Difference between revisions of "Kinesis Powers (FiD)"

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{{FiD}}
 
 
{{FiD-Powers}}
 
{{FiD-Powers}}
The ability move things, including simple thoughts.
+
Kinesis is the power of movement made manifest as force.
Kinesis is raw energy manifesting as physical forces.
+
It is in many ways different from other Forms, particularly with Attune.
Some see kinesis as the purest kind of power.
 
Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.
 
  
You can combine kinetics with material powers in order to move those effects around quickly.  
+
Kinesis is the ability to push, pull, lift, redirect, and accelerate matter and energy without having a shape or substance of its own.
So if you know fire and kinesis, you can move flames.
+
Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.
  
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'''
 +
|-
 +
|valign=bottom | '''Dice'''
 +
|align="center" valign=bottom | —
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d
 +
|align="center" valign=bottom | Minimum 6d
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
+
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Psionic Perception'''       <br> Detect creatures and kinesis powers.
+
|valign="top"| '''[[#Telekinetic Throttle|Telekinetic Throttle]]''' <br> Arrest motion.
|valign="top"| '''Telekinetic Termination''' <br> End any power, interrupt physical movement.  
+
|valign="top"| '''[[#Telekinetic Termination|Telekinetic Termination]]''' <br> Sense and end kinetics.
|valign="top"| '''Telekinetic Tether'''       <br> Hinder large object movement.
+
|valign="top"| '''[[#Telekinetic Tether|Telekinetic Tether]]''' <br> Slow or redirect movement.
|valign="top"| '''Psychic Paralysis'''       <br> Dampen select movement in a large area.  
+
|valign="top"| '''[[#Telekinetic Torpor|Telekinetic Torpor]]''' <br> Dampen motion across a wide area.
 
|-
 
|-
|align="left" valign="top" | '''Command'''
+
|align="left" valign="top" | '''Command'''
|valign="top"| '''Vocal Vortex'''       <br> Amplify your voice.
+
|valign="top"| '''[[#Vortex Voice|Vortex Voice]]''' <br> Amplify your voice.
|valign="top"| '''Projected Presence''' <br> Sounds carry for miles.  
+
|valign="top"| '''[[#Vortex Vector|Vortex Vector]]''' <br> Sounds carry for miles.
|valign="top"| '''Psychic Puppetry'''   <br> Control like a puppet string.  
+
|valign="top"| '''[[#Vortex Violation|Vortex Violation]]''' <br> Kinetic puppetry.
|valign="top"| '''Telekinetic  Tyrant''' <br> Multiple Psychic Puppetry.
+
|valign="top"| '''[[#Vortex Verdict|Vortex Verdict]]''' <br> Multiple puppetry.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
+
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Telekinetic Tack''' <br> Kinetic body glue.  
+
|valign="top"| '''[[#Multiplicate Momentum|Multiplicate Momentum]]''' <br> Merge with group.
|valign="top"| '''Psychic Portage'''   <br> Load per category +1/+2/+3.
+
|valign="top"| '''[[#Multiplicate Magnitude|Multiplicate Magnitude]]''' <br> Assist allies.
|valign="top"| '''Kinetic Cargo'''     <br> Psychic Portage to an ally.
+
|valign="top"| '''[[#Multiplicate Merge|Multiplicate Merge]]''' <br> Merge with crew.
|valign="top"| '''Kinetic Coalition''' <br> Psychic Portage to a company.
+
|valign="top"| '''[[#Multiplicate Mastery|Multiplicate Mastery]]''' <br> Support crew.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
+
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Telekinetic Turbo'''   <br> Vehicle speed matches chase.
+
|valign="top"| '''[[#Telekinetic Tiller|Telekinetic Tiller]]''' <br> Telekinetically pilot a vehicle.
|valign="top"| '''Focused Force'''       <br> Fine and potent dueling attack.
+
|valign="top"| '''[[#Telekinetic Touché|Telekinetic Touché]]''' <br> Fine and potent dueling attack.
|valign="top"| '''Telekinetic Touch'''   <br> Fine telekinetic manipulation.
+
|valign="top"| '''[[#Telekinetic Trigger|Telekinetic Trigger]]''' <br> Precise Telekinesis.
|valign="top"| '''Telekinetic Travel''' <br> Crew can fly long distances.
+
|valign="top"| '''[[#Telekinetic Travel|Telekinetic Travel]]''' <br> Crew can fly long distances.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
+
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Mindful Monitor'''       <br> Track creatures who are using powers.
+
|valign="top"| '''[[#Mindful Monitor|Mindful Monitor]]''' <br> Track Powers.
|valign="top"| '''Telekinetic Targeting''' <br> Attack like a fine and potent rifle.
+
|valign="top"| '''[[#Mindful Missile|Mindful Missile]]''' <br> Telekinetic snipe.
|valign="top"| '''Controlled Chaos'''     <br> Kinetic chaos or move things around.
+
|valign="top"| '''[[#Mindful Mash|Mindful Mash]]''' <br> Kinetic chaos.
|valign="top"| '''Telekinetic Thunder'''   <br> Attack like a fine and potent grenade.
+
|valign="top"| '''[[#Mindful Meteor|Mindful Meteor]]''' <br> Kinetic area attack.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
+
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Telekinetic Grip''' <br> Stick to surfaces.  
+
|valign="top"| '''[[#Drift Dodger|Drift Dodger]]''' <br> Stick to surfaces.
|valign="top"| '''Psychic Stride'''   <br> Long jump.  
+
|valign="top"| '''[[#Drift Dive|Drift Dive]]''' <br> Long jump.
|valign="top"| '''Team Transport'''   <br> Crew Telekinetic Grip and Psychic Stride.
+
|valign="top"| '''[[#Drift Dance|Drift Dance]]''' <br> Crew Prowling.
|valign="top"| '''Legion Leap'''     <br> Company Telekinetic Grip and Psychic Stride.
+
|valign="top"| '''[[#Drift Dynamic|Drift Dynamic]]''' <br> Company Prowling.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
+
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Brawler Block''' <br> Block Harm from Kinesis.  
+
|valign="top"| '''[[#Brawler's Block|Brawler's Block]]''' <br> Parry incoming Harm.
|valign="top"| '''Brawler Bash'''   <br> Fine and potent kinetic melee attack.
+
|valign="top"| '''[[#Brawler's Bash|Brawler's Bash]]''' <br> Kinetic melee attack.
|valign="top"| '''Brawler Blitz''' <br> Distractions prevent scale.
+
|valign="top"| '''[[#Brawler's Blitz|Brawler's Blitz]]''' <br> Gain Scale.
|valign="top"| '''Brawler Battle''' <br> Kinetic strikes in directions.
+
|valign="top"| '''[[#Brawler's Band|Brawler's Band]]''' <br> Group Action.
 
