, setting up an impromptu barricade, or demolishing the same.
  
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.
+
==== Mindful Meteor  ====
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.
+
Kinetic area attack.
  
'''Telekinetic Thunder:'''
+
Attack like a Fine and Potent grenade.
''You can use kinesis to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
An escalation of Mindful Missile, this affects all enemies in a single location.
 +
The effect is more powerful but less precise, it does more collateral damage, but no more effect on enemies.
 +
Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
  
An escalation of Telekinetic Targeting, this affects all enemies in a single location.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
 
=== Prowl ===
 
=== 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:'''
+
==== Drift Dodger ====
''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:'''
+
==== Drift Dive ====
''You can make long jumps, adding 5 meters per tier to your jumping distance.
+
Long jump.
  
Jumps less than 5 meters times your tier are routine for you, and this distance is added to the length of an ordinary 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.
At any tier, this gives additional jump control, allowing you to change your direction mid-air.
+
You have jump control at any Tier, allowing you to change direction mid-air.
 +
You can reduce your speed when falling to land safely from any height.
  
'''Team Transport:'''
+
==== Drift Dance ====
''You can help allies to use Telekinetic Grip and Psychic Stride.
+
Crew Prowling.
  
Allies still use their own Prowl action.
+
You and your Crew use Telekinetic Grip and Psychic Stride.
 +
This is often used in a Group Action.
 +
Allies still use their own Prowl Action.
  
'''Legion Leap:'''
+
==== Drift Dynamic====
''You can help a small army to use Telekinetic Grip and Psychic Stride.
+
Company Prowling.
 +
 
 +
You and your allies can use Telekinetic Grip and Psychic Stride.
 +
The maximum number of people depends on Scale at your Tier (see p. 221).
 +
If you move along with NPCs, you roll Prowl and the NPCs move with you without any additional rolls.
 +
 
 +
<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's Block ====
 +
Parry incoming Harm.
 +
 
 +
You can take the initiative to Parry Harm, reducing or redirecting physical damage threatening yourself or someone or something else.
 +
 
 +
This applies to physical attacks (bullets, spears, blades, clubs) and to Harm caused by 
 +
[[Earth Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and
 +
[[Metal Powers (FiD)|Metal]] abilities.
  
'''Brawler Blast:'''
+
Outcome determines if you can redirect the energy or just block it.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
* '''Limited Outcome''' Block the Harm
 +
* '''Standard Outcome''' redirects the Harm to a static location.
 +
* '''Great Outcome''' redirects the Harm to a moving target.
  
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.
+
Parrying does not make the situation safe.
 +
As long as you suffer a consequence, some of the Harm getting through is the most likely consequence.
 +
 
 +
Position is set by the incoming Harm:
 +
* '''Level 1 Harm''' — Controlled 
 +
* '''Level 2 Harm''' — Controlled 
 +
* '''Level 3 Harm''' — Risky 
 +
* '''Level 4 Harm''' — Desperate 
 +
 
 +
'''Advanced Effect:''' You can parry Harm from 
 +
[[Abyss 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]],
 +
[[Mind Powers (FiD)|Mind]], and 
 +
[[Light Powers (FiD)|Light]].
 +
 
 +
Illusion powers can also be parried as what they depicts, so deflecting an illusion of a fire bolt can be deflected using an Advanced version of Brawler Block.
 +
 
 +
==== Brawler's Bash ====
 +
Kinetic melee attack.
 +
 
 +
You deliver a short-range kinetic strike. 
 +
This functions as a Fine and Potent weapon attack, comparable to a pistol or melee weapon.
 +
You need a weapon or lose object to use as a vehicle for the energy you use.
 +
Activating this attack takes no more time than drawing a weapon.
  
'''Brawler Blitz:'''
+
==== Brawler's Blitz ====
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Gain scale.
  
'''Barrier Bash:'''
+
You unleash chaotic bursts of kinetic force — flying debris, shockwaves, and violent motion — gives you Scale (p. 221). 
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
You can also make one '''Brawler Bash''' attack during the exchange.
  
This creates a whirling host of deadly objects.
+
==== Brawler's Band ====
The effect is to deny your enemies the advantage of numbers.
+
Kinetic strikes in all directions.
You also gain the benefit of the Brawler Blitz, giving you a fine, potent weapon.
 
  
'''Walloping Whirl:'''
+
Enable a Group Action concerning movement, force, physical positioning, or overcoming extreme conditions. {{ : Apex Skirmish Include (FiD) }}
''Kinetic strikes out in all directions, attacking all enemies in a wide area.
 
