In the world of Arden, all people have the potential to manipulate energy and matter in extraordinary ways through the use of a special energy called Ki. Kinetics (‘Ki-netics’, get it?) are the set of abilities that allow characters to manipulate energy and matter. It requires special training to acquire these abilities, and the use of a substance known as Kievacite. Kievacite is an unusual substance that has the appearance of an ore, but glows with radiant energy in a variety of brilliant colors.
Kievacite
Kievacite is a raw material that must be properly processed in order to be used. PCs may need to possess training in certain Specialties which aid in processing Kievacite in order to save money on acquiring Kinetic Abilities. The four forms and some possible ways of acquiring them are listed below:
Kievacite Ore: Kievacite Ore is a rare substance which only Miners (A ‘Construction & Mechanics’ Specialty) can extract. Once ore is discovered, PCs can extract as many pieces of ore as successful rolls they can make at once.
Kievacite Fragments: The ‘next’ form is achieved by having a Lapidary (a different Specialty under the ‘Construction & Mechanics’ Category) perform the difficult task of cutting and shaping the Kievacite into exact and delicate fragments. One unit of Kievacite Ore is consumed by this, and the PC or NPC will obtain a number of Fragments equal to a roll + Precision Ability + Specialty Skill
Processed Kievacite: The next form is made by turning the fragment into a ‘Processed’ piece of Kievacite by having an Alchemist (a Specialty requiring training under the ‘Physical Sciences’ Category) infuse the Fragment with the desired element. Unlike the previous two steps, this action has a standing DC of 10, and thus may be difficult to achieve for low-level characters. This action also consumes a Kievacite Fragment, whether or not it succeeds.
Kinetic Element: Upon receiving a piece of Processed Kievacite, the character can then have a Surgeon implant the Processed Kievacite into their body. This allows that character to utilize the type of energy or matter that the Kievacite was infused with. This action consumes 1 piece of Processed Kievacite whether or not it succeeds, and also has a standing DC of 10. The Surgeon must roll, adding their Precision Ability + Specialty Skill, with as result higher than 10.
Components of Kinetic Abilities
Kinetic Elements have the potential to be used in a variety of ways – as an attack, as a shield or barrier, or to create various environmental effects. The target that the PC identifies when executing the ability plays a large part in what the ability is being used for, and may determine how it is defended against by a target. The cost of using Ki is substantial – PC’s using Kinetic ability will consume an amount of AP equal to the cost of the Kinetic Ability.
There are six components of Kinetics which come together to create unique abilities. These components determine the effects that are generated, how they are manifested by the Player, and how strong the effect of the ability is.
Technique
Each person who uses Kinetic can manifest control over this power in one of several ways. Each manifestation is classified into one of six categories. Every person in the world of Arden has an innate affinity to a specific Technique, so every Player will choose one for their character, regardless of whether or not they choose to use Kinetics. Players will assign their character a Kinetic Method as a part of character creation and cannot change it mid-game. There is no EXP cost to pick a Technique.
Elements
The Expression or Expressions of a Kinetic ability are the various forces, elements, or types of energy that exist and can be controlled by Kinetic powers, such as fire, water, and many, many others. A Kinetic Ability can use one or more Expressions depending on the Method used to carry out the ability. PCs must acquire Processed Kievacite and have it implanted in order to create the Expression of a Kinetic Ability.
Conditions ????
Power
The power of a Kinetic Ability is one of the most crucial aspects of Kinetic Abilities because it defines the potential effect of the ability. It is a numerical value that is added to a D20 roll which determines the impact of the ability in accordance with the basic D20 mechanic used for other actions. The result of the roll + the Power modifier will determine the Success of the Ki ability (some Ki Abilities will be measured against a specific DC - others will simply need to exceed a Success Score of 5) The Roll’s calculated effectiveness will determine the weight, density, substance, or simply the ‘strength’ of the executed Kinetic Ability.
Range
The range of a Kinetic Ability determines how far the ability can reach. The Range can determine the origin point of a Kinetic Ability or, in the case of the ‘Shooter’ Kinetic Method, the distance from the character it affects. Each point of Range is equal to about 3 ft of distance.
Area of Effect (AOE)
AOE is the area that the Kinetic Ability affects, with all targets within the area that are also susceptible to the ability being affected. Each ‘point’ towards AOE represents a radius of approximately 3’ ft in all directions.
Duration
The Duration of a Kinetic Ability determines how long the ability remains active. Each point of duration is equal to one additional turn in combat or 5 minutes of time in non-combat situations. However, just because a Kinetic Ability’s duration has expired, does not mean that its implementation does not have lasting effects. For example, a part of a stone wall may be transformed into water temporarily; the water will plunge to the ground with nothing to contain it, creating an opening. The water eventually will revert back to stone, but it will now be a pile of rubble on the ground.
