Difference between revisions of "Kinesis Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(37 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
+
{{FiD-Powers}}
 
The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.
 
The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.
  
Line 10: Line 10:
 
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 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 ==
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
Line 25: Line 26:
 
|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> You can amplify your voice to be heard across a wide area, like a football field.
|valign="top"| '''Arena Amplifier'''    <br> Your amplified voice can be heard across a stadium. It is not deafening close by.
+
|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"| '''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 can be carried for miles.  
 
|valign="top"| '''Telekinetic  Tyrant''' <br> You can use Psychic Puppetry on multiple creatures at once.
 
|valign="top"| '''Telekinetic  Tyrant''' <br> You can use Psychic Puppetry on multiple creatures at once.
 
|-
 
|-
 
|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> This allows you to attach things to yourself while you concentrate, like glue.  
|valign="top"| '''Kinetic Cargo'''     <br> This allows you to pick two more items for the duration of a score. You can only use this once per score.
+
|valign="top"| '''Psychic Portage'''   <br> This allows you to carry more items per load category, +1/+2/+3.
|valign="top"| '''Psychic Portage'''   <br> You can apply Kinetic Cargo to an ally.
+
|valign="top"| '''Kinetic Cargo'''     <br> You can apply Psychic Portage to an ally.
|valign="top"| '''Kinetic Coalition''' <br> This allows a small army to each carry two extra items.
+
|valign="top"| '''Kinetic Coalition''' <br> This allows a small army to use Psychic Portage.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''   
 
|align="left" valign="top" | '''Finesse'''   
|valign="top"| '''Telekinetic Trek'''   <br> A vehicle of mount you ride is always capable of participating in a chase, even if it would normally be too slow. This does not give access to new environments; to fly or swim you must have an appropriate ride.  
+
|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"| '''Focused Force'''      <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
|valign="top"| '''Focused Force'''      <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give an ally the Ride ability for the duration of a score.
 
|valign="top"| '''Telekinetic 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> 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 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 Tempest''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.   
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Mindful Monitor'''      <br>  Gives you a vague feeling when other power-users are near and allows you to track them, more so for friends and relatives.
+
|valign="top"| '''Mindful Monitor'''      <br>  You can 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>  You can use your power to attack, similar in effect to a fine and potent rifle.
|valign="top"| '''Mindful Mayhem'''       <br>  You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
|valign="top"| '''Controlled Chaos'''     <br>  You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
|valign="top"| '''Telekinetic Thunder'''  <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
+
|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.
 
|-
 
|-
 
|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> You can climb and hide under ceilings where people rarely look and take no damage from falls.  
|valign="top"| '''Psychic Stride'''  <br> You can make long jumps, adding 5 meters per tier to your jumping distance.  
+
|valign="top"| '''Psychic Stride'''  <br> You can make long jumps, adding 5 meters per tier to your jumping distance.  
|valign="top"| '''Team Transport'''  <br> You can toss allies in a way similar to Psychic Stride.
+
|valign="top"| '''Team Transport'''  <br> You can help allies to use Telekinetic Grip and Psychic Stride.
|valign="top"| '''Legion Leap'''      <br> You can toss a host of allies in a way similar to maneuver.
+
|valign="top"| '''Legion Leap'''      <br> You can help a small army to use Telekinetic Grip and Psychic Stride.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''   
 
