Difference between revisions of "Kinesis Powers (FiD)"

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{{FiD}}
 
 
{{FiD-Powers}}
 
{{FiD-Powers}}
{{tocright}}
 
 
Kinesis is the power of movement made manifest as force.
 
Kinesis is the power of movement made manifest as force.
It is the ability to push, pull, lift, redirect, and accelerate matter and energy without shape or substance of its own.
+
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_Powers_(FiD)|Barrier]], which creates structure and resistance, Kinesis is formless and transient.
 
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.
 
It does not create objects or walls; it applies force.
 
There are no kinetic creatures — Kinesis acts on what already exists.
 
There are no kinetic creatures — Kinesis acts on what already exists.
 
Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.
 
  
 
Kinetic attacks are physical and real.
 
Kinetic attacks are physical and real.
Line 16: Line 15:
  
 
Kinesis excels at repositioning — flinging enemies aside, disarming them, or turning their own motion against them.
 
Kinesis excels at repositioning — flinging enemies aside, disarming them, or turning their own motion against them.
It can even more manifestations of other Forms around.
+
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.
 
Such attacks are disruptive and controlling rather than lethal; they create openings, chaos, and advantage more often than direct harm.
  
== Kinetic Power Abilities ==
+
== Kinetic Abilities ==
 
{| class="wikitable"
 
{| class="wikitable"
 
|valign=bottom | '''Action'''
 
|valign=bottom | '''Action'''
Line 40: Line 39:
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''
 
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Telekinetic Throttle'''   <br> Arrest motion.
+
|valign="top"| '''[[#Telekinetic Throttle|Telekinetic Throttle]]''' <br> Arrest motion.
|valign="top"| '''Telekinetic Termination''' <br> Sense and end kinetics.
+
|valign="top"| '''[[#Telekinetic Termination|Telekinetic Termination]]''' <br> Sense and end kinetics.
|valign="top"| '''Telekinetic Tether'''     <br> Slow or redirect movement.
+
|valign="top"| '''[[#Telekinetic Tether|Telekinetic Tether]]''' <br> Slow or redirect movement.
|valign="top"| '''Telekinetic Torpor'''     <br> Dampen motion across a wide 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"| '''Kinetic Puppetry'''   <br> Control like a puppet on strings.
+
|valign="top"| '''[[#Vortex Violation|Vortex Violation]]''' <br> Kinetic puppetry.
|valign="top"| '''Telekinetic Tyrant''' <br> Multiple Kinetic 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 Tiller''' <br> Telekinetically pilot a vehicle.
+
|valign="top"| '''[[#Telekinetic Tiller|Telekinetic Tiller]]''' <br> Telekinetically pilot a vehicle.
|valign="top"| '''Telekinetic Touché''' <br> Fine and Potent dueling attack.
+
|valign="top"| '''[[#Telekinetic Touché|Telekinetic Touché]]''' <br> Fine and potent dueling attack.
|valign="top"| '''Telekinetic Turbo''' <br> Vehicle speed matches chase.
+
|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> Parry incoming Harm.
+
|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> Disrupt enemies and deny scale.
+
|valign="top"| '''[[#Brawler's Blitz|Brawler's Blitz]]''' <br> Gain Scale.
|valign="top"| '''Brawler Battle''' <br> Kinetic strikes in all 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 and load-bearing forces.
+
|valign="top"| '''[[#Vector View|Vector View]]''' <br> Analyze static forces.
|valign="top"| '''Trajectory Tracking''' <br> Calculate paths of moving objects.
+
|valign="top"| '''[[#Vector Visualization|Vector Visualization]]''' <br> Calculate paths.
|valign="top"| '''Structural Sense''' <br> Infer systemic strain and force distribution.
+
|valign="top"| '''[[#Vector Valuation|Vector Valuation]]''' <br> Sense forces in structures.
|valign="top"| '''Complete Calculations''' <br> Analyze force and motion across a vast system.
+
|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"| '''Clairvoyance''' <br> Sensor at a point you choose.
+
|valign="top"| '''[[#Field Filter|Field Filter]]''' <br> Analyze forces.
|valign="top"| '''Detect Detail''' <br> Sense mass, speed, and acceleration.
+
|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> Read lips perfectly.
+
|valign="top"| '''[[#Resonant Reading|Resonant Reading]]''' <br> Read lips perfectly.
|valign="top"| '''Whisperer’s Whim''' <br> Converse with a visible creature.
+
|valign="top"| '''[[#Resonant Relay|Resonant Relay]]''' <br> Converse with a visible creature.
|valign="top"| '''Vocal Vision''' <br> Listen in without line of sound.
+
|valign="top"| '''[[#Resonant Resolution|Resonant Resolution]]''' <br> Listen without sound.
|valign="top"| '''Sound Sage''' <br> Converse with many creatures at great distance.
+
|valign="top"| '''[[#Resonant Reign|Resonant Reign]]''' <br> Converse with everyone.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''
 
