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telekinetic

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  • not used for direct damage, but can extend range of weapon attacks/effects at potential cost of Energy
  • move anything you could normally lift at range of 10 meters with full fine motor control
  • increased weight/range of telekinesis
  • grab targets and move them around, including suspension in the air
  • can use TK as free action 1/round, doesn't require concentration to suspend something or have it fly along behind you
  • fling something/someone hard
  • levitate something/yourself (requires continuous concentration)
  • force pull something to your hand
  • cancel attacks of others, costs future actions and energy
  • multiple object concentration

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Telekinetic Move things at a distance.
caret-right Bootstrapper Move yourself.
caret-right Dexterous Precise control.
Enterprises Telekinetic School

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 your size or less). 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 class, you can apply all its grabby tricks to your telekinetic grab as well.

doubledPowerhouse Synergy: If you have levels in the Powerhouse class, 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).

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-circleDancing 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.

Enterprises

Telekinetic School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.
telekinetic.1598987963.txt.gz · Last modified: 2020/09/01 13:19 by kyle