|align="left" valign="top" | '''Skirmish'''   
|valign="top"| '''Brawler Blast'''   <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''Brawler Blast'''   <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
|valign="top"| '''Brawler Blitz'''   <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''Brawler Blitz'''   <br> Same as Skirmish Attack, except the weapon is fine and potent.
|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"| '''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"| '''Whirlwind Wallop''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.   
+
|valign="top"| '''Walloping Whirl''' <br> Kinetic strikes out in all directions, attacking all enemies in a wide area.   
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Momentum Mapping'''     <br> You can identify speed and direction of movement.  
+
|valign="top"| '''Architectural Analysis''' <br> You understand static forces and the location of construction features.  
|valign="top"| '''Trajectory Tracking'''   <br> You know the exact weight, speed, acceleration, and projected path of target.
+
|valign="top"| '''Trajectory Tracking'''   <br> You can calculate the path of a moving object forward and back to its origin.
|valign="top"| '''Path Prediction'''      <br> You can learn how something has moved to where it is now and project its future path, but the future is subject to change.
+
|valign="top"| '''Structural Sense'''      <br> You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
|valign="top"| '''Complete Calculations''' <br> You gain the same information as Trajectory Tracking for everything in a huge volume.
+
|valign="top"| '''Complete Calculations''' <br> You gain the information from Architectural Analysis and Trajectory Tracking for everything in 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> You can sense kinetic powers and things that accelerate.
|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> You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.  
|valign="top"| '''Clairvoyance'''               <br> You can gain a sensor read from a point you choose.
+
|valign="top"| '''Clairvoyance'''     <br> You can gain a sensor read from a point you choose.
|valign="top"| '''Complete Kinetic Knowledge''' <br> You gain the information Detect Detail gives, but for all objects in a large volume of space.
+
|valign="top"| '''Kinetic Knowledge''' <br> You gain the information Detect Detail gives, but for all objects in 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"| '''Vocal Vision'''    <br> You can listen in on a conversation as long as you see the talkers.
 
 
|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> You can project your voice and listen to any creature you can see, allowing conversation.
 +
|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"| '''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> You can project your voice and listen to any creature you know in the same region, allowing distant conversation.   
 
|-
 
|-
Line 95: Line 96:
 
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 112: Line 115:
 
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 turns a racing car to that 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 a winged aircraft
+
This speed loss will not cause trouble for a vehicle has a minimum safe speed, like bird or a winged aircraft
  
 
Kinetics is strong in that it can dispel the effects of any power.  
 
Kinetics is strong in that it can dispel the effects of any power.  
Line 131: Line 134:
  
 
=== Command ===
 
=== Command ===
Kinetic command effect are mot mental powers.  
+
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 other creatures.
+
Instead you use physical forces to amplify your voice and later use telekinesis to control the bodies of creatures.
  
 
'''Vocal Vortex:'''
 
'''Vocal Vortex:'''
''You can amplify your voice to be heard across a wide area, like a football field.
+
''You can amplify your voice to be heard across a wide area, like an arena.
  
 
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
 
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
Combined with the basic power of Sway allows two-way communication.
+
This improves effect by reaching more listeners.
 
 
'''Arena Amplifier:'''
 
''Your amplified voice can be heard across a stadium. It is not deafening close by.
 
  
 
'''Psychic Puppetry:'''
 
'''Psychic Puppetry:'''
 
''Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
 
''Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
  
'''Telekinetic Tyrant:'''
+
This is physical control resisted by Prowess, not a mental power.
''You can use Psychic Puppetry on multiple creatures at once.
+
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.
  
=== Consort ===
+
'''Projected Presence:'''
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
''Sounds can be carried for miles.  
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
You are not actually making loud sounds, it is your kinetic powers that carry the sound to distant places.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
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.
  
You do not physically change yourself, you accessorize and change your outfit.
+
'''Telekinetic Tyrant:'''
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
''You can use Psychic Puppetry on multiple creatures at once.
  
'''Shapechange:'''
+
You can control many creatures at once, without demanding greater effect.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
All targets perform similar movements or contribute to the same task.
  
This is a true physical transmutation.
+
=== Consort ===
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Kinetic consort is not about changing shape.  
This can give you new abilities, but these are things you could already do using the same power.
+
Instead it attaches things, first to you, later to others.
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
+
This increases item capacity.
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
'''Telekinetic Tack:'''
You rating in the improved action increases by one.
+
''This allows you to attach things to yourself while you concentrate, like glue.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
You use existing things and turn them into clothes and accessories, fast and beyond what could be done with simple glue.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
This helps a disguise by making a mask move as a natural face.
 +
This is faster and about as effective as a professional disguise.
  
'''Transform:'''
+
'''Psychic Portage:'''
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
''This allows you to carry more items per load category, +1/+2/+3.
  
This is the shapechange power applied to another creature.
+
This increases the item capacity of a light load by +1, medium load +2, and heavy load +3.
The duration depends of the effect, limited effect is very temporary, more of a warning.  
+
You can only apply this once per score, and lasts for the entire score.
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
'''Kinetic Cargo:'''
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
''You can apply Psychic Portage to an ally.
  
'''Wild Hunt:'''
+
'''Kinetic Coalition:'''
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
''This allows a small army to use Psychic Portage.
 
