Telekinetic Aspects

Telekinetic aspects are psionic traits or powers that can alter the rules for telekinetic characters, changing how they operate in the game.

A character may take a telekinetic aspect for every point of base Capacity that they have. Some aspects can only be taken if the character in question meets certain requirements in attributes, specialities, or even other aspects.

Note that unless otherwise stated, the damage rolls and power rolls for abilities always benefit from an additional bonus equal to the user's Telekinesis rank.


Basic telekinetic abilities

Automatically available to any character that meets the prerequisites.

Telekinetic Manipulation
Prereq: Telekinesis +1
Type: Power
The character may attempt to manipulate their environment using their psi, allowing actions such as pressing distant buttons, levitating distant objects and suchlike. The difficulty for these actions is doubled- a complicated series of bolts on a door (Tech check DC40) would be much harder to open telekinetically (DC80)- and tripled if it is outside of the user's effective range (10 hexes + Capacity). If a target is more than twice the user's effective range away, it cannot be manipulated at all. This ability cannot be used if the character has no MP remaining. Interaction checks that would normally challenge STR (lifting heavy loads, pulling stiff levers) will instead challenge Force, while finer activities that require FOC (typing, disconnecting wires, unturning screws) will challenge Precision.

A character may not pick up living objects telekinetically unless they have the Levitate aspect. For the purposes of manipulation, "living" also applies to robotic targets that are capable of moving under their own power! A character may maintain a lift on one object per point of their INT, and every maintained levitation will give them a penalty of -10 per point of the item's encumbrance, to a minimum of -10. Lifting or manipulating an object telekinetically requires just as must time as doing it manually.

Push
Prereq: WIL 3
Type: Power
Double action. Target is pushed (or pulled) one hex in any direction. Power effect is determined by PDC*Telekinesis; for every ten points of difference between effect roll and target's Resistance roll, they are moved a further hex. The character may also push themselves or a willing ally: doing so will move them a number of hexes equal to the user's Force, without requiring a roll. Moving due to a telekinetic push counts as a normal movement, with the exception that an immobilised or crippled character can still be shifted in this fashion. By expending 4MP, the character can tie a Push effect to another telekinetic attack or power.

Telekinetic Attack
Prereq: Telekinesis +2
Type: Power
As a single action, the character attacks a target and deals PDC (see below) physical damage. Their effective range is equal to 10 hexes + 1 hex per point of Capacity. The accuracy roll is 1d100 as normal, + the user's Precision.

As a double action, the character attacks a target and deals PDC+1 (see below, category is one level higher) +Force physical damage. Their effective range is equal to 20 hexes + 2 hexes per point of Capacity. The accuracy roll is 1d100 as normal, + the user's Precision. The attacking character may choose to bypass armour equal to their FOC, or knock back the target one hex if they fail a Resistance check versus the damage.

Psionic damage capacity chart:

Telekinesis BC Power/damage level
<1 1d2
1-2 1d4
3-4 1d6
5-6 1d8
7-8 1d10
9-10 1d12
11+ 1d20

When calculating the damage of abilities, the PDC abbreviation is used to show the appropriate dice. PDC-1 would indicate that the dice used would be one category lower than the character's normal level, PDC+1 would indicate that the dice used would be one category higher than usual, and so on.

Characters may make a single action basic telekinetic attack while moving.


Normal telekinetic abilities

Purchased as normal if the character meets the prerequisites.

Backfire
Prereq: FOC 4
Type: Power
The character expends 4MP and a double action. The character makes a PDC + Precision roll and includes their FOC as a straight bonus. If the roll is greater than the damage of the next ranged attack directed towards them, the attack is nullified and the originator of the attack suffers a hit of equal damage to the attack that was negated. If the roll is less, the attack's damage is still reduced by an amount equal to the value of the roll.

Ballistic Kinesis
Prereq: WIL 5
Type: Power
The character may expend 1MP when making a Ranged attack and gain a to-hit or damage bonus equal to their Telekinesis. At Telekinesis +5, they can benefit from both bonuses without having to choose between them.

Brawler Kinesis
Prereq: WIL 5
Type: Power
The character's Telekinesis serves as a straight bonus to their Melee damage. With Telekinesis +3, they also bypass Resistance equal to their Telekinesis. This aspect will not function if the user runs out of MP.

