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Telekinesis

Key Attributes: Focus

One of the most widely known and understood psychic abilities, telekinesis refers to the ability to directly control objects with one’s mind. Through the use of telekinesis people have been able to open doors without raising an arm, lift monumental structures without lifting a finger, and even fly through the air without the aid of technology (or wings).

A skilled telekinetic is capable of moving great objects with a single thought, but it is said that a group of skilled telekinetics, working in tandem, could move meteors from outer space (though it may take thousands of them to do so). Most mundane citizens are therefore justifiably weary of allowing groups of telekinetics to gather, while others actively doewhat they can to prevent any such phenomena from occurring.

Examples of ladder results for telekinesis include:

  • Abysmal (-3): Your attempt fails, you take one Very Hurt mental wound, and you cannot use this power again for 12 hours.
  • Poor (-2): Your attempt fails and you take one Hurt mental wound, but you do not lose control of this power.
  • Mediocre (-1): Your attempt fails and you take one Scratched mental wound, but you do not lose control of this power.
  • Fair (0): You can lift a single object weighing up to five pounds at a range of up to 30 feet.
  • Good (+1): You can lift up to two objects weighing up to 20 pounds each at a distance of up to 100 feet.
  • Great (+2): You can lift multiple objects or creatures weighing up to 100 pounds total at a range of up to 100 yards or you can use the power to hover no more than five feet off of the ground (you cannot propel yourself forward or backward, only up or down).
  • Superb (+3): You can lift multiple objects or creatures weighing up to 1,000 pounds total at a range of up to 300 yards or you can use the power to fly at up to 30 feet per round.
  • Wonderful (+4): You can lift multiple objects or creatures weighing up to one ton (2,00 pounds) at a range of up to 500 yards or you can fly up to 60 feet per round.
  • Phenomenal (+5): You can lift multiple objects or creatures weighing up to five tons (10,000 pounds) at a range of up to one mile or you can fly up to 90 feet per round.
  • Extraordinary (+6): You can lift multiple objects or creatures weighing up to ten tons (20,000 pounds) at a range of up to two miles or you can fly up to 120 feet per round.
  • Astonishing (+7): You can lift multiple objects or creatures weighing up to 20 tons (40,000 pounds) at a range of up to three miles or you can fly up to 150 feet per round.

Characters using telekinesis to fly need only roll a check when in a stressful situation, such as in combat or when trying to be stealthy, otherwise they should be allowed to use their attribute bonus as their check result. Characters who attempt to fly at maximum speed during combat should be required to spend their action each round to concentrate on activating the ability. If they wish to fly as part of normal movement and still be able to act, characters should only be allowed to fly at one quarter the maximum speed listed for their result.

Lifting objects that are not held by other creatures should have a difficulty appropriate to the object’s weight and the distance at which the character is trying to lift it. For example, lifting a notebook off of a table from across the room is only a Fair difficulty, while lifting a fully-loaded semi-truck (about 40 tons) from a mile away would be an Astonishing feat indeed. Pulling in a meteor from the earth’s orbit would require thousands of Astonishing checks originating from a central place.

Telekinesis can be used to hurl objects at other characters or objects. Since attempting to calculate real-world physics can drastically slow down gameplay, it is advised that players and GMs not think too hard about the actual properties of an object. Instead, they should use the basic offensive/ defensive factor guidelines when trying to determine how much damage a hurled object does. Treat this type of attack as a projectile attack, but instead of using your degree of success as an ODF, use the object’s Material Value.

Try not to worry about calculating what the damage of a 10-ton object hitting another character might be (assume, if it helps, that the player’s defensive bonuses include dodging out of the way or getting lucky and not taking the full force of the damage). If you need to know whether or not a semi-truck can crush the wall of a building when being hurled from 500 feet away, assume that it can.

Example Fault: Flight Only; the character using telekinesis only has the power to fly, not to control other objects.