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
<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.
 +
The Outcome required depends on range.
 +
 
 +
* '''Limited Outcome''': Touch.
 +
* '''Standard Outcome''': Line of sight.
 +
* '''Great Outcome''': A target you know of or have some link to, but which is out of line of sight.
 +
 
 +
Study Kinesis reveals how things move, how they are supported, and where they are most likely to fail. 
 +
It excels at understanding construction, trajectories, and the hidden consequences of force.
 +
 
 +
Typical Consequences include incomplete information, missed details, lost opportunities to re-analyze, or environmental fallout such as collapsing debris or shifting terrain.
 +
 
 +
==== Vector View ====
 +
Analyze static forces.
 +
 
 +
This reveals where a structure is strongest, where it is weakest, and how it is likely to fail.
 +
By sensing static forces and stress paths, you understand how a structure holds together. 
 +
You do not “see a secret room”; you infer that something is not bearing weight as it should.
 +
 
 +
Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.
 +
 
 +
==== Vector Visualization ====
 +
Calculate paths.
 +
 
 +
Calculate paths of moving objects.
 +
You see the past and likely future path of a moving object, tracing it back to its origin and forward to its probable destination.
 +
This allows you to judge whether a projectile will hit, when to move between moving platforms, or how vehicles, ships, or debris will intersect.
 +
This is commonly used as a Set Up.
 +
 
 +
The clearer and more predictable the motion, the further your insight reaches in both space and time. 
 +
But remember, the past is absolute; the future is subject to acceleration.
 +
 
 +
==== Vector Valuation ====
 +
Sense forces in structures.
 +
 
 +
Infer systemic strain and force distribution.
 +
You perceive how forces move through a large structure or complex, sensing load paths, tension, compression, and imbalance.
  
'''Momentum Mapping:'''
+
This reveals areas of interest rather than specific features — regions where force behaves unexpectedly. 
''You can identify speed and direction of movement.
+
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.
  
You can predict where projectiles are going and the exact speed and direction of anything.
+
Structural Sense works best at scale and does not require line-of-sight.
This is situational, as it is rare to have time to react to this information.
+
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.
  
'''Trajectory Tracking:'''
+
Greater Effect increases scope and clarity — wider coverage, stronger patterns, and more reliable inferences.
''You know the exact weight, speed, acceleration, and projected path of target.
 
  
This is literally rocket science and very useful for space travel and billiards, but less useful for everyday adventuring.
+
==== Vector Vortex ====
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 can hit.
+
Sense all forces.
  
'''Path Prediction:'''
+
Analyze force and motion across a vast system withing an Area (p. 221).
''You can backtrack how something has moved to where it is now and project its future path, but the future is subject to change.
+
You combine Vector Visualization and Vector Valuation across a large number of objects simultaneously.
 +
This can Set Up a large number of actions simultaneously.
  
Now you can track movement both forwards and backwards in time.
+
This allows you to:
Of course, movement in the past is absolute, while the future is unpredictable.
+
* Coordinate traffic or movement over a wide area,
Thus you can find the origin of a projectile or vehicle, at least a day back in time and in predictable cases like space and ocean travel, much further back in time.
+
* Construct a complete mental blueprint of a complex installation,
 +
* Track thousands of moving elements as a single system.
  
'''Complete Calculations:'''
+
Difficulty depends on the number of objects analyzed rather than physical area — a dense city and an open ocean can be equally demanding.
''You gain the same information as Path Prediction for everything in a huge volume.
 
  
This allows you to be your own traffic coordinator over a wide area.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The reach of this power depends on the number of objects tracked, it is as hard to track the tens of thousands of cars in a city as it is to track ten thousand ships on an ocean, or in the vastness of space.
 
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
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.
  
'''Velocity Vision:'''
+
Consequences are generally just a failure to spot something.
''You can sense kinetic powers and things that accelerate.
+
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.
  
This allows you to detect moving things.
+
==== Field Focus ====
Like a cat, anything moving registers to you.
+
Sense forces.
With line of sight limited effect suffices, around corners or into smoke and other concealment standard effect will do, and through walls requires great effect.
 
  
Consequences are generally just a failure to spot something.
+
You can sense kinetic powers and anything that accelerates.
 +
This allows you to detect moving things when they change speed or direction.
  
'''Detect Detail:'''
+
==== Field Filter ====
''You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
+
Analyze forces.
  
This allows you to sense the shape of objects, learning the exact shape, mass, speed, and acceleration.  
+
Sense mass, speed, and acceleration.
This is a superior sort of echolocation and vision, only lacking color perception.
+
You can extend your sense of touch and learn an object's shape, texture, mass, speed, acceleration, and elasticity.
Effect and consequences are similar to those of Velocity Vision.
+
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:'''
+
==== Field Form ====
''You can gain a sensor read from a point you choose.
+
Sense over distance.
  