Channelling
Prereq: INT 5
Type: Passive, power
When using Empower to apply bonuses to a psionic ability, the character applies the modifier to both the accuracy (1d100 roll) and damage/power roll tied to the ability. Special: Channel Energy: the character dedicates a full turn action to channelling their psionic energies. The next turn, they gain an Edge point but it will be lost if it is not spent in that turn on a psionic power.

Closed Mind
Prereq: WIL 4, Telekinesis +2
Type: Power
As a double action, the character can toggle between their abilities and added psionic resistance. While this ability is active their Telekinesis speciality serves as a direct bonus to their Psi Defence speciality, ignoring the usual cap based off WIL. Using this ability disables all their psionic abilities and bonuses until they expend another double action to deactivate it.

Consolidate
Prereq: INT 3
Type: Power
The character may consume 2MP and an additional single action, and increase their PDC by one rank for the purposes of the next psionic power they use in that turn. By default a character may not use Consolidate more than once in a turn, but they can use it twice in a turn at INT 6, and three times at INT 9.

Constrict
Prereq: WIL 4
Type: Power, maintained
4MP, double action. Target makes a STR check opposed by the telekinetic's Force check. If target fails, they're completely immobilised. Drains 2MP for every turn that it is active (1MP at Telekinesis +3), can be ended at will. Target may reattempt check once per turn. A TK may only maintain one Constrict target at a time.

Creative Psi
Prereq: INT 6, Capacity 5
Type: Passive, power
When using psionic abilities, the character can expend 10MP in the place of an Edge point. For every additional point of Capacity, this cost is one point lower (so at Capacity 10, it would require the expenditure of 5MP). This ability may not be used in conjunction with powers or actions that recover MP, such as a Surge.

Crush
Prereq: WIL 4
Type: Power, maintained
4MP, double action. Target takes PDC-1 bludgeoning damage per point of the user's Telekinesis, plus a further damage bonus equal to the character's Force. The attack bypasses armour equal to the user's Force. Versus targets under the effects of Constrict, deal further damage equal to user's Force+Telekinesis.

Deflect
Prereq: Backfire, Shield, FOC 6
Type: Power
If the character has their Shield active, they may perform a Backfire- expending 4MP as normal- on the Shield's target as an immediate action versus incoming attacks.

Deluge
Prereq: WIL 5
Type: Power
Consume 1EP and a full turn action. Targets in a 2-hex cone take PDC-1 damage per point of the user's Telekinesis. Include a further damage bonus equal to the character's Force. This attack has an armour piercing value equal to the character's WIL+2.

EM Psi
Prereq: FOC 5, INT 5
Type: Power
The character spends a single action. The next psionic attack or ability they perform will deal EM damage to the target, but the PDC is reduced by 1 rank.

Energy Siphon
Prereq: INT 4
Type: Power
The character spends a single action. Every time they are hit by an attack dealing energy or kinetic damage in that turn, they recover MP equal to half the damage taken or their Telekinesis, whichever is lowest.

Forceful Telekinesis
Prereq: WIL 8
Type: Passive
The character's single action basic telekinetic attacks always deal max damage, and all targeted powers (even those that don't normally deal damage) can inflict further damage equal to the user's Telekinesis. This aspect will not function when the user has no MP remaining.

Gravity Aura
Prereq: WIL 4, Telekinesis +3
Type: Passive
The character's Telekinesis serves as an obstructing presence, similar to how Melee functions with the Block aspect, and the user has bonus armour equal to their Telekinesis when opposing blunt or bladed damage. When making Resistance checks against knockback effects, they gain a Resistance bonus equal to their Force. This aspect will not function when the user has no MP remaining.

Lens Aura
Prereq: FOC 4, WIL 4
Type: Power, maintained
Consume a double action. For the duration of the encounter, the character loses 1MP every time an ally or an enemy makes an attack that deals energy or kinetic damage; allied damage is increased by the user's Telekinesis rank, while enemy damage is reduced by it. This power may be cancelled at will, and the aura's effective range is equal to 2 hexes plus the user's Telekinesis. If a character spends an Edge point when casting Lens Aura, they will not lose MP when it is triggered.

Lens Sphere
Prereq: Constrict, Lens Aura
Type: Power, maintained
When attacking enemies held by Constrict, the character's single action telekinetic attacks deal damage as if they were double action attacks.

