Difference between revisions of "Kinesis Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.
+
{{tocright}}
 +
Kinesis is the power of movement made manifest as force.
 +
It is the ability to push, pull, lift, redirect, and accelerate matter and energy without shape or substance of its own.
  
Kinesis is raw energy manifesting as physical forces.  
+
Unlike [[Barrier_Powers_(FiD)|Barrier]], which creates structure and resistance, Kinesis is formless and transient.
Some see kinesis as the purest kind of power.
+
It does not create objects or walls; it applies force.
You can combine kinetics with material powers in order to move those effects around quickly.
+
There are no kinetic creatures — Kinesis acts on what already exists.
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.
+
Some regard Kinesis as the purest expression of power: nothing added, nothing transformed, only motion imposed.
 +
 
 +
Kinetic attacks are physical and real.
 +
They rely on hurled objects, redirected momentum, or forced movement rather than creating physical manifestations.
 +
This allows Kinesis to toss mundane objects and this bypasses some supernatural defenses.
 +
 
 +
Kinesis excels at repositioning — flinging enemies aside, disarming them, or turning their own motion against them.
 +
It can even more manifestations of other Forms around.
 +
Such attacks are disruptive and controlling rather than lethal; they create openings, chaos, and advantage more often than direct harm.
  
 
== Kinetic Power Effects Table ==
 
== Kinetic Power Effects Table ==
{| class="wikitable"  
+
{| class="wikitable"
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''
|align="center" | '''Basic'''   <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''
|align="center" | '''Master'''   <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''
|align="center" | '''Apex'''     <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''
 +
|-
 +
|valign=bottom | '''Dice'''
 +
|align="center" valign=bottom | —
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d
 +
|align="center" valign=bottom | Minimum 6d
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
+
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Psionic Perception'''       <br> You can detect creatures and kinesis powers. There are no kinetic creatures for attune to affect.
+
|valign="top"| '''Telekinetic Throttle'''   <br> Arrest motion.
|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.  
+
|valign="top"| '''Telekinetic Termination''' <br> Sense and end kinetic effects.
|valign="top"| '''Telekinetic Tether'''       <br> You can hinder the movement of large vehicles like busses or trucks.
+
|valign="top"| '''Telekinetic Tether'''     <br> Slow or redirect movement.
|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.  
+
|valign="top"| '''Telekinetic Torpor'''     <br> Dampen motion across a wide area.
 
|-
 
|-
|align="left" valign="top" | '''Command'''
+
|align="left" valign="top" | '''Command'''
|valign="top"| '''Vocal Vortex'''       <br> You can amplify your voice to be heard across a wide area, like a football field.
+
|valign="top"| '''Vocal Vortex'''       <br> Amplify your voice.
|valign="top"| '''Arena Amplifier'''     <br> Your amplified voice can be heard across a stadium. It is not deafening close by.
+
|valign="top"| '''Projected Presence''' <br> Sounds carry for miles.
|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.  
+
|valign="top"| '''Kinetic Puppetry'''   <br> Control like a puppet on strings.
|valign="top"| '''Telekinetic Tyrant''' <br> You can use Psychic Puppetry on multiple creatures at once.
+
|valign="top"| '''Telekinetic Tyrant''' <br> Multiple Kinetic Puppetry.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
+
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Telekinetic Tack''' <br> This allows you to attach things to yourself while you concentrate, like glue.  
+
|valign="top"| '''Telekinetic Tack''' <br> Kinetic body glue.
|valign="top"| '''Psychic Portage'''   <br> This allows you to carry more items per load category, +1/+2/+3.
+
|valign="top"| '''Psychic Portage''' <br> Load per category +1/+2/+3.
|valign="top"| '''Kinetic Cargo'''     <br> You can apply Psychic Portage to an ally.
+
|valign="top"| '''Kinetic Cargo''' <br> Psychic Portage to an ally.
|valign="top"| '''Kinetic Coalition''' <br> This allows a small army to use Psychic Portage.
+
|valign="top"| '''Kinetic Coalition''' <br> Psychic Portage to a company.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
+
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Telekinetic Trek'''   <br> A vehicle of mount you ride can always take part in a chase, even if it would normally be too slow. To fly or swim you must have an appropriate ride.  
+
|valign="top"| '''Telekinetic Tiller''' <br> Telekinetically pilot a vehicle.
|valign="top"| '''Focused Force'''       <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give an ally the Ride ability for the duration of a score.
+
|valign="top"| '''Telekinetic Touché''' <br> Fine and Potent dueling attack.
|valign="top"| '''Telekinetic Touch'''   <br> You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations.
+
|valign="top"| '''Telekinetic Turbo''' <br> Vehicle speed matches chase.
|valign="top"| '''Telekinetic Tempest''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
|valign="top"| '''Telekinetic Travel''' <br> Crew can fly long distances.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
+
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Mindful Monitor'''       <br> You can track creatures who are using powers.
+
|valign="top"| '''Mindful Monitor''' <br> Track creatures who are using Powers.
|valign="top"| '''Telekinetic Targeting''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
+
|valign="top"| '''Telekinetic Targeting''' <br> Attack like a Fine and Potent rifle.
|valign="top"| '''Controlled Chaos'''     <br> You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
+
|valign="top"| '''Controlled Chaos''' <br> Kinetic chaos or move things around.
|valign="top"| '''Telekinetic Thunder'''   <br> You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area, but you risk collateral damage.
+
|valign="top"| '''Telekinetic Thunder''' <br> Attack like a Fine and Potent grenade.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
+
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Telekinetic Grip''' <br> You can climb and hide under ceilings where people rarely look and take no damage from falls.  
+
|valign="top"| '''Telekinetic Grip''' <br> Stick to surfaces.
|valign="top"| '''Psychic Stride'''   <br> You can make long jumps, adding 5 meters per tier to your jumping distance.  
+
|valign="top"| '''Psychic Stride''' <br> Long jump.
|valign="top"| '''Team Transport'''   <br> You can help allies use Telekinetic Grip and Psychic Stride.
+
|valign="top"| '''Team Transport''' <br> Crew Telekinetic Grip and Psychic Stride.
|valign="top"| '''Legion Leap'''     <br> You can help a small army use Telekinetic Grip and Psychic Stride.
+
|valign="top"| '''Legion Leap''' <br> Company Telekinetic Grip and Psychic Stride.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
+
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Brawler Blast'''   <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''Brawler Block''' <br> Parry incoming Harm.
|valign="top"| '''Brawler Blitz'''   <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''Brawler Bash''' <br> Fine and Potent kinetic melee attack.
|valign="top"| '''Barrier Bash'''     <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''Brawler Blitz''' <br> Disrupt enemies and deny scale.
|valign="top"| '''Whirlwind Wallop''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
+
|valign="top"| '''Brawler Battle''' <br> Kinetic strikes in all directions.
 
