PHYSICAL PSIONIC POWER: TELEKINESIS
Telekinesis is the ability to move objects without any other means than
directed psychic energy. The character can make an object hop, fall,
rise into the air, suspend it there (hover), or make it fly across the
room.
In order to move an object by telekinesis, the item must be clearly
visible, within the psychic's range and the point of focus. As usual,
the psychic must concentrate on what they are doing: thus each
telekinetic feat counts as one of the character's physical attacks. The
total number of attacks is equal to the character's number of physical
attacks per melee; usually 3 or 4. One can attack with telekinesis by
hurling an object as if thrown or causing it to buzz about a room,
swinging and hitting like a club controlled by an invisible hand.
Several objects can be telekinetically thrown around within the same
melee round, but not simultaneously. The psychic can only concentrate
on one item at a time. [Example: A Physical Psychic with four, normal
hand-to-hand attacks per melee can perform four attacks with
telekinesis.First, they make a flower vase fly from the table, aiming
it at their opponent's head. Second, they make the lamp hurl at the
guard at the door. Third, the table is suddenly flipped up on end, and
fourth, the doorknob is turned and the door flung open. Four attacks or
actions using telekinesis.]
Telekinesis can be used to do more than making objects fly around. The
telekinetic power can be used to open doors, flick switches, press
buttons, turn knobs and dials, open windows, make a rocking chair rock
and so on. Each action counts as one of the character's physical
attacks/actions per melee.
It is easiest to move or hurl small objects weighing 2 pounds (0.9kg)
or less, to a maximum height or distance of 60ft. (18.3m). Medium
weight objects weighing 3lbs.to 20lbs. (1.4kg - 9.1kg) are more
difficult, and have a maximum height or distance of 30ft. (9.1m). Large
or heavy objects weighing over 20lbs. (9.1kg) are the most difficult to
manoeuvre, with a maximum height and distance of 15 ft. (4.6m).
Telekinesis
is not a force field, thus, while it can be used to parry/block a
punch, kick, club, knife or even sword, it can not stop bullets,
arrows, gas, flying tackles, and similar attacks. Further more, a
failed roll to telekinetically parry means the psychic did not parry
and is struck by their opponent.
Range Up to 60ft. (18.3m) away.
Duration: 2 minutes per level of experience.
Length Of Trance: N/A
I.S.P.: Small [2lbs. (0.9kg)] = 2; Medium [3-20lbs. (1.4-9.1kg)] = 8; Large [20lbs. (9kg)] = 8 +1 per every 10lbs. (4.5kg) over 20lbs. (9kg).
Saving Throw: None
Base Skill: N/A
Bonuses:-
- +3 to strike with telekinesis; physical/skill bonuses do not apply when telekinesis is used.
- +4 to parry with telekinesis; by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium weight object.
- Damage from hurled objects:-
- Very Small 6oz - 1lbs. (170g - 500g) = 1D4.
- Small 1.5lbs. - 2lbs. (0.7kg - 0.9kg) = 1D6.
- Medium-Small 3lbs. - 4 lbs. (1.4kg - 1.8kg) = 2D4.
- Medium 5lbs. - 10lbs. (2.3kg - 4.5kg) = 3D4.
- Medium-Large 11lbs. - 25lbs. (5kg - 11kg) = 3D6.
- Large 26lbs. - 40lbs. (11.8kg - 18kg) = 4D6.
- For each additional 20lbs. (9kg) of weight = +1D6.