|-
 
|-
|align="left" valign="top" | '''Study'''
+
|align="left" valign="top" | '''Study'''
|valign="top"| '''Architectural Analysis''' <br> Understand construction.  
+
|valign="top"| '''[[#Vector View|Vector View]]''' <br> Analyze static forces.
|valign="top"| '''Trajectory Tracking'''   <br> Calculate path of a moving object.
+
|valign="top"| '''[[#Vector Visualization|Vector Visualization]]''' <br> Calculate paths.
|valign="top"| '''Structural Sense'''       <br> Analysis shows hidden features.
+
|valign="top"| '''[[#Vector Valuation|Vector Valuation]]''' <br> Sense forces in structures.
|valign="top"| '''Complete Calculations''' <br> Analyze a huge volume.
+
|valign="top"| '''[[#Vector Vortex|Vector Vortex]]''' <br> Sense all forces.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
+
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Velocity Vision'''   <br> Sense kinetic powers and acceleration.
+
|valign="top"| '''[[#Field Focus|Field Focus]]''' <br> Sense forces.
|valign="top"| '''Detect Detail'''     <br> Feel, mass, speed, and acceleration.  
+
|valign="top"| '''[[#Field Filter|Field Filter]]''' <br> Analyze forces.
|valign="top"| '''Clairvoyance'''     <br> Sensor at a point you choose.
+
|valign="top"| '''[[#Field Form|Field Form]]''' <br> Sense over distance.
|valign="top"| '''Kinetic Knowledge''' <br> Detect Detail a large volume of space.
+
|valign="top"| '''[[#Field Fusion|Field Fusion]]''' <br> Scan at range.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
+
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Lip Language'''     <br> You can lip read perfectly.  
+
|valign="top"| '''[[#Resonant Reading|Resonant Reading]]''' <br> Read lips perfectly.
|valign="top"| '''Whisperer's Whim''' <br> Converse with any creature you can see.
+
|valign="top"| '''[[#Resonant Relay|Resonant Relay]]''' <br> Converse with a visible creature.
|valign="top"| '''Vocal Vision'''     <br> You can listen in on a conversation.
+
|valign="top"| '''[[#Resonant Resolution|Resonant Resolution]]''' <br> Listen without sound.
|valign="top"| '''Sound Sage'''       <br> Converse many creatures far away.
+
|valign="top"| '''[[#Resonant Reign|Resonant Reign]]''' <br> Converse with everyone.
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
+
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Guided Grip'''       <br> Telekinetically emulate tools.
+
|valign="top"| '''[[#Align Aperture|Align Aperture]]''' <br> Move small things.
|valign="top"| '''Artisan Ability'''   <br> Telekinetically emulate a workshop.  
+
|valign="top"| '''[[#Align Assembly|Align Assembly]]''' <br> Move a human mass.
|valign="top"| '''Kinetic Crafting'''   <br> Telekinetically emulate a machine shop.
+
|valign="top"| '''[[#Align Aggregate|Align Aggregate]]''' <br> Move vehicle.
|valign="top"| '''Psionic Production''' <br> Telekinetically emulate a factory.
+
|valign="top"| '''[[#Align Atlas|Align Atlas]]''' <br> Massive move.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
+
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Psychic Pummel'''     <br> Telekinetic hammer blow.
+
|valign="top"| '''[[#Impact Impulse|Impact Impulse]]''' <br> Telekinetic blow.
|valign="top"| '''Kinetic Crush'''     <br> Fine and potent telekinetic hammer.
+
|valign="top"| '''[[#Impact Inertia|Impact Inertia]]''' <br> Fine and Potent impact.
|valign="top"| '''Telekinetic Tremor''' <br> Kinetic piledriver.  
+
|valign="top"| '''[[#Impact Inversion|Impact Inversion]]''' <br> Silent Impact.
|valign="top"| '''Psionic Pulverize''' <br> Silently pulverize objects.  
+
|valign="top"| '''[[#Telekinetic Tremor|Telekinetic Tremor]]''' <br> Massive force.
 
