Kinetic

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Field of Kineticism

  • Mastery: Mental
  • Tell: A 'heat ripple' distortion around the body or target.

A character who studies the Field of Kineticism expands the awareness of the mind, learning that space and mass are illusions of Creation, and that with will one can overcome the physical world. The mind must be disciplined, trained and refined so that one can overcome the limits of the body.

A character who studies the Field of Kineticism believes in Reason, that the world itself is a rational place, defined by and adhering to rigid rules. They seek to discover these rules, and that the Perfect Mind is the one that understands the rules of Creation and how to exploit the weaknesses of these rules. The mind is the most powerful tool of all, and Reason is the ultimate riddle to be solved.

Discipline

Enhance Mind

  • Requires: Growth 1
  • Action: Instant
  • Cost: 1 Essence per +1 Additional Success
  • Duration: Scene

The character can augment a specific aspect of their Mental Attribute. The player chooses a specific aspect, such as memory, perception, or cunning. Any roll using the character’s Mental Attribute in a manner consistent with this aspect gains this bonus. The character can not spend more than (Mastery) Essence.

Clear Thoughts

  • Requires: Growth 4
  • Action: Free
  • Cost: 1 Essence per -1 Potency
  • Duration: Immediate

The character can reduce a Charm's Potency by (Essence) Ranks as it affects them. This can only be done as the Charm is applied, not after it has taken root. The character can not spend more than (Mastery) Essence.

Mental Grace

  • Requires: Growth 7
  • Action: Full Round
  • Cost: 2 Essence per +1 Die
  • Duration: Scene

The character can augment a specific aspect of their Mental Attribute. The player chooses a specific aspect, such as memory, perception, or cunning. Any roll using the character’s Mental Attribute in a manner consistent with this aspect gains this bonus. The character can not spend more than (Mastery) Essence. This Discipline may be combined with Enhance Mind.

Kinetic Gifts

GiftRequirementEssence CostActivationRangeDuration
AlchemySpiritual 9DP+31 ActionLimitedPermanent
Augment WeaponryPhysical 111 ActionTouchConcentration
Call ArmourMental 311 RoundSelf(Growth) Minutes
Call WeaponMental 211 roundSelf(Growth) Minutes
Cat FeetPhysical 21Instant ActionSelfLanding / Concentration
ConcussionMental 311 ActionGreatInstant
Control SoundMental 311 ActionLimitedConcentration
Crystal SwarmMental 211 ActionLimitedInstant
Destroy MindMental 831 ActionAuraInstant
DisruptionMental 621 ActionLimitedInstant
Distant TouchMental 211 ActionLimitedConcentration
Energy BarrierMental 411 ActionLimitedConcentration
Energy BlastMental 411 ActionAuraInstant
Energy BoltMental 411 ActionGreatInstant
Ethereal BarrierMental 521 ActionSelfConcentration
Extend RangeMental 21Free ActionTouchInstant
FloatMental 211 ActionSelfConcentration
Force ShieldSpiritual 211 ActionPersonalConcentration
FreedomMental 521 ActionSelfConcentration
Generate SoundMental 211 ActionLimitedConcentration
Hammer BlowPhysical 211 ActionSelf1 Action
Keen EdgeMental 411 ActionTouchConcentration
LevitationMental 311 ActionLimitedConcentration
Master KeyMental 311 ActionTouchInstant
Mastery of FireMental 211 ActionLimitedConcentration
Mastery of WindMental 311 ActionGreatConcentration
Phantasmal BurdenMental 211 ActionLimitedConcentration
Psychic FlightMental 521 ActionSelfConcentration
Psychic RepairMental 311 RoundTouchPermanent
PuppeteerMental 521 ActionLimitedConcentration
RetrieveMental 731 ActionGreatInstant
Shocking AuraMental 521 ActionSelf(Growth) Rounds
Telekinetic ForceMental 411 ActionGreatConcentration
Telekinetic TechniqueMental 521 ActionGreatConcentration
Telekinetic ThrowMental 411 ActionGreatInstant
Turn to CrystalMental 731 ActionLimitedPermanent
UnmovingPhysical 521 ActionSelfConcentration
Wall ClimbingMental 311 ActionSelfConcentration
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