 
This is where Consort becomes a combination of the Shapechange and Summon power effects.
 
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
 
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
 
=== Finesse ===
 
=== Finesse ===
 
Exercise finesse with your power, manipulating and attacking with precision.
 
Exercise finesse with your power, manipulating and attacking with precision.
  
'''Ride:'''
+
'''Telekinetic Turbo:'''
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
''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.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
This increases the speed of mounts and vehicles.
 +
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.
  
'''Duel:'''
+
'''Focused Force:'''
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
''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.
  
 
What this actually does depends on the power used.  
 
What this actually does depends on the power used.  
Line 215: Line 205:
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
  
'''Manipulate:'''
+
'''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.
 
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
  
This allows you to manipulate small amounts of matter governed by your power.  
+
This works much as an invisible hand that can do delicate manipulation.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
You can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range.  
 +
This can substitute for simple Tinker actions, but nothing complicated.
  
'''Surge:'''
+
'''Telekinetic Tempest:'''
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
''Your power manifests a storm of flying objects, suppressing the effect of multiple opponents and acting as a fine potent weapon.
  
You create ans use weapon like Duel above, and also create distractions.
+
You create a weapon like Focused Force above, and also create distractions.
 
The effect is like having a number of trusty but entirely defensive allies in the fight.  
 
The effect is like having a number of trusty but entirely defensive allies in the fight.  
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
+
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 Hunt.
+
Track, attack, and unleash devastating barrages with the power of kinetics.
 
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.
  
'''Track:'''
+
'''Mindful Monitor:'''
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
''You can track creatures who are using powers. 
 +
 
 +
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 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.
  
'''Potent Snipe:'''
+
'''Telekinetic Targeting:'''
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
''You can use kinesis to attack, similar in effect to a fine and potent rifle.
  
The effect of this action varies depending on the nature of your power.
 
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
 
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.  
 
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.
  
'''Environmental Control
+
'''Controlled Chaos
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
''You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
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.
Environmental Control does not inflict any direct damage.
+
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.
  
'''Area Attack:'''
+
'''Telekinetic Thunder:'''
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
''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.
  
An escalation of Potent Snipe, this affects all enemies in a single location.  
+
An escalation of Telekinetic Targeting, this affects all enemies in a single location.  
 
The effect is more powerful but less precise.
 
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
This means it does more collateral damage, but no more effect on enemies.
Line 262: Line 254:
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Sneak, move, and jump with the stealth and agility granted by Prowl.  
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
'''Telekinetic Grip:'''
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
''You can climb and hide under ceilings where people rarely look and take no damage from falls.
  
This provides you cover to hide in places you ordinarily could not.
+
This allows you to hide under ceilings and on walls where only lucky or elite opponents look.
Where you can use this is explained in each specific power.
 
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
+
Note that only you can use this ability, your friends and allies cannot unless you use Team Transport, below.
 
 
'''Maneuver:'''
 
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
 
  
Again, each power will explain how it can use this mobility.
+
'''Psychic Stride:'''
Your friends and allies cannot use this unless you employ Travel, which is described later
+
''You can make long jumps, adding 5 meters per tier to your jumping distance.
  
'''Travel:'''
+
Jumps less than 5 meters times your tier are routine for you, and this distance is added to the length of an ordinary jump.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
At any tier, this gives additional jump control, allowing you to change your direction mid-air.
  
Now you and your allies can Prowl in places where your power is at home.
+
'''Team Transport:'''
They still use their own Prowl action.
+
''You can help allies to use Telekinetic Grip and Psychic Stride.
  
'''Transport:'''
+
Allies still use their own Prowl action.
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
 
  
How and where you use this is explained in each power.
+
'''Legion Leap:'''
This takes you to places you are familiar with.
+
''You can help a small army to use Telekinetic Grip and Psychic Stride.
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
Engage in close combat and create chaos with kinetics.
  
'''Skirmish Attack:'''
+
'''Brawler Blast:'''
 
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
 
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
 
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, mundane weapons are 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.
  
'''Fine Skirmish Attack:'''
+
'''Brawler Blitz:'''
 
''Same as Skirmish Attack, except the weapon is fine and potent.
 
''Same as Skirmish Attack, except the weapon is fine and potent.
  
'''Obstruction:'''
+
'''Barrier Bash:'''
 
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
This creates a whirling host of deadly objects.
 
