Difference between revisions of "Kinesis Powers (FiD)"

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{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
+
|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
+
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
+
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|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 Touch'''      <br> Detect creatures and kinesis powers.
|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> End any power, interrupt physical movement.  
|valign="top"| '''Telekinetic Tether'''       <br> You can hinder the movement of large vehicles like busses or trucks.
+
|valign="top"| '''Telekinetic Tether'''     <br> Hinder large object 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 select movement in a large 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"| '''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"| '''Projected Presence''' <br> Sounds carry for miles.  
|valign="top"| '''Projected Presence''' <br> Sounds can be carried for miles.  
+
|valign="top"| '''Psychic Puppetry'''   <br> Control like a puppet string.  
|valign="top"| '''Telekinetic  Tyrant''' <br> You can use Psychic Puppetry on multiple creatures at once.
+
|valign="top"| '''Telekinetic  Tyrant''' <br> Multiple Psychic 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 Turbo'''  <br> A vehicle of mount you ride can always take part in a chase, even if it would normally be too slow. To fly or swim you must have an appropriate ride.  
+
|valign="top"| '''Telekinetic Turbo'''  <br> Vehicle speed matches chase.
|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"| '''Focused Force'''      <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 Touch'''  <br> Fine telekinetic manipulation.
|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 to 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 to 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 Block'''   <br> Block Harm from Kinesis.  
+
|valign="top"| '''Brawler Block''' <br> Block Harm from Kinesis.  
|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> Distractions prevent scale.
|valign="top"| '''Walloping Whirl''' <br> Kinetic strikes out in all directions, attacking all enemies in a wide area.   
+
|valign="top"| '''Brawler Battle''' <br> Kinetic strikes in directions.   
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Architectural Analysis''' <br> You understand static forces and the location of construction features.  
+
|valign="top"| '''Architectural Analysis''' <br> Understand construction.  
|valign="top"| '''Trajectory Tracking'''    <br> You can calculate the path of a moving object forward and back to its origin.
+
|valign="top"| '''Trajectory Tracking'''    <br> Calculate path of a moving object.
|valign="top"| '''Structural Sense'''      <br> You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
+
|valign="top"| '''Structural Sense'''      <br> Analysis shows hidden features.
|valign="top"| '''Complete Calculations'''  <br> You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.
+
|valign="top"| '''Complete Calculations'''  <br> Analyze a huge volume.
 
|-
 
|-
 
|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> Feel, 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"| '''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> You can lip read perfectly.  
|valign="top"| '''Whisperer's Whim''' <br> You can project your voice and listen to any creature you can see, allowing conversation.
+
|valign="top"| '''Whisperer's Whim''' <br> Converse with any creature you can see.
|valign="top"| '''Vocal Vision'''    <br> You can listen in on a conversation as long as you see the talkers or a nearby object.
+
|valign="top"| '''Vocal Vision'''    <br> You can listen in on a conversation.
|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 many creatures far away.   
 
|-
 
|-
 
|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"| '''Guided Grip'''       <br> Telekinetically emulate tools.
|valign="top"| '''Artisan Ability'''     <br> You can form any kind of object about as efficiently as a workshop.  
+
|valign="top"| '''Artisan Ability'''   <br> Telekinetically emulate a workshop.  
|valign="top"| '''Kinetic Crafting'''   <br> You can telekinetically work objects like a machine shop.
+
|valign="top"| '''Kinetic Crafting'''   <br> Telekinetically emulate a machine shop.
|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"| '''Psionic Production''' <br> Telekinetically emulate a factory.
 
|-
 
|-
 
|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 hammer 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 hammer.
|valign="top"| '''Telekinetic Tremor''' <br> Similar to Psychic Pummel.  When smashing objects you affect hard objects as if they were wood.  
+
|valign="top"| '''Telekinetic Tremor''' <br> Kinetic piledriver.  
|valign="top"| '''Psionic Pulverize'''  <br> Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.  
+
|valign="top"| '''Psionic Pulverize'''  <br> Silently pulverize objects.  
 
|}
 
|}
  
== 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.
 
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.
 
Study, Sway, and Survey powers could use an edit.
 
  
 
=== Attune ===
 
=== Attune ===
Line 104: Line 100:
  
 
The position is controlled, possibly risky if there are a lot of other dangers around or desperate in a very chaotic situation.
 
The position is controlled, possibly risky if there are a lot of other dangers around or desperate in a very chaotic situation.
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.
+
'''Telekinetic Touch'''
 +
Detect creatures and kinesis powers.
 +
 
 +
You can sense kinesis powers and things that cause acceleration, such as moving creatures or vehicles.
 +
The utility is to separate things that can move from inert stuff.
 +
* Limited outcome suffices against something you can clearly see.
 +
* Standard outcome senses something that is hidden.
 +
* Can sense things behind walls.
 +
Machines with moving parts can be sensed, but this requires an additional level of outcome.
 +
 
 +
'''Telekinetic Termination'''
 +
End any power, interrupt physical movement.
  
