Difference between revisions of "Kinesis Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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Kinesis is the power of movement made manifest as force.
The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.
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It is in many ways different from other Forms, particularly with Attune.
  
Kinesis is raw energy manifesting as physical forces.  
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Kinesis is the ability to push, pull, lift, redirect, and accelerate matter and energy without having a shape or substance of its own.
Some see kinesis as the purest kind of power.
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Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.
You can combine kinetics with material powers in order to move those effects around quickly.
 
So if you know fire and kinesis, you can move flames.
 
  
Kinetic attacks hurl objects or manipulate weapons at a distance. This has an advantage in that these attacks are physical and real, resistance to powers won't affect them much. You can also throw opponents around, which is a great distraction, but doesn't cause much damage.
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Unlike [[Barrier_Powers_(FiD)|Barrier]], which creates structure and resistance, Kinesis is formless and transient.
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It does not create objects or walls; it applies force.
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There are no kinetic creatures — Kinesis acts on what already exists.
  
{| class="wikitable"  
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Kinetic attacks are physical and real.
|align="center" | '''Action'''  
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They rely on hurled objects, redirected momentum, or forced movement rather than creating physical manifestations.
|align="center" | '''Basic'''   <br> No minimum    <br>  3 Stress
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This allows Kinesis to toss mundane objects and this bypasses some supernatural defenses.
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" | '''Master'''   <br> Minimum 4 Dice <br>  7 Stress
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Kinesis excels at repositioning — flinging enemies aside, disarming them, or turning their own motion against them.
|align="center" | '''Apex'''     <br> Minimum 6 Dice <br> 13 Stress
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It can even move manifestations of other Forms around.
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Such attacks are disruptive and controlling rather than lethal; they create openings, chaos, and advantage more often than direct harm.
 +
 