Levitate
Prereq: INT 3
Type: Power
The user may attempt Telekinetic Manipulation on living targets now as a double action, but the attempt is only successful if the user's roll beats the target's STR check. If successful, move a target person or object a number of hexes (up to a max of 2 * the user's Capacity), draining 1MP per hex. Both the levitating person/object and anyone they collide with takes bludgeoning damage unless they can Evade the attack; damage equal to the user's Force + the distance in hexes that the Levitated target has travelled. Levitated targets count as flying and can bypass obstacles as appropriate. The user may levitate themselves as a free action with the usual MP cost. If a target is already Constricted when the user attempts Levitate, then the target is not allowed a STR roll to oppose the effect of Levitate but they will not take damage if they're part of any collisions.

Maintained Telekinesis
Prereq: INT 8
Type: Passive
The character may now perform an additional single action basic telekinetic attack for free each turn, and all powers cost 1MP less to use (to a minimum cost of 1MP). This aspect will not function when the user has no MP remaining.

Martial Kinesis
Prereq: WIL 6, Melee +3 OR Brawler Kinesis
Type: Power
When the character makes an unarmed attack against an enemy, they may also hit that enemy with a single action/double action telekinetic attack or power (such as Push), depending on the attack made. With Telekinesis +4 and Melee +4, Martial Kinesis can also be used in conjunction with Melee weapons as well as unarmed attacks.

Melding Energies
Prereq: FOC 4, INT 4, Tech +2 and/or Medic +2
Type: Power
The character can use their psi to fuse broken bones, cauterise wounds, weld metal and turn screws. With Tech +2, the character can include their Telekinesis as a bonus to their Tech by expending 2MP. With Medic +2, the character can include their Telekinesis as a bonus to their Medic by expending 2MP.

Mire
Prereq: WIL 3, INT 3
Type: Power, maintained
The character spends 4MP and a double action and nominates a 3-hex area. All hostiles in that area suffer an AGI penalty equal to the user's Telekinesis: they may make a STR/Telekinesis check against the effect, and ignore one point of reduction for every 50 points they roll. The Mire field will remain for the duration of the encounter unless the creator is neutralised or the Mire is "overwritten" by an enemy's own TK aura.

Precision Telekinesis
Prereq: FOC 8
Type: Passive
The character's single action basic telekinetic attacks have maximised to-hit rolls, and all damaging powers gain a further armour piercing bonus equal to the user's Precision. This aspect will not function when the user has no MP remaining.

Rift
Prereq: Constrict, Crush, Unmake/Scourge, Telekinesis +5
Type: Passive
Consume 1EP and a full turn action. A Constricted target takes damage equal to the user's roll of their Telekinesis PDC *10, bypassing Resistance but opposed by armour and Resilience as usual. If the target survives, the Constrict effect is cancelled.

Scourge
Prereq: WIL 6, Telekinesis +3
Type: Power
Consume 1EP and a full turn action. Single target takes PDC * Force damage. This attack has an armour piercing value equal to twice the character's FOC. At WIL 8, the character may instead cast Scourge using a double action and 1EP, or a full turn action and 4MP.

Shield
Prereq: FOC 3
Type: Power, maintained
Consume 4MP and a double action. For duration of encounter, target has +Force to armour while the user still has MP remaining. While the Shield is active, the character may sacrifice their MP in place of HP when the Shield's target receives damage. The target must be within the effective range of the user's basic double action telekinetic attack in order to benefit. A character may only maintain one Shield at a time, unless they expend an Edge point in order to create a second. Multiple Shield effects may not be stacked on the same target!

Shockwave
Prereq: INT 4
Type: Passive
The user's damaging area-of-effect abilities are 1 hex wider. This becomes 2 hexes at INT 8.

Tactile Kinesis
Prereq: Telekinesis +2
Type: Power
The character is allowed a straight bonus equal to their Telekinesis speciality when making STR checks. This bonus only applies for as long as the character has MP remaining and it cannot be more than twice their STR.

Telekinetic Blast
Prereq: WIL 4
Type: Power
When making a basic telekinetic attack, opt to consume 2MP and deal half damage (and half AP etc.) to every hex adjacent to the target. This aspect can apply automatically when the attack is a critical hit, or when the user Maximises a basic telekinetic attack.

Unmake
Prereq: WIL 8, FOC 4, Telekinesis +4
Type: Power
Consume 4MP and a double action. Single target takes WIL * Telekinesis damage. This attack is opposed by armour as normal, but ignores Resistance and Evasion. Cooldown 6 turns, reduced by the user's Telekinesis.

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