'''Telekinetic Termination:'''
+
You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
''You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
 
  
 
You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale.  
 
You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale.  
 
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.
 
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.
 
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.  
 
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.  
This speed loss will not cause trouble for a vehicle has a minimum safe speed, like bird or a winged aircraft
+
This speed loss will not cause acceleration damage or trouble for a vehicle has a minimum safe speed, like bird or a winged aircraft
  
 
Kinetics is strong in that it can dispel the effects of any power.  
 
Kinetics is strong in that it can dispel the effects of any power.  
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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.
 
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 Tether:'''
+
'''Telekinetic Tether'''
''You can hinder the movement of large vehicles like busses or trucks.
+
Hinder large object movement.
  
 
Telekinetic Termination on a greater scale.
 
Telekinetic Termination on a greater scale.
 +
You can hinder the movement of large vehicles like busses or trucks.
  
'''Psychic Paralysis:'''
+
'''Telekinetic Torpor'''
''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.
+
Dampen select movement in a large area.
  
 +
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.
 
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 not mental powers.
 
 
Instead you use physical forces to amplify your voice and later use telekinesis to control the bodies of creatures.
 
Instead you use physical forces to amplify your voice and later use telekinesis to control the bodies of creatures.
 +
Kinetic command effect are not mental powers.
  
'''Vocal Vortex:'''
+
'''Vocal Vortex'''
''You can amplify your voice to be heard across a wide area, like an arena.
+
Amplify your voice.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
You can amplify your voice to be heard across a wide area, like an arena.  
 
This improves effect by reaching more listeners.
 
This improves effect by reaching more listeners.
  
'''Psychic Puppetry:'''
+
'''Projected Presence'''
''Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
+
Sounds carry for miles.
 
 
This is physical control resisted by Prowess, not a mental power.
 
The precision isnot great, you can make the target push buttons or pull levers, perhaps make Wreck attacks, but it is not precise enough for Finesse or Hunt actions.
 
You cannot access the target's actions, all actions use your values, but at a 2 dice penalty.
 
 
 
'''Projected Presence:'''
 
''Sounds can be carried for miles.  
 
  
 +
Sounds can be carried for miles.
 
You are not actually making loud sounds, it is your kinetic powers that carry the sound to distant places.  
 
You are not actually making loud sounds, it is your kinetic powers that carry the sound to distant places.  
 
It is not deafening close by, and you can have the sound carry to some places and not others.
 
It is not deafening close by, and you can have the sound carry to some places and not others.
 
It need not be you making the sounds, you can pick up sounds and may choose to project them.
 
It need not be you making the sounds, you can pick up sounds and may choose to project them.
  
'''Telekinetic Tyrant:'''
+
'''Psychic Puppetry'''
''You can use Psychic Puppetry on multiple creatures at once.
+
Control like a puppet string.
 +
 
 +
Telekinetically manipulate a target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
 +
This is physical control resisted by Prowess, not a mental power.
 +
The precision is not great, you can make the target push buttons or pull levers, perhaps make Wreck attacks, but it is not precise enough for Finesse or Hunt actions.
 +
All actions use your Command action minus 2 dice.
 +
 
 +
'''Telekinetic Tyrant'''
 +
Multiple Psychic Puppetry.
  
 +
You can use Psychic Puppetry on multiple creatures at once.
 
You can control many creatures at once, without demanding greater effect.
 
You can control many creatures at once, without demanding greater effect.
 
All targets perform similar movements or contribute to the same task.
 
All targets perform similar movements or contribute to the same task.
Line 169: Line 176:
 
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.
  
 +
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, fast and beyond what could be done with simple glue.  
 
You use existing things and turn them into clothes and accessories, fast and beyond what could be done with simple glue.  
 
This helps a disguise by making a mask move as a natural face.
 
This helps a disguise by making a mask move as a natural face.
 
This is faster and about as effective as a professional disguise.
 
This is faster and about as effective as a professional disguise.
  
'''Psychic Portage:'''
+
'''Psychic Portage'''
''This allows you to carry more items per load category, +1/+2/+3.
+
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 only apply this once per score, and lasts for the entire score.
  
'''Kinetic Cargo:'''
+
'''Kinetic Cargo'''
''You can apply Psychic Portage to an ally.
+
Psychic Portage to an ally.
  
'''Kinetic Coalition:'''
+
You can apply Psychic Portage to an ally.
''This allows a small army to use Psychic Portage.
+
 
 +
'''Kinetic Coalition'''
 +
Psychic Portage to a company.
 +
 
 +
This allows a company to use Psychic Portage.
 +
The maximum number of people is (tier^2 +1) x 10 people.
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
Exercise finesse with your kinesis, manipulating and attacking with precision.
  
'''Telekinetic Turbo:'''
+
'''Telekinetic Turbo'''
''A vehicle of mount you ride can always take part in a chase, even if it would normally be too slow. To fly or swim you must still have an appropriate ride.
+
Vehicle speed matches chase.
  