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== Kinetic Abilities ==
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{| class="wikitable"
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|valign=bottom | '''Action'''
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|align="center" valign=bottom | '''Basic'''
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|align="center" valign=bottom | '''Advanced'''
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|align="center" valign=bottom | '''Master'''
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|align="center" valign=bottom | '''Apex'''
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|valign=bottom | '''Dice'''
|valign="top"| '''Psionic Perception'''      <br> You can detect creatures and kinesis powers. There are no kinetic creatures for attune to affect.
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|align="center" valign=bottom |
|valign="top"| '''Telekinetic Termination'''  <br> You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
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|align="center" valign=bottom | Minimum 2d
|valign="top"| '''Telekinetic Tether'''      <br> You can hinder the movement of large vehicles like busses or trucks.
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|align="center" valign=bottom | Minimum 4d
|valign="top"| '''Psychic Paralysis'''        <br> You can dampen all fast movement in a large area for the duration of a score while not affecting the movement of things you select to avoid.
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|align="center" valign=bottom | Minimum 6d
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|valign=bottom | '''Stress'''
|valign="top"| '''Vocal Vortex'''        <br> You can amplify your voice to be heard across a wide area, like a football field.
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|align="center" valign=bottom | Avoid fumble (2+).
|valign="top"| '''Arena Amplifier'''    <br> Your amplified voice can be heard across a stadium. It is not deafening close by.
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|align="center" valign=bottom | Succeed (4+).
|valign="top"| '''Psychic Puppetry'''    <br> Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.  
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|align="center" valign=bottom | Full success (6).
|valign="top"| '''Telekinetic  Tyrant''' <br> You can use Psychic Puppetry on multiple creatures at once.
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|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Attune'''
|valign="top"| '''Telekinetic Tack''' <br> This allows you to attach things to yourself while you concentrate, like glue.  
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|valign="top"| '''[[#Telekinetic Throttle|Telekinetic Throttle]]''' <br> Arrest motion.
|valign="top"| '''Kinetic Cargo'''     <br> This allows you to pick two more items for the duration of a score. You can only use this once per score.
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|valign="top"| '''[[#Telekinetic Termination|Telekinetic Termination]]''' <br> Sense and end kinetics.
|valign="top"| '''Psychic Portage'''   <br> You can apply Kinetic Cargo to an ally.
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|valign="top"| '''[[#Telekinetic Tether|Telekinetic Tether]]''' <br> Slow or redirect movement.
|valign="top"| '''Kinetic Coalition''' <br> This allows a small army to each carry two extra items.
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|valign="top"| '''[[#Telekinetic Torpor|Telekinetic Torpor]]''' <br> Dampen motion across a wide area.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Command'''
|valign="top"| '''Telekinetic Trek'''   <br> A vehicle of mount you ride is always capable of participating in a chase, even if it would normally be too slow. This does not give access to new environments; to fly or swim you must have an appropriate ride.  
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|valign="top"| '''[[#Vortex Voice|Vortex Voice]]''' <br> Amplify your voice.
|valign="top"| '''Focused Force'''       <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
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|valign="top"| '''[[#Vortex Vector|Vortex Vector]]''' <br> Sounds carry for miles.
|valign="top"| '''Telekinetic Touch'''   <br> You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.
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|valign="top"| '''[[#Vortex Violation|Vortex Violation]]''' <br> Kinetic puppetry.
|valign="top"| '''Telekinetic Tempest''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
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|valign="top"| '''[[#Vortex Verdict|Vortex Verdict]]''' <br> Multiple puppetry.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
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|align="left" valign="top" | '''Consort'''
|valign="top"| '''Mindful Monitor'''       <br> Gives you a vague feeling when other power-users are near and allows you to track them, more so for friends and relatives.
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|valign="top"| '''[[#Multiplicate Momentum|Multiplicate Momentum]]''' <br> Merge with group.
|valign="top"| '''Telekinetic Targeting''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''[[#Multiplicate Magnitude|Multiplicate Magnitude]]''' <br> Assist allies.
|valign="top"| '''Mindful Mayhem'''       <br> You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''[[#Multiplicate Merge|Multiplicate Merge]]''' <br> Merge with crew.
|valign="top"| '''Telekinetic Thunder'''   <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''[[#Multiplicate Mastery|Multiplicate Mastery]]''' <br> Support crew.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Telekinetic Grip''' <br> You can climb and hide under ceilings where people rarely look and take no damage from falls.  
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|valign="top"| '''[[#Telekinetic Tiller|Telekinetic Tiller]]''' <br> Telekinetically pilot a vehicle.
|valign="top"| '''Psychic Stride'''   <br> You can make long jumps, adding 5 meters per tier to your jumping distance.  
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|valign="top"| '''[[#Telekinetic Touché|Telekinetic Touché]]''' <br> Fine and potent dueling attack.
|valign="top"| '''Team Transport'''   <br> You can toss allies in a way similar to Psychic Stride.
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|valign="top"| '''[[#Telekinetic Trigger|Telekinetic Trigger]]''' <br> Precise Telekinesis.
|valign="top"| '''Legion Leap'''     <br> You can toss a host of allies in a way similar to maneuver.
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|valign="top"| '''[[#Telekinetic Travel|Telekinetic Travel]]''' <br> Crew can fly long distances.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Brawler Blast'''   <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''[[#Mindful Monitor|Mindful Monitor]]''' <br> Track Powers.
|valign="top"| '''Brawler Blitz'''   <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''[[#Mindful Missile|Mindful Missile]]''' <br> Telekinetic snipe.
|valign="top"| '''Barrier Bash'''     <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''[[#Mindful Mash|Mindful Mash]]''' <br> Kinetic chaos.
|valign="top"| '''Whirlwind Wallop''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''[[#Mindful Meteor|Mindful Meteor]]''' <br> Kinetic area attack.
 
