Ether powers are divided into schools of study. Learning similar powers to ones you already know how to manifest is easier than branching out in new directions. This is reflected in the Awesome cost of learning new powers. Each school has four tiers, or levels of complexity and learning a power from a given tier costs less if you know the tiers before it. The break even point should be between tier 2 and 3, so if you only want to learn the third tier of the kinetics tree, for example, then it might be more cost-effective to learn only that specific effect.
Kinetics
1 Push/Pull
2 Force Whip | Lift
3 Force Plane | Anti-gravity Field
4 Kinetic Bullet | Black Hole
Push/Pull
Range: Level 3 meters
Target: Level 1 - one person or object
Capacity: Level 1 kg (roughly a person)
support: level to knock prone on finished movement
strength: level to add 4 base meters to movement
Force the target (animate or otherwise) to move 2 + MOS meters. If they collide with terrain they take HP damage for every meter they were unable to move. If the target is animate, they can roll an athletics (agility) roll to defend against the manifestation.
Force Plane
Range: Level 2 meters
Target: Empty Space
Area: Level 2 sq. meters
Capacity: Level 3 kg (roughly a boat)
Durability: Level 2 HP (10 HP + 1 per MOS)
Duration: One minute
strength: level to add 20 HP.
Create a solid plane of force at the target location and in a targeted position. Any creature that occupies the same space as the wall will be pushed into the nearest unoccupied space safely. The plane can support (level 3 - roughly a car) worth of weight, or take (level 2 - roughly a grenade) of HP damage before it melts out of existence, dropping anything it is supporting.
Lift
Range: Level 3 Meters (roughly archery range)
Target: Level 1 - One Person or Object
Capacity: Level 2 kg
Duration: one turn (+1 per MOS)
strength: level for -1 additional Ease
Force the target to float weightlessly for the duration of the manifestation. If the target is not expecting this shift, they take a 1-ease penalty to all attack and defense rolls made. Also, without a wall or reachable terrain to control their movement, they will float one meter per turn in the direction they were moving, or up if they were stationary.
Force Whip
Range Level 2 Meters
Target: Level 1 - One Person or Object
Duration 1 turn
Strength: Level to add another whip making different attack.
Use fine manipulation of force to attempt a manifestation attack against an opponent. A successful attack results in MOS HP damage and one of the following special attacks against the opponent: Trip, Steal, Blind, Push or Grapple.
If this ability is strengthened, another whip performs a different special attack against the target(s) per level. These whips do 2 additional damage so long as the original attack hit.
Anti-Gravity Cage
Range: Level 2 Meters (roughly a thrown ball)
Target: A cylinder in space
Area: Level 3 sq. meters (roughly a king-size bed)
Capacity: Level 3 kg
Duration: one turn (+1 per MOS)
strength: level for additional -1 ease penalty
Force every target in the zone to hover weightlessly in the air for the duration of the manifestation. Unlike Lift, the targets do not aimlessly float in a direction if they are unable to control their movement, but still require a surface to push off of to move. They still take the 1-ease penalty to attack and defense rolls. In addition, they must pass a Strength roll opposing the manifestation roll to leave the area of the cage.
Kinetic Bullet
Range: Level 4 Meters (roughly sharpshooting range)
Target: level 1 - One visible creature or object per level
Support: Level to add either armor or force field penetration to all attacks this action.
strength: Level to add 4 damage.
Use your manifestation roll as a ranged attack against each of the target(s). The targets may use active defenses. Each hit does 3 + MOS damage.
Black Hole
Range: Level 2 Meters
Target: A sphere in space
Area: Level 3 sq. meters
Capacity: Level 3 kg
Duration: one turn (+1 per MOS)
strength: Level to add 3 damage to the vortex.
support: Level to impose a -1 Ease penalty on Athletics roll to escape.
Create a maelstrom of force pulling all creatures and objects toward the center. A creature can make an Athletics (Strength) roll opposing the manifestation roll to avoid being sucked into the vortex. If they fail, they are trapped by the power and take 2 bashing damage at the beginning of each of their turns and can continue to make Athletics (Strength) rolls as a standard action to attempt to escape. Any creature that enters the sphere during the duration must also make the Athletics (Strength) check or be trapped by the power.
Pyrokinetics
1 Control Temperature
2 Produce Flame | Chill
3 Explosion | Snap Freeze
4 Firestorm | Blizzard
Create Temperature Hazard
Range: Level 2 meters
Target: A sphere in space
Area: Level 4 sq. meters
Duration: 1 minute (+1 per MOS)
Support: Spend level to manifest 100% humidity or freezing rain.
Create an area of hazard-level hot or cold temperatures. After 1 minute, a character with exposed skin in the area must make hazard survival rolls. The support level on this hazard reduced the time required to be in the hazard before making rolls by half.
Produce Flame
Range Level 2 meters
Area: Level 1 sq. meters
Target: Level 1 -one person or object
strength: Add 3 damage
Create a short burst of fire on the target that ignites flammable materials and deals 1 + MOS fire damage to the target.
Chill
Range: Level 2 meters
Area: Level 1 sq. meters
Target: Level 1 - one person, object or flame no larger than the area level +1
strength: add 3 damage
Create an icy burst on the target that does 1 + MOS cold damage to the target and snuffs out flame.
Explosion
Range: Level 3 meters
Target: a point in space
Area: Level 3 sq. meters
strength: Add 4 damage
Create a fiery explosion at a point that spreads out to the area of the spell, dealing 2 + MOS damage to all creatures and flammable objects in range.
Snap Freeze
Range: Level 3 meters
Target: a plane in space
area: level 3 sq. meters
Duration: 1 min
strength: add 4 damage
Create a zone of icy terrain that damages anyone caught in the initial burst for 2 + MOS damage and causes the ground to be difficult to pass over. Any movement through the terrain is at half speed.
Firestorm
Range: Level 3 meters
Target: a cylinder in space
Area: Level 3 sq. meters
Duration: 1 min
Cause fiery motes to rain in the area, causing anyone who starts their turn in the area to take 2 + MOS 2AP fire damage.
Blizzard
Range: Level 3 meters
Target: a cylinder in space
Area: level 3 sq. meters
Duration: 1 min
Cause hail and icy wind to flurry in the area, causing anyone who starts their turn there to take 2 + MOS AP FFP cold damage. This area also counts as difficult terrain, and reduces visibility. Creatures more than 2 meters through the storm are considered concealed, but do not have cover.
Mind
1 Telepathy
2 Mind Probe
3 Mind Wipe
4 Mind Control
Divination
1 Clairvoyance
2 Speak with Spirits | Seek Answers
3
4
Illusion
1 Dazzle
2 Hologram
3 Hallucination
4 Will o' Wisp
Technomancy
1 Speak with Machine
2 Overload | Project
3 Create Virus | Create Agent
4 Defile Technology | Control Environment
Biokinesis
1 Enhance Attribute
2 Heal/Harm
3 Repair Permanent Damage
4 Ressurrect
Enhance Attribute
Range: Touch
Target: One Person
Duration: One turn per MOS
You temporarily increase one of the affected target's attributes of your choice by one for the duration of the power. This can not push a target past ten in any attribute, but it can overcome the natural limitation. For each level of strength, the attribute is increased by another one.
Heal/Harm
Range: Level 2 Meters
Target: One living person you can see
Strength: Add 3 base damage for every level of strength applied to this power.
You use Ether to mend a creature's wounds or rack them with pain. When you manifest this power you may choose to either restore 2 + MOS HP to your target, or deal that much damage. Armor is not factored in to a Harm manifestation, but force fields are.