|-
 
|-
|align="left" valign="top" | '''Study'''
+
|align="left" valign="top" | '''Study'''
|valign="top"| '''Momentum Mapping'''     <br> You can identify speed and direction of movement.  
+
|valign="top"| '''Architectural Analysis''' <br> Understand construction and load-bearing forces.
|valign="top"| '''Trajectory Tracking'''   <br> You know the exact weight, speed, acceleration, and projected path of target.
+
|valign="top"| '''Trajectory Tracking''' <br> Calculate paths of moving objects.
|valign="top"| '''Path Prediction'''       <br> You can learn how something has moved to where it is now and project its future path, but the future is subject to change.
+
|valign="top"| '''Structural Sense''' <br> Infer systemic strain and force distribution.
|valign="top"| '''Complete Calculations''' <br> You gain the same information as Trajectory Tracking for everything in a huge volume.
+
|valign="top"| '''Complete Calculations''' <br> Analyze force and motion across a vast system.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
+
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Velocity Vision'''           <br> You can sense kinetic powers and things that accelerate.
+
|valign="top"| '''Velocity Vision''' <br> Sense kinetic powers and acceleration.
|valign="top"| '''Detect Detail'''             <br> You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.  
+
|valign="top"| '''Detect Detail''' <br> Sense mass, speed, and acceleration.
|valign="top"| '''Clairvoyance'''               <br> You can gain a sensor read from a point you choose.
+
|valign="top"| '''Clairvoyance''' <br> Sensor at a point you choose.
|valign="top"| '''Complete Kinetic Knowledge''' <br> You gain the information Detect Detail gives, but for all objects in a large volume of space.
+
|valign="top"| '''Kinetic Knowledge''' <br> Detect Detail a large volume of space.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
+
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Lip Language'''     <br> You can lip read perfectly.  
+
|valign="top"| '''Lip Language''' <br> Read lips perfectly.
|valign="top"| '''Vocal Vision'''     <br> You can listen in on a conversation as long as you see the talkers.
+
|valign="top"| '''Whisperer’s Whim''' <br> Converse with a visible creature.
|valign="top"| '''Whisperer's Whim''' <br> You can project your voice and listen to any creature you can see, allowing conversation.
+
|valign="top"| '''Vocal Vision''' <br> Listen in without line of sound.
|valign="top"| '''Sound Sage'''       <br> You can project your voice and listen to any creature you know in the same region, allowing distant conversation.
+
|valign="top"| '''Sound Sage''' <br> Converse with many creatures at great distance.
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
+
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Guided Grip'''   <br> You can telekinetically manipulate an object as if by hand.
+
|valign="top"| '''Align Aperture''' <br> Move small things.
|valign="top"| '''Artisan Ability'''     <br> You can form any kind of object about as efficiently as a workshop.  
+
|valign="top"| '''Align Aggregate''' <br> Move a human-scale mass.
|valign="top"| '''Kinetic Crafting'''   <br> You can telekinetically work objects like a machine shop.
+
|valign="top"| '''Align Assembly''' <br> Move objects on the scale of a personal vehicle.
|valign="top"| '''Psionic Production''' <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''Align Atlas''' <br> Move massive and abstract things.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
+
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Psychic Pummel'''     <br> Works much like a punch, but at range.  
+
|valign="top"| '''Psychic Pummel''' <br> Telekinetic blow.
|valign="top"| '''Kinetic Crush'''     <br> Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.
+
|valign="top"| '''Kinetic Crush''' <br> Fine and Potent telekinetic impact.
|valign="top"| '''Telekinetic Tremor''' <br> Similar to Psychic Pummel.  When smashing objects you affect hard objects as if they were wood.  
+
|valign="top"| '''Psionic Pulverize''' <br> Silent kinetic destruction.
|valign="top"| '''Psionic Pulverize''' <br> Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.  
+
|valign="top"| '''Telekinetic Tremor''' <br> Apply massive force to structures or terrain.
 
|}
 
|}
  
== Expanded Kinesis Powers ==
+
== Expanded Kinetic Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
 
 
 
Kinesis powers are common with the [[Psi (FiD)|Psi Power Playbook]] and the powers are often described in psionic terms, but this is just a matter of wording.
 