The effect is to deny your enemies the advantage of numbers.
 
The effect is to deny your enemies the advantage of numbers.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
+
You also gain the benefit of the Brawler Blitz, giving you a fine, potent weapon.
  
'''Flurry:'''
+
'''Walloping Whirl:'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
''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.
Line 321: Line 303:
 
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
 
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
  
'''Analyze:'''
+
'''Architectural Analysis:'''
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
''You understand static forces and the location of construction features.
 +
 
 +
You can analyze construction you are touching and analyze static forcees.
 +
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 as soon as those explosions go off 
 +
 
 +
'''Trajectory Tracking:'''
 +
''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
 +
''You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
  
'''Research:'''
+
You create an image in your mind of what you can see, and from that you can extrapolate what you cannot see.
''You know the powers and abilities of something you analyze.
+
This allows you to find walls and hollow areas.
 +
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.
  
'''Hindsight:'''
+
Position depends on the situation.
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
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.
  
'''Omniscience:'''
+
'''Complete Calculations:'''
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
''You 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.  
 +
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 ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive manifestations of your power 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.
  
'''Detect:'''
+
Consequences are generally just a failure to spot something, but in a dangerous environment consequences become more significant.
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
 
  
'''Sensor:'''
+
'''Velocity Vision:'''
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
+
''You can sense kinetic powers and things that accelerate.
  
'''Scry:'''
+
This allows you to detect moving things, especially when they change speed and direction.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
 
  
'''Omnipresence:'''
+
'''Detect Detail:'''
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
''You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
  
=== Sway ===
+
This allows you to sense the shape of objects, learning the exact shape, mass, speed, and acceleration.  
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
This is a superior sort of echolocation and vision, only lacking color perception.
Sway creatures based on your power with persuasion and cajoling.
+
Effect and consequences are similar to those of Velocity Vision.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
'''Clairvoyance:'''
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
''You can gain a sensor read from a point you choose.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
Select a point in space defined by direction and distance.
 +
You can see as if you were at this spot.
  
'''Translate:'''
+
'''Kinetic Knowledge:'''
''You and allies can communicate with creatures based on your power.
+
''You gain the information Detect Detail gives, but for all objects in a large volume of space.
  
This allows you to use the Sway power to its full effect.  
+
What you can cover depends on the number of items to be tracked, not on the volume.  
You are still wheedling unless you also use Command the advanced Command effect.
+
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.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
=== Sway ===
 +
Kinetics does not have the usual suite of Sway powers.
  
'''Mesmerize:'''
+
'''Lip Language:'''
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
''You can lip read perfectly.
  
Essentially this is an attempt to Sway with two advantages.
+
As long as you can see the speaker's lip and understand the language, you will "hear" what is said.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
'''Whisperer's Whim:'''
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
''You can project your voice and listen to any creature you can see, allowing conversation.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
This is not telepathy, this is the projection of sound.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
You can induce vibrations that create sound, allowing you to cast your voice through any hard object.
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
=== Tinker ===
+
'''Vocal Vision:'''
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
''You can listen in on a conversation as long as you see the talkers or a nearby object.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
 
  
'''Handle:'''
+
Now you no longer need to lip read, you can read the sound-induced vibrations in objects near the speakers.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
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.
  
This mainly substitutes for tools, up to a small workshop.
+
'''Sound Sage:'''
You are also protected from any dangerous effects of working with the elements of your power.
+
''You can project your voice and listen to any creature you know in the same region, allowing distant conversation.
  
'''Shape:'''
+
Pick a spot in space, you can listen and speak through a rigid object near that spot.
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
You don't need to see the target.
 
 
You can now do more than normal craft could do.
 
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
 
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
 +
=== 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 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.  
 
Devices that are more powerful are harder to contain, and thus wont last as long.  
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
'''Guided Grip:'''
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
''You can telekinetically manipulate an object as if by hand.
 +
 
 +
'''Artisan Ability:'''
 +
''You can form any kind of object about as efficiently as a workshop.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
This allows you to make fine items if you have the materials.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
'''Kinetic Crafting:'''
The result will maintain its form as if affected by the Shape ability.
+
''You can telekinetically work objects like a machine shop.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
This allows you to make potent items.
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
  
Pretty self-explanatory, this is Create on a larger scale.
+
'''Psionic Production:'''
This is useful for equipping a large band or building something large out of nothing.
+
''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.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.
+
This substitutes for various demolition tools and then moves on to disintegrate things.  
 
