Honed essence skills require that your character has practiced with and can control their essense fairly well. They are coming to grips with what the Aura of their essence is and know what that means for their essence manipulation.
This page lists all of the skills available to the Honed skill level and each Aura type.
Launch your essence outward at high speed in any direction up to half of your essence’s range to push an object with twice your essence’s range in pounds of force. It only pushes in the specified direction and does not cause blunt damage.
Extend your essence outward and shape the end like a simple claw that can be closed to hold an object (not yourself). You may lift or move an object whose weight is up to your essence’s range in pounds. You may move the held object in any direction if it is not too heavy.
Trying to lift an object heavier than your limit requires a Check roll. On failure, you gain the “strained” status condition and are not able to lift the object. Objects heavier than twice your limit are not movable.
Flow your essence like a continuous wave to send out a consistent gust of wind. The wind is strong enough to blow over non-grounded items up to half of your essence’s range in pounds.
Extend your essence as far as your range allows and swing it like a club with as small as a half-foot diameter. You can move your essence fast enough to cause some bruising.
Excite the substance of your essence into a barbed mass and extend it so it comes in contact with another essence to share visions with the target for the duration. The target knows that the visions are external and not from their own mind.
If upon recognizing the vision, the target wishes to resist and they have the Essence quality or another relevant quality that is not Thought, the Essence Check roll becomes a Contest roll against the target’s quality. Upon a successful resistance, your essence is pushed away from the target’s and cannot share the vision.
Cool the air around your essence until water condenses from the air. This water can be further manipulated or frozen. If paired with another skill like Burst or Push, the water or ice can be launched.
Flow the substance of your essence so it pulls heat away and quickly cools the area to water’s freezing point. If the target is water based, the portion in direct contact with your essence instantly becomes completely frozen.
As you continue flowing your essence, it continues pulling heat away, so if there is more heat below the surface, it will continue pulling heat and freezing down to a depth of about 2 feet. For example, with enough time, you could completely freeze a person solid, but you could only freeze about 2 feet of the surface of a lake if you spent enough time on it.
Excite the substance of your essence to build up enough static electricity to create a considerable electric shock that arcs off of your essence onto the target. Cannot create a sustained electrical field.
Position your essence in such a way that it pushes your limbs and body, allowing you to move faster than you would normally be able.
Bunch up the substance of your essence and push it downward over or around objects to apply a great amount of pressure to the target. Can apply up to five times your essence’s range in pounds of pressure upon the target.
Send a small amount of your essence into hole or some other tight space and quickly send the rest of your essence’s substance into that space, expanding your essence and splitting open the material your essence entered.
Excite the substance of your essence until it heats up enough to generate a flame the size of your character’s head. The flame remains at the tip of your essence and can be moved around.
Excite the substance of your essence until it heats up enough to melt most plastics. It only affects what you want it to heat up, and can be held on a spot to increase the heat. While it cannot melt iron, it can soften most softer metals. Your essence can also cause burns on contact.
Engulf an object in your essence and increase the passage of time for anything in contact with or within the bounds of your essence without affecting time around it. Time for affected objects passes at roughly 1 day per turn/5 seconds.
If the target’s essence also has a Slow Aura, they can resist the flow of time by turning the user’s Check roll into a Contest roll. If the user fails the Contest, their essence is pushed away by the target. If they are successful, time for the target instead only passes at 1⁄2 day per turn/5 seconds.
Expand your essence outward and form it into any shape larger than 1 inch and use it to interact with anything in range as a solid object. Your Essence remains invisible, but it can be shaped into objects with points/tips as small as 1 inch in diameter.
Expand your essence outward to push any feeling (eg. happiness, sadness, fear, etc.) upon another essence. You must make a Contest roll using your Essence quality against the target’s Essence quality, or if they do not have the Essence quality, against half of their Thought quality rounded up. If you succeed, the target begins feeling what you pushed upon them, and the feeling lingers until the target can naturally recover, i.e. if fear is pushed upon them but they realize there is no danger, they may recover faster.
Expand your essence outward to remove any feeling (eg. happiness, sadness, fear, etc.) from another essence. You must make a Contest roll using your Essence quality against the target’s Essence quality, or if they do not have the Essence quality, against half of their Thought quality rounded up. If you succeed, the target no longer feels the feeling you removed, and the target continues without the feeling until something activates it again, i.e. if fear is removed but they see an immediate danger, they may get fear back sooner.