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Align Aperture''' <br> Move small things.
+
|valign="top"| '''[[#Align Aperture|Align Aperture]]''' <br> Move small things.
|valign="top"| '''Align Aggregate''' <br> Move a human-scale mass.
+
|valign="top"| '''[[#Align Assembly|Align Assembly]]''' <br> Move a human mass.
|valign="top"| '''Align Assembly''' <br> Move objects on the scale of a personal vehicle.
+
|valign="top"| '''[[#Align Aggregate|Align Aggregate]]''' <br> Move vehicle.
|valign="top"| '''Align Atlas''' <br> Move massive and abstract things.
+
|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 blow.
+
|valign="top"| '''[[#Impact Impulse|Impact Impulse]]''' <br> Telekinetic blow.
|valign="top"| '''Kinetic Crush''' <br> Fine and Potent telekinetic impact.
+
|valign="top"| '''[[#Impact Inertia|Impact Inertia]]''' <br> Fine and Potent impact.
|valign="top"| '''Psionic Pulverize''' <br> Silent kinetic destruction.
+
|valign="top"| '''[[#Impact Inversion|Impact Inversion]]''' <br> Silent Impact.
|valign="top"| '''Telekinetic Tremor''' <br> Apply massive force to structures or terrain.
+
|valign="top"| '''[[#Telekinetic Tremor|Telekinetic Tremor]]''' <br> Massive force.
 
|}
 
|}
  
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Instead, you use physical force to amplify your voice and, at higher levels, telekinesis to control the bodies of creatures.
 
Instead, you use physical force to amplify your voice and, at higher levels, telekinesis to control the bodies of creatures.
  
==== Vocal Vortex ====
+
==== Vortex Voice ====
 
Amplify your voice.
 
Amplify your voice.
  
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Can reach many listeners.
 
Can reach many listeners.
  
==== Projected Presence ====
+
==== Vortex Vector ====
 
Sounds carry for miles.
 
Sounds carry for miles.
  
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The sound need not originate from you, you can project picked-up or fabricated sounds .
 
The sound need not originate from you, you can project picked-up or fabricated sounds .
  
==== Kinetic Puppetry ====
+
==== Vortex Violation ====
Control like a puppet on strings.
+
Kinetic puppetry.
  
 
You telekinetically manipulate a target’s body like a puppet on strings.
 
You telekinetically manipulate a target’s body like a puppet on strings.
Line 239: Line 238:
 
This always places the action in a '''Desperate''' Position, never grants sustained control, and only affects physical action, not intent or belief.
 
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 ====
Multiple Kinetic Puppetry.
+
Multiple puppetry.
  
 
You can apply Kinetic Puppetry to multiple creatures at once without requiring higher Outcome.
 
You can apply Kinetic Puppetry to multiple creatures at once without requiring higher Outcome.
Line 248: Line 247:
  
 
=== 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 ====
Kinetic body glue.
+
Merge with group.
  
