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telekinetic

It all started the day Hugo took the afternoon off and I didn't have anybody to fetch me my whiskey while I was taking a bath.

Telekinetics can interact with the world at a greater distance than everybody else- a simple idea with tremendous applicable utility. Telekinesis depletes its user's Energy stores but never consumes resources; taking additional levels as something that allows for Energy management such as Healer or Regenerator might be a good idea for telekinetics that make heavy use of their powers without taking breaks to recover.

Telekinetic Move things at a distance.
caret-right Bootstrapper Move yourself.
caret-right Brisk Move quickly.
caret-right Counterforce Stop attacks.
caret-right Dexterous Precise control.
caret-right Puissance Greater power.

Telekinetic

Utility plus-circleMind-Mover: As an action, you can pick up any object within 10 meters and move it to any new location within 10 meters of you and 5 meters of its previous position.

plus-circleTK Grab: You can use telekinesis to grab creatures as an action- this requires a trigger die roll of 7+ as usual for grabbing but can be done at a range of 10 meters instead of only against adjacent creatures. Once a creature has been grabbed, you can move them around using further actions just like any other object (at least until they recover from the Grabbed condition).

minus-circleImperfect Control Principle: While you can freely move objects around, you cannot perform any delicate or precise tasks with them (such as making chalk write on a blackboard or stabbing somebody with a sword).

minus-circleMind-Body Muscle Principle: You cannot move anything with telekinesis that's too big/heavy for you to move with your body (under normal circumstances, this means anything bigger than you). If you're moving something big enough that carrying it would give you an impairment to movement speed (anything of your own approximate size), then you can only move it a maximum of 2 meters per action with telekinesis.

minus-circleMover Principle: You cannot move yourself with telekinesis, only things external to yourself.

minus-circleExhausting: Moving things with your mind is harder than moving them with your body. Every time you move an object or attempt to grab a creature with telekinesis, roll a trigger die (or just use the result of the die you already rolled in the case of attempting to grab a creature). If the result is 1-6, then doing so caused you to lose 1 Energy (or Flesh if you have no Energy remaining).

doubledWrestler Synergy: If you have levels in the Wrestler archetype, you can apply all its grabby tricks to your telekinetic grab as well.

doubledPowerhouse Synergy: If you have levels in the Powerhouse archetype, any lifting capability improvements from it also apply to your maximum load with telekinesis.

Bootstrapper

Movement plus-circleLevitation: You can move yourself using telekinesis. Doing so still incurs the possibility of costing Energy as normal.

plus-circleThe Most Familiar Weight: Carrying yourself does not slow you down or impose an impairment to your movement speed via telekinesis (even though you are, by definition, a creature of your own size).

Brisk

Utility plus-circleRecall: As an action, you may pull any object or creature you're currently holding telekinetically to your location regardless of distance.

minus-circleExhausting: Roll a trigger die when recalling objects this way. If the result is 1-6, then doing so costs 1 Energy (or Flesh if you have no Energy remaining).
Utility plus-circleMultitasking: Once per round, you may perform any telekinesis-aided action or movement as a free action. This includes recalling objects with Brisk, moving yourself if you know Bootstrapper or making a telekinetically-controlled weapon attack if you know Dexterous.

minus-circleStill Exhausting: Making actions free with Brisk does not reduce or avoid the possibility of said actions costing Energy as normal for telekinesis.

Counterforce

Protection plus-circleMental Blade Grasp: You can use telekinesis to avert or stop incoming attacks. When any creature within 10 meters makes any weapon attack, you can choose to stop it; the attack simply doesn't happen and the action used to make it is wasted.

minus-circleLimitations: You cannot use Counterforce to stop any attack that was made as a free action, nor can you stop an attack whose trigger die result is 10+. You cannot stop an attacker that's big enough that you couldn't carry them (under normal circumstances, this means larger than you are).

minus-circleGotta See It Coming: You can only telekinetically stop attacks when you can clearly see the attacker (they must be within your visual arc and have no concealment/cover from you).

minus-circleConservation of Action: Every time you choose to telekinetically stop an attack, you get one less action on your next turn. You cannot use Counterforce more than twice per round.

minus-circleExhausting: Every time you use Counterforce, roll a trigger die. If the result is 1-6, then doing so costs 1 Energy (or Flesh if you have no Energy remaining).

Dexterous

Utility plus-circleMatilda's Message: When holding an object with telekinesis, you can do anything with that object that you could do with your hands (including careful, precise work like writing, pouring beverages, or using a wrench to loosen bolts).
Offense plus-circleHovering Weapons: You can telekinetically wield weapons at a distance. Range, cover, etc are determined from your weapon's current location instead of from your own.

minus-circleMove 'Em Out: Your weapons always start in your own space and using them at a distance requires you to first telekinetically move them away from you as an action just like any other object.

minus-circleExhausting: If the trigger die associated with a telekinetically-wielded weapon attack is 1-6, then doing so costs 1 Energy (or Flesh if you have no Energy remaining).

minus-circleOver There: If you've telekinetically sent your weapons out to fight at a distance, you can't use them normally until you recall them to your position again.

doubledImprovised Weapons: If you have the ability to use random objects/creatures as weapons due to having levels in Improviser or knowing the Throw Anything/Fastball Special abilities from Thrower, you can scoop up weapons from anywhere within range and wield them there instead of having to send them out from your own location first. You can also choose to wield such weapons normally from your own location without having to recall them back to yourself if desired (you just grab a new one that's more convenient).

Puissance

Utility plus-circlePsychic Schwarzenegger: You act as a creature one size larger than you actually are for purposes of how much you can lift telekinetically.

doubledSo Much Power: If you also have levels in Powerhouse, this increase stacks with any gained from it.
Utility plus-circleFar Hands: You may perform telekinetic acts at a range of 20 meters rather than the normal 10.
telekinetic.txt · Last modified: 2021/07/20 21:40 by kyle