 
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 anchor your perception to the forces at a distant point, reconstructing the environment through motion, vibration, and stress. Moving objects are clear; still ones are vague.
  
'''Kinetic Knowledge:'''
+
==== Field Fusion ====
''You gain the information Detect Detail gives, but for all objects in a large volume of space.
+
Scan at range.
  
What you can cover depends on the number of items to be tracked, not on the volume.  
+
You gain the information Field Function gives, but for all objects in Range (p. 221).
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 ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Kinetic Sway does not rely on mental influence.
Sway creatures based on your power with persuasion and cajoling.
+
Instead, it manipulates sound through physical control of vibration and motion.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
==== Resonant Reading ====
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
Read lips perfectly.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
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.
  
'''Translate:'''
+
==== Resonant Relay ====
''You and allies can communicate with creatures based on your power.
+
Converse with a visible creature.
  
This allows you to use the Sway power to its full effect.  
+
You can project your voice to, and listen to, any creature you can see.
You are still wheedling unless you also use Command the advanced Command effect.
+
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.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
==== Resonant Resolution ====
 +
Listen without sound.
  
'''Mesmerize:'''
+
You no longer need to lip-read to hear a distant conversation.
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
You perceive sound-induced vibrations in objects near a speaker.
  
Essentially this is an attempt to Sway with two advantages.
+
You can listen to and enter a conversation as long as you can see a nearby object.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
Rigid materials such as glass and metal conduct vibrations best.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
==== Resonant Reign ====
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Converse with everyone.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
Converse with many creatures at once over great distances.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
You can project your voice to, and listen to, any creature you know within the same region.
Exceptional creatures and exceptional circumstances can break this change.
+
You do not need line-of-sight, but you do need to know their approximate location.
This depends more on role-playing than die rolls.
+
 
 +
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate and move physical phenomena. 
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
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.
  
'''Handle:'''
+
==== Align Aperture ====
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Move small things.
  
This mainly substitutes for tools, up to a small workshop.
+
You can move solid physical objects roughly the size of your head, including solid living things and manifestations of 
You are also protected from any dangerous effects of working with the elements of your power.
+
[[Earth Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
  
'''Shape:'''
+
==== Align Assembly ====
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Move a human mass.
  
You can now do more than normal craft could do.
+
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 work elements of your power that normally cannot be shaped, and it will remain in the shape you set it in.
+
[[Abyss Powers (FiD)|Abyss]],
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
+
[[Fire Powers (FiD)|Fire]], and
This may allow you to set up traps or devices that would normally require extensive equipment.
+
[[Water Powers (FiD)|Water]].
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
==== Align Aggregate ====
The effect determines the effectiveness of your construction, but also how long it will last.
+
Move vehicle.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
Move objects on the scale of a personal vehicle.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
You can move ephemeral 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]].
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
==== Align Atlas ====
 +
Massive move.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
Move massive and abstract things.
The result will maintain its form as if affected by the Shape ability.
+
You can move enormous objects and even physical manifestations of ideals, from capital ships to clouds of darkness, including the physical effects of
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
+
[[Darkness Powers (FiD)|Darkness]],
This can transform something like a sword from metal to fire, and it would still be a functional sword.
+
[[Illusion Powers (FiD)|Illusion]], or 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
+
[[Light Powers (FiD)|Light]].
  
'''Fabricate:'''
+
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.
''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.
 
  
Pretty self-explanatory, this is Create on a larger scale.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This is useful for equipping a large band or building something large out of nothing.
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Apply overwhelming force through pure motion.
 +
 
 +
Kinesis can destroy objects, but its true strength is leverage and scale — moving what should not move. 
 +
Kinetic wrecking does not favor any material. Instead of careful destruction, it excels at shoving, toppling, tearing free, dispersing, or crushing through sheer momentum.
 +
 
 +
Kinetic force is powerful but imprecise. 
 +
It throws or pushes rather than delicately manipulates. 
 +
These examples establish what is plausible at each tier; the exact scope is always determined by the fiction and the situation.
 +
 
 +
Kinesis can move or disrupt manifestations of other Forms, but cannot sustain, shape, or precisely control them without the relevant Form.
 +
 
 +
==== Impact Impulse ====
 +
Telekinetic blow.
 +
 
 +
You strike with focused kinetic force, equivalent to a heavy sledgehammer. 
 +
Noisy and leaves twisted, displaced material behind.
 +
 
 +
You can throw solid physical objects roughly the size of your head, including including solid living things  and manifestations of 
 +
[[Earth 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.
 +
 
 +
==== Impact Inertia ====
 +
Fine and Potent impact.
 +
 
 +
As Psychic Pummel, but with far greater force and momentum. 
 +
Functions as a '''Fine''' and '''Potent''' sledgehammer in and out of combat. 
 +
Noisy and leaves crushed or violently displaced remains.
 +
 
 +
You can throw a physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish as well as manifestations of 
 +
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
  
'''Jimmy:'''
+
==== Impact Inversion ====
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Silent Impact.
  