Kinesis powers are common with the [[Psi (FiD)|Psi Power Playbook]] and the powers are often described in psionic terms, but this is just a matter of wording.
 +
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 effects of any power, not just Kinesis powers.
 
Kinetics cannot summon or dismiss creatures, but is strong in that it can dispel effects of any power, not just Kinesis powers.
 +
  
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
+
Harness the power of Attune to perceive and suppress motion and physical processes, allowing you to detect, dampen, and halt movement and other power effects.
 +
 
 +
Position usually starts '''Controlled'''. 
 +
It becomes '''Risky''' when in a dangerous environment and when multiple things are in motion, and '''Desperate''' in highly chaotic environments where many forces interact at once.
 +
 
 +
==== Telekinetic Throttle ====
 +
Arrest motion.
 +
 
 +
You remove kinetic energy from a moving physical object, halting or suppressing motion.
 +
This allows you to arrest most projectiles.
 +
At higher power you can reduce the movement of creatures and later vehicles to a crawl.
 +
 
 +
Faster motion is reduced proportionally — 
 +
a sprint becomes a slow walk, 
 +
a racing vehicle slows to running speed.
 +
If you maintain concentration the object will gradually slow further and ultimately halt to hover in place.
 +
Arresting an object requires some concentration.
 +
You can halt a few slow objects without much effort, but many or large objects may cause you to lose Effect on other actions.
 +
When you release your hold on an object, it resumes its previous path.
 +
 
 +
You do not negate internal processes in the things you halt.
 +
As you slow motion, processes inside the moved mass actually last longer.
 +
This does not cause acceleration damage and does not cause fliers to stall
 +
Stopped machinery still functions.
 +
A halted Fire still burns. 
 +
Frozen Darkness still blocks light. 
 +
A slowed missile does not detonate at its usual time, a slowed [[Fire_Powers_(FiD)#Fireball|Fireball]] continues to burn.
 +
This often creates new hazards.
 +
 
 +
You can halt solid physical objects roughly the size of your head, including solid living things and manifestations of 
 +
[[Earth Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
 +
 
 +
At '''Advanced''' level, you can halt the movement of a viscous or cohesive physical mass roughly equal to your own body weight, including viscous living things such as slimes and jellyfish. This also includes manifestations of
 +
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and 
 +
[[Water Powers (FiD)|Water]].
 +
 
 +
At '''Master''' level, you can halt the movement of ephemeral or force-like materials weighing up to one ton, or up to a 10-meter cube of light matter, including manifestations of 
 +
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
 +
 
 +
At '''Apex''' level, you can arrest motion at 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 kinetic effects.
  
The position is controlled, possibly risky if there are a lot of other dangers around or desperate in a very chaotic situation.
+
You sense kinetic activity — movement, force, and acceleration — distinguishing things that move under power from inert matter.
This is usually done as a setup action.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
You can end the operation of Kinesis powers and other Forms used to control movement. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
'''Telekinetic Termination:'''
+
==== Telekinetic Tether ====
''You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
+
Slow or redirect movement.
  
You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale.
+
This allows you to redirect, arc, or harmlessly bleed off movement speed.
This allows you to stop kinetic weapons of all kinds and to slow the movement of more solid things, such as a person or personal vehicle, reducing their speed to a crawl.
+
You can slow or stop the target or make the target move in an arc as if it was attached to you by an unbreakable cord and then release it in a new direction.  
Faster movement is more heavily reduced, this turns a run into a slow walk, but brakes a racing car to the speed of a running man.  
+
Unlike Kinetic Throttle, all changes remain after you release Telekinetic Tether.
This speed loss will not cause trouble for a vehicle has a minimum safe speed, like bird or a winged aircraft
 
  
Kinetics is strong in that it can dispel the effects of any power.  
+
The size and type of things you can manipulate are the same as Kinetic Throttle, and you can use this on something you release from Kinetic Throttle to control how it resumes its movement. This often has a better Position than immediately using Telekinetic Tether on an object when it is in motion.
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
 
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
+
==== Telekinetic Torpor ====
 +
Dampen motion across a wide area.
  
'''Telekinetic Tether:'''
+
You suppress fast movement throughout a large area for the duration of a score.
''You can hinder the movement of large vehicles like busses or trucks.
 
  
Telekinetic Termination on a greater scale.
+
Within the affected area:
 +
* rapid motion becomes slow and labored,
 +
* impacts lose force,
 +
* and even massive objects (such as ships) can be hindered.
 +
 
 +
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.
  
'''Psychic Paralysis:'''
 
''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.
 
  
You can exclude a small group from this effect, but otherwise everything and everyone in the area is slowed.
 