|-
 
|-
|align="left" valign="top" | '''Study'''
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|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Momentum Mapping'''     <br> You can identify speed and direction of movement.  
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|valign="top"| '''[[#Drift Dodger|Drift Dodger]]''' <br> Stick to surfaces.
|valign="top"| '''Trajectory Tracking'''   <br> You know the exact weight, speed, acceleration, and projected path of target.
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|valign="top"| '''[[#Drift Dive|Drift Dive]]''' <br> Long jump.
|valign="top"| '''Path Prediction'''       <br> You can learn how something has moved to where it is now and project its future path, but the future is subject to change.
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|valign="top"| '''[[#Drift Dance|Drift Dance]]''' <br> Crew Prowling.
|valign="top"| '''Complete Calculations''' <br> You gain the same information as Trajectory Tracking for everything in a huge volume.
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|valign="top"| '''[[#Drift Dynamic|Drift Dynamic]]''' <br> Company Prowling.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
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|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Velocity Vision'''           <br> You can sense kinetic powers and things that accelerate.
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|valign="top"| '''[[#Brawler's Block|Brawler's Block]]''' <br> Parry incoming Harm.
|valign="top"| '''Detect Detail'''             <br> You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.  
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|valign="top"| '''[[#Brawler's Bash|Brawler's Bash]]''' <br> Kinetic melee attack.
|valign="top"| '''Clairvoyance'''               <br> You can gain a sensor read from a point you choose.
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|valign="top"| '''[[#Brawler's Blitz|Brawler's Blitz]]''' <br> Gain Scale.
|valign="top"| '''Complete Kinetic Knowledge''' <br> You gain the information Detect Detail gives, but for all objects in a large volume of space.
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|valign="top"| '''[[#Brawler's Band|Brawler's Band]]''' <br> Group Action.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
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|align="left" valign="top" | '''Study'''
|valign="top"| '''Lip Language'''     <br> You can lip read perfectly.  
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|valign="top"| '''[[#Vector View|Vector View]]''' <br> Analyze static forces.
|valign="top"| '''Vocal Vision'''     <br> You can listen in on a conversation as long as you see the talkers.
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|valign="top"| '''[[#Vector Visualization|Vector Visualization]]''' <br> Calculate paths.
|valign="top"| '''Whisperer's Whim''' <br> You can project your voice and listen to any creature you can see, allowing conversation.
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|valign="top"| '''[[#Vector Valuation|Vector Valuation]]''' <br> Sense forces in structures.
|valign="top"| '''Sound Sage'''       <br> You can project your voice and listen to any creature you know in the same region, allowing distant conversation.
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|valign="top"| '''[[#Vector Vortex|Vector Vortex]]''' <br> Sense all forces.
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
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|align="left" valign="top" | '''Survey'''
|valign="top"| '''Guided Grip'''   <br> You can telekinetically manipulate an object as if by hand.
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|valign="top"| '''[[#Field Focus|Field Focus]]''' <br> Sense forces.
|valign="top"| '''Artisan Ability'''     <br> You can form any kind of object about as efficiently as a workshop.  
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|valign="top"| '''[[#Field Filter|Field Filter]]''' <br> Analyze forces.
|valign="top"| '''Kinetic Crafting'''   <br> You can telekinetically work objects like a machine shop.
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|valign="top"| '''[[#Field Form|Field Form]]''' <br> Sense over distance.
|valign="top"| '''Psionic Production''' <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''[[#Field Fusion|Field Fusion]]''' <br> Scan at range.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
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|align="left" valign="top" | '''Sway'''
|valign="top"| '''Psychic Pummel'''     <br> Works much like a punch, but at range.  
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|valign="top"| '''[[#Resonant Reading|Resonant Reading]]''' <br> Read lips perfectly.
|valign="top"| '''Kinetic Crush'''     <br> Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.
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|valign="top"| '''[[#Resonant Relay|Resonant Relay]]''' <br> Converse with a visible creature.
|valign="top"| '''Telekinetic Tremor''' <br> Similar to Psychic Pummel.  When smashing objects you affect hard objects as if they were wood.  
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|valign="top"| '''[[#Resonant Resolution|Resonant Resolution]]''' <br> Listen without sound.
|valign="top"| '''Psionic Pulverize''' <br> Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.  
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|valign="top"| '''[[#Resonant Reign|Resonant Reign]]''' <br> Converse with everyone.
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|-
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|align="left" valign="top" | '''Tinker'''
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|valign="top"| '''[[#Align Aperture|Align Aperture]]''' <br> Move small things.
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|valign="top"| '''[[#Align Assembly|Align Assembly]]''' <br> Move a human mass.
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|valign="top"| '''[[#Align Aggregate|Align Aggregate]]''' <br> Move vehicle.
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|valign="top"| '''[[#Align Atlas|Align Atlas]]''' <br> Massive move.
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|-
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|align="left" valign="top" | '''Wreck'''
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|valign="top"| '''[[#Impact Impulse|Impact Impulse]]''' <br> Telekinetic blow.
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|valign="top"| '''[[#Impact Inertia|Impact Inertia]]''' <br> Fine and Potent impact.
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|valign="top"| '''[[#Impact Inversion|Impact Inversion]]''' <br> Silent Impact.
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|valign="top"| '''[[#Telekinetic Tremor|Telekinetic Tremor]]''' <br> Massive force.
 
