Difference between revisions of "Kinesis Powers (FiD)"
Line 20: | Line 20: | ||
|- | |- | ||
|align="left" valign="top" | '''Attune''' | |align="left" valign="top" | '''Attune''' | ||
− | |valign="top"| ''' | + | |valign="top"| '''Telekinetic Touch''' <br> Detect creatures and kinesis powers. |
− | |valign="top"| '''Telekinetic Termination''' | + | |valign="top"| '''Telekinetic Termination''' <br> End any power, interrupt physical movement. |
− | |valign="top"| '''Telekinetic Tether''' | + | |valign="top"| '''Telekinetic Tether''' <br> Hinder large object movement. |
− | |valign="top"| ''' | + | |valign="top"| '''Telekinetic Torpor''' <br> Dampen select movement in a large area. |
|- | |- | ||
|align="left" valign="top" | '''Command''' | |align="left" valign="top" | '''Command''' | ||
Line 101: | Line 101: | ||
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. | ||
− | ''' | + | '''Telekinetic Touch''' |
Detect creatures and kinesis powers. | Detect creatures and kinesis powers. | ||
Line 132: | Line 132: | ||
You can hinder the movement of large vehicles like busses or trucks. | You can hinder the movement of large vehicles like busses or trucks. | ||
− | ''' | + | '''Telekinetic Torpor''' |
Dampen select movement in a large area. | Dampen select movement in a large area. | ||
Latest revision as of 11:43, 29 October 2024
Starfox's Blades in the Dark fan page |
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.