  
 
=== Command ===
 
=== Command ===
Kinetic command effect are mot mental powers.  
+
Kinetic Command is not a set of mental powers.
Instead you use physical forces to amplify your voice and later use telekinesis to control the bodies of other creatures.
+
Instead, you use physical force to amplify your voice and, at higher levels, telekinesis to control the bodies of creatures.
 +
 
 +
==== Vocal Vortex ====
 +
Amplify your voice.
 +
 
 +
You can amplify your voice to be heard across a wide area, such as an arena.
 +
Can reach many listeners.
 +
 
 +
==== Projected Presence ====
 +
Sounds carry for miles.
 +
 
 +
You can make sounds carry for miles.
 +
This is not actually producing extreme volume; your kinetic power carries sound to distant locations.
 +
It is not deafening, and you can choose where the sound carries and where it does not.
 +
The sound need not originate from you, you can project picked-up or fabricated sounds .
 +
 
 +
==== Kinetic Puppetry ====
 +
Control like a puppet on strings.
  
'''Vocal Vortex:'''
+
You telekinetically manipulate a target’s body like a puppet on strings.
''You can amplify your voice to be heard across a wide area, like a football field.
+
The target retains all senses and can continue to speak.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
This is physical control, resisted by '''Prowess''', not a mental power.
Combined with the basic power of Sway allows two-way communication.
+
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.
  
'''Arena Amplifier:'''
+
You can hold a target helpless without further Command rolls.
''Your amplified voice can be heard across a stadium. It is not deafening close by.
+
Making the target take a new action requires using the power again.
 +
 
 +
'''Limited Effect''' can control a bystander. 
 +
'''Standard Effect''' can control a single member of a gang cohort. 
 +
'''Great Effect''' can control a single cohort expert.
 +
At great risk it can control a PC or elite NPC of lower Tier.
 +
This always places the action in a '''Desperate''' Position, never grants sustained control, and only affects physical action, not intent or belief.
 +
 
 +
==== Telekinetic Tyrant ====
 +
Multiple Kinetic Puppetry.
 +
 
 +
You can apply Kinetic Puppetry to multiple creatures at once without requiring higher Outcome.
 +
All targets must either remain still, perform similar movements, or contribute to the same task.
  
'''Psychic Puppetry:'''
 
''Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
 
  
'''Telekinetic Tyrant:'''
 
''You can use Psychic Puppetry on multiple creatures at once.
 
  
 
=== Consort ===
 
=== Consort ===
Line 155: Line 251:
 
This increases item capacity.
 
This increases item capacity.
  
'''Telekinetic Tack:'''
+
==== Telekinetic Tack ====
''This allows you to attach things to yourself while you concentrate, like glue.
+
Kinetic body glue.
  
'''Psychic Portage:'''
+
This allows you to attach things to yourself like glue but with no residue once it ends.
''This allows you to carry more items per load category, +1/+2/+3.
+
You use existing things and turn them into clothes and accessories faster than using glue.
 +
This is faster and about as effective as a professional disguise.
 +
You can apply this to others as an Advanced effect.
 +
 
 +
==== Psychic Portage ====
 +
Load per category +1/+2/+3.
  
 
This increases the item capacity of a light load by +1, medium load +2, and heavy load +3.
 
This increases the item capacity of a light load by +1, medium load +2, and heavy load +3.
You can only apply this once per score, and lasts for the entire score.
+
You can keep things in position kinetically and lighten the carried weight.
 +
You can only apply this once per score, and it lasts for the entire score.
 +
 
 +
==== Kinetic Cargo ====
 +
Psychic Portage to an ally.
 +
 
 +
You can apply Psychic Portage to an ally.
 +
 
 +
==== Kinetic Coalition ====
 +
Psychic Portage to a company.
 +
 
 +
This allows a company to use Psychic Portage.
 +
The maximum number of people increases with tier, see scale, p 221.
  
'''Kinetic Cargo:'''
 
''You can apply Psychic Portage to an ally.
 
  
'''Kinetic Coalition:'''
 
''This allows a small army to use Psychic Portage.
 
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
Exercise finesse with your Kinesis, manipulating and attacking with precision.
 +
 
 +
==== Telekinetic Tiller ====
 +
Telekinetically pilot a vehicle.
  
'''Ride:'''
+
You use telekinesis to control a functioning vehicle, overriding locks and normal commands.
''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.
+
This works on vehicles up to ten tons, such as personal transport and medium trucks.
 +
You do not change how the vehicle works, you control what is already there.
 +
This is harder if someone else is trying to pilot the same vehicle or if you cannot see out, and controlling a vehicle at range is harder and requires a power one level more advanced: Basic -> Advanced -> Master -> Apex.
  
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.
+
As an '''Advanced''' effect, 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.
 +
 
 +
==== Telekinetic Turbo ====
 +
Vehicle speed matches chase.
 +
 
 +
Personal vehicle and mounts you and your Crew ride can always take part in a chase, even if it would normally be too slow.
 +
To fly or swim you still need an appropriate ride.
 +
Unlike other Finesse powers, this does not allow you to take command of a vehicle or mount, it improves the performance of a ride you could ordinarily use.
 +
This does not work outside a chase.
 +
 
 +
==== Telekinetic Travel ====
 +
Crew can fly long distances.
  
This allows you to manipulate small amounts of matter governed by your power.
+
You, your crew, mounts, and vehicles can fly very fast over long distances inside an envelope of air you control.
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.
 
  
'''Surge:'''
 
''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.
 
The effect is like having a number of trusty but entirely defensive allies in the fight.
 
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== 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 creatures who are using Powers.
  
