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Telekinesis (Psikinesis)

Properties

Skills: Psikinesis
Actions: general(main-act,1fp) move up to 10•M*(wt) at M*(speed)

As an action, you can spend 1(fp) to move objects in your line of sight with your mind. You are able to move objects up to 10xB*(wt) and move them at B*(speed).

At your option, you can double the speed, by halving the weight moved or vice versa.

By sufficiently reducing the weight moved, you can, in effect, turn an object into a projectile. Depending on the size of the projectile(s) you can choose to do hp,frc or hp,prc damage. In either case, your Telekinesis becomes the weapon:

PAR(tg,c) with 100(range), 10(q) then PER(hp,frc/prc)

With a high-enough based modifier, of course, you can pick up other creatures. In general, you cannot damage the creature through telekinetic force alone, unless you are able to exceed their weight by ten times or more. However there is nothing preventing you from dropping them into a vat of concentrated acid, a pool of lava, or off a 600-metre cliff, and damaging them that way. This form of Telekinesis is especially dangerous, because there is no defence against it. If the targeted creature happens to have Telekinesis themselves, then they can use 1(fp) and their reaction to oppose your attempt to pick them up. The contest is decided through opposing psi skill rolls.

If you are able to pick other creatures up, then, of course, you can pick yourself up, thereby levitating or flying.

Again, if you have the M necessary to pick another creature up, you can instead decide to give them an instantaneous push. Here you do not intend to keep hold of them, rather you just push them, and your Telekinesis, instead becomes the weapon: PAR(tg,a,8) with 100(range) then 2xB*(metres) then PDC(Dex:Save) or cond,prone and 1d4(hp,frc)