|}
 
|}
  
== Expanded Kinetic Powers ==
+
== Expanded Kinetic Abilities ==
 
Kinesis powers are common with the [[Psi (FiD)|Psi Power Playbook]] and the powers are often described in psionic terms, but this is just a matter of wording.
 
Kinesis powers are common with the [[Psi (FiD)|Psi Power Playbook]] and the powers are often described in psionic terms, but this is just a matter of wording.
Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel effects of any power, not just Kinesis powers.
+
Telekinetic magic is common in fantasy games, less so in literature and myth.
 +
Technological kinesis is usually explained with artificial gravity and tractor/pressor beams.
 +
Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel abilities of any power, not just Kinesis powers.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
+
Harness the power of Attune to perceive and suppress motion and physical processes, allowing you to detect, dampen, and halt movement and other power abilities.
 +
 
 +
Position usually starts '''Controlled'''. 
 +
It becomes '''Risky''' when in a dangerous environment and when multiple things are in motion, and '''Desperate''' in highly chaotic environments where many forces interact at once.
 +
 
 +
==== Telekinetic Throttle ====
 +
Arrest motion.
 +
 
 +
You remove kinetic energy from a moving physical object, halting or suppressing motion.
 +
This allows you to arrest most projectiles.
 +
At higher power you can reduce the movement of creatures and later vehicles to a crawl.
 +
 
 +
Faster motion is reduced proportionally — 
 +
a sprint becomes a slow walk, 
 +
a racing vehicle slows to running speed.
 +
If you maintain concentration the object will gradually slow further and ultimately halt to hover in place.
 +
Arresting an object requires some concentration.
 +
You can halt a few slow objects without much effort, but many or large objects may cause you to lose Effect on other actions.
 +
When you release your hold on an object, it resumes its previous path.
 +
 
 +
You do not negate internal processes in the things you halt.
 +
As you slow motion, processes inside the moved mass actually last longer.
 +
This does not cause acceleration damage and does not cause fliers to stall
 +
Stopped machinery still functions.
 +
A halted Fire still burns. 
 +
Frozen Darkness still blocks light. 
 +
A slowed missile does not detonate at its usual time, a slowed [[Fire_Powers_(FiD)#Fireball|Fireball]] continues to burn.
 +
This often creates new hazards.
 +
 
 +
You can halt solid physical objects roughly the size of your head, including solid living things and manifestations of 
 +
[[Earth Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
 +
 
 +
At '''Advanced''' level, you can halt the movement of a viscous or cohesive physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish. This also includes manifestations of
 +
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
 +
 
 +
At '''Master''' level, you can halt the movement of ephemeral or force-like materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of 
 +
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
  
The position is controlled, possibly risky if there are a lot of other dangers around or desperate in a very chaotic situation.
+
At '''Apex''' level, you can arrest motion on massive scale, halting colossal objects or the physical expression of abstract forces. 
 +
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter, including the physical effects of
 +
[[Darkness Powers (FiD)|Darkness]], 
 +
[[Illusion Powers (FiD)|Illusion]], or
 +
[[Light Powers (FiD)|Light]].
  
