Manipulates Acoustics

Published January 20, 2014 by

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Hearing and speech may seem mundane to most, but through your command of sound waves, you understand the vital importance of acoustics. You are a sonic engineer and a master of sound.

Although most people cannot tell the abilities you control based on your physical appearance, you may cause your surroundings to rapidly shake and hum in a high pitch when your emotions flare up and you raise your voice.

No one type of character is more likely than any other to manipulate acoustics, though a jack may find the manipulation of sound useful for subterfuge.


GM Intrusion: You are temporarily deafened by the sonic feedback of your abilities.


Pick one other PC. Whenever you use your powers, they develop an annoying ringing in their ears if they are within short range.

Additional Equipment:

You have an oddity in the shape small tuning fork. When you strike it against an object, it tells you the harmonic frequency at which a given object breaks.

Esotery Effects:

Sonic Esoteries: If you perform esoteries, those that would normally use force or other energy (such as electricity) instead use sound. For example, force blasts from Onslaught are sonic, and Push is a propulsive burst of sound. These alterations change nothing except the type of damage and the fact that it may be produce noise.

Minor Effect Suggestions:
The target becomes dazed for one round, during which time the difficulty of all its tasks it performs is modified by one step to its detriment.
Major Effect Suggestions:
The target is also stunned and loses its next turn.
Tier 1:

Shape Sounds (1 Intellect point): You shape sounds to produce a variety of minor, temporary audio effects: amplifying/dampening your voice, filtering out noise or unwanted sounds, creating noise, voice mimicry, and so on. You cannot shape sounds to harm another creature or object. Action.

Tier 2:

Singing Blades (1 Intellect point): You imbue your attacks with hypersonic vibrations, inflicting 1 additional point of damage per attack for ten minutes. Action for touch; enabler for weapon.

Audiophile: You’re trained in all tasks involving hearing and identifying sounds as well as using sound and sonic-based numenera. Enabler.

Tier 3:

Shockwave Blast (3 Intellect points): You unleash a destructive shockwave blast against your foes, inflicting 6 points of damage to the target. Alternatively, you can use this against inanimate objects no larger than half your size. Make an Intellect roll to instantly destroy the object; the difficulty of this task is decreased by three steps (compared to brute strength). Action.

Tier 4:

Interference (4+ Intellect points): You produce acoustic interference that cancels all audible sounds for up to three targets within short range (make an Intellect roll against each target). Affected targets are rendered mute and deaf for one minute. For each two Intellect points you spend, you can make an Intellect attack roll against an additional target. Action.

Tier 5:

Vertigo (5+ Intellect points): You produce infrasonic sound waves that causes foes to experience vertigo. Make an Intellect attack against each creature within short range you want to affect. Success causes the creature to become dazed for one minute, during which time the difficulty of all its tasks it performs is modified by one step to its detriment. If you spend an extra level of Effort, the creature falls prone and is unable to move for the duration. Action.

Tier 6:

Echolocation: You develop bio-sonar, allowing you to navigate and locate things in long range by echolocation. You can act without penalty (including fighting) while blinded, in total darkness, or against invisible foes. Enabler.

Sonic Dissonance: You’re trained in all defense rolls against attacks dependent on sonic energy or sound. Enabler.

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