This increases the speed of mounts and vehicles.
+
A vehicle of mount you ride can always take part in a chase, even if it would normally be too slow.
 +
To fly or swim you must still have an appropriate ride.
 
Unlike other basic Finesse powers, this does not allow you to take command of a vehicle or mount, it improves the performance of a ride you could ordinarily use.
 
Unlike other basic Finesse powers, this does not allow you to take command of a vehicle or mount, it improves the performance of a ride you could ordinarily use.
 +
You can aid allies as an advanced power.
  
'''Focused Force:'''
+
'''Focused Force'''
''You can use kinetics to move an object to make a and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
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 potent close-range attack, similar in effect to a fine potent dueling sword or pistol.
Fire burns, wind slices, ice pieces or freezes, and so on.
 
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.
 
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.
  
'''Telekinetic Touch:'''
+
'''Telekinetic Touch'''
''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.
+
Fine telekinetic manipulation.
  
This works much as an invisible hand that can do delicate manipulation.
+
You can do small 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 that can do delicate manipulation.
 
You can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range.  
 
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.
 
This can substitute for simple Tinker actions, but nothing complicated.
  
'''Telekinetic Tempest:'''
+
'''Telekinetic Travel'''
''Your power manifests a storm of flying objects, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
Crew can fly long distances.
  
You create a weapon like Focused Force above, and also create distractions.
+
You, your crew, mounts, and vehicles can fly over long distances.
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
This is very fast, limited mainly by weather and air friction.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Focused Force.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of kinetics.
+
Track, attack, and unleash devastating kinetic barrages.
 
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
At short range, this is dangerous to you and yours.
  
'''Mindful Monitor:'''
+
'''Mindful Monitor'''
''You can track creatures who are using powers.
+
Track creatures who are using powers.
  
 
You can track anyone actively using any power.
 
You can track anyone actively using any power.
The track gets fainter and fainter after the use of the power ends, requiring greater effect.
+
Once the track is laid down, it remains even if the use of the power ends, but the track gets fainter as time passes.
Once the track is laid down, it does nto matter if the use of the power is later ended.
 
 
 
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
  
'''Telekinetic Targeting:'''
+
'''Telekinetic Targeting'''
''You can use kinesis to attack, similar in effect to a fine and potent rifle.
+
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; a fine and potent finesse weapon would be equally effective in combat.  
 
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.
 
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 cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
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.
+
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 can also assemble or disassemble simple structures using available materials, such as barricading a door, setting up an impromptu barricade, or rigging a simple contraption.
  
'''Telekinetic Thunder:'''
+
'''Telekinetic Thunder'''
''You can use kinesis to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
Attack like a fine and potent grenade.
  
 
An escalation of Telekinetic Targeting, this affects all enemies in a single location.  
 
An escalation of Telekinetic Targeting, this affects all enemies in a single location.  
Line 255: Line 269:
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and jump with the stealth and agility granted by Prowl.  
+
Sneak, move, and jump with the stealth and agility granted by Prowl.
  
'''Telekinetic Grip:'''
+
'''Telekinetic Grip'''
''You can climb and hide under ceilings where people rarely look and take no damage from falls.
+
Stick to surfaces.
  
 +
You can climb and hide under ceilings where people rarely look and take no damage from falls.
 
This allows you to hide under ceilings and on walls where only lucky or elite opponents look.
 
This allows you to hide under ceilings and on walls where only lucky or elite opponents look.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Team Transport, below.
 
Note that only you can use this ability, your friends and allies cannot unless you use Team Transport, below.
  
'''Psychic Stride:'''
+
'''Psychic Stride'''
''You can make long jumps, adding 5 meters per tier to your jumping distance.
+
Long jump.
  
 +
At any tier, this gives additional jump control, allowing you to change your direction mid-air.
 
Jumps less than 5 meters times your tier are routine for you, and this distance is added to the length of an ordinary jump.
 
Jumps less than 5 meters times your tier are routine for you, and this distance is added to the length of an ordinary jump.
At any tier, this gives additional jump control, allowing you to change your direction mid-air.
 
  
'''Team Transport:'''
+
'''Team Transport'''
''You can help allies to use Telekinetic Grip and Psychic Stride.
+
Crew Telekinetic Grip and Psychic Stride.
  
 +
You can help allies to use Telekinetic Grip and Psychic Stride.
 
Allies still use their own Prowl action.
 
Allies still use their own Prowl action.
  
'''Legion Leap:'''
+
'''Legion Leap'''
''You can help a small army to use Telekinetic Grip and Psychic Stride.
+
Company Telekinetic Grip and Psychic Stride.
 +
 
 +
You can help a company to use Telekinetic Grip and Psychic Stride.
 +
The maximum number of people is (tier^2 +1) x 10 people.
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with kinetics.
+
Duel and create chaos with kinetics.
  
'''Brawler Block:'''
+
'''Brawler Block'''
''Block Harm from Kinesis.
+
Block Harm from Kinesis.
  