Just as crude as it sounds.
+
As Impact Inertia, but the force is perfectly damped.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Objects are crushed, ground apart, or reduced to dust without sound or shockwave.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
You can push ephemeral materials weighing up to a ton, or up to a 10-meter cube of light matter, including manifestations of 
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
==== Telekinetic Tremor ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
Massive force .
  
'''Disintegrate:'''
+
Apply massive force to structures or terrain.
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
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.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
You may:
You also leave less traces, as what you wreck disappears.
+
* Collapse walls or towers,
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
* Rip anchored objects free,
 +
* Tip massive structures,
 +
* Spread the effect over an Area (p. 221).
  
'''Obliterate:'''
+
At this scale, you can push massive objects and even physical manifestations of ideals, including the physical effects of 
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
[[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.
  
Rather straightforward, this just scales things up.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 16:39, 13 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark Powers

Kinesis is the power of movement made manifest as force. It is in many ways different from other Forms, particularly with Attune.

Kinesis is the ability to push, pull, lift, redirect, and accelerate matter and energy without having a shape or substance of its own. Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.

Unlike Barrier, which creates structure and resistance, Kinesis is formless and transient. It does not create objects or walls; it applies force. There are no kinetic creatures — Kinesis acts on what already exists.

Kinetic attacks are physical and real. They rely on hurled objects, redirected momentum, or forced movement rather than creating physical manifestations. This allows Kinesis to toss mundane objects and this bypasses some supernatural defenses.

Kinesis excels at repositioning — flinging enemies aside, disarming them, or turning their own motion against them. It can even move manifestations of other Forms around. Such attacks are disruptive and controlling rather than lethal; they create openings, chaos, and advantage more often than direct harm.

Kinetic Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Telekinetic Throttle
Arrest motion.
Telekinetic Termination
Sense and end kinetics.
Telekinetic Tether
Slow or redirect movement.
Telekinetic Torpor
Dampen motion across a wide area.
Command Vortex Voice
Amplify your voice.
Vortex Vector
Sounds carry for miles.
Vortex Violation
Kinetic puppetry.
Vortex Verdict
Multiple puppetry.
Consort Multiplicate Momentum
Merge with group.
Multiplicate Magnitude
Assist allies.
Multiplicate Merge
Merge with crew.
Multiplicate Mastery
Support crew.
Finesse Telekinetic Tiller
Telekinetically pilot a vehicle.
Telekinetic Touché
Fine and potent dueling attack.
Telekinetic Trigger
Precise Telekinesis.
Telekinetic Travel
Crew can fly long distances.
Hunt Mindful Monitor
Track Powers.
Mindful Missile
Telekinetic snipe.
Mindful Mash
Kinetic chaos.
Mindful Meteor
Kinetic area attack.
Prowl Drift Dodger
Stick to surfaces.
Drift Dive
Long jump.
Drift Dance
Crew Prowling.
Drift Dynamic
Company Prowling.
Skirmish Brawler's Block
Parry incoming Harm.
Brawler's Bash
Kinetic melee attack.
Brawler's Blitz
Gain Scale.
Brawler's Band
Group Action.
Study Vector View
Analyze static forces.
Vector Visualization
Calculate paths.
Vector Valuation
Sense forces in structures.
Vector Vortex
Sense all forces.
Survey Field Focus
Sense forces.
Field Filter
Analyze forces.
Field Form
Sense over distance.
Field Fusion
Scan at range.
Sway Resonant Reading
Read lips perfectly.
Resonant Relay
Converse with a visible creature.
Resonant Resolution
Listen without sound.
Resonant Reign
Converse with everyone.
Tinker Align Aperture
Move small things.
Align Assembly
Move a human mass.
Align Aggregate
Move vehicle.
Align Atlas
Massive move.
Wreck Impact Impulse
Telekinetic blow.
Impact Inertia
Fine and Potent impact.
Impact Inversion
Silent Impact.
Telekinetic Tremor
Massive force.

Expanded Kinetic Abilities

Kinesis powers are common with the Psi Power Playbook and the powers are often described in psionic terms, but this is just a matter of wording. Telekinetic magic is common in fantasy games, less so in literature and myth. Technological kinesis is usually explained with artificial gravity and tractor/pressor beams. Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel abilities of any power, not just Kinesis powers.

