Guess what! There's a book now! — (MxM, Thriller, Erotic)

 

Kinesis

Divination

The Facet of Kinetic Metaphysics is known as the Tactile Facet as it is perceived in a tactile sense rather than a visual one. You feel the world around you as sensations.
My cilia stretched out across the room and over the soft rug. I felt the pressure and temperature change of a draft passing under a door hidden by the bookcase. Just what I’d been looking for.

  But I felt more. I sensed a gradient from organic to synthetic in the weaponized arm of our guide.

  “/The guide is another assassin./”

  I felt my party’s heartbeats quicken as they read the private ping. I sensed their muscles and joints flexing and grinding, and with magic I joined in.

  Before he could even react I felt the assassin’s heart flutter, panic, and stop.
Level Outcome
1 Perceive the Size of Target Object within Active Area.
2 Perceive the geometry of all exposed faces of Target Object within Active Area, including those facing away from you.
3 Perceive temperatures with touch accuracy.
4 Perceive vibrations with audio accuracy. This may be used to eavesdrop.
5 Perceive vibrations with touch accuracy, can be used to eavesdrop.
6 Perceive the kinetic potential energy of objects within your Active Cast Area as humming ripples of glowing light. With this you can see spring tension, the draw of gravity, weight shifting on a rope, the elastic buzz of stretched fabric, and so forth.
7 Your Divination gains Penetrating.
8 Perceive structural weaknesses of Target Object within Active Cast Area, negating [5 * (Cast Level - 5)] DR until the end of your next round. You may share this bonus with teammates via communication.
9 Perceive the movement path of a Target within Active Spell Area within the last 5 * [Cast Level] seconds.
10 Sense the movements of things [Cast Level - 9] rounds before they happen. Characters in range of this, including you, must draw your antes for that many rounds.
 

Immolation

Kinetic Sting
Deal 5 points of Kinetic damage to Target per Cast Level at a Check Target of [Cast Level + Target Area].

Combination

 
Barrier
Create a glowing shield with a DR of 10 points per Cast Level at a Check Target of [Cast Level + Target Area] where the Active Area represents the surface area of the Shield in cells (so a 5' x 5' flat shield is 1 cell). Barriers may turn or run diagonally

Any attack which does more damage to any part of the Barrier than the Barrier has Damage Resistance destroys the Barrier, otherwise the Barrier is unharmed.

Weight Limit

Barriers support objects of Size equal to their Cast Level, after which point they will break.

 

Relative Position

Barriers move relative their Caster. If a Barrier is hit with force that would move the Caster, then the Barrier and the Caster both move but the Caster takes no damage.

   

Manipulation

Telekinesis
Move Target Object of up to [Cast Level] Size. If moving one object would lift or drag another, then your Cast Level must account for the total of their sizes.

Target Area is the Cell Distance from the Caster to their Target and from the Target to the Target Destination.

When you use telekinesis the Size of whatever you lift is added to your Size; this provides no additional physical strain to you, but if you’re on a surface where your Size is relevant (such as in water or on thin floorboards) it will matter.

Damage: Telekinesis does not deal direct damage. You can't telekinetically punch, but you can throw.

Grip: Your Cilia is approximate to having a hand of Size equal to Cast Level. If a hand of that size could reasonably gain purchase on a surface, your Cilia can.
Negating Gravity or Velocity
Same as Telekinesis with the express purpose of negating the force imported onto an object—such as negating fall.

Note!

Standard gravity pulls objects down at ~6 Cells a round or ~30fps.

Use Object
Use or swing an item you’re holding using Kinetic Metaphysics.Check: Make a Joint Check of Manipulation and the Skill most related to the item in question. The difficulty is the distance in cells between you and the item plus (if the item is being moved) the distance between the item and your target. Your Active Area must encompass both.

Explain LOD effect.

Cast Level substitutes for UBS for the damage.
   

Spellcasting

Charging

Charging is the Action of drawing Meta from the environment and imprinting it with a spark of your soul so that you may use it in casting.

You may Gain 1 Charge as a Partial Action each Round.   Whenever your Charge is less than 0 you become Undercharged. Whenever your Charge exceeds your Capacitance you are Overcharged.

Undercharge
Undercharge occurs when your Charge goes negative and creates a meta void. Local meta fills the void and casts Immolation inside of you. The Cast Level is equal to how far below 0 your Charge is. The Element is the same as whatever you recently cast or which was most recently cast closest to you. After the Cast your Charge returns to 0.

Overcharge
Overcharge occurs when you hold too much Meta. You become aligned with the local Meta, and lack the skill to control it. Any Spells Cast within [X] spaces of you is also cast on you, where [X] is your Overflow of Charge to Capacitance. Overcharge lasts until your Charge is lower than Capacitance.
 

Casting

Casting is the Action of expelling Meta as a Spell. It plays out and is Resolved like any other Action.
 
Action
  1. Declare an Element, School and Level
  2. Play your Check from your hand
  3. Declare Target Area and Active Area
  4. Spend Charge
Resolution
  1. Resolve Reactions
  2. Resolve Damage
  3. Resolve secondary Effects
 

Target and Active Area

Whenever you Cast you must define an area which is continuous and connected to your Cell. This is your Target Area.   Within that area, then choose which spaces your Spell is Active in. The area must be continuous and within the Target Area. These are the squares the Spell will actually affect.   Your Check Target is the number of squares in your Target/Active Area plus the Spell Level.   For byrules and specifics of spellcasting see the Spellcasting Entry.

 

Byrules

You cannot charge while Restrained.

Charging slightly disrupts energy sources and dims sounds in a way that may give you away.

Casts can move diagonally, adding +1.5 to the check instead of 1. Check Targets round up.

A Cast cannot cast through non-permeable materials unless it has Penetrating. Permeable materials are those which water instantly pierces.


Cover image: Kinetic Meta by Ademal

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