Absorb Kinesis energies, including Kinesis powers and damage from physical impact, including most projectile weapons and solid melee weapons.
+
Absorb Kinesis energies, including Kinesis powers and damage from physical impact, including falls and crashes.
Roll Skirmish when subject to harm from such energies.  
+
You automatically absorb falls an collisions an ordinary creature could survive.
 +
Roll Skirmish when subject to more serious harm from such energies.  
 
This is your inherent resistance, it does not require any activity on your part.
 
This is your inherent resistance, it does not require any activity on your part.
 
Reduce the level of harm inflicted based on the level of success.
 
Reduce the level of harm inflicted based on the level of success.
 
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
 
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
  
'''Brawler Blitz:'''
+
'''Brawler Bash'''
''Kinetic melee attack.
+
Fine and potent kinetic melee attack.
  
 
Make a fine and potent short-range kinetic attack, similar to a pistol or melee weapon in effect.
 
Make a fine and potent short-range kinetic attack, similar to a pistol or melee weapon in effect.
 
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.
  
'''Barrier Bash:'''
+
'''Brawler  Blitz'''
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Distractions prevent scale.
 +
 
 +
Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
  
 
This creates a whirling host of deadly objects.
 
This creates a whirling host of deadly objects.
Line 303: Line 325:
 
You also gain the benefit of the Brawler Blitz, giving you a fine, potent weapon.
 
You also gain the benefit of the Brawler Blitz, giving you a fine, potent weapon.
  
'''Walloping Whirl:'''
+
'''Brawler Battle'''
''Kinetic strikes out in all directions, attacking all enemies in a wide area.
+
Kinetic strikes in directions.
  
 +
Kinetic strikes out in all directions, attacking all enemies in a wide area.
 
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
 
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 movement and acceleration.
  
'''Architectural Analysis:'''
+
'''Architectural Analysis'''
''You understand static forces and the location of construction features.
+
Understand construction.
  
You can analyze construction you are touching and analyze static forcees.  
+
You understand static forces and the location of construction features.
 +
You can analyze construction you are touching and analyze static forces.  
 
This tells you which walls are thick and which are thin, and reveals hidden doors and rooms.
 
This tells you which walls are thick and which are thin, and reveals hidden doors and rooms.
 
 
If the construction is still and unperturbed this is difficult, standard effect will only reach a few meters while great effect can reach 10 meters or so.
 
If the construction is still and unperturbed this is difficult, standard effect will only reach a few meters while great effect can reach 10 meters or so.
 
If there are alot of vibrations, like explosions or an earthquake, this becomes easier, effectively increasing your effect.
 
If there are alot of vibrations, like explosions or an earthquake, this becomes easier, effectively increasing your effect.
Position starts out controlled when nothing else happens, but as soon as those explosions go off
+
Position starts out controlled when nothing else happens, but rises as soon as those explosions go off.
  
'''Trajectory Tracking:'''
+
'''Trajectory Tracking'''
''You can calculate the path of a moving object forward and back to its origin.
+
Calculate path of a moving object.
  
 +
You can calculate the path of a moving object forward and back to its origin.
 
This is literally rocket science and very useful for space travel and billiards, but less useful for everyday adventuring.
 
This is literally rocket science and very useful for space travel and billiards, but less useful for everyday adventuring.
 
It does allow you to intuitively understand how and when to move from one moving platform to another and predict if a missile or torpedo will hit.
 
It does allow you to intuitively understand how and when to move from one moving platform to another and predict if a missile or torpedo will hit.
Line 329: Line 353:
 
Of course, movement in the past is absolute, while the future is unpredictable.
 
Of course, movement in the past is absolute, while the future is unpredictable.
  
'''Structural Sense
+
'''Structural Sense'''
''You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
+
Analysis shows hidden features.
  
 +
You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
 
You create an image in your mind of what you can see, and from that you can extrapolate what you cannot see.
 
You create an image in your mind of what you can see, and from that you can extrapolate what you cannot see.
This allows you to find walls and hollow areas.  
+
This allows you to find rooms and passageways you cannot see.  
 
Finding big things is easier, small details are hard, you can find things to a depth of about twice the dimensions of the thing you detect.
 
Finding big things is easier, small details are hard, you can find things to a depth of about twice the dimensions of the thing you detect.
 
So a 10 meter chamber can be sensed through 20 meters of ground with standard effect.
 
So a 10 meter chamber can be sensed through 20 meters of ground with standard effect.
Line 342: Line 367:
 
Typical consequences are to miss certain information, lose the opportunity to try again, or suffer some effect from your surroundings.
 
Typical consequences are to miss certain information, lose the opportunity to try again, or suffer some effect from your surroundings.
  
'''Complete Calculations:'''
+
'''Complete Calculations'''
''You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.
+
Analyze a huge volume.
  