'''Psionic Perception'''
+
==== Telekinetic Termination ====
Detect creatures and kinesis powers.
+
Sense and end kinetics.
  
You can sense kinesis powers and things that cause acceleration, such as moving creatures or vehicles.
+
You sense kinetic activity — movement, force, and acceleration — distinguishing things that move under power from inert matter.
The utility is to separate things that can move from inert stuff.
 
* Limited outcome suffices against something you can clearly see.
 
* Standard outcome senses something that is hidden.
 
* Can sense things behind walls.
 
Machines with moving parts can be sensed, but this requires an additional level of outcome.
 
  
'''Telekinetic Termination'''
+
You can end the operation of Kinesis powers and other Forms used to control movement. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
End any power, interrupt physical movement.
 
  
You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
+
==== Telekinetic Tether ====
 +
Slow or redirect movement.
  
You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale.
+
This allows you to redirect, arc, or harmlessly bleed off movement speed.
This allows you to stop kinetic weapons of all kinds and to slow the movement of more solid things, such as a person or personal vehicle, reducing their speed to a crawl.
+
You can slow or stop the target or make the target move in an arc as if it was attached to you by an unbreakable cord and then release it in a new direction.  
Faster movement is more heavily reduced, this turns a run into a slow walk, but brakes a racing car to the speed of a running man.  
+
Unlike Kinetic Throttle, all changes remain after you release Telekinetic Tether.
This speed loss will not cause acceleration damage or trouble for a vehicle has a minimum safe speed, like bird or a winged aircraft
 
  
Kinetics is strong in that it can dispel the effects of any power.  
+
The size and type of things you can manipulate are the same as Kinetic Throttle, and you can use this on something you release from Kinetic Throttle to control how it resumes its movement. This often has a better Position than immediately using Telekinetic Tether on an object when it is in motion.
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
 
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
+
==== Telekinetic Torpor ====
 +
Dampen motion across a wide area.
  
'''Telekinetic Tether'''
+
You suppress fast movement throughout a large area for the duration of a score.
Hinder large object movement.
 
  
Telekinetic Termination on a greater scale.
+
Within the affected area:
You can hinder the movement of large vehicles like busses or trucks.
+
* rapid motion becomes slow and labored,
 +
* impacts lose force,
 +
* and even massive objects (such as ships) can be hindered.
  
'''Psychic Paralysis'''
+
You may exclude a small number of creatures or objects from the effect. 
Dampen select movement in a large area.
+
Everything else in the area is affected uniformly.
 +
You need to concentrate on this power, reducing your Effect on other Actions.
  
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You can exclude a small group from this effect, but otherwise everything and everyone in the area is slowed.
 
  
=== Command ===  
+
=== Command ===
Instead you use physical forces to amplify your voice and later use telekinesis to control the bodies of creatures.
+
Kinetic Command is not a set of mental powers.
Kinetic command effect are not mental powers.
+
Instead, you use physical force to amplify your voice and, at higher levels, telekinesis to control the bodies of creatures.
  
'''Vocal Vortex'''
+
==== Vortex Voice ====
 
Amplify your voice.
 
Amplify your voice.
  
You can amplify your voice to be heard across a wide area, like an arena.  
+
You can amplify your voice to be heard across a wide area, such as an arena.
This improves effect by reaching more listeners.
+
Can reach many listeners.
  
'''Projected Presence'''
+
==== Vortex Vector ====
 
Sounds carry for miles.
 
Sounds carry for miles.
  
Sounds can be carried for miles.  
+
You can make sounds carry for miles.
You are not actually making loud sounds, it is your kinetic powers that carry the sound to distant places.  
+
This is not actually producing extreme volume; your kinetic power carries sound to distant locations.
It is not deafening close by, and you can have the sound carry to some places and not others.
+
It is not deafening, and you can choose where the sound carries and where it does not.
It need not be you making the sounds, you can pick up sounds and may choose to project them.
+
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.
  
'''Psychic Puppetry'''
+
'''Limited Outcome''' can control a bystander. 
Control like a puppet string.
+
'''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.
  
Telekinetically manipulate a target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
+
==== Vortex Verdict ====
This is physical control resisted by Prowess, not a mental power.
+
Multiple puppetry.
The precision is not 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.
 
All actions use your Command action minus 2 dice.
 
  
'''Telekinetic Tyrant'''
+
You can apply Kinetic Puppetry to multiple creatures at once without requiring higher Outcome.
Multiple Psychic Puppetry.
+
All targets must either remain still, perform similar movements, or contribute to the same task.
  