 +
You can track anyone actively using any Power.
 +
Once the track is laid down, it remains even if the use of the power ends, but the track fades as time passes.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 
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:'''
+
==== Telekinetic Targeting ====
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Attack like a Fine and Potent rifle.
  
The effect of this action varies depending on the nature of your power.
+
You can use kinesis to attack, similar in effect to a Fine and Potent rifle.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Essentially, this ability serves as a versatile replacement for traditional equipment.
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.
 
  
'''Controlled Chaos
+
==== Controlled Chaos ====
''You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
+
Kinetic chaos or move things around.
  
You can cause multiple small objects to move simultaneously, creating confusion or blocking sightlines. This could involve flinging books off shelves, scattering coins across the floor, or causing curtains to billow wildly.
+
You control the movement of multiple small objects, quickly building a simple shelter, creating confusion, or blocking sight.  
This can assemble or disassemble simple structures using available materials. This could involve barricading a door, setting up an impromptu blockade, or rigging a simple contraption. This only lasts a short time, but can serve as a setup for a single action.
+
This can involve flinging books off shelves, scattering coins across a floor, or causing curtains to billow wildly.
 +
You can also assemble or disassemble simple structures using available materials, such as barricading a door, setting up an impromptu barricade, or rigging a very simple contraption.
  
'''Area Attack:'''
+
==== Telekinetic Thunder ====
''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.
+
Attack like a Fine and Potent grenade.
  
An escalation of Potent Snipe, this affects all enemies in a single location.  
+
An escalation of Telekinetic Targeting, this affects all enemies in a single location.  
 
The effect is more powerful but less precise.
 
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
This means it does more collateral damage, but no more effect on enemies.
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
+
Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
 +
 
 +
 
  
 
=== 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:'''
+
==== Telekinetic Grip ====
''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.
  
'''Maneuver:'''
+
==== Psychic Stride ====
''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.
+
Long jump.
  
Again, each power will explain how it can use this mobility.
+
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.
Your friends and allies cannot use this unless you employ Travel, which is described later
+
You have jump control at any Tier, allowing you to change direction mid-air.
 +
You can reduce your speed when falling to land safely.
  
'''Travel:'''
+
==== Team Transport ====
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Crew Telekinetic Grip and Psychic Stride.
  
Now you and your allies can Prowl in places where your power is at home.  
+
You can help allies use Telekinetic Grip and Psychic Stride.
They still use their own Prowl action.
+
This is often used as a Group Action.
 +
Allies still use their own Prowl Action.
 +
 
 +
==== Legion Leap ====
 +
Company Telekinetic Grip and Psychic Stride.
 +
 
 +
Your allies can use Telekinetic Grip and Psychic Stride.
 +
The maximum number of people depends on Scale at your Tier (see p. 221).
 +
If you move along with NPCs, you roll Prowl and the NPCs move with you without any additional rolls.
  
'''Transport:'''
 
''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.
 
  
How and where you use this is explained in each power.
 
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 Block ====
 +
Parry incoming Harm.
  
'''Skirmish Attack:'''
+
You can take the initiative to Parry Harm, reducing or redirecting physical damage threatening yourself or someone or something else.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
 
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
This applies to physical attacks (bullets, spears, blades, clubs) and to Harm caused by 
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.  
+
[[Earth Powers (FiD)|Earth]], 
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.  
+
[[Ice Powers (FiD)|Ice]], and 
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.
+
[[Metal Powers (FiD)|Metal]].
 +
 
 +
Effect starts at '''Limited'''.
 +
 
 +
* '''Limited Outcome''' reduces the Harm to '''Level 1'''.
 +
* '''Standard Outcome''' negates the Harm.
 +
* '''Great Outcome''' redirects the Harm to a different target or location, as justified by the fiction.
 +
 
 +
Parrying does not make the situation safe.
 +
Position is set by the incoming Harm:
 +
* '''Level 1 Harm''' — Controlled 
 +
* '''Level 2 Harm''' — Risky 
 +
* '''Level 3 Harm''' — Desperate 
 +
 
 +
With a '''Limited Outcome''', Harm still gets through '''in addition to''' the Consequence.
 +
 
 +
'''Advanced Effect:''' You can parry Harm from 
 +
[[Abyss Powers (FiD)|Abyss]],
 +
[[Fire Powers (FiD)|Fire]], and
 +
[[Water Powers (FiD)|Water]].
 +
 
 +
'''Master Effect:''' You can parry Harm from 
 +
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and 
 +
[[Electricity Powers (FiD)|Electricity]].
 +
 
 +
'''Apex Effect:''' You can parry Harm from 
 +
[[Darkness Powers (FiD)|Darkness]],
 +
[[Illusion Powers (FiD)|Illusion]], and 
 +
[[Light Powers (FiD)|Light]].
 +
 
 +
==== Brawler Bash ====
 +
Fine and Potent kinetic melee attack.
 +
 
 +
You deliver a short-range kinetic strike with the force of a heavy impact.
 +
This functions as a '''Fine''' and '''Potent''' weapon, comparable to a pistol or melee weapon.
 +
 
 +
Activating this attack takes no more time than drawing a weapon.
 +
 
 +
==== Brawler Blitz ====
 +
Disrupt enemies and deny scale.
 +
 
 +
You unleash chaotic bursts of kinetic force — flying debris, shockwaves, and violent motion — that prevent enemies from benefiting from numbers.
 +
 
 +
This denies the advantage of scale. 
 +
You also gain the benefits of '''Brawler Bash''' during the exchange.
  