Kinetic Techniques
Characters who use Kinetic powers can manifest control over this power in one of several ways. The Kinetic Technique is an innate part of the character and cannot be changed once Players choose which method their character will utilize.
Although characters of different Kinetic Techniques can control the same types of energy and substances, the Kinetic Technique is the basis on which characters execute their Kinetic Abilities, generating different kinds of effects . The Kinetic Methods are listed below:
Enhancement
This Kinetic ability is used to increase the strength, amount, or effect of existing matter, objects, or energies.
Transformation
This Kinetics type allows characters to alter the substance of the selected target(s) to that of a different type of matter or energy.
Creation
Creation type Kinetics allows its users to generate actual and/ or illusory objects or energy fields, for a specified amount of time.
Dissipation
Unlike Enhancement, the Dissipation technique has the ability to decrease the strength, density, or function of pre-existing matter, objects, or energies.
Manipulation
As one of the most direct Kinetic types, characters who use the Utilization technique are able to telekinetically manipulate or move matter, objects, and energy fields.
Transmission
Transmission type Kinetics allows the user to emit a beam of matter or energy. Although seemingly a simple Kinetic ability, a beam can produce a variety of complex effects.
Kinetic Elements
When a new element can be learned by the PC, players may pick from the elements listed below, but are encouraged to pick a specific element (fitting into each of the listed categories) which may specifically suit their character.
Forms: This category refers to the shape and appearance of specific, physical objects including living and non-living objects. Kinetic abilities which relate to a certain form will have an effect on the appearance and shape of the target, but not to its physical properties. For example, a wooden object which is moved, transformed or otherwise affected will still be made of wood. Acceptable form-type elements will fit into one of the following subcategories:
Small objects
Furniture
Handheld Tools
Vehicles
Buildings
Creatures by size, type, and environment;
Plants & Fungus
Microscopic Animals (e.g. microscopic worms, parasites, tardigrades)
Bugs (e.g. worms, arachnids, insects)
Small Sea Creatures (e.g. fish, urchins, jellyfish, sponges, crustaceans)
Large Fish (e.g. sharks, rays, chimeras)
Amphibians (e.g. frogs, salamanders)
Small Land Mammals (i.e. <1 to 100lbs; e.g. rodents, domestic “pets” like cats and dogs)
Large, Herbivorous Land Mammals (e.g. pigs, horse, deer, bison)
Large, Carnivorous Land Mammals (e.g. wolves, tigers, bears)
Small Marine Mammals (e.g. seals, otters)
Large Marine Mammals (e.g. whales, porpoises)
Small Birds (e.g. parakeets, cardinals, parrots)
Large Birds (e.g. birds of prey such as eagles and hawks)
Flightless birds (e.g. penguins, ostriches)
Small reptiles (e.g. geckos, snakes)
Large reptiles (e.g. crocodiles, alligators)
People, by class
Mercenaries
Bards
Monks
Caretakers
Defenders
Clerics
Magnates
Scholars
Sages
Rangers
Artisans
Scouts
Creature Elements - Health: This category refers to the overall physical integrity of specific, living organisms (represented by Health Points). Acceptable elements fit into one of the following categories:
Plants: A specific sub-type fitting one of those listed below should be selected for a +1 to the roll of the Ki Ability - If the ability is applied to an element fitting the same type, but different sub-type, the normal calculation of the ability will apply.
Trees
Bushes
Vines
Grass
Moss
Fruit Bearing Plants
Fungus
Bugs: A specific sub-type fitting one of those listed below should be selected for a +1 to the roll of the Ki Ability - If the ability is applied to an element fitting a different sub-type, the normal calculation of the ability will apply
Microscopic Animals (e.g. microscopic worms, parasites, tardigrades)
Worms,
Arachnids
Insects
Sea Creatures: A specific sub-type fitting one of those listed below should be selected for a +1 to the roll of the Ki Ability - If the ability is applied to an element fitting a different sub-type, the normal calculation of the ability will apply
Fish
Sharks
Crustaceans
Mollusks
Amphibians & Reptiles: A specific sub-type fitting one of those listed below should be selected for a +1 to the roll of the Ki Ability - If the ability is applied to an element fitting a different sub-type, the normal calculation of the ability will apply
Frogs,
Salamanders
geckos,
snakes)
crocodiles,
alligators
Land Mammals: A specific sub-type fitting one of those listed below should be selected for a +1 to the roll of the Ki Ability - If the ability is applied to an element fitting a different sub-type, the normal calculation of the ability will apply
Domestic animals
Farming stock
Wild herbivorous
Carnivorous/ predators
Marine mammals
Birds: A specific sub-type fitting one of those listed below should be selected for a +1 to the roll of the Ki Ability - If the ability is applied to an element fitting a different sub-type, the normal calculation of the ability will apply
Songbirds
Parrots
Eagles
Hawks
Penguins,
Ostriches
People: A specific sub-type fitting one of those listed below should be selected for a +1 to the roll of the Ki Ability - If the ability is applied to an element fitting a different sub-type, the normal calculation of the ability will apply
Aldin
Kane’/ Li’Kan
Yera
Heltzeme
Runa
Creature Elements - Stamina: Similar to Health-type elements, this category refers to the overall physical stamina (ability to act, represented by ‘Action Points’) of specific, living organisms. Acceptable ‘stamina’ elements are identical to those listed for the ‘Health’ category.