You can use Psychic Puppetry on multiple creatures at once.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You can control many creatures at once, without demanding greater effect.
 
All targets perform similar movements or contribute to the same task.
 
  
 
=== 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.
+
==== Multiplicate Momentum ====
 +
Merge with group.
  
'''Telekinetic Tack'''
+
When you participate in a Group Action you can roll Consort instead of the Action others use.
Kinetic body glue.
 
  
This allows you to attach things to yourself like glue but with no residue once it ends.
+
==== Multiplicate Magnitude====
You use existing things and turn them into clothes and accessories, fast and beyond what could be done with simple glue.
+
Assist allies.
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'''
+
When a member of your crew rolls for an Action, you can use this ability to Assist without the usual Stress cost.
Load per category +1/+2/+3.
+
Instead you risk the chance of a Stress cost for this ability.
  
This increases the item capacity of a light load by +1, medium load +2, and heavy load +3.
+
==== Multiplicate Merge ====
You can only apply this once per score, and lasts for the entire score.
+
Merge with crew.
  
'''Kinetic Cargo'''
+
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.
Psychic Portage to an ally.
+
You still risk the chance of Stress cost for this ability.
  
You can apply Psychic Portage to an ally.
+
==== Multiplicate Mastery ====
 +
Support crew.
  
'''Kinetic Coalition'''
+
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.
Psychic Portage to a company.
+
You can only Assist each ally once.
 +
You still risk the chance of Stress cost for this ability.
  
This allows a company to use Psychic Portage.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The maximum number of people is (tier^2 +1) x 10 people.
 
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your kinesis, manipulating and attacking with precision.
+
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.  
  
'''Telekinetic Turbo'''
+
The Outcome determines in what kind of situation you can take control.
Vehicle speed matches chase.
+
* '''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.
  
A vehicle of mount you ride can always take part in a chase, even if it would normally be too slow.  
+
This ability can be used at different scales.
To fly or swim you must still have an appropriate ride.
+
* '''Basic''': This works on vehicles up to ten tons, such as personal transport and medium trucks.
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.
+
* '''Advanced''': This can control vehicles up to 100 tons (big trucks, small ships).
You can aid allies as an advanced power.
+
* '''Master''' can control up to 10,000 tons (corvettes, trains).
 +
* '''Apex''' can control up to 1,000,000 tons (capital ships, small megastructures).
  
'''Focused Force'''
+
==== Telekinetic Touché ====
 
Fine and potent dueling attack.
 
Fine and potent dueling attack.
  
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.
+
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, fine and potent finesse weapon is just as effective.
+
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.
Fine telekinetic manipulation.
+
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.
  
You can do small exact telekinesis at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.
+
Make a telekinetic nudge, moving a small object or triggering a button or lever. {{ Include Finesse Master }}
This works much like an invisible hand that can do delicate manipulation.
 
You can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range.
 
This can substitute for simple Tinker actions, but nothing complicated.
 
  
'''Telekinetic Travel'''
+
==== Telekinetic Travel ====
 
Crew can fly long distances.
 
Crew can fly long distances.
  
You, your crew, mounts, and vehicles can fly over long distances.
+
You, your crew, mounts, and vehicles can fly very fast over long distances inside an envelope of air you control.
This is very fast, limited mainly by weather and air friction.
+
A vehicle you use for this need not be capable of flight.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
 
Track, attack, and unleash devastating kinetic barrages.
 
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 ====
Track creatures who are using powers.
+
Track Powers.
  
You can track anyone actively using any power.
+
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 gets fainter as time passes.
+
Once the track is laid down, it remains even if the use of the power ends, but the track fades as time passes.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
  
'''Telekinetic Targeting'''
+
==== Mindful Missile ====
Attack like a fine and potent rifle.
+
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.
  
You can use kinesis to attack, similar in effect to a fine and potent rifle.
+
==== Mindful Mash ====
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
+
Kinetic chaos.
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Controlled Chaos'''
+
You control the movement of multiple small objects, quickly building a simple shelter, creating confusion, or blocking sight.
Kinetic chaos or move things around.
+
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 cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
+
==== Mindful Meteor  ====
You can cause multiple small objects to move simultaneously, creating confusion or blocking sightlines.
+
Kinetic area attack.
This could involve flinging books off shelves, scattering coins across the floor, or causing curtains to billow wildly.
 
You can also assemble or disassemble simple structures using available materials, such as barricading a door, setting up an impromptu barricade, or rigging a simple contraption. 
 