This allows you to attach things to yourself like glue but with no residue once it ends.
+
When you participate in a Group Action you can roll Consort instead of the Action others use.
You use existing things and turn them into clothes and accessories faster than using glue.
 
This is faster and about as effective as a professional disguise.
 
  
You can use this on your entire Crew as an Advanced ability.
+
==== Multiplicate Magnitude====
 +
Assist allies.
  
==== 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 keep things in position kinetically and lighten the carried weight.
+
Merge with crew.
You can only apply this once per score, and it lasts for the entire score.
 
  
==== 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.
 
The maximum number of people increases with tier, see scale, p 221.
 
  
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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Telekinetically pilot a vehicle.
 
Telekinetically pilot a vehicle.
  
You use telekinesis to control a functioning vehicle, overriding locks and normal commands.
+
You use telekinesis to control a functioning vehicle, overriding locks and normal control mechanisms.
This works on vehicles up to ten tons, such as personal transport and medium trucks.
 
 
You do not change how the vehicle works, you control what is already there.  
 
You do not change how the vehicle works, you control what is already there.  
This is harder if someone else is trying to pilot the same vehicle or if you cannot see out, and controlling a vehicle at range is harder and requires a power one level more advanced: Basic -> Advanced -> Master -> Apex.
 
  
As an '''Advanced''' Outcome, this can control vehicles up to 100 tons (big trucks, small ships), '''Master''' can control up to 10,000 tons (corvettes, trains), '''Apex''' can control up to 1,000,000 tons (capital ships, small megastructures).
+
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 ====
 
==== Telekinetic Touché ====
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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.  
 
You can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range.  
  
==== Telekinetic Turbo ====
+
==== Telekinetic Trigger ====
Vehicle speed matches chase.
+
Precise telekinesis.
  
Personal vehicle and mounts you and your Crew ride can always take part in a chase, even if it would normally be too slow.
+
Make a telekinetic nudge, moving a small object or triggering a button or lever. {{ Include Finesse Master }}
To fly or swim you still need an appropriate ride.
 
Unlike other Finesse powers, this does not allow you to take command of a vehicle or mount, it improves the performance of a ride you could ordinarily use.
 
This does not work outside a chase.
 
  
 
==== Telekinetic Travel ====
 
==== Telekinetic Travel ====
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You, your crew, mounts, and vehicles can fly very fast over long distances inside an envelope of air you control.
 
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.
  
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Line 326: Line 326:
  
 
==== 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.
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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.
+
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.
 
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.
  
==== Controlled Chaos ====
+
==== Mindful Mash ====
Kinetic chaos or move things around.
+
Kinetic chaos.
  
 
You control the movement of multiple small objects, quickly building a simple shelter, creating confusion, or blocking sight.  
 
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.
 
This can involve flinging books off shelves, scattering coins across a floor, or causing curtains to billow wildly.
You can also assemble or disassemble simple structures using available materials, such as barricading a door, setting up an impromptu barricade, or rigging a very simple contraption.
+
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.
  
==== 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.  
An escalation of Telekinetic Targeting, 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.
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
 
Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
 
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.
  
Line 358: Line 359:
 
Sneak, move, and jump with the stealth and agility granted by Kinesis.
 
Sneak, move, and jump with the stealth and agility granted by Kinesis.
  
==== Telekinetic Grip ====
+
==== Drift Dodger ====
 
Stick to surfaces.
 
Stick to surfaces.
  
Line 366: Line 367:
 
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.
  
 
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 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 have jump control at any Tier, allowing you to change direction mid-air.
You can reduce your speed when falling to land safely.
+
You can reduce your speed when falling to land safely from any height.
  
==== Team Transport ====
+
==== Drift Dance ====
Crew Telekinetic Grip and Psychic Stride.
+
Crew Prowling.
  
You can help allies use Telekinetic Grip and Psychic Stride.
+
You and your Crew use Telekinetic Grip and Psychic Stride.
This is often used as a Group Action.
+
This is often used in a Group Action.
 
Allies still use their own Prowl Action.
 
Allies still use their own Prowl Action.
  