This allows you to be your own traffic coordinator over a wide area.  
+
You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.
 +
This allows you to be your own traffic coordinator over a wide area or make a mental blueprint of a complex installation.
 
The reach of this power depends on the number of objects tracked, it is as hard to track the tens of thousands of cars in a city as it is to track ten thousand ships on an ocean, or in the vastness of space.
 
The reach of this power depends on the number of objects tracked, it is as hard to track the tens of thousands of cars in a city as it is to track ten thousand ships on an ocean, or in the vastness of space.
  
 
=== Survey ===
 
=== Survey ===
Perceive manifestations of your power to gain valuable information and insight.
+
Perceive movement and acceleration to gain valuable information and insight.
 
With line of sight limited effect suffices, around corners or into smoke and other concealment standard effect will do, and through walls requires great effect.
 
With line of sight limited effect suffices, around corners or into smoke and other concealment standard effect will do, and through walls requires great effect.
  
Consequences are generally just a failure to spot something, but in a dangerous environment consequences become more significant.
+
Consequences are generally just a failure to spot something, but in a dangerous environment this can be a serious matter.
  
'''Velocity Vision:'''
+
'''Velocity Vision'''
''You can sense kinetic powers and things that accelerate.
+
Sense kinetic powers and acceleration.
  
 +
You can sense kinetic powers and things that accelerate.
 
This allows you to detect moving things, especially when they change speed and direction.
 
This allows you to detect moving things, especially when they change speed and direction.
  
'''Detect Detail:'''
+
'''Detect Detail'''
''You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
+
Feel, mass, speed, and acceleration.
  
This allows you to sense the shape of objects, learning the exact shape, mass, speed, and acceleration.  
+
You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
This is a superior sort of echolocation and vision, only lacking color perception.
+
This is a superior sort of echolocation and similar to vision, only lacking color perception.
 
Effect and consequences are similar to those of Velocity Vision.
 
Effect and consequences are similar to those of Velocity Vision.
  
'''Clairvoyance:'''
+
'''Clairvoyance'''
''You can gain a sensor read from a point you choose.
+
Sensor at a point you choose.
  
 
Select a point in space defined by direction and distance.  
 
Select a point in space defined by direction and distance.  
 
You can see as if you were at this spot.
 
You can see as if you were at this spot.
  
'''Kinetic Knowledge:'''
+
'''Kinetic Knowledge'''
''You gain the information Detect Detail gives, but for all objects in a large volume of space.
+
Detect Detail a large volume of space.
  
 +
You gain the information Detect Detail gives, but for all objects in a large volume of space.
 
What you can cover depends on the number of items to be tracked, not on the volume.  
 
What you can cover depends on the number of items to be tracked, not on the volume.  
 
It is as hard to track 10 thousand cars in a city as 10 thousand ships on an ocean or 10 thousand objects in an enormous volume of space.
 
It is as hard to track 10 thousand cars in a city as 10 thousand ships on an ocean or 10 thousand objects in an enormous volume of space.
  
 
=== Sway ===
 
=== Sway ===
Kinetics does not have the usual suite of Sway powers.
+
Kinetic Sway does not have the usual suite of mental powers, instead working with actual physical sound.
  
'''Lip Language:'''
+
'''Lip Language'''
''You can lip read perfectly.
+
You can lip read perfectly.
  
 
As long as you can see the speaker's lip and understand the language, you will "hear" what is said.
 
As long as you can see the speaker's lip and understand the language, you will "hear" what is said.
  
'''Whisperer's Whim:'''
+
'''Whisperer's Whim'''
''You can project your voice and listen to any creature you can see, allowing conversation.
+
Converse with any creature you can see.
  
 +
You can project your voice and listen to any creature you can see, allowing conversation.
 
This is not telepathy, this is the projection of sound.
 
This is not telepathy, this is the projection of sound.
 
You can induce vibrations that create sound, allowing you to cast your voice through any hard object.
 
You can induce vibrations that create sound, allowing you to cast your voice through any hard object.
  
'''Vocal Vision:'''
+
'''Vocal Vision'''
''You can listen in on a conversation as long as you see the talkers or a nearby object.
+
You can listen in on a conversation.
  
Now you no longer need to lip read, you can read the sound-induced vibrations in objects near the speakers.  
+
Now you no longer need to lip read, you can read the sound-induced vibrations in objects near the speakers.
Rigid objects like glass and metal are best, and you might be able to learn this information even if you cannot see the speakers directly.
+
You can listen in on a conversation as long as you see the talkers or a nearby object.  
 +
Rigid objects like glass and metal are best conductors.
  
'''Sound Sage:'''
+
'''Sound Sage'''
''You can project your voice and listen to any creature you know in the same region, allowing distant conversation.
+
Converse many creatures far away.
  
Pick a spot in space, you can listen and speak through a rigid object near that spot.
+
You can project your voice and listen to any creature you know in the same region, allowing distant conversation with multiple creatures in different locations.
You don't need to see the target.
+
You don't need to see targets.
  