  
'''Telekinetic Thunder'''
+
Attack like a Fine and Potent grenade.
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.
  
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 ====
 
Stick to surfaces.
 
Stick to surfaces.
  
You can climb and hide under ceilings where people rarely look and take no damage from falls.
+
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 look.
+
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 ====
 
Long jump.
 
Long jump.
  
At any tier, this gives additional jump control, allowing you to change your direction mid-air.
+
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.
Jumps 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.
  
'''Team Transport'''
+
You and your Crew use Telekinetic Grip and Psychic Stride.
Crew Telekinetic Grip and Psychic Stride.
+
This is often used in a Group Action.
 +
Allies still use their own Prowl Action.
  
You can help allies to use Telekinetic Grip and Psychic Stride.
+
==== Drift Dynamic====
Allies still use their own Prowl action.
+
Company Prowling.
  
'''Legion Leap'''
+
You and your allies can use Telekinetic Grip and Psychic Stride.
Company 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.
  
You can help a company to use Telekinetic Grip and Psychic Stride.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The maximum number of people is (tier^2 +1) x 10 people.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Duel 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.
 +
 
 +
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.
  
'''Brawler Block'''
+
Parrying does not make the situation safe.
Block Harm from Kinesis.
+
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 
  
Absorb Kinesis energies, including Kinesis powers and damage from physical impact, including falls and crashes.
+
'''Advanced Effect:''' You can parry Harm from
You automatically absorb falls an collisions an ordinary creature could survive.
+
[[Abyss Powers (FiD)|Abyss]],
Roll Skirmish when subject to more serious harm from such energies.
+
[[Fire Powers (FiD)|Fire]], and 
This is your inherent resistance, it does not require any activity on your part.
+
[[Water Powers (FiD)|Water]].
Reduce the level of harm inflicted based on the level of success.
 
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
 
  
'''Brawler Bash'''
+
'''Master Effect:''' You can parry Harm from 
Fine and potent kinetic melee attack.
+
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and
 +
[[Electricity Powers (FiD)|Electricity]].
  
Make a fine and potent short-range kinetic attack, similar to a pistol or melee weapon in effect.
+
'''Apex Effect:''' You can parry Harm from 
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.
+
[[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 ====
Distractions prevent scale.
+
Gain scale.
  
Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
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.
  
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.
 
  
'''Brawler Battle'''
+
Enable a Group Action concerning movement, force, physical positioning, or overcoming extreme conditions. {{ : Apex Skirmish Include (FiD) }}
Kinetic strikes in directions.
 
  
Kinetic strikes out in all directions, attacking all enemies in a wide area.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
 
  
 
=== Study ===
 
=== Study ===
Analyze movement and acceleration.
+
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.
  
'''Architectural Analysis'''
+
Infer systemic strain and force distribution.
Understand construction.
+
You perceive how forces move through a large structure or complex, sensing load paths, tension, compression, and imbalance.
  
You understand static forces and the location of construction features.
+
This reveals areas of interest rather than specific features — regions where force behaves unexpectedly.
You can analyze construction you are touching and analyze static forces.
+
From this, you can infer where major passages exist and where hidden spaces, supports, or modifications are likely, without identifying their exact shape or purpose.
This tells you which walls are thick and which are thin, and reveals hidden doors and rooms.
 
If the construction is still and unperturbed this is difficult, standard effect will only reach a few meters while great effect can reach 10 meters or so.
 
If there are alot of vibrations, like explosions or an earthquake, this becomes easier, effectively increasing your effect.
 
Position starts out controlled when nothing else happens, but rises as soon as those explosions go off.  
 
  
'''Trajectory Tracking'''
+
Structural Sense works best at scale and does not require line-of-sight. 
Calculate path of a moving object.
+
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.
  
You can calculate the path of a moving object forward and back to its origin.
+
Greater Effect increases scope and clarity — wider coverage, stronger patterns, and more reliable inferences.
This is literally rocket science and very useful for space travel and billiards, but less useful for everyday adventuring.
 
It does allow you to intuitively understand how and when to move from one moving platform to another and predict if a missile or torpedo will hit.
 
This knowledge reaches at least an hour back and forward in time and in predictable cases like space and ocean travel, days or month.
 
Of course, movement in the past is absolute, while the future is unpredictable.
 
  
'''Structural Sense'''
+
==== Vector Vortex ====
Analysis shows hidden features.
+
Sense all forces.
  
You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
+
Analyze force and motion across a vast system withing an Area (p. 221).
You create an image in your mind of what you can see, and from that you can extrapolate what you cannot see.
+
You combine Vector Visualization and Vector Valuation across a large number of objects simultaneously.
This allows you to find rooms and passageways you cannot see.
+
This can Set Up a large number of actions simultaneously.
Finding big things is easier, small details are hard, you can find things to a depth of about twice the dimensions of the thing you detect.
 
