Talk:Kinesis Powers (FiD)

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Powers before limiting Command & Sway

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 Mental Murmur
You can attract the attention of and send a few words to a creature you can see. They cannot reply.
Kinetic Command
You can send simple telepathic messages to subordinates you can see and they can reply.
Psychic Puppetry
This allows telekinetic manipulation of a target's body, much like a puppet on a string. The target retains all senses and can continue to speak.
Psychic Subjugation
You can use Kinetic Command against a large number of creatures all at once.
Consort Telekinetic Tack
This allows you to attach things to yourself while you concentrate, like glue.
Kinetic Cargo
This allows you to pick two more items for the duration of a score. You can only use this once per score.
Psychic Portage
You can apply Kinetic Cargo to an ally.
Kinetic Coalition
This allows a small army to each carry two extra items.
Finesse Telekinetic Trek
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.
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.
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
Gives you a vague feeling when other power-users are near and allows you to track them, more so for friends and relatives.
Telekinetic Targeting
You can use your power to attack, similar in effect to a fine and potent rifle.
Mindful Mayhem
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.
Telekinetic Thunder
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.
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 toss allies in a way similar to Psychic Stride.
Legion Leap
You can toss a host of allies in a way similar to maneuver.
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.
Whirlwind Wallop
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Momentum Mapping
You can identify speed and direction of movement.
Trajectory Tracking
You know the exact weight, speed, acceleration, and projected path of target.
Path Prediction
You can learn how something has moved to where it is now and project its future path, but the future is subject to change.
Complete Calculations
You gain the same information as 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.
Complete Kinetic Knowledge
You gain the information Detect Detail gives, but for all objects in a large volume of space.
Sway Empathy
You can understand the speech and intentions of others even if normally couldn't.
Mind Merge
You can send simple telepathic messages to allies you can see and they can reply.
Telepathic Talk
You can enter a trance where you can converse with friends and relatives over any range.
Telepathic Takeover
You change the personality and motivations of any creature. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
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 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.
Psionic Pulverize
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.