|}
 
|}
  
== Expanded Kinesis Powers ==
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== Expanded Kinetic Abilities ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
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Kinesis powers are common with the [[Psi (FiD)|Psi Power Playbook]] and the powers are often described in psionic terms, but this is just a matter of wording.
 +
Telekinetic magic is common in fantasy games, less so in literature and myth.
 +
Technological kinesis is usually explained with artificial gravity and tractor/pressor beams.
 +
Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel abilities of any power, not just Kinesis powers.
  
Kinesis powers are common with the [[Psi (FiD)|Psi Power Playbook]] and the powers are often described in psionic terms, but this is just a matter of wording.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel effects of any power, not just Kinesis powers.
 
  
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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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.
  
'''Telekinetic Termination:'''
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Position usually starts '''Controlled'''
''You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
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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.
  
You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale.
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==== Telekinetic Throttle ====
This allows you to stop kinetic weapons of all kinds and to slow the movement of more solid things, such as a person or small vehicle, reducing their speed to a crawl.
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Arrest motion.
  
Kinetics is strong in that it can dispel the effects of any power.
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You remove kinetic energy from a moving physical object, halting or suppressing motion.
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
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This allows you to arrest most projectiles.
The position is controlled, possibly risky if there are a lot of other dangers around.
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At higher power you can reduce the movement of creatures and later vehicles to a crawl.
Limited effect creates an opening that makes the supported action potent.  
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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Faster motion is reduced proportionally — 
Against an opponent that uses power to fly or even breathe you can have a better effect.
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a sprint becomes a slow walk,
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a racing vehicle slows to running speed.
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If you maintain concentration the object will gradually slow further and ultimately halt to hover in place.
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Arresting an object requires some concentration.
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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.
  
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.
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You do not negate internal processes in the things you halt.
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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
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Stopped machinery still functions.
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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.
  
'''Telekinetic Tether:'''
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You can halt solid physical objects roughly the size of your head, including solid living things and manifestations of 
''You can hinder the movement of large vehicles like busses or trucks.
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[[Earth Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
  
'''Psychic Paralysis:'''
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At '''Advanced''' level, you can halt the movement of a viscous or cohesive physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish. This also includes manifestations of
''You can 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.
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[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
 +
 
 +
At '''Master''' level, you can halt the movement of ephemeral or force-like materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of 
 +
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
 +
 
 +
At '''Apex''' level, you can arrest motion on massive scale, halting colossal objects or the physical expression of abstract forces. 
 +
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter, including the physical effects of 
 +
[[Darkness Powers (FiD)|Darkness]], 
 +
[[Illusion Powers (FiD)|Illusion]], or 
 +
[[Light Powers (FiD)|Light]].
 +
 
 +
==== Telekinetic Termination ====
 +
Sense and end kinetics.
 +
 
 +
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. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
 +
 
 +
==== 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.
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You need to concentrate on this power, reducing your Effect on other Actions.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
Command creatures based on your power with communication and authority.
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Kinetic Command is not a set of mental powers.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
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Instead, you use physical force to amplify your voice and, at higher levels, telekinesis to control the bodies of creatures.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
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==== Vortex Voice ====
''You can make creatures understand you, but you do not understand them.
+
Amplify your voice.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
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You can amplify your voice to be heard across a wide area, such as an arena.
Combined with the basic power of Sway allows two-way communication.
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Can reach many listeners.
  