Back to top

Attune

Harness the power of Attune to perceive and suppress motion and physical processes, allowing you to detect, dampen, and halt movement and other power abilities.

Position usually starts Controlled. It becomes Risky when in a dangerous environment and when multiple things are in motion, and Desperate in highly chaotic environments where many forces interact at once.

Telekinetic Throttle

Arrest motion.

You remove kinetic energy from a moving physical object, halting or suppressing motion. This allows you to arrest most projectiles. At higher power you can reduce the movement of creatures and later vehicles to a crawl.

Faster motion is reduced proportionally — a sprint becomes a slow walk, a racing vehicle slows to running speed. If you maintain concentration the object will gradually slow further and ultimately halt to hover in place. Arresting an object requires some concentration. You can halt a few slow objects without much effort, but many or large objects may cause you to lose Effect on other actions. When you release your hold on an object, it resumes its previous path.

You do not negate internal processes in the things you halt. As you slow motion, processes inside the moved mass actually last longer. This does not cause acceleration damage and does not cause fliers to stall Stopped machinery still functions. A halted Fire still burns. Frozen Darkness still blocks light. A slowed missile does not detonate at its usual time, a slowed Fireball continues to burn. This often creates new hazards.

You can halt solid physical objects roughly the size of your head, including solid living things and manifestations of Earth, Ice, and Metal.

At Advanced level, you can halt the movement of a viscous or cohesive physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish. This also includes manifestations of Abyss, Fire, and Water.

At Master level, you can halt the movement of ephemeral or force-like materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of Barrier, Air, and Electricity.

At Apex level, you can arrest motion on massive scale, halting colossal objects or the physical expression of abstract forces. This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter, including the physical effects of Darkness, Illusion, or Light.

Telekinetic Termination

Sense and end kinetics.

You sense kinetic activity — movement, force, and acceleration — distinguishing things that move under power from inert matter.

You can end the operation of Kinesis powers and other Forms used to control movement. Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Telekinetic Tether

Slow or redirect movement.

This allows you to redirect, arc, or harmlessly bleed off movement speed. You can slow or stop the target or make the target move in an arc as if it was attached to you by an unbreakable cord and then release it in a new direction. Unlike Kinetic Throttle, all changes remain after you release Telekinetic Tether.

The size and type of things you can manipulate are the same as Kinetic Throttle, and you can use this on something you release from Kinetic Throttle to control how it resumes its movement. This often has a better Position than immediately using Telekinetic Tether on an object when it is in motion.

Telekinetic Torpor

Dampen motion across a wide area.

You suppress fast movement throughout a large area for the duration of a score.

Within the affected area:

  • rapid motion becomes slow and labored,
  • impacts lose force,
  • and even massive objects (such as ships) can be hindered.

You may exclude a small number of creatures or objects from the effect. Everything else in the area is affected uniformly. You need to concentrate on this power, reducing your Effect on other Actions.

Back to top

Command

Kinetic Command is not a set of mental powers. Instead, you use physical force to amplify your voice and, at higher levels, telekinesis to control the bodies of creatures.

Vortex Voice

Amplify your voice.

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

Vortex Vector

Sounds carry for miles.

You can make sounds carry for miles. This is not actually producing extreme volume; your kinetic power carries sound to distant locations. It is not deafening, and you can choose where the sound carries and where it does not. The sound need not originate from you, you can project picked-up or fabricated sounds .

Vortex Violation

Kinetic puppetry.

You telekinetically manipulate a target’s body like a puppet on strings. The target retains all senses and can continue to speak.

This is physical control, resisted by Prowess, not a mental power. Precision is limited: you can force crude actions such as pushing buttons, pulling levers, or making Wreck-style attacks, but not Finesse or Hunt actions.

You can hold a target helpless without further Command rolls. Making the target take a new action requires using the power again.

Limited Outcome can control a bystander. Standard Outcome can control a single member of a gang cohort. Great Outcome can control a single cohort expert. At great risk it can control a PC or elite NPC of lower Tier. This always places the action in a Desperate Position, never grants sustained control, and only affects physical action, not intent or belief.

Vortex Verdict

Multiple puppetry.

You can apply Kinetic Puppetry to multiple creatures at once without requiring higher Outcome. All targets must either remain still, perform similar movements, or contribute to the same task.

Back to top

Consort

Kinetic Consort is about coordinating within a group.

Multiplicate Momentum

Merge with group.

When you participate in a Group Action you can roll Consort instead of the Action others use.

Multiplicate Magnitude

Assist allies.

When a member of your crew rolls for an Action, you can use this ability to Assist without the usual Stress cost. Instead you risk the chance of a Stress cost for this ability.

