Kineticism Guidelines
Kinecism is about how things manifest and change materially. There is the obvious, simple material form of a being or object, subject to the direction of conscious volition but also to the seeming random chaos of their environment.
Underlying this expression of kinecism is a natural force which binds the flow and movement of all things together so that at every instant, all things affect all other things.
Using kinetic powers requires kinetic ability,
and a pool of chi.
Chi Cornerstones
Cornerstone powers are the fundamentals of chi, the most basic and core effects.
They are developed by those with a 4 kinetic ability using the kinetic faculty trait.
They are enacted by spending chi and take no AM. They apply to a only those actions involving the character
and only a single check that must be declared when the power is used. CP are used to increase
the chi pool, 1 per level of kinetic ability. (Chi = CP x Kinetic Ability)
Cornerstone Path of Power
> Like other aptitude based powers, the Chi Cornerstone powers follow a standard
path of power which outlines how powers are taken. For cornerstone powers, a character must first take a 5 cost power before taking one that costs 10. Likewise they must take a 10 point power
before a 15 point one and 15 before 20. The power of Tearing can be taken at any time.
Chi Cornerstone Powers
| Power | Cost | Description/Explanation |
| Bending | 5 | +1 CS to sleight of hand, persuade, camouflage, stealth |
| Centering | 5 | +1 CS to orienteering, meditation, survival |
| Connecting | 5 | +1 CS to [mobility], swim, jump, climb |
| Drive | 10 | Any result gains a +1 RS, failures are unaffected |
| Fixate | 5 | Draws upon an inner landscape to fixate on a praticular fact or moment; +1 CS when drawing on knowledge for factual reference (not action) - such as academic or science skills |
| Rooted | 10 | Impervious to interruption and reduces extended activity to its minimum time, regardless of success degree |
| Free | 10 | Ignore ENC penalties and +4 CS on any attempt to free themselves from restraint |
| Motion | 5 | Combined action, no movement penalty, cannot be knocked back |
| Power | 5 | +1 CS self/-1 CS to opponent; grapple, fend or melee maneuvers only |
| Pull | 15 | Action against target is slowed by 2 cycles (max. 6), immediate within 5m only |
| Push | 15 | Target is knocked back (can be resisted); melee, grapple, propel - the target must have been touched by the chi practicioner or what they wield |
| Sink | 10 | Any result gains a -1 RS, failures are unaffected |
| Swift | 10 | Snap Action (1/2 cycles; only immediate and direct) with no penalty |
| Restrained Energy | 20 | An action/maneuver is chosen ahead of time and must be performed within a number of minutes equal to their HLT. The activity goes in 1 AM - no other such restrained actions or chi powers can be used until then. This can only be used 1/day due to the strain it puts on the practitioner. |
| Tearing | 1 | An attack (melee or propel) from the practicioner causes an additional 4 points of damage |
Quigong
Chi cornerstones are only the beginning. Those manifesting more than a simple perception of chi
can advance in their training to become skilled in Quigong. This has additional exacting requirements and
opens the door to advanced chi based powers.
Decided to play a kinetic based character? The core powers of kinecisim only demonstrate the most fundamental powers of such characters.
There are two primary types of kinetic based characters, the
Rogue and the
Warrior.
Check out their archetype guides to see if your character concept fits within these parameters.