Alignment: Alignment Ki elements refer to the general motivations and outlook of people. The following ‘alignment’ types can be manipulated through the use of Ki (i.e., if the character has an alignment score with a positive value on the indicated category, they can be affected by Alignment Ki abilities as described by the specific Ki technique)
Order/ Social Aligned
Freedom/ Self Aligned
Order/ Self Aligned
Freedom/ Social Aligned
Balanced/ Social Aligned
Balanced/ Self Aligned
Order/ Balanced Aligned
Freedom/ Balanced Aligned
True Balanced Aligned (Balanced/ Balanced)
Abilities: Ability Ki Elements refer to the main 12 abilities found on the character sheet and listed below.
Proactive Physical Traits
Attack
Agility
Precision
Reactive Physical Traits
Defense
Endurance
Speed
Proactive Social Traits
Perception
Charm
Knowledge
Reactive Social Traits
Evasion
Will
Reason
Classical Elements: These Ki Elements refer to states of matter as outlined below. PC will name a specific subtype of matter as their selected Ki element. Certain subtypes may have a unique effect, depending on how it is used and if the sub-type of matter has special properties (Player’s should specify if the Ki Ability is being used for a specific intent, and the GM will be responsible for adjudicating. For example; If a player generates ‘Ice’ as their a part of their Ki Ability, and they wish the PC to do this in an effort to lower the temperature of a closed space, the GM may decide that this is a reasonable effect and will determine what the DC of the action is and modify the condition of the area, NPCs, and PCs, according to the standard D20 mechanic)
Solids: Any solid matter. For example;
Metal
Stone
Wood
Dirt/ Earth
Glass
Ice
Liquids: Refers to any matter in a liquid state such as;
Water,
Oils,
Acid,
Alcohol
Magma
Gasses: Refers to gaseous matter, such as;
Air,
Steam
Fog
Poison
Plasma: Refers to matter in a plasma-like state, such as;
Fire
Electricity
Aurora
Kinetic Ability List
Ability List…
Enhancement Abilities: DC 5
Gild [form element]: Increases the allure or apparent value of corresponding object or form. Gives temporary bonus to social actions or increases value of inanimate objects by an amount equal to the success level of roll. (DC 5 or higher)
Meliorate[creature element]: Increases HP capacity by an amount equal to the success level of roll (DC 5 or higher)
Innervate[creature element]: Increases AP capacity by an amount equal to the success level of roll (DC 5 or higher)
Enchant [alignment element]: Causes the target to seem more charming or convincing than they might otherwise be (works on all people; +1 to corresponding types) (DC 5 or higher)
Augment [ability element]: Increases the target's corresponding ability effectiveness by an amount equal to the success level of roll. (DC 5 or higher)
Reinforce [solid element]: Increases the density and/or properties of corresponding solid within the target area by an amount equal to the success level of roll. (DC 5 or higher)
Swell [liquid element]: Increases the volume and/or properties of corresponding liquid within the target area by an amount equal to the success level of roll. (DC 5 or higher)
Inflate [gas element]: Increases the density and/or properties of corresponding gas within the target area by an amount equal to the success level of roll.(DC 5 or higher)
Stoke [plasma element]: Increases the heat, intensity and/or other properties of corresponding plasma within the target area by an amount equal to the success level of roll.(DC 5 or higher)
Transformation Abilities:
Impromptu [form element]: Transforms any target into the corresponding shape. Effectiveness (usually measured against the Perception of observing PCs/ NPCs) is equal to the success level of roll. (DC 5 or higher)
Recondition [creature element]: Subtracts from target’s AP to restore HP in amount equal to success level of roll (DC 5 or higher)
Recalibrate [creature element]: Subtracts from target’s HP to restore AP, equal to success of roll (DC 5 or higher)
Superimpose [alignment element]: Causes the target to take on the personality of the matching alignment. (>Will DC)
Realign [ability element]: Subtracts from any one Ability to increase the matching Ability element equal to success of roll (DC 5 or higher)
Transmutate [any solid/liquid/gas/ plasma element]: Temporarily transforms the target into the corresponding element; amount of matter changed equal to success of roll (DC 5 or higher)
Creation Abilities: DC 5
Manifest [form element]: Creatures a visual/ tactile representation of the object or form. Size of this illusion may be small (handheld) or as big as the area of effect score. (DC 5 or higher, may require > Perception DC check)