Multiplicate Merge

Merge with crew.

When you participate in a Group Action you roll Consort instead of the Action others use and you can Assist one other character in the Group Action (normally not allowed) without the usual Stress cost. You still risk the chance of Stress cost for this ability.

Multiplicate Mastery

Support crew.

When several members of your crew and cohorts rolls for different Actions in the same scene, including in a Group Action you are participating in, you can use this ability to Assist each of them at the same time, without the usual Stress cost. You can only Assist each ally once. You still risk the chance of Stress cost for this ability.

Back to top

Finesse

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

Telekinetic Tiller

Telekinetically pilot a vehicle.

You use telekinesis to control a functioning vehicle, overriding locks and normal control mechanisms. You do not change how the vehicle works, you control what is already there.

The Outcome determines in what kind of situation you can take control.

  • Limited: A vehicle you could normally control, but not using the normal controls.
  • Standard: A vehicle nobody is controlling, such as one that is locked, has damaged controls, or lacks crew.
  • Great: A vehicle under someone else's control.

Controlling a vehicle you are not aboard is harder and requires one higher level of Outcome.

This ability can be used at different scales.

  • Basic: This works on vehicles up to ten tons, such as personal transport and medium trucks.
  • Advanced: This can control vehicles up to 100 tons (big trucks, small ships).
  • Master can control up to 10,000 tons (corvettes, trains).
  • Apex can control up to 1,000,000 tons (capital ships, small megastructures).

Telekinetic Touché

Fine and potent dueling attack.

You can use kinetics to move an object to make a and Fine and Potent close-range attack, similar in effect to a Fine and Potent dueling sword or pistol. Besides variety, this only substitutes for equipment. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.

You can also do weak but exact telekinesis at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations. This works much like an invisible hand. You can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range.

Telekinetic Trigger

Precise telekinesis.

Make a telekinetic nudge, moving a small object or triggering a button or lever. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Telekinetic Travel

Crew can fly long distances.

You, your crew, mounts, and vehicles can fly very fast over long distances inside an envelope of air you control. A vehicle you use for this need not be capable of flight.

Back to top

Hunt

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

Mindful Monitor

Track Powers.

You can track anyone actively using any Power. Once the track is laid down, it remains even if the use of the power ends, but the track fades as time passes. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Mindful Missile

Telekinetic snipe.

You can use Kinesis to attack, similar in effect to a Fine and Potent rifle. Essentially, this ability serves as a versatile replacement for traditional equipment. You need a hard projectile for this, or you can use a short-range weapon like a pistol at long range.

Mindful Mash

Kinetic chaos.

You control the movement of multiple small objects, quickly building a simple shelter, creating confusion, or blocking sight. This can involve flinging books off shelves, scattering coins across a floor, or causing curtains to billow wildly. You can also assemble or disassemble simple structures using available materials, such as barricading a door, setting up an impromptu barricade, or demolishing the same.

Mindful Meteor

Kinetic area attack.

Attack like a Fine and Potent grenade. An escalation of Mindful Missile, this affects all enemies in a single location. The effect is more powerful but less precise, it does more collateral damage, but no more effect on enemies. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

Back to top

Prowl

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

Drift Dodger

Stick to surfaces.

You can climb walls and hide under ceilings where people rarely look, and take no damage from falls. This allows you to hide under ceilings and on walls where only lucky or elite opponents think to look. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability; your friends and allies cannot unless you use Team Transport, below.

Drift Dive

Long jump.

Jumps of less than 5 meters times your Tier are routine for you, and this distance is added to the length of an ordinary jump. You have jump control at any Tier, allowing you to change direction mid-air. You can reduce your speed when falling to land safely from any height.

Drift Dance

Crew Prowling.

You and your Crew use Telekinetic Grip and Psychic Stride. This is often used in a Group Action. Allies still use their own Prowl Action.

Drift Dynamic

Company Prowling.

You and your allies can use Telekinetic Grip and Psychic Stride. The maximum number of people depends on Scale at your Tier (see p. 221). If you move along with NPCs, you roll Prowl and the NPCs move with you without any additional rolls.

Back to top

Skirmish

Duel and create chaos through raw kinetic force.

Skirmish Kinesis is about endurance, impact, and disruption rather than finesse or control. It excels in close, violent engagements where force and stamina decide the outcome.

Brawler's Block

Parry incoming Harm.

You can take the initiative to Parry Harm, reducing or redirecting physical damage threatening yourself or someone or something else.

This applies to physical attacks (bullets, spears, blades, clubs) and to Harm caused by Earth, Ice, and Metal abilities.

Outcome determines if you can redirect the energy or just block it.