So a 10 meter chamber can be sensed through 20 meters of ground with standard effect.
 
With great effect you double this distance.
 
  
Position depends on the situation.
+
This allows you to:
A typical risky position would be a ruin that could collapse or when there are some enemies around.
+
* Coordinate traffic or movement over a wide area,
Typical consequences are to miss certain information, lose the opportunity to try again, or suffer some effect from your surroundings.
+
* 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.
Analyze a huge volume.
 
  
You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This allows you to be your own traffic coordinator over a wide area or make a mental blueprint of a complex installation.
 
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 ===
Perceive movement and acceleration to gain valuable information and insight.
+
Perceive movement and acceleration to gain valuable information and insight.  
With line of sight limited effect suffices, around corners or into smoke and other concealment standard effect will do, and through walls requires great effect.
+
The outcome you need depends on the target's concealment.
 +
* '''Limited Outcome''' finds those hiding behind cover and in far places you can only barely see.
 +
* '''Standard Outcome''' can look behind walls and into hard cover.
 +
* '''Great Outcome''' can look into far-away places and spots you had no idea existed.
  
Consequences are generally just a failure to spot something, but in a dangerous environment this can be a serious matter.
+
Consequences are generally just a failure to spot something.
 +
Your vision may focus on something similar to what you wanted, revealing wildly different things, or you might be distracted making you fall for all kinds of dangers.
  
'''Velocity Vision'''
+
==== Field Focus ====
Sense kinetic powers and acceleration.
+
Sense forces.
  
You can sense kinetic powers and things that accelerate.
+
You can sense kinetic powers and anything that accelerates.
This allows you to detect moving things, especially when they change speed and direction.
+
This allows you to detect moving things when they change speed or direction.
  
'''Detect Detail'''
+
==== Field Filter ====
Feel, mass, speed, and acceleration.
+
Analyze forces.
  
You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
+
Sense mass, speed, and acceleration.
This is a superior sort of echolocation and similar to 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 ====
Sensor at 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.
 +
 
 +
==== Field Fusion ====
 +
Scan at range.
  
'''Kinetic Knowledge'''
+
You gain the information Field Function gives, but for all objects in Range (p. 221).
Detect Detail a large volume of space.
+
This builds a composite image that becomes more and more complete the longer you concentrate.
 +
Paths where many things move quickly become clear, dusty passages remain obscure.
 +
This covers an open square, large building, ruin, ship, fortress, temple, or other large complex.
 +
It is very hard to hide from this ability unless you stand still.
  
You gain the information Detect Detail gives, but for all objects in a large volume of space.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
What you can cover depends on the number of items to be tracked, not on the volume.
 
It is as hard to track 10 thousand cars in a city as 10 thousand ships on an ocean or 10 thousand objects in an enormous volume of space.
 
  
 
=== Sway ===
 
=== Sway ===
Kinetic Sway does not have the usual suite of mental powers, instead working with actual physical sound.
+
Kinetic Sway does not rely on mental influence.
 +
Instead, it manipulates sound through physical control of vibration and motion.
 +
 
 +
==== Resonant Reading ====
 +
Read lips perfectly.
  
'''Lip Language'''
+
As long as you can see a speaker’s lips and understand the language, you hear and understand what is being said.
You can lip read perfectly.
+
This works even if you are deafened.
  
As long as you can see the speaker's lip and understand the language, you will "hear" what is said.
+
==== Resonant Relay ====
 +
Converse with a visible creature.
  
'''Whisperer's Whim'''
+
You can project your voice to, and listen to, any creature you can see.
Converse with 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.
  
You can project your voice and listen to any creature you can see, allowing conversation.
+
==== Resonant Resolution ====
This is not telepathy, this is the projection of sound.
+
Listen without sound.
You can induce vibrations that create sound, allowing you to cast your voice through any hard object.
 
  
'''Vocal Vision'''
+
You no longer need to lip-read to hear a distant conversation.
You can listen in on a conversation.
+
You perceive sound-induced vibrations in objects near a speaker.
  
Now you no longer need to lip read, you can read the sound-induced vibrations in objects near the speakers.
+
You can listen to and enter a conversation as long as you can see a nearby object.
You can listen in on a conversation as long as you see the talkers or a nearby object.  
+
Rigid materials such as glass and metal conduct vibrations best.
Rigid objects like glass and metal are best conductors.
 