Heal [creature element]: Creates a healing effect at the target site (directly restores HP) equal to success level of roll (minimum +1 HP restored)
Inspire [creature element]: Creates an AP restoration effect at the target site (directly restores AP) equal to success level of roll (minimum 1AP restored)
Animate [alignment element]: Causes the target to take on the corresponding alignment. When used on non-living objects, the object is given a kind of artificial intelligence which allows PCs to interact with it socially. (> Will DC on creatures, DC 5 or higher on objects)
Imbue [ability element]: The target is granted the corresponding ability, the strength of which is equal to the success level of the roll of the PC imbuing the ability. When used on inanimate objects, the object will respond accordingly by enacting the ability on the nearest target in range or defending if attacked or acted against in some other manner. Duration determines how many turns the effect lasts. When used on PCs or NPCs, the target will choose between the better of their natural Ability roll and the result of this kinetic ability.
Generate [any solid/ liquid/ gas/ plasma element]: Creates a mass of the indicated element at the targeted area; maximum size is chosen by the PC up to the size allowed by the AOE score. Any generated matter which causes damage or otherwise affects an opponent will require an check (>Defense DC, or other type of physical defense depending on the description of the ability)
Dissipation Abilities: DC 5, DC equal to defending ability when used against opponents
Disappear [form element]: Causes the affected element to appear to dissolve or disappear - The effectiveness is determined by the success level of the Roll + Ki power modifier.
Deplete [creature element]: temporarily reduces HP capacity
Fatigue[creature element]: temporarily reduces AP capacity
Repel [alignment element]: Causes the target to seem unlikeable or even offensive. Works on all peoples, with a +1 to matching alignments.
Neutralize [ability element]: Reduces the effectiveness of the corresponding Ability score on any target.
Dissolve [solid element]: Decreases the density and/or properties of corresponding solid within the target area by an amount equal to the success level of roll.
Displace [liquid element]: Decreases the volume and/or properties of corresponding liquid within the target area by an amount equal to the success level of roll.
Vacuum [gas element]: Decreases the density and/or properties of corresponding gas within the target area by an amount equal to the success level of roll.
Extinguish [plasma element]: Decreases the heat, intensity and/or other properties of corresponding plasma within the target area by an amount equal to the success level of roll.
Manipulation Abilities-
Move [form element]: Roll against targets Endurance, if applicable, Moves the targeted object or creature within an area. Does not deal damage directly. Can move targets from one area within the AOE to another up to the PC’s Ki duration score.
Meliorate OR Depreciate [creature element]: Increases OR decreases HP capacity by an amount equal to the success level of roll
Innervate OR Debilitate [creature element]: Increases OR decreases AP capacity by an amount equal to the success level of roll
Confuse [alignment element]: Rolls against target’s Will. Causes the target to be more agreeable or susceptible to suggestion (works on all people; +1 to corresponding types)
Puppet [ability element]: Roll against target Endurance. Causes the target to enact the indicated ability on any other target of the PC’s choosing within the target area 1x per turn for X turns (X = PC Ki Duration)
Bend [any solid/ liquid/ gas/ plasma element]: Can manipulate and move a mass of the indicated element from afar within the AOE. Mass/ weight is equal to the Ki Power score. Can move targets from one area within the AOE to another up to the PC’s Ki duration score.
Emission Abilities
[form element] Strike: Projects the indicated form out from the PC, striking all targets in a line between the PC and the termination point.(VS Defense DC)
Ray of [creature element] healing: Heals HP of all targets in a straight line from PC
Ray of [creature element] inspiration: Restores AP of all targets in a straight line from PC
[alignment element] Reflection: Causes the target to temporarily align with the PC (works on all people, +1 to corresponding types)
Amplify [ability element]: Increases the target's corresponding ability by an amount equal to the success level of roll. (DC 5 or higher)
Wall of [solid element]:
Stream of [liquid element]:
Blow [gas element]:
Emit [plasma element]:
This Chapter has several areas which list a concept whose application is still unclear/ undefined
-Nick
Updated 8/4/2023