  • Limited Outcome Block the Harm
  • Standard Outcome redirects the Harm to a static location.
  • Great Outcome redirects the Harm to a moving target.

Parrying does not make the situation safe. As long as you suffer a consequence, some of the Harm getting through is the most likely consequence.

Position is set by the incoming Harm:

  • Level 1 Harm — Controlled
  • Level 2 Harm — Controlled
  • Level 3 Harm — Risky
  • Level 4 Harm — Desperate

Advanced Effect: You can parry Harm from Abyss, Fire, and Water.

Master Effect: You can parry Harm from Barrier, Air, and Electricity.

Apex Effect: You can parry Harm from Darkness, Illusion, Mind, and Light.

Illusion powers can also be parried as what they depicts, so deflecting an illusion of a fire bolt can be deflected using an Advanced version of Brawler Block.

Brawler's Bash

Kinetic melee attack.

You deliver a short-range kinetic strike. This functions as a Fine and Potent weapon attack, comparable to a pistol or melee weapon. You need a weapon or lose object to use as a vehicle for the energy you use. Activating this attack takes no more time than drawing a weapon.

Brawler's Blitz

Gain scale.

You unleash chaotic bursts of kinetic force — flying debris, shockwaves, and violent motion — gives you Scale (p. 221). You can also make one Brawler Bash attack during the exchange.

Brawler's Band

Kinetic strikes in all directions.

Enable a Group Action concerning movement, force, physical positioning, or overcoming extreme conditions. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

Back to top

Study

Analyze motion, force, and structural stress through Kinesis. The Outcome required depends on range.

  • Limited Outcome: Touch.
  • Standard Outcome: Line of sight.
  • Great Outcome: A target you know of or have some link to, but which is out of line of sight.

Study Kinesis reveals how things move, how they are supported, and where they are most likely to fail. It excels at understanding construction, trajectories, and the hidden consequences of force.

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

Vector View

Analyze static forces.

This reveals where a structure is strongest, where it is weakest, and how it is likely to fail. By sensing static forces and stress paths, you understand how a structure holds together. You do not “see a secret room”; you infer that something is not bearing weight as it should.

Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.

Vector Visualization

Calculate paths.

Calculate paths of moving objects. You see the past and likely future path of a moving object, tracing it back to its origin and forward to its probable destination. This allows you to judge whether a projectile will hit, when to move between moving platforms, or how vehicles, ships, or debris will intersect. This is commonly used as a Set Up.

The clearer and more predictable the motion, the further your insight reaches in both space and time. But remember, the past is absolute; the future is subject to acceleration.

Vector Valuation

Sense forces in structures.

Infer systemic strain and force distribution. You perceive how forces move through a large structure or complex, sensing load paths, tension, compression, and imbalance.

This reveals areas of interest rather than specific features — regions where force behaves unexpectedly. From this, you can infer where major passages exist and where hidden spaces, supports, or modifications are likely, without identifying their exact shape or purpose.

Structural Sense works best at scale and does not require line-of-sight. It applies to large buildings, ruins, ships, fortresses, temples, or complexes rather than individual walls. It does not reveal materials, construction methods, or exact room shapes, and cannot map spaces.

Greater Effect increases scope and clarity — wider coverage, stronger patterns, and more reliable inferences.

Vector Vortex

Sense all forces.

Analyze force and motion across a vast system withing an Area (p. 221). You combine Vector Visualization and Vector Valuation across a large number of objects simultaneously. This can Set Up a large number of actions simultaneously.

This allows you to:

  • Coordinate traffic or movement over a wide area,
  • Construct a complete mental blueprint of a complex installation,
  • Track thousands of moving elements as a single system.

Difficulty depends on the number of objects analyzed rather than physical area — a dense city and an open ocean can be equally demanding.

Back to top

Survey

Perceive movement and acceleration to gain valuable information and insight. The outcome you need depends on the target's concealment.

  • Limited Outcome finds those hiding behind cover and in far places you can only barely see.
  • Standard Outcome can look behind walls and into hard cover.
  • Great Outcome can look into far-away places and spots you had no idea existed.

Consequences are generally just a failure to spot something. Your vision may focus on something similar to what you wanted, revealing wildly different things, or you might be distracted making you fall for all kinds of dangers.

Field Focus

Sense forces.

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

Field Filter

Analyze forces.

Sense mass, speed, and acceleration. You can extend your sense of touch and learn an object's shape, texture, mass, speed, acceleration, and elasticity. This is a sort of echolocation and similar to vision, only lacking color perception. Objects at rest are blurry and indistinct while those who move or accelerate, especially under their own power, stand out. You can keep it running to navigate in the dark.

Field Form

Sense over distance.