  
'''Sound Sage'''
+
==== Resonant Reign ====
Converse many creatures far away.
+
Converse with everyone.
  
You can project your voice and listen to any creature you know in the same region, allowing distant conversation with multiple creatures in different locations.
+
Converse with many creatures at once over great distances.
You don't need to see targets.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Kinetic Tinkering mainly substitutes for tools.
+
Manipulate and move physical phenomena. 
The position depends on how quiet your workplace is and how much time you have to work with.
+
This must affect a separate object or group of objects.
The effect determines the effectiveness of your construction, but also how long it will last.
+
 
 +
Tinker Kinesis does not break things or deal damage; movement is slow, careful, and deliberate. 
 +
It can precisely align, rotate, and position objects, but this requires concentration.
 +
 
 +
You can use Kinesis to operate tools, but purpose-made tools are usually better.
 +
 
 +
Each ability represents a higher tier of scale and adaptability, not speed or violence.
 +
 
 +
==== Align Aperture ====
 +
Move small things.
 +
 
 +
You can move solid physical objects roughly the size of your head, including solid living things and manifestations of 
 +
[[Earth Powers (FiD)|Earth]],
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
  
'''Guided Grip'''
+
==== Align Assembly ====
Telekinetically emulate tools.
+
Move a human mass.
  
You can telekinetically manipulate an object as if by hand or with handheld tools.
+
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 Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
  
'''Artisan Ability'''
+
==== Align Aggregate ====
Telekinetically emulate a workshop.
+
Move vehicle.
  
You can form any kind of object about as efficiently as a workshop.
+
Move objects on the scale of a personal vehicle.
This allows you to make fine items if you have the materials.
+
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]].
  
'''Kinetic Crafting'''
+
==== Align Atlas ====
Telekinetically emulate a machine shop.
+
Massive move.
  
You can telekinetically work objects like a machine shop.
+
Move massive and abstract things.
This allows you to make potent items.
+
You can move enormous objects and even physical manifestations of ideals, from capital ships to clouds of darkness, including the physical effects of 
 +
[[Darkness Powers (FiD)|Darkness]], 
 +
[[Illusion Powers (FiD)|Illusion]], or 
 +
[[Light Powers (FiD)|Light]].
  
'''Psionic Production'''
+
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.
Telekinetically emulate a factory.
 
  
Mass produce objects, even a set of different objects. You can also make something large, such as a building or large vehicle.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
Kinetic wrecking is versatile but has no special affinity for any material.
+
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.
  
'''Psychic Pummel'''
+
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.
 
Telekinetic blow.
  
Works much like a sledgehammer.
+
You strike with focused kinetic force, equivalent to a heavy sledgehammer.
Noisy and leaves a twisted object in place.
+
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]].
 +
 
 +
==== 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.
  
'''Kinetic Crush'''
+
You can push ephemeral materials weighing up to a ton, or up to a 10-meter cube of light matter, including manifestations of 
Fine and potent telekinetic hammer.
+
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and
 +
[[Electricity Powers (FiD)|Electricity]].
  
Works as a fine potent sledgehammer in and out of combat.
+
==== Telekinetic Tremor ====
Noisy and leaves a twisted object in place.
+
Massive force .
  
'''Telekinetic Tremor'''
+
Apply massive force to structures or terrain.
Kinetic piledriver.
+
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 strike with the force of a piledriver.
+
You may:
Too slow to hit people, but can do great damage to construction.
+
* Collapse walls or towers,
Noisy and leaves a twisted object in place.
+
* Rip anchored objects free,
 +
* Tip massive structures,
 +
* Spread the effect over an Area (p. 221).
  
'''Psionic Pulverize'''
+
At this scale, you can push massive objects and even physical manifestations of ideals, including the physical effects of 
Silently pulverize objects.
+
[[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.
  
Telekinetic Tremor, but silent and leaves only dust.
+
<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.

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Attune

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

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

Telekinetic Throttle

Arrest motion.

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

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

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

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

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

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

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

Telekinetic Termination

Sense and end kinetics.

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

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

Forcing a spirit to materialize 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.

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Command

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

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.

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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.

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Finesse

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

Telekinetic Tiller

Telekinetically pilot a vehicle.

You use telekinesis to control a functioning vehicle, overriding locks and normal 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.

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Hunt

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

Mindful Monitor

Track 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.

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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.

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Skirmish

Duel and create chaos through raw kinetic force.

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

Brawler'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.

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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.

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Survey

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

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

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

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.

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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.

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Tinker

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

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

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

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

Align Aperture

Move small things.

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

Align 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.

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Wreck

Apply overwhelming force through pure motion.

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

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

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

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.

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