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Energism

Energists are full of vigor and power, man! They have the unique roll in the
Changed Universe as those with the ability to project energy in tangible
streams, give others invigoration through a touch or to use energy to
manifest a variety of effects comprised of solid energy.
Being an Energist is like being the Human Torch, the Thing, or Cyclops.
Their projected energy can be blasts of heat, electricity or ice. Some
Energists use more esoteric sources, such as acid or pure sound.
Energist abilities are powered by Flow, a shorthand term for the ebb
and wash of the energy that manifests between the cells of the universe.

Kinesis

Kinesis is the manipulation of the energy of the universe,


whether it be blasts of ice, sprays of rock or some other form. Each
user tends to customize their manifestations, so no two are completely
alike. Regardless of the appearance of the power, the same base rules
apply. The GM is encouraged to apply common sense to the
applications of the Kinesis powers in terms of the secondary effects of
the various elemental compositions.
Each Kinesis manifestation lasts for one scene and costs 1 Flow. A
point of WIllpower can be spent to extend the power for the length of a
scene.
1 dot- The Kinesis user manifests minor ability in manifestation.
They can expel a ranged attack that does 2 Health levels of damage
out to the effective range of a pistol (about 30ft). Their control isn't up
to par yet; any blast hits an area about 5 feet in diameter.
2 dots- The Kinesis user's ability has grown. It's not vast just yet,
but it is considerable. They can expel a ranged blast that does 4 Health
levels of damage to the effective range of a pistol. The area of effect is
about the size of a beach ball.
3 dots- The Kinesis user has greater fine control of their ability,
as well as becoming more powerful. Their blast does 6 dice damage
and has the range of an SMG. it strikes an area about the size of a
basketball. The range can be traded in for a 'strafe' attack that affects
a line in any combination of dimensions up to 50ft.
4 dots- The Kinesis user's power has almost fully matured, with
extremely fine control of the ability. The blast inflicts 8 dice damage,
has a range of 100ft and can be strafe attacked in a line in any
combination of the dimensions. The blast may also be manifested an
extra time per Flow spent; effectively granting the Kinesis user a
'doubletap'
5 dots- The Kinesis user has truly matured, with almost
infinitesimal control of the power. The blast inflicts 10 dice damage, it
has a range of 150ft, and can be strafed as normal.
The Kinesis user can fire 3 blasts at this intensity per Flow spent.

Invigoration

Invigoration users tend to always be a font of energy and drive.


They use Flow to directly energize themselves or others, allowing them
to overcome the negative effects of injury, old age or other infirmity.
The use of this power does come with a price; after the effects wear
off, the penalty doubles. Roll Willpower (Dif 7) to activate. The effects
last for one scene.

1 dot- The user ignores the first level of injury, gaining a free
Bruised level. They can act as if a young adult even if into their first
century in age.
2 dots- The user ignores -1 Health penalty.
3 dots- The user ignores -2 Health penalty. They can act as if
they have a fully healthy, even possessing broken bones or open
wounds.
4 dots- The Invigoration user ignores the -5 penalty.
5 dots- The Invigoration user reaches the pinnacle of their
power; they can ignore being brought to Incapacitated and below. Each
level below Incapacitated requires another point of Flow per round to
allow the user to still live. When the user is out of Flow, they have a 5
round grace period before the Flow in their system fully abates and
they die as normal.

Manifestation

Manifestation users can wrap themselves in a tangible sheath of


energy that allows them to resist damage and gain secondary effects.
Each level of Manifestation is a level of Soak dice and gives the user a
secondary attack that adds to their Strength that inflicts elemental
damage. Each manifestation user chooses one principle element to
manifest when they select this power. "Powering up" requires the user
to spend 1 Flow and 1 Willpower to manifest for the entire scene.
1 dots- Manifesters at this level have minor effects betraying
their energy sheath. Tiny flames, icey thorns or rocky plates show at
various portions of the anatomy.
2 dots- Manifesters at this level have more prounounced effects;
flaming hair, ice-coated limbs or rocky spurs. They can skate on a layer
of their chosen element at 2x their normal movement.
3 dots- Manifesters at this level have grown too noticeable to
hide. Any flames do not consume their clothing, they suffer no ill
effects from being comprised of ice and having limbs comprised of
solid rock do no hinder them in any fashion. Any elemental weapons
are obvious; such as spurs or claws.
4 dots- The user resembles a humanoid made of the elemental
type they have selected, or can have a pair of elemental types
intermingled that are not directly in elemental opposition. Users made
of electricity can fly at 3x their normal rate of movement by attracting
themselves to nearby metal items, while users of fire can fly through
convection. Ice wielders can speed-skate and Rock wielders roll on a
groundwave of semi-fluid earth.
5 dots- The user's form becomes omni-elemental, being able to
manifest a separate energy for each limb, including the head. This
allows them to damage nearly anything and become resistant to any
elemental type the omni-elemental is composed of. Wielders of this
manifestation travel at 5x normal speed via their element; Rock users
portal through the earth, air users fly, fire users also fly, and ice users
sublimate and appear to teleport.

Flow

Flow powers the Energist's abilities. Their powers are impressive


and can be a terror to deal with, but having a Energist on your side can
be a great boon in a fight.

Energists can expend a point of Flow to power small electric


devices like the Zeitgeist, but they cannot power anything larger
than a Medium object. Their ability automatically lasts all day.
Energists can boost their physical stats on a 1-to-1 basis, to a
maximum of 5 above normal. Each application of this lasts an
entire scene.
Unlike some of the other Primordials, Energists cannot spend
permanent WIllpower to permanently boost devices or stats; their
grasp of Flow simply does not operate in that fashion.
Flow naturally recharges completely over the course of 8 hours of
sleep. However, artifacts exist that recharge it faster, such as natural
pools or objects with significance to the powers of energy; volcanoes,
nuclear power facilities, and electric power stations, even defunct
ones.

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