Select a point in space defined by direction and distance. You anchor your perception to the forces at a distant point, reconstructing the environment through motion, vibration, and stress. Moving objects are clear; still ones are vague.

Field Fusion

Scan at range.

You gain the information Field Function gives, but for all objects in Range (p. 221). This builds a composite image that becomes more and more complete the longer you concentrate. Paths where many things move quickly become clear, dusty passages remain obscure. This covers an open square, large building, ruin, ship, fortress, temple, or other large complex. It is very hard to hide from this ability unless you stand still.

Back to top

Sway

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

Resonant Reading

Read lips perfectly.

As long as you can see a speaker’s lips and understand the language, you hear and understand what is being said. This works even if you are deafened.

Resonant Relay

Converse with a visible creature.

You can project your voice to, and listen to, any creature you can see. This allows normal conversation at a distance. This is not telepathy; it is the controlled projection and reception of sound, it normally cannot be heard by anyone but the recipient, but Consequences can change this.

Resonant Resolution

Listen without sound.

You no longer need to lip-read to hear a distant conversation. You perceive sound-induced vibrations in objects near a speaker.

You can listen to and enter a conversation as long as you can see a nearby object. Rigid materials such as glass and metal conduct vibrations best.

Resonant Reign

Converse with everyone.

Converse with many creatures at once over great distances. You can project your voice to, and listen to, any creature you know within the same region. You do not need line-of-sight, but you do need to know their approximate location.

You may converse with multiple creatures in different locations simultaneously. You can also amplify your voice while preserving tone and timbre, allowing you to Sway large groups.

Back to top

Tinker

Manipulate and move physical phenomena. This must affect a separate object or group of objects.

Tinker Kinesis does not break things or deal damage; movement is slow, careful, and deliberate. It can precisely align, rotate, and position objects, but this requires concentration.

You can use Kinesis to operate tools, but purpose-made tools are usually better.

Each ability represents a higher tier of scale and adaptability, not speed or violence.

Align Aperture

Move small things.

You can move solid physical objects roughly the size of your head, including solid living things and manifestations of Earth, Ice, and Metal.

Align Assembly

Move a human mass.

You can move a physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish, as well as manifestations of Abyss, Fire, and Water.

Align Aggregate

Move vehicle.

Move objects on the scale of a personal vehicle. You can move ephemeral materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of Barrier, Air, and Electricity.

Align Atlas

Massive move.

Move massive and abstract things. You can move enormous objects and even physical manifestations of ideals, from capital ships to clouds of darkness, including the physical effects of Darkness, Illusion, or Light.

This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.

Back to top

Wreck

Apply overwhelming force through pure motion.

Kinesis can destroy objects, but its true strength is leverage and scale — moving what should not move. Kinetic wrecking does not favor any material. Instead of careful destruction, it excels at shoving, toppling, tearing free, dispersing, or crushing through sheer momentum.

Kinetic force is powerful but imprecise. It throws or pushes rather than delicately manipulates. These examples establish what is plausible at each tier; the exact scope is always determined by the fiction and the situation.

Kinesis can move or disrupt manifestations of other Forms, but cannot sustain, shape, or precisely control them without the relevant Form.

Impact Impulse

Telekinetic blow.

You strike with focused kinetic force, equivalent to a heavy sledgehammer. Noisy and leaves twisted, displaced material behind.

You can throw solid physical objects roughly the size of your head, including including solid living things and manifestations of Earth, Ice, and Metal. The thrown object is not accurate enough to hit a moving target, and inflicts less damage on what you throw than the same level of Wreck Kinesis used as a weapon.

Impact Inertia

Fine and Potent impact.

As Psychic Pummel, but with far greater force and momentum. Functions as a Fine and Potent sledgehammer in and out of combat. Noisy and leaves crushed or violently displaced remains.

You can throw a physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish as well as manifestations of Abyss, Fire, and Water.

Impact Inversion

Silent Impact.

As Impact Inertia, but the force is perfectly damped. Objects are crushed, ground apart, or reduced to dust without sound or shockwave.

You can push ephemeral materials weighing up to a ton, or up to a 10-meter cube of light matter, including manifestations of Barrier, Air, and Electricity.

Telekinetic Tremor

Massive force .

Apply massive force to structures or terrain. You unleash sustained kinetic force like a colossal pile-driver or shock press. Too slow to strike individuals, but devastating to fixed objects and construction.

You may:

  • Collapse walls or towers,
  • Rip anchored objects free,
  • Tip massive structures,
  • Spread the effect over an Area (p. 221).

At this scale, you can push massive objects and even physical manifestations of ideals, including the physical effects of Darkness, Illusion, or Light. This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.

Back to top