==== Legion Leap ====
+
==== Drift Dynamic====
Company Telekinetic Grip and Psychic Stride.
+
Company Prowling.
  
Your allies can use Telekinetic Grip and Psychic Stride.
+
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).
 
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.
 
If you move along with NPCs, you roll Prowl and the NPCs move with you without any additional rolls.
Line 395: Line 396:
 
It excels in close, violent engagements where force and stamina decide the outcome.
 
It excels in close, violent engagements where force and stamina decide the outcome.
  
==== Brawler Block ====
+
==== Brawler's Block ====
 
Parry incoming Harm.
 
Parry incoming Harm.
  
Line 403: Line 404:
 
[[Earth Powers (FiD)|Earth]],   
 
[[Earth Powers (FiD)|Earth]],   
 
[[Ice Powers (FiD)|Ice]], and   
 
[[Ice Powers (FiD)|Ice]], and   
[[Metal Powers (FiD)|Metal]].
+
[[Metal Powers (FiD)|Metal]] abilities.
 
 
Effect starts at '''Limited'''.
 
  
* '''Limited Outcome''' reduces the Harm to '''Level 1'''.
+
Outcome determines if you can redirect the energy or just block it.
* '''Standard Outcome''' negates the Harm.
+
* '''Limited Outcome''' Block the Harm
* '''Great Outcome''' redirects the Harm to a different target or location, as justified by the fiction.
+
* '''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.
+
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:
 
Position is set by the incoming Harm:
 
* '''Level 1 Harm''' — Controlled   
 
* '''Level 1 Harm''' — Controlled   
* '''Level 2 Harm''' — Risky  
+
* '''Level 2 Harm''' — Controlled  
* '''Level 3 Harm''' — Desperate  
+
* '''Level 3 Harm''' — Risky  
 
+
* '''Level 4 Harm''' — Desperate 
With a '''Limited Outcome''', Harm still gets through '''in addition to''' the Consequence.
 
  
 
'''Advanced Effect:''' You can parry Harm from   
 
'''Advanced Effect:''' You can parry Harm from   
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'''Apex Effect:''' You can parry Harm from   
 
'''Apex Effect:''' You can parry Harm from   
 
[[Darkness Powers (FiD)|Darkness]],   
 
[[Darkness Powers (FiD)|Darkness]],   
[[Illusion Powers (FiD)|Illusion]], and   
+
[[Illusion Powers (FiD)|Illusion]],
 +
[[Mind Powers (FiD)|Mind]], and   
 
[[Light Powers (FiD)|Light]].
 
[[Light Powers (FiD)|Light]].
  
==== Brawler Bash ====
+
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.
Fine and Potent kinetic melee attack.
 
  
You deliver a short-range kinetic strike with the force of a heavy impact. 
+
==== Brawler's Bash ====
This functions as a '''Fine''' and '''Potent''' weapon, comparable to a pistol or melee weapon.
+
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.
 
Activating this attack takes no more time than drawing a weapon.
  
==== Brawler Blitz ====
+
==== Brawler's Blitz ====
Disrupt enemies and deny scale.
+
Gain scale.
  
You unleash chaotic bursts of kinetic force — flying debris, shockwaves, and violent motion — that prevent enemies from benefiting from numbers.
+
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 denies the advantage of scale. 
+
==== Brawler's Band ====
You also gain the benefits of '''Brawler Bash''' during the exchange.
 
 
 
==== Brawler Battle ====
 
 
Kinetic strikes in all directions.
 
Kinetic strikes in all directions.
  
You release sustained kinetic force outward, striking all enemies engaged with you while sparing allies.
+
Enable a Group Action concerning movement, force, physical positioning, or overcoming extreme conditions. {{ : Apex Skirmish Include (FiD) }}
 
 
This negates the advantage of numbers and applies your effect across the entire melee. 
 
It turns you into a brutal focal point of the fight, overwhelming opponents through force and endurance rather than precision.
 