 
=== Tinker ===
 
=== Tinker ===
Line 408: Line 438:
 
The position depends on how quiet your workplace is and how much time you have to work with.
 
The position depends on how quiet your workplace is and how much time you have to work with.
 
The effect determines the effectiveness of your construction, but also how long it will last.
 
The effect determines the effectiveness of your construction, but also how long it will last.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
  
'''Guided Grip:'''
+
'''Guided Grip'''
''You can telekinetically manipulate an object as if by hand.
+
Telekinetically emulate tools.
  
'''Artisan Ability:'''
+
You can telekinetically manipulate an object as if by hand or with handheld tools.
''You can form any kind of object about as efficiently as a workshop.
 
  
 +
'''Artisan Ability'''
 +
Telekinetically emulate a workshop.
 +
 +
You can form any kind of object about as efficiently as a workshop.
 
This allows you to make fine items if you have the materials.
 
This allows you to make fine items if you have the materials.
  
'''Kinetic Crafting:'''
+
'''Kinetic Crafting'''
''You can telekinetically work objects like a machine shop.
+
Telekinetically emulate a machine shop.
  
 +
You can telekinetically work objects like a machine shop.
 
This allows you to make potent items.
 
This allows you to make potent items.
  
'''Psionic Production:'''
+
'''Psionic Production'''
''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.
+
Telekinetically emulate a factory.
 +
 
 +
Mass produce objects, even a set of different objects. You can also make something large, such as a building or large vehicle.
  
 
=== Wreck ===
 
=== Wreck ===
This substitutes for various demolition tools and then moves on to disintegrate things.  
+
Kinetic wrecking is versatile but has no special affinity for any material.
The abilities are pretty self-explainatory.
+
 
 +
'''Psychic Pummel'''
 +
Telekinetic blow.
 +
 
 +
Works much like a sledgehammer.
 +
Noisy and leaves a twisted object in place.
 +
 
 +
'''Kinetic Crush'''
 +
Fine and potent telekinetic hammer.
  
'''Psychic Pummel:'''
+
Works as a fine potent sledgehammer in and out of combat.
''Works much like a punch, but at range.
+
Noisy and leaves a twisted object in place.
  
'''Kinetic Crush:'''
+
'''Telekinetic Tremor'''
''Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.
+
Kinetic piledriver.
  
'''Telekinetic Tremor:'''
+
You strike with the force of a piledriver.
''Similar to Kinetic Crush. When smashing objects you affect hard objects as if they were wood.
+
Too slow to hit people, but can do great damage to construction.
 +
Noisy and leaves a twisted object in place.
  
'''Psionic Pulverize:'''
+
'''Psionic Pulverize'''
''Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.
+
Silently pulverize objects.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
Telekinetic Tremor, but silent and leaves only dust.

Latest revision as of 11:43, 29 October 2024

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Powers (FiD)Fox in the Dark logo

The ability move things, including simple thoughts. Kinesis is raw energy manifesting as physical forces. Some see kinesis as the purest kind of power. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.

You can combine kinetics with material powers in order to move those effects around quickly. 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.

Kinetic Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Telekinetic Touch
Detect creatures and kinesis powers.
Telekinetic Termination
End any power, interrupt physical movement.
Telekinetic Tether
Hinder large object movement.
Telekinetic Torpor
Dampen select movement in a large area.
Command Vocal Vortex
Amplify your voice.
Projected Presence
Sounds carry for miles.
Psychic Puppetry
Control like a puppet string.
Telekinetic Tyrant
Multiple Psychic 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 Turbo
Vehicle speed matches chase.
Focused Force
Fine and potent dueling attack.
Telekinetic Touch
Fine telekinetic manipulation.
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
Block Harm from Kinesis.
Brawler Bash
Fine and potent kinetic melee attack.
Brawler Blitz
Distractions prevent scale.
Brawler Battle
Kinetic strikes in directions.
Study Architectural Analysis
Understand construction.
Trajectory Tracking
Calculate path of a moving object.
Structural Sense
Analysis shows hidden features.
Complete Calculations
Analyze a huge volume.
Survey Velocity Vision
Sense kinetic powers and acceleration.
Detect Detail
Feel, mass, speed, and acceleration.
Clairvoyance
Sensor at a point you choose.
Kinetic Knowledge
Detect Detail a large volume of space.
Sway Lip Language
You can lip read perfectly.
Whisperer's Whim
Converse with any creature you can see.
Vocal Vision
You can listen in on a conversation.
Sound Sage
Converse many creatures far away.
Tinker Guided Grip
Telekinetically emulate tools.
Artisan Ability
Telekinetically emulate a workshop.
Kinetic Crafting
Telekinetically emulate a machine shop.
Psionic Production
Telekinetically emulate a factory.
Wreck Psychic Pummel
Telekinetic hammer blow.
Kinetic Crush
Fine and potent telekinetic hammer.
Telekinetic Tremor
Kinetic piledriver.
Psionic Pulverize
Silently pulverize objects.