'''Fine Skirmish Attack:'''
+
==== Brawler Battle ====
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Kinetic strikes in all directions.
  
'''Obstruction:'''
+
You release sustained kinetic force outward, striking all enemies engaged with you while sparing allies.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
This negates the advantage of numbers and applies your effect across the entire melee.
The effect is to deny your enemies the advantage of numbers.
+
It turns you into a brutal focal point of the fight, overwhelming opponents through force and endurance rather than precision.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
 
''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.
 
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Analyze motion, force, and structural stress through Kinesis.
 +
 
 +
Study Kinesis reveals how things move, how they are supported, and where they are most likely to fail. 
 +
It excels at understanding construction, trajectories, and the hidden consequences of force.
 +
 
 +
Position depends on the situation. 
 +
A stable environment is usually '''Controlled'''. 
 +
Unstable ruins, active combat zones, or moving machinery are typically '''Risky'''. 
 +
Combining several such hazards makes the Position '''Desperate'''.
 +
 
 +
Typical Consequences include incomplete information, missed details, lost opportunities to re-analyze, or environmental fallout such as collapsing debris or shifting terrain.
 +
 
 +
==== Architectural Analysis ====
 +
Understand construction and load-bearing forces.
 +
 
 +
By sensing static forces and stress paths, you understand how a structure holds together. 
 +
You do not “see a secret room”; you infer that something is not bearing weight as it should.
 +
 
 +
This reveals where a structure is strongest, where it is weakest, and how it is likely to fail.
 +
 
 +
Touching the structure provides the clearest results. 
 +
Vibration, motion, or active stress (explosions, earthquakes, heavy machinery) greatly improves what you can learn, but worsens Position.
 +
 
 +
==== Trajectory Tracking ====
 +
Calculate paths of moving objects.
 +
 
 +
You see the past and likely future path of a moving object, tracing it back to its origin and forward to its probable destination.
 +
 
 +
This allows you to judge whether a projectile will hit, when to move between moving platforms, or how vehicles, ships, or debris will intersect.
 +
 
 +
The clearer and more predictable the motion, the further your insight reaches in both space and time. 
 +
But remember, the past is absolute; the future is subject to acceleration.
 +
 
 +
==== Structural Sense ====
 +
Infer systemic strain and force distribution.
 +
 
 +
You perceive how forces move through a large structure or complex, sensing load paths, tension, compression, and imbalance.
 +
 
 +
This reveals areas of interest rather than specific features — regions where force behaves unexpectedly. 
 +
From this, you can infer where major passages exist and where hidden spaces, supports, or modifications are likely, without identifying their exact shape or purpose.
 +
 
 +
Structural Sense works best at scale and does not require line-of-sight. 
 +
It applies to large buildings, ruins, ships, fortresses, temples, or complexes rather than individual walls.
 +
It does not reveal materials, construction methods, or exact room shapes, and cannot map spaces.
 +
 
 +
Greater Effect increases scope and clarity — wider coverage, stronger patterns, and more reliable inferences.
 +
 
 +
==== Complete Calculations ====
 +
Analyze force and motion across a vast system.
  
'''Analyze:'''
+
You combine Architectural Analysis and Trajectory Tracking across a large number of objects simultaneously.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
 
  
'''Research:'''
+
This allows you to:
''You know the powers and abilities of something you analyze.
+
* 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.
  
'''Hindsight:'''
 
''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.
 
  
'''Omniscience:'''
 
''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.
 
  
 
=== 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.
 +
 
 +
==== Velocity Vision ====
 +
Sense kinetic powers and acceleration.
 +
 
 +
You can sense kinetic powers and anything that accelerates.
 +
This allows you to detect moving things when they change speed or direction.
 +
 
 +
==== Detect Detail ====
 +
Sense mass, speed, and acceleration.
 +
 
 +
You can extend your sense of touch and learn an object's shape, texture, mass, speed, acceleration, and elasticity.
 +
This is a sort of echolocation and similar to vision, only lacking color perception.
 +
You can keep it running to navigate in the dark.
 +
 
 +
==== Clairvoyance ====
 +
Sensor at a point you choose.
 +
 
 +
Select a point in space defined by direction and distance.
 +
You can see as if you were at this spot.
  
'''Detect:'''
+
==== Kinetic Knowledge ====
''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.
+
Detect Detail a large volume of space.
  
'''Sensor:'''
+
You gain the information Detect Detail gives, but for all objects in a large volume of space.
''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 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.
  
'''Scry:'''
 
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
 
  
'''Omnipresence:'''
 
''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.
 
  
 
=== 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.
+
==== Lip Language ====
You need not select a specific type of creature in advance.
+
Read lips perfectly.
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:'''
+
As long as you can see a speaker’s lips and understand the language, you understand what is being said.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
 
  
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.
+
==== Whisperer’s Whim ====
 +
Converse with a visible creature.
  
'''Translate:'''
+
You can project your voice to, and listen to, any creature you can see, allowing normal conversation at a distance.
''You and allies can communicate with creatures based on your power.
+
This is not telepathy; it is the controlled projection and reception of sound.
 +
This alters local acoustics and is noticeable to nearby observers.
  