  
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== Study ===
 
=== Study ===
 
Analyze motion, force, and structural stress through Kinesis.
 
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.   
 
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.
 
It excels at understanding construction, trajectories, and the hidden consequences of force.
 
Position depends on the situation. 
 
A stable environment is usually '''Controlled'''. 
 
Unstable ruins, active combat zones, or moving machinery are typically '''Risky'''. 
 
Combining several such hazards makes the Position '''Desperate'''.
 
  
 
Typical Consequences include incomplete information, missed details, lost opportunities to re-analyze, or environmental fallout such as collapsing debris or shifting terrain.
 
Typical Consequences include incomplete information, missed details, lost opportunities to re-analyze, or environmental fallout such as collapsing debris or shifting terrain.
  
==== Architectural Analysis ====
+
==== Vector View ====
Understand construction and load-bearing forces.
+
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.   
 
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.
 
You do not “see a secret room”; you infer that something is not bearing weight as it should.
  
This reveals where a structure is strongest, where it is weakest, and how it is likely to fail.
+
Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.
  
Touching the structure provides the clearest results. 
+
==== Vector Visualization ====
Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.
+
Calculate paths.
  
==== Trajectory Tracking ====
 
 
Calculate paths of moving objects.
 
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.
 
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 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.   
 
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.
 
But remember, the past is absolute; the future is subject to acceleration.
  
==== Structural Sense ====
+
==== Vector Valuation ====
 +
Sense forces in structures.
 +
 
 
Infer systemic strain and force distribution.
 
Infer systemic strain and force distribution.
 
 
You perceive how forces move through a large structure or complex, sensing load paths, tension, compression, and imbalance.
 
You perceive how forces move through a large structure or complex, sensing load paths, tension, compression, and imbalance.
  
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Greater Effect increases scope and clarity — wider coverage, stronger patterns, and more reliable inferences.
 
Greater Effect increases scope and clarity — wider coverage, stronger patterns, and more reliable inferences.
  
==== Complete Calculations ====
+
==== Vector Vortex ====
Analyze force and motion across a vast system.
+
Sense all forces.
  
You combine Architectural Analysis and Trajectory Tracking across a large number of objects simultaneously.
+
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:
 
This allows you to:
* coordinate traffic or movement over a wide area,
+
* Coordinate traffic or movement over a wide area,
* construct a complete mental blueprint of a complex installation,
+
* Construct a complete mental blueprint of a complex installation,
* track thousands of moving elements as a single system.
+
* 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.
 
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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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.
 
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 anything that accelerates.
 
You can sense kinetic powers and anything that accelerates.
 
This allows you to detect moving things when they change speed or direction.
 
This allows you to detect moving things when they change speed or direction.
  
==== Detect Detail ====
+
==== Field Filter ====
 +
Analyze forces.
 +
 
 
Sense mass, speed, and acceleration.
 
Sense mass, speed, and acceleration.
 
 
You can extend your sense of touch and learn an object's shape, texture, mass, speed, acceleration, and elasticity.
 
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.  
 
This is a sort of echolocation and similar to vision, only lacking color perception.  
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You can keep it running to navigate in the dark.
 
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.
  
==== Kinetic Knowledge ====
+
==== Field Fusion ====
Detect Detail a large volume of space.
+
Scan at range.
  
You gain the information Detect Detail gives, but for all objects in a large volume of space.
+
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.  
 
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.
 
Paths where many things move quickly become clear, dusty passages remain obscure.
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Instead, it manipulates sound through physical control of vibration and motion.
 
Instead, it manipulates sound through physical control of vibration and motion.
  
==== Lip Language ====
+
==== Resonant Reading ====
 
Read lips perfectly.
 
Read lips perfectly.
  
As long as you can see a speaker’s lips and understand the language, you understand what is being said.
+
As long as you can see a speaker’s lips and understand the language, you hear and understand what is being said.
 +
This works even if you are deafened.
  
==== Whisperer’s Whim ====
+
==== Resonant Relay ====
 
Converse with a visible creature.
 