+
The abilities are pretty self-explainatory.
'''Jimmy:'''
 
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
 
 
 
Just as crude as it sounds.
 
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
 
 
'''Smash:'''
 
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
 
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
'''Psychic Pummel:'''
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
''Works much like a punch, but at range.
  
'''Disintegrate:'''
+
'''Kinetic Crush:'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
''Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
'''Telekinetic Tremor:'''
You also leave less traces, as what you wreck disappears.
+
''Similar to Kinetic Crush. When smashing objects you affect hard objects as if they were wood.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
'''Psionic Pulverize:'''
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
''Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.
  
Rather straightforward, this just scales things up.
+
The real difference here is that wrecking things is now silent when you have the right power.

Latest revision as of 00:07, 17 May 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

The ability move things, including simple thoughts. Something of a compliment to barrier, kinetics has no actual shape or form, nor are there kinetic creatures.

Kinesis is raw energy manifesting as physical forces. Some see kinesis as the purest kind of power. 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
3 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
7 Stress
Apex
Minimum 6 Dice
13 Stress
Attune Psionic Perception
You can detect creatures and kinesis powers. There are no kinetic creatures for attune to affect.
Telekinetic Termination
You can end the operation of an power ability and interrupt the movement of anything material, but limited to the personal scale.
Telekinetic Tether
You can hinder the movement of large vehicles like busses or trucks.
Psychic Paralysis
You can dampen all fast movement in a large area for the duration of a score while not affecting the movement of things you select to avoid.
Command Vocal Vortex
You can amplify your voice to be heard across a wide area, like a football field.
Psychic Puppetry
Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
Projected Presence
Sounds can be carried for miles.
Telekinetic Tyrant
You can use Psychic Puppetry on multiple creatures at once.
Consort Telekinetic Tack
This allows you to attach things to yourself while you concentrate, like glue.
Psychic Portage
This allows you to carry more items per load category, +1/+2/+3.
Kinetic Cargo
You can apply Psychic Portage to an ally.
Kinetic Coalition
This allows a small army to use Psychic Portage.
Finesse 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 have an appropriate ride.
Focused Force
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.
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.
Telekinetic Tempest
Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Mindful Monitor
You can track creatures who are using powers.
Telekinetic Targeting
You can use your power to attack, similar in effect to a fine and potent rifle.
Controlled Chaos
You cause multiple small objects to move or remain in place, causing chaos or building simple shelter.
Telekinetic Thunder
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area, but you risk collateral damage.
Prowl Telekinetic Grip
You can climb and hide under ceilings where people rarely look and take no damage from falls.
Psychic Stride
You can make long jumps, adding 5 meters per tier to your jumping distance.
Team Transport
You can help allies to use Telekinetic Grip and Psychic Stride.
Legion Leap
You can help a small army to use Telekinetic Grip and Psychic Stride.
Skirmish Brawler Blast
You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
Brawler Blitz
Same as Skirmish Attack, except the weapon is fine and potent.
Barrier Bash
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Walloping Whirl
Kinetic strikes out in all directions, attacking all enemies in a wide area.
Study Architectural Analysis
You understand static forces and the location of construction features.
Trajectory Tracking
You can calculate the path of a moving object forward and back to its origin.
Structural Sense
You understand the forces that support terrain and architecture and can use this knowledge to find what it hidden.
Complete Calculations
You gain the information from Architectural Analysis and Trajectory Tracking for everything in a huge volume.
Survey Velocity Vision
You can sense kinetic powers and things that accelerate.
Detect Detail
You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.
Clairvoyance
You can gain a sensor read from a point you choose.
Kinetic Knowledge
You gain the information Detect Detail gives, but for all objects in a large volume of space.
Sway Lip Language
You can lip read perfectly.
Whisperer's Whim
You can project your voice and listen to any creature you can see, allowing conversation.
Vocal Vision
You can listen in on a conversation as long as you see the talkers or a nearby object.
Sound Sage
You can project your voice and listen to any creature you know in the same region, allowing distant conversation.
Tinker Guided Grip
You can telekinetically manipulate an object as if by hand.
Artisan Ability
You can form any kind of object about as efficiently as a workshop.
Kinetic Crafting
You can telekinetically work objects like a machine shop.
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.
Wreck Psychic Pummel
Works much like a punch, but at range.
Kinetic Crush
Works as a fine potent sledgehammer in and out of combat. Noisy and leaves a twisted object in place.
Telekinetic Tremor
Similar to Psychic Pummel. When smashing objects you affect hard objects as if they were wood.
Psionic Pulverize
Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.