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. 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 manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The position is controlled, possibly risky if there are a lot of other dangers around or desperate in a very chaotic situation.

Telekinetic Touch Detect creatures and kinesis powers.

You can sense kinesis powers and things that cause acceleration, such as moving creatures or vehicles. The utility is to separate things that can move from inert stuff.

  • Limited outcome suffices against something you can clearly see.
  • Standard outcome senses something that is hidden.
  • Can sense things behind walls.

Machines with moving parts can be sensed, but this requires an additional level of outcome.

Telekinetic Termination End any power, interrupt physical movement.

You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.

You can remove the kinetic energy of something that moves, as long as that thing is on the personal scale. 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. 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. This speed loss will not cause acceleration damage or trouble for a vehicle has a minimum safe speed, like bird or a winged aircraft

Kinetics is strong in that it can dispel the effects of any power. 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 Tether Hinder large object movement.

Telekinetic Termination on a greater scale. You can hinder the movement of large vehicles like busses or trucks.

Telekinetic Torpor Dampen select movement in a large area.

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

Instead you use physical forces to amplify your voice and later use telekinesis to control the bodies of creatures. Kinetic command effect are not mental powers.

Vocal Vortex Amplify your voice.

You can amplify your voice to be heard across a wide area, like an arena. This improves effect by reaching more listeners.

Projected Presence Sounds carry for miles.

Sounds can be carried for miles. You are not actually making loud sounds, it is your kinetic powers that carry the sound to distant places. It is not deafening close by, and you can have the sound carry to some places and not others. It need not be you making the sounds, you can pick up sounds and may choose to project them.

Psychic Puppetry Control like a puppet string.

Telekinetically manipulate a target's body, much like a puppet on a string. The target retains all senses and can continue to speak. This is physical control resisted by Prowess, not a mental power. The precision is not great, you can make the target push buttons or pull levers, perhaps make Wreck attacks, but it is not precise enough for Finesse or Hunt actions. All actions use your Command action minus 2 dice.

Telekinetic Tyrant Multiple Psychic Puppetry.

You can use Psychic Puppetry on multiple creatures at once. You can control many creatures at once, without demanding greater effect. All targets 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, fast and beyond what could be done with simple glue. This helps a disguise by making a mask move as a natural face. This is faster and about as effective as a professional disguise.

Psychic Portage 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 only apply this once per score, and 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 is (tier^2 +1) x 10 people.

Finesse

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

Telekinetic Turbo Vehicle speed matches chase.

A vehicle of mount you ride can always take part in a chase, even if it would normally be too slow. To fly or swim you must still have an appropriate ride. Unlike other basic Finesse powers, this does not allow you to take command of a vehicle or mount, it improves the performance of a ride you could ordinarily use. You can aid allies as an advanced power.

Focused Force Fine and potent dueling attack.

You can use kinetics to move an object to make a and potent close-range attack, similar in effect to a fine potent dueling sword or pistol. 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.

Telekinetic Touch Fine telekinetic manipulation.

You can do small 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 that can do delicate manipulation. You can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.

Telekinetic Travel Crew can fly long distances.

You, your crew, mounts, and vehicles can fly over long distances. This is very fast, limited mainly by weather and air friction.

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 is 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 gets fainter 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; 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 Kinetic chaos or move things around.

You cause multiple small objects to move or remain in place, causing chaos or building simple shelter. 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 can also assemble or disassemble simple structures using available materials, such as barricading a door, setting up an impromptu barricade, or rigging a simple contraption.

Telekinetic Thunder Attack like a fine and potent grenade.

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 damage, 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 Prowl.

Telekinetic Grip Stick to surfaces.

You can climb and hide under ceilings where people rarely look and take no damage from falls. This allows you to hide under ceilings and on walls where only lucky or elite opponents look. 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.

At any tier, this gives additional jump control, allowing you to change your direction mid-air. Jumps less than 5 meters times your tier are routine for you, and this distance is added to the length of an ordinary jump.

Team Transport Crew Telekinetic Grip and Psychic Stride.

You can help allies to use Telekinetic Grip and Psychic Stride. Allies still use their own Prowl action.

Legion Leap Company Telekinetic Grip and Psychic Stride.

You can help a company to use Telekinetic Grip and Psychic Stride. The maximum number of people is (tier^2 +1) x 10 people.

Skirmish

Duel and create chaos with kinetics.

Brawler Block Block Harm from Kinesis.

Absorb Kinesis energies, including Kinesis powers and damage from physical impact, including falls and crashes. You automatically absorb falls an collisions an ordinary creature could survive. Roll Skirmish when subject to more serious harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Brawler Bash Fine and potent kinetic melee attack.

Make a fine and potent short-range kinetic attack, similar to a pistol or melee weapon in effect. 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.

Brawler Blitz Distractions prevent scale.

Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.

This creates a whirling host of deadly objects. The effect is to deny your enemies the advantage of numbers. You also gain the benefit of the Brawler Blitz, giving you a fine, potent weapon.