This allows you to use the Sway power to its full effect.
+
==== Vocal Vision ====
You are still wheedling unless you also use Command the advanced Command effect.
+
Listen in without line of sound.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
You no longer need to lip-read.
 +
You perceive sound-induced vibrations in objects near a speaker.
  
'''Mesmerize:'''
+
You can listen in on a conversation as long as you can see the speakers or a nearby object.
''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 may also project your voice through objects you can see.
  
Essentially this is an attempt to Sway with two advantages.
+
Rigid materials such as glass and metal conduct vibrations best.
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.
+
 
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.
+
==== Sound Sage ====
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.  
+
Converse with many creatures at great distance.
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.
+
 
 +
You can project your voice to, and listen to, any creature you know within the same region.
 +
You do not need line-of-sight.
 +
 
 +
You may converse with multiple creatures in different locations simultaneously.
 +
You can also amplify your voice while preserving tone and timbre, allowing you to Sway large groups.
  
'''Inculcate:'''
 
''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.
 
  
This changes the target on a deep level, changing their loyalties and priorities.
 
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.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== 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.
  
'''Handle:'''
+
Each ability represents a higher tier of scale and adaptability, not speed or violence.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
  
This mainly substitutes for tools, up to a small workshop.
+
==== Align Aperture ====
You are also protected from any dangerous effects of working with the elements of your power.
+
Move small things.
  
'''Shape:'''
+
You can move solid physical objects roughly the size of your head, including solid living things and manifestations of 
''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.
+
[[Earth Powers (FiD)|Earth]],
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
  
You can now do more than normal craft could do.
+
==== Align Aggregate ====
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
+
Move a human-scale mass.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
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 
The effect determines the effectiveness of your construction, but also how long it will last.
+
[[Abyss Powers (FiD)|Abyss]],
Devices that are more powerful are harder to contain, and thus wont last as long.
+
[[Fire Powers (FiD)|Fire]], and
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.
+
[[Water Powers (FiD)|Water]].
  
'''Create:'''
+
==== Align Assembly ====
''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.
+
Move objects on the scale of a personal vehicle.
  
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.
+
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]].
  
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.
+
==== Align Atlas ====
The result will maintain its form as if affected by the Shape ability.
+
Move massive and abstract things.
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.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
You can move enormous objects and even physical manifestations of ideals, from capital ships to clouds of darkness, including the physical effects of 
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
[[Darkness Powers (FiD)|Darkness]],
 +
[[Illusion Powers (FiD)|Illusion]], or
 +
[[Light Powers (FiD)|Light]].
  
Pretty self-explanatory, this is Create on a larger scale.
+
This can affect materials weighing up to 1,000 tons or volumes up to a 100-meter cube of light matter.
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.
 +
 
 +
==== Psychic Pummel ====
 +
Telekinetic blow.
 +
 
 +
You strike with focused kinetic force, equivalent to a heavy sledgehammer. 
 +
Noisy and leaves twisted, displaced material behind.
 +
 
 +
You can throw solid physical objects roughly the size of your head, including including solid living things  and manifestations of 
 +
[[Earth Powers (FiD)|Earth]], 
 +
[[Ice Powers (FiD)|Ice]], and 
 +
[[Metal Powers (FiD)|Metal]].
 +
The thrown object is not accurate enough to hit a moving target, and inflicts less damage on what you throw than the same level of Wreck Kinesis used as a weapon.
 +
 
 +
==== Kinetic Crush ====
 +
Fine and Potent telekinetic impact.
 +
 
 +
As Psychic Pummel, but with far greater force and momentum. 
 +
Functions as a '''Fine''' and '''Potent''' sledgehammer in and out of combat. 
 +
Noisy and leaves crushed or violently displaced remains.
  
'''Jimmy:'''
+
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 
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
[[Abyss Powers (FiD)|Abyss]], 
 +
[[Fire Powers (FiD)|Fire]], and
 +
[[Water Powers (FiD)|Water]].
  
Just as crude as it sounds.
+
==== Psionic Pulverize ====
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Silent kinetic destruction.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
As Kinetic Crush, but the force is perfectly damped. 
''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.
+
Objects are crushed, ground apart, or reduced to dust without sound or shockwave.
  
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.
+
You can push ephemeral materials weighing up to a ton, or up to a 10-meter cube of light matter, including manifestations of
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
[[Barrier Powers (FiD)|Barrier]], 
 +
[[Air Powers (FiD)|Air]], and
 +
[[Electricity Powers (FiD)|Electricity]].
  
'''Disintegrate:'''
+
==== Telekinetic Tremor ====
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Apply massive force to structures or terrain.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
You unleash sustained kinetic force like a colossal pile-driver or shock press.
You also leave less traces, as what you wreck disappears.  
+
Too slow to strike individuals, but devastating to fixed objects and construction.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
You may:
''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.
+
* Collapse walls or towers,
 +
* Rip anchored objects free,
 +
* Tip massive structures,
 +
* Spread the effect over an Area (p. 221).
  
Rather straightforward, this just scales things up.
+
At this scale, you can push massive objects and even physical manifestations of ideals, including the physical effects of 
 +
[[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.

Latest revision as of 00:10, 1 January 2026

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

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

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

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

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

Kinetic Power Effects Table

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

Expanded Kinetic Powers

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 effects of any power, not just Kinesis powers.


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 effects.

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 at 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 kinetic effects.

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

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

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

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

Telekinetic Tether

Slow or redirect movement.