'''Translate:'''
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==== Vortex Vector ====
You and allies can communicate with creatures based on your power.
+
Sounds carry for miles.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
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You can make sounds carry for miles.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
This is not actually producing extreme volume; your kinetic power carries sound to distant locations.
 +
It is not deafening, and you can choose where the sound carries and where it does not.
 +
The sound need not originate from you, you can project picked-up or fabricated sounds .
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
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==== Vortex Violation ====
Creatures of the relevant type will understand your orders.
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Kinetic puppetry.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
You telekinetically manipulate a target’s body like a puppet on strings.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
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The target retains all senses and can continue to speak.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
This is physical control, resisted by '''Prowess''', not a mental power.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
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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.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
You can hold a target helpless without further Command rolls.
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
Making the target take a new action requires using the power again.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
'''Limited Outcome''' can control a bystander. 
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
'''Standard Outcome''' can control a single member of a gang cohort.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
+
'''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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Kinetic Consort is about coordinating within a group.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
==== Multiplicate Momentum ====
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
Merge with group.
  
You do not physically change yourself, you accessorize and change your outfit.
+
When you participate in a Group Action you can roll Consort instead of the Action others use.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
 
  
'''Shapechange:'''
+
==== Multiplicate Magnitude====
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
Assist allies.
  
This is a true physical transmutation.
+
When a member of your crew rolls for an Action, you can use this ability to Assist without the usual Stress cost.  
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Instead you risk the chance of a Stress cost for this ability.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
==== Multiplicate Merge ====
You rating in the improved action increases by one.
+
Merge with crew.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
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.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
You still risk the chance of Stress cost for this ability.
  
'''Transform:'''
+
==== Multiplicate Mastery ====
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
Support crew.
  
This is the shapechange power applied to another creature.
+
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.  
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
You can only Assist each ally once.
Standard effect lasts for the duration of a score.
+
You still risk the chance of Stress cost for this ability.
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
  
'''Wild Hunt:'''
+
=== Finesse ===
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
Exercise finesse with your Kinesis, manipulating and attacking with precision.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
==== Telekinetic Tiller ====
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
Telekinetically pilot a vehicle.
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
=== Finesse ===
+
You use telekinesis to control a functioning vehicle, overriding locks and normal control mechanisms.
Exercise finesse with your power, manipulating and attacking with precision.
+
You do not change how the vehicle works, you control what is already there.  
  
'''Ride:'''
+
The Outcome determines in what kind of situation you can take control.
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
* '''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 allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
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).
  
'''Duel:'''
+
==== Telekinetic Touché ====
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
Fine and potent dueling attack.
  
What this actually does depends on the power used.
+
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.
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Besides variety, this only substitutes for equipment.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
 
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.
  
'''Manipulate:'''
+
You can also do weak but exact telekinesis at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
This works much like an invisible hand.
 +
You can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range.  
  
This allows you to manipulate small amounts of matter governed by your power.
+
==== Telekinetic Trigger ====
This is similar to what you could do by hand, but 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.
+
Precise telekinesis.
  
'''Surge:'''
+
Make a telekinetic nudge, moving a small object or triggering a button or lever. {{ Include Finesse Master }}
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
 
  
You create ans use weapon like Duel above, and also create distractions.
+
==== Telekinetic Travel ====
The effect is like having a number of trusty but entirely defensive allies in the fight.  
+
Crew can fly long distances.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
+
 
 +
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>
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of 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.
 
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.
  
'''Track:'''
+
==== Mindful Monitor ====
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
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.
 
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.
  
'''Potent Snipe:'''
+
==== Mindful Missile ====
''You can use your power to attack, similar in effect to 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.
  
The effect of this action varies depending on the nature of your power.
+
==== Mindful Mash ====
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Kinetic chaos.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
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.
 
  
'''Environmental Control
+
You control the movement of multiple small objects, quickly building a simple shelter, creating confusion, or blocking sight.
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
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.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
==== Mindful Meteor  ====
Environmental Control does not inflict any direct damage.
+
Kinetic area attack.
  