Converse with a visible creature.
  
You can project your voice to, and listen to, any creature you can see, allowing normal conversation at a distance.
+
You can project your voice to, and listen to, any creature you can see.
This is not telepathy; it is the controlled projection and reception of sound.
+
This allows normal conversation at a distance.
This alters local acoustics and is noticeable to nearby observers.
+
This is not telepathy; it is the controlled projection and reception of sound, it normally cannot be heard by anyone but the recipient, but Consequences can change this.
  
==== Vocal Vision ====
+
==== Resonant Resolution ====
Listen in without line of sound.
+
Listen without sound.
  
You no longer need to lip-read.
+
You no longer need to lip-read to hear a distant conversation.
 
You perceive sound-induced vibrations in objects near a speaker.
 
You perceive sound-induced vibrations in objects near a speaker.
  
You can listen in on a conversation as long as you can see the speakers or a nearby object.
+
You can listen to and enter a conversation as long as you can see a nearby object.
You may also project your voice through objects you can see.
 
 
 
 
Rigid materials such as glass and metal conduct vibrations best.
 
Rigid materials such as glass and metal conduct vibrations best.
  
==== Sound Sage ====
+
==== Resonant Reign ====
Converse with many creatures at great distance.
+
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 can project your voice to, and listen to, any creature you know within the same region.
You do not need line-of-sight.
+
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 may converse with multiple creatures in different locations simultaneously.
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[[Metal Powers (FiD)|Metal]].
 
[[Metal Powers (FiD)|Metal]].
  
==== Align Aggregate ====
+
==== Align Assembly ====
Move a human-scale mass.
+
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   
 
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   
Line 628: Line 630:
 
[[Water Powers (FiD)|Water]].
 
[[Water Powers (FiD)|Water]].
  
==== Align Assembly ====
+
==== Align Aggregate ====
 +
Move vehicle.
 +
 
 
Move objects on the scale of a personal 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   
 
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]],   
 
[[Barrier Powers (FiD)|Barrier]],   
Line 637: Line 640:
  
 
==== Align Atlas ====
 
==== Align Atlas ====
 +
Massive move.
 +
 
Move massive and abstract things.
 
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   
 
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]],   
 
[[Darkness Powers (FiD)|Darkness]],   
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Kinesis can move or disrupt manifestations of other Forms, but cannot sustain, shape, or precisely control them without the relevant Form.
 
Kinesis can move or disrupt manifestations of other Forms, but cannot sustain, shape, or precisely control them without the relevant Form.
  
==== Psychic Pummel ====
+
==== Impact Impulse ====
 
Telekinetic blow.
 
Telekinetic blow.
  
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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.
 
The thrown object is not accurate enough to hit a moving target, and inflicts less damage on what you throw than the same level of Wreck Kinesis used as a weapon.
  
==== Kinetic Crush ====
+
==== Impact Inertia ====
Fine and Potent telekinetic impact.
+
Fine and Potent impact.
  
 
As Psychic Pummel, but with far greater force and momentum.   
 
As Psychic Pummel, but with far greater force and momentum.   
Line 684: Line 688:
 
[[Water Powers (FiD)|Water]].
 
[[Water Powers (FiD)|Water]].
  
==== Psionic Pulverize ====
+
==== Impact Inversion ====
Silent kinetic destruction.
+
Silent Impact.
  
As Kinetic Crush, but the force is perfectly damped.   
+
As Impact Inertia, but the force is perfectly damped.   
 
Objects are crushed, ground apart, or reduced to dust without sound or shockwave.
 
Objects are crushed, ground apart, or reduced to dust without sound or shockwave.
  
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==== Telekinetic Tremor ====
 
==== Telekinetic Tremor ====
 +
Massive force .
 +
 
Apply massive force to structures or terrain.
 
Apply massive force to structures or terrain.
 
 
You unleash sustained kinetic force like a colossal pile-driver or shock press.   
 
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.
 
Too slow to strike individuals, but devastating to fixed objects and construction.

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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