Expanded Kinesis Powers

Expanded descriptions of effects that differ significantly from Typical 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.

Study, Sway, and Survey powers could use an edit.

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. 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 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 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 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: You can hinder the movement of large vehicles like busses or trucks.

Telekinetic Termination on a greater scale.

Psychic Paralysis: You can dampen all fast movement in a large area for the duration of a score while not affecting the movement of things you select to avoid.

You can exclude a small group from this effect, but otherwise everything and everyone in the area is slowed.

Command

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.

Vocal Vortex: You can amplify your voice to be heard across a wide area, like an arena.

This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates. This improves effect by reaching more listeners.

Psychic Puppetry: Telekinetically manipulate the target's body, much like a puppet on a string. The target retains all senses and can continue to speak.

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.

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.

Telekinetic Tyrant: 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: This allows you to attach things to yourself while you concentrate, like 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 is faster and about as effective as a professional disguise.

Psychic Portage: This allows you to carry more items per load 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: You can apply Psychic Portage to an ally.

Kinetic Coalition: This allows a small army to use Psychic Portage.

Finesse

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

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.

This increases the speed of mounts and vehicles. 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.

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.

What this actually does depends on the power used. 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. 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: You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.

This works much as 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 Tempest: Your power manifests a storm of flying objects, suppressing the effect of multiple opponents and acting as a fine potent weapon.

You create a weapon like Focused Force above, and also create distractions. The effect is like having a number of trusty but entirely defensive allies in the fight. This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Focused Force.

Hunt

Track, attack, and unleash devastating barrages with the power of kinetics. 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: You can track creatures who are using powers.

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 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.

Telekinetic Targeting: 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 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. 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.

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.

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: 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: You can make long jumps, adding 5 meters per tier to your jumping distance.

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: You can help allies to use Telekinetic Grip and Psychic Stride.

Allies still use their own Prowl action.

Legion Leap: You can help a small army to use Telekinetic Grip and Psychic Stride.

Skirmish

Engage in close combat and create chaos with kinetics.

Brawler Blast: You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.

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: Same as Skirmish Attack, except the weapon is fine and potent.

Barrier Bash: 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.

Walloping Whirl: 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

Study and analyze objects and creatures imbued with your power to gain insight and knowledge.

Architectural Analysis: You understand static forces and the location of construction features.

You can analyze construction you are touching and analyze static forcees. 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 as soon as those explosions go off

Trajectory Tracking: 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 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 walls and hollow areas. 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: 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. 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 manifestations of your power 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 consequences become more significant.

Velocity Vision: 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: You can extend your sense of touch and learn an objects shape, feel, mass, speed, and acceleration.

This allows you to sense the shape of objects, learning the exact shape, mass, speed, and acceleration. This is a superior sort of echolocation and vision, only lacking color perception. Effect and consequences are similar to those of Velocity Vision.

Clairvoyance: You can gain a sensor read from 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: 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

Kinetics does not have the usual suite of Sway powers.

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: 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 as long as you see the talkers or a nearby object.

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.

Sound Sage: You can project your voice and listen to any creature you know in the same region, allowing distant conversation.

Pick a spot in space, you can listen and speak through a rigid object near that spot. You don't need to see the target.

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. Devices that are more powerful are harder to contain, and thus wont last as long.

Guided Grip: You can telekinetically manipulate an object as if by hand.

Artisan Ability: 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: You can telekinetically work objects like a machine shop.

This allows you to make potent items.

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.

Wreck

This substitutes for various demolition tools and then moves on to disintegrate things. The abilities are pretty self-explainatory.

Psychic Pummel: Works much like a punch, but at range.

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

Telekinetic Tremor: Similar to Kinetic Crush. When smashing objects you affect hard objects as if they were wood.

Psionic Pulverize: Similar to Telekinetic Tremor, but destroyed targets are silently reduced to a fine dust.

The real difference here is that wrecking things is now silent when you have the right power.