'''Area Attack:'''
+
Attack like a Fine and Potent grenade.
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
An escalation of Mindful Missile, this affects all enemies in a single location.
 +
The effect is more powerful but less precise, it does more collateral damage, but no more effect on enemies.
 +
Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
  
An escalation of Potent Snipe, 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 perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Sneak, move, and jump with the stealth and agility granted by Kinesis.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
==== Drift Dodger ====
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
Stick to surfaces.
  
This provides you cover to hide in places you ordinarily could not.
+
You can climb walls and hide under ceilings where people rarely look, and take no damage from falls.
Where you can use this is explained in each specific power.
+
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 Travel, below.
+
Note that only you can use this ability; your friends and allies cannot unless you use Team Transport, below.
 +
 
 +
==== Drift Dive ====
 +
Long jump.
  
'''Maneuver:'''
+
Jumps of less than 5 meters times your Tier are routine for you, and this distance is added to the length of an ordinary jump.
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
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.
  
Again, each power will explain how it can use this mobility.
+
==== Drift Dance ====
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Crew Prowling.
  
'''Travel:'''
+
You and your Crew use Telekinetic Grip and Psychic Stride.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
This is often used in a Group Action.
 +
Allies still use their own Prowl Action.
  
Now you and your allies can Prowl in places where your power is at home.
+
==== Drift Dynamic====
They still use their own Prowl action.
+
Company Prowling.
  
'''Transport:'''
+
You and your allies can use Telekinetic Grip and Psychic Stride.
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
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.
  
How and where you use this is explained in each power.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to 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 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.
 +
 
 +
Parrying does not make the situation safe.
 +
As long as you suffer a consequence, some of the Harm getting through is the most likely consequence.
 +
 
 +
Position is set by the incoming Harm:
 +
* '''Level 1 Harm''' — Controlled 
 +
* '''Level 2 Harm''' — Controlled 
 +
* '''Level 3 Harm''' — Risky 
 +
* '''Level 4 Harm''' — Desperate 
 +
 
 +
'''Advanced Effect:''' You can parry Harm from 
 +
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
 +
 
 +
'''Master Effect:''' You can parry Harm from 
 +
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
 +
 
 +
'''Apex Effect:''' You can parry Harm from 
 +
[[Darkness Powers (FiD)|Darkness]], 
 +
[[Illusion Powers (FiD)|Illusion]],
 +
[[Mind Powers (FiD)|Mind]], and 
 +
[[Light Powers (FiD)|Light]].
 +
 
 +
Illusion powers can also be parried as what they depicts, so deflecting an illusion of a fire bolt can be deflected using an Advanced version of Brawler Block.
  
'''Skirmish Attack:'''
+
==== Brawler's Bash ====
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Kinetic melee attack.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
You deliver a short-range kinetic strike.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.  
+
This functions as a Fine and Potent weapon attack, comparable to a pistol or melee weapon.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
+
You need a weapon or lose object to use as a vehicle for the energy you use.
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.
+
Activating this attack takes no more time than drawing a weapon.
  
'''Fine Skirmish Attack:'''
+
==== Brawler's Blitz ====
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Gain scale.
  
'''Obstruction:'''
+
You unleash chaotic bursts of kinetic force — flying debris, shockwaves, and violent motion — gives you Scale (p. 221). 
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
You can also make one '''Brawler Bash''' attack during the exchange.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
==== 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 Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
Enable a Group Action concerning movement, force, physical positioning, or overcoming extreme conditions. {{ : Apex Skirmish Include (FiD) }}
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Analyze motion, force, and structural stress through Kinesis.
 +
The Outcome required depends on range.
 +
 
 +
* '''Limited Outcome''': Touch.
 +
* '''Standard Outcome''': Line of sight.
 +
* '''Great Outcome''': A target you know of or have some link to, but which is out of line of sight.
 +
 
 +
Study Kinesis reveals how things move, how they are supported, and where they are most likely to fail. 
 +
It excels at understanding construction, trajectories, and the hidden consequences of force.
 +
 
 +
Typical Consequences include incomplete information, missed details, lost opportunities to re-analyze, or environmental fallout such as collapsing debris or shifting terrain.
 +
 
 +
==== Vector View ====
 +
Analyze static forces.
  