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

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

Telekinetic Torpor

Dampen motion across a wide area.

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

Within the affected area:

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

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


Command

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

Vocal Vortex

Amplify your voice.

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

Projected Presence

Sounds carry for miles.

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

Kinetic Puppetry

Control like a puppet on strings.

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

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

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

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

Telekinetic Tyrant

Multiple Kinetic Puppetry.

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


Consort

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

Telekinetic Tack

Kinetic body glue.

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

Psychic Portage

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

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

Kinetic Cargo

Psychic Portage to an ally.

You can apply Psychic Portage to an ally.

Kinetic Coalition

Psychic Portage to a company.

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


Finesse

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

Telekinetic Tiller

Telekinetically pilot a vehicle.

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

As an Advanced effect, this can control vehicles up to 100 tons (big trucks, small ships), Master can control up to 10,000 tons (corvettes, trains), Apex can control up to 1,000,000 tons (capital ships, small megastructures).

Telekinetic Touché

Fine and potent dueling attack.

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

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

Telekinetic Turbo

Vehicle speed matches chase.

Personal vehicle and mounts you and your Crew ride can always take part in a chase, even if it would normally be too slow. To fly or swim you still need an appropriate ride. Unlike other Finesse powers, this does not allow you to take command of a vehicle or mount, it improves the performance of a ride you could ordinarily use. This does not work outside a chase.

Telekinetic Travel

Crew can fly long distances.

You, your crew, mounts, and vehicles can fly very fast over long distances inside an envelope of air you control.


Hunt

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

Mindful Monitor

Track creatures who are using Powers.

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

Telekinetic Targeting

Attack like a Fine and Potent rifle.

You can use kinesis to attack, similar in effect to a Fine and Potent rifle. Essentially, this ability serves as a versatile replacement for traditional equipment.

Controlled Chaos

Kinetic chaos or move things around.

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

Telekinetic Thunder

Attack like a Fine and Potent grenade.

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


Prowl

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

Telekinetic Grip

Stick to surfaces.

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

Psychic Stride

Long jump.

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

Team Transport

Crew Telekinetic Grip and Psychic Stride.

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

Legion Leap

Company Telekinetic Grip and Psychic Stride.

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


Skirmish

Duel and create chaos through raw kinetic force.

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

Brawler Block

Parry incoming Harm.

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

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

Effect starts at Limited.

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

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

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

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

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

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

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

Brawler Bash

Fine and Potent kinetic melee attack.

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

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

Brawler Blitz

Disrupt enemies and deny scale.

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

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

Brawler Battle

Kinetic strikes in all directions.

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

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


Study

Analyze motion, force, and structural stress through Kinesis.

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

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

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

Architectural Analysis

Understand construction and load-bearing forces.

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

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

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

Trajectory Tracking

Calculate paths of moving objects.

You see the past and likely future path of a moving object, tracing it back to its origin and forward to its probable destination.

This allows you to judge whether a projectile will hit, when to move between moving platforms, or how vehicles, ships, or debris will intersect.

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

Structural Sense

Infer systemic strain and force distribution.

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

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

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

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

Complete Calculations

Analyze force and motion across a vast system.

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

This allows you to:

  • coordinate traffic or movement over a wide area,
  • construct a complete mental blueprint of a complex installation,
  • track thousands of moving elements as a single system.

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


Survey

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

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

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

Velocity Vision

Sense kinetic powers and acceleration.

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

Detect Detail

Sense mass, speed, and acceleration.

You can extend your sense of touch and learn an object's shape, texture, mass, speed, acceleration, and elasticity. This is a sort of echolocation and similar to vision, only lacking color perception. You can keep it running to navigate in the dark.

Clairvoyance

Sensor at a point you choose.

Select a point in space defined by direction and distance. You can see as if you were at this spot.

Kinetic Knowledge

Detect Detail a large volume of space.

You gain the information Detect Detail gives, but for all objects in a large volume of space. This builds a composite image that becomes more and more complete the longer you concentrate. Paths where many things move quickly become clear, dusty passages remain obscure. This covers an open square, large building, ruin, ship, fortress, temple, or other large complex.


Sway

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

Lip Language

Read lips perfectly.

As long as you can see a speaker’s lips and understand the language, you understand what is being said.

Whisperer’s Whim

Converse with a visible creature.

You can project your voice to, and listen to, any creature you can see, allowing normal conversation at a distance. This is not telepathy; it is the controlled projection and reception of sound. This alters local acoustics and is noticeable to nearby observers.

Vocal Vision

Listen in without line of sound.

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

You can listen in on a conversation as long as you can see the speakers or a nearby object. You may also project your voice through objects you can see.

Rigid materials such as glass and metal conduct vibrations best.

Sound Sage

Converse with many creatures at great distance.

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

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


Tinker

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

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

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

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

Align Aperture

Move small things.

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

Align Aggregate

Move a human-scale mass.

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

Align Assembly

Move objects on the scale of a personal vehicle.

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

Align Atlas

Move massive and abstract things.

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

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

Wreck

Apply overwhelming force through pure motion.

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

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

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

Psychic Pummel

Telekinetic blow.

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

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

Kinetic Crush

Fine and Potent telekinetic impact.

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

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

Psionic Pulverize

Silent kinetic destruction.

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

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

Telekinetic Tremor

Apply massive force to structures or terrain.

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

You may:

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

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