Telekinesis | Psionic Ability Sheet | Celenia Second Edition (C2D10) | Statblocks & Sheets | World Anvil

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Telekinesis

The power of telekinesis is the ability to affect and manipulate the physical world using psionic powers. The most common forms of telekinesis involve lifting and moving items with your mind, or doing things like levitating yourself.

Type Mental
Level One ( )
Float

Choose an object within your range that weighs no more than 1kg times your rank in this power. The object will float slightly above any surface and you can move it very slowly in any direction. You also have limited telekinetic power over the item, allowing you to do things like flip through pages of a book or use a pen to write on a nearby surface. When you let go of the item, it will slowly float to the nearest surface below.

Pool Agility + Power
Cost 1 Stress
Range 10 meters x rank in power
Duration End of scene (+1 stress test to maintain)
Fling

Choose an object within your range. The object must be free-moving, not carried by anyone and not be larger enough than you can carry it in your arms. The object will be flung in a direction of your choosing at a speed similar to if you had thrown it with your hands. If the object hits a creature, it inflicts an equal amount of superficial damage as you have ranks in this power.

If the object weighs more than 1kg x rank, you may tip it over, but not throw it.

Pool Power + Strength
Cost 1 Stress
Range 10 meters x rank in power
Level Two ( )
Hover

You suspend yourself a few centimeters over your current surface and will float over it for as long as this power lasts. You can move at your regular movement pace, but produce very little sound (add the ranks in this power to any Stealth tests). You also do not trigger any pressure-related surfaces, ignore slippery terrain or harmful surfaces. You also produce no footprints, regardless of surface.

If you float over an edge, you fall to the ground and take fall damage as usual as you will hit the ground below. However, the telekinetic power you have over you will reduce the fall damage by 10 meters, meaning you will take no fall damage at all unless the fall is more than 10 meters.

Cost 1 Stress
Range Self
Duration End of scene (+1 stress test to maintain)
Anchor

Using your telekinetic powers, you anchor an object to its spot, making it practically immovable by muscle power. The item cannot be heavier than 100kg times your rank in this power. Anyone attempting to move the object will find themselves unable to do so, as your psionic anchor keeps it firmly rooted in place. In order to move the object, they must win a contest of their Strength versus your Willpower + Power. If they win, they may move the object a few meters, but no more before they must overcome you again.

Pool Power + Strength
Cost 1 Stress
Range Sight
Opposed Strength
Duration Scene
Level Three ( )
Shove

Using a solid blast of telekinetic energy, you push a creature that you can see. Perform a contest of your rank in this power + your Willpower versus their choice of Agility + Acrobatics or Strength + Athletics. If you win the contest, they are shoved over, being flung up to 3 meters in a direction of your choice, becoming prone on the ground.

Pool Power + Willpower
Cost 1 Stress
Range Sight
Opposed Agility/Strength + Acrobatics/Athletics
Kinetic Barrier

You create a kinetic barrier, up to 2 meters, times your rank in this power, wide and high. The barrier absorbs all attacks leveraged against it and prevents passage by any creature or vehicle, unless they overcome you in a contest. The barrier lasts until disabled, or the scene ends.

Pool Power + Willpower
Cost 2 Stress
Range Sight
Opposed Strength + Athletics
Duration End of scene
Level Four ( )
Levitation

With the power of your mind, you are now able to fly. The ability takes a significant toll on your mind, but once activated, you are able to fly around at a speed equivalent to running. You are able to ascend to just about any height with this ability. If you are distracted or injured while flying, you must pass a Poise test with a DC equal to the damage recieved. If you fail this test, the power ends and fall to the ground, taking fall damage as you do.

Pool Poise
Cost 2 Stress
Range Self
Duration End of scene
Quantum Tunneling

By carefully manipulating your physical makeup using psionic power, you align both your own and a target's atomic structure in such a way that you can tunnel straight through it. You are able to pass walls up to one meter thick using this power, regardless of material. If the wall is energized in any way, such as an electrified fence, you must pass a Power + Willpower test to pass.

If the barrier is an anti-psionic energy barrier, you cannot pass it, regardless of tests.

Pool Power + Willpower
Cost 1 Stress
Range Self
Level Five ( )
Mental Prison

You envelop a target in a kinetic barrier, preventing them from moving and muffling any sound they make. The