'''Analyze:'''
+
This reveals where a structure is strongest, where it is weakest, and how it is likely to fail.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
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.
  
'''Research:'''
+
Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.
''You know the powers and abilities of something you analyze.
 
  
'''Hindsight:'''
+
==== Vector Visualization ====
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
Calculate paths.
  
'''Omniscience:'''
+
Calculate paths of moving objects.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive movement and acceleration to gain valuable information and insight.
 +
The outcome you need depends on the target's concealment.
 +
* '''Limited Outcome''' finds those hiding behind cover and in far places you can only barely see.
 +
* '''Standard Outcome''' can look behind walls and into hard cover.
 +
* '''Great Outcome''' can look into far-away places and spots you had no idea existed.
 +
 
 +
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.
  
'''Detect:'''
+
==== Field Focus ====
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
Sense forces.
  
'''Sensor:'''
+
You can sense kinetic powers and anything that accelerates.
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
+
This allows you to detect moving things when they change speed or direction.
  
'''Scry:'''
+
==== Field Filter ====
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Analyze forces.
  
'''Omnipresence:'''
+
Sense mass, speed, and acceleration.
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
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 ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Kinetic Sway does not rely on mental influence.
Sway creatures based on your power with persuasion and cajoling.
+
Instead, it manipulates sound through physical control of vibration and motion.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
==== Resonant Reading ====
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
Read lips perfectly.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
As long as you can see a speaker’s lips and understand the language, you hear and understand what is being said.
 +
This works even if you are deafened.
  
'''Translate:'''
+
==== Resonant Relay ====
''You and allies can communicate with creatures based on your power.
+
Converse with a visible creature.
  
This allows you to use the Sway power to its full effect.  
+
You can project your voice to, and listen to, any creature you can see.
You are still wheedling unless you also use Command the advanced Command effect.
+
This allows normal conversation at a distance.
 +
This is not telepathy; it is the controlled projection and reception of sound, it normally cannot be heard by anyone but the recipient, but Consequences can change this.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
==== Resonant Resolution ====
 +
Listen without sound.
  
'''Mesmerize:'''
+
You no longer need to lip-read to hear a distant conversation.
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
You perceive sound-induced vibrations in objects near a speaker.
  
Essentially this is an attempt to Sway with two advantages.
+
You can listen to and enter a conversation as long as you can see a nearby object.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
Rigid materials such as glass and metal conduct vibrations best.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
==== Resonant Reign ====
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Converse with everyone.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
Converse with many creatures at once over great distances.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
You can project your voice to, and listen to, any creature you know within the same region.
Exceptional creatures and exceptional circumstances can break this change.
+
You do not need line-of-sight, but you do need to know their approximate location.
This depends more on role-playing than die rolls.
+
 
 +
You may converse with multiple creatures in different locations simultaneously.
 +
You can also amplify your voice while preserving tone and timbre, allowing you to Sway large groups.
 +
 
 +
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=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate and move physical phenomena. 
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
This must affect a separate object or group of objects.
 +
 
 +
Tinker Kinesis does not break things or deal damage; movement is slow, careful, and deliberate. 
 +
It can precisely align, rotate, and position objects, but this requires concentration.
 +
 
 +
You can use Kinesis to operate tools, but purpose-made tools are usually better.
 +
 
 +
Each ability represents a higher tier of scale and adaptability, not speed or violence.
  
'''Handle:'''
+
==== Align Aperture ====
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Move small things.
  
This mainly substitutes for tools, up to a small workshop.
+
You can move solid physical objects roughly the size of your head, including solid living things and manifestations of 
You are also protected from any dangerous effects of working with the elements of your power.
+
[[Earth Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
  
'''Shape:'''
+
==== Align Assembly ====
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Move a human mass.
  