Brawler Battle Kinetic strikes in directions.

Kinetic strikes out in all directions, attacking all enemies in a wide area. This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.

Study

Analyze movement and acceleration.

Architectural Analysis Understand construction.

You understand static forces and the location of construction features. You can analyze construction you are touching and analyze static forces. This tells you which walls are thick and which are thin, and reveals hidden doors and rooms. If the construction is still and unperturbed this is difficult, standard effect will only reach a few meters while great effect can reach 10 meters or so. If there are alot of vibrations, like explosions or an earthquake, this becomes easier, effectively increasing your effect. Position starts out controlled when nothing else happens, but rises as soon as those explosions go off.

Trajectory Tracking Calculate path of a moving object.

You can calculate the path of a moving object forward and back to its origin. This is literally rocket science and very useful for space travel and billiards, but less useful for everyday adventuring. It does allow you to intuitively understand how and when to move from one moving platform to another and predict if a missile or torpedo will hit. This knowledge reaches at least an hour back and forward in time and in predictable cases like space and ocean travel, days or month. Of course, movement in the past is absolute, while the future is unpredictable.

Structural Sense Analysis shows hidden features.

You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden. You create an image in your mind of what you can see, and from that you can extrapolate what you cannot see. This allows you to find rooms and passageways you cannot see. Finding big things is easier, small details are hard, you can find things to a depth of about twice the dimensions of the thing you detect. So a 10 meter chamber can be sensed through 20 meters of ground with standard effect. With great effect you double this distance.

Position depends on the situation. A typical risky position would be a ruin that could collapse or when there are some enemies around. Typical consequences are to miss certain information, lose the opportunity to try again, or suffer some effect from your surroundings.

Complete Calculations Analyze a huge volume.

You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume. This allows you to be your own traffic coordinator over a wide area or make a mental blueprint of a complex installation. The reach of this power depends on the number of objects tracked, it is as hard to track the tens of thousands of cars in a city as it is to track ten thousand ships on an ocean, or in the vastness of space.

Survey

Perceive movement and acceleration to gain valuable information and insight. With line of sight limited effect suffices, around corners or into smoke and other concealment standard effect will do, and through walls requires great effect.

Consequences are generally just a failure to spot something, but in a dangerous environment this can be a serious matter.

Velocity Vision Sense kinetic powers and acceleration.

You can sense kinetic powers and things that accelerate. This allows you to detect moving things, especially when they change speed and direction.

Detect Detail Feel, mass, speed, and acceleration.

You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration. This is a superior sort of echolocation and similar to vision, only lacking color perception. Effect and consequences are similar to those of Velocity Vision.

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. What you can cover depends on the number of items to be tracked, not on the volume. It is as hard to track 10 thousand cars in a city as 10 thousand ships on an ocean or 10 thousand objects in an enormous volume of space.

Sway

Kinetic Sway does not have the usual suite of mental powers, instead working with actual physical sound.

Lip Language You can lip read perfectly.

As long as you can see the speaker's lip and understand the language, you will "hear" what is said.

Whisperer's Whim Converse with any creature you can see.

You can project your voice and listen to any creature you can see, allowing conversation. This is not telepathy, this is the projection of sound. You can induce vibrations that create sound, allowing you to cast your voice through any hard object.

Vocal Vision You can listen in on a conversation.

Now you no longer need to lip read, you can read the sound-induced vibrations in objects near the speakers. You can listen in on a conversation as long as you see the talkers or a nearby object. Rigid objects like glass and metal are best conductors.

Sound Sage Converse many creatures far away.

You can project your voice and listen to any creature you know in the same region, allowing distant conversation with multiple creatures in different locations. You don't need to see targets.

Tinker

Kinetic Tinkering mainly substitutes for tools. The position depends on how quiet your workplace is and how much time you have to work with. The effect determines the effectiveness of your construction, but also how long it will last.

Guided Grip Telekinetically emulate tools.

You can telekinetically manipulate an object as if by hand or with handheld tools.

Artisan Ability Telekinetically emulate a workshop.

You can form any kind of object about as efficiently as a workshop. This allows you to make fine items if you have the materials.

Kinetic Crafting Telekinetically emulate a machine shop.

You can telekinetically work objects like a machine shop. This allows you to make potent items.

Psionic Production Telekinetically emulate a factory.

Mass produce objects, even a set of different objects. You can also make something large, such as a building or large vehicle.

Wreck

Kinetic wrecking is versatile but has no special affinity for any material.

Psychic Pummel Telekinetic blow.

Works much like a sledgehammer. Noisy and leaves a twisted object in place.

Kinetic Crush Fine and potent telekinetic hammer.

Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.

Telekinetic Tremor Kinetic piledriver.

You strike with the force of a piledriver. Too slow to hit people, but can do great damage to construction. Noisy and leaves a twisted object in place.

Psionic Pulverize Silently pulverize objects.

Telekinetic Tremor, but silent and leaves only dust.