You can now do more than normal craft could do.
+
You can move a physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish, as well as manifestations of   
You can work elements of your power that normally cannot be shaped, and it will remain in the shape you set it in.
+
[[Abyss Powers (FiD)|Abyss]],
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
+
[[Fire Powers (FiD)|Fire]], and
This may allow you to set up traps or devices that would normally require extensive equipment.
+
[[Water Powers (FiD)|Water]].
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
==== Align Aggregate ====
The effect determines the effectiveness of your construction, but also how long it will last.
+
Move vehicle.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
Move objects on the scale of a personal vehicle.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
You can move ephemeral materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of 
 +
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and
 +
[[Electricity Powers (FiD)|Electricity]].
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
==== Align Atlas ====
 +
Massive move.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
Move massive and abstract things.
The result will maintain its form as if affected by the Shape ability.
+
You can move enormous objects and even physical manifestations of ideals, from capital ships to clouds of darkness, including the physical effects of
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
+
[[Darkness Powers (FiD)|Darkness]],
This can transform something like a sword from metal to fire, and it would still be a functional sword.
+
[[Illusion Powers (FiD)|Illusion]], or 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
+
[[Light Powers (FiD)|Light]].
  
'''Fabricate:'''
+
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
  
Pretty self-explanatory, this is Create on a larger scale.
+
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This is useful for equipping a large band or building something large out of nothing.
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Apply overwhelming force through pure motion.
 +
 
 +
Kinesis can destroy objects, but its true strength is leverage and scale — moving what should not move. 
 +
Kinetic wrecking does not favor any material. Instead of careful destruction, it excels at shoving, toppling, tearing free, dispersing, or crushing through sheer momentum.
 +
 
 +
Kinetic force is powerful but imprecise. 
 +
It throws or pushes rather than delicately manipulates. 
 +
These examples establish what is plausible at each tier; the exact scope is always determined by the fiction and the situation.
 +
 
 +
Kinesis can move or disrupt manifestations of other Forms, but cannot sustain, shape, or precisely control them without the relevant Form.
 +
 
 +
==== Impact Impulse ====
 +
Telekinetic blow.
 +
 
 +
You strike with focused kinetic force, equivalent to a heavy sledgehammer. 
 +
Noisy and leaves twisted, displaced material behind.
 +
 
 +
You can throw solid physical objects roughly the size of your head, including including solid living things  and manifestations of 
 +
[[Earth Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
 +
The thrown object is not accurate enough to hit a moving target, and inflicts less damage on what you throw than the same level of Wreck Kinesis used as a weapon.
 +
 
 +
==== Impact Inertia ====
 +
Fine and Potent impact.
 +
 
 +
As Psychic Pummel, but with far greater force and momentum. 
 +
Functions as a '''Fine''' and '''Potent''' sledgehammer in and out of combat. 
 +
Noisy and leaves crushed or violently displaced remains.
 +
 
 +
You can throw a physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish as well as manifestations of 
 +
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
  
'''Jimmy:'''
+
==== Impact Inversion ====
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Silent Impact.
  
Just as crude as it sounds.
+
As Impact Inertia, but the force is perfectly damped.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Objects are crushed, ground apart, or reduced to dust without sound or shockwave.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
You can push ephemeral materials weighing up to a ton, or up to a 10-meter cube of light matter, including manifestations of 
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
==== Telekinetic Tremor ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
Massive force .
  
'''Disintegrate:'''
+
Apply massive force to structures or terrain.
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
You unleash sustained kinetic force like a colossal pile-driver or shock press. 
 +
Too slow to strike individuals, but devastating to fixed objects and construction.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
You may:
You also leave less traces, as what you wreck disappears.
+
* Collapse walls or towers,
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
* Rip anchored objects free,
 +
* Tip massive structures,
 +
* Spread the effect over an Area (p. 221).
  
'''Obliterate:'''
+
At this scale, you can push massive objects and even physical manifestations of ideals, including the physical effects of 
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
[[Darkness Powers (FiD)|Darkness]], 
 +
[[Illusion Powers (FiD)|Illusion]], or 
 +
[[Light Powers (FiD)|Light]].
 +
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.
  
Rather straightforward, this just scales things up.
+
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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 Set Up actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses astral projection or turned into a merman to breathe underwater you have a better base effect. When its dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this may 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 makes sense in the story that this creates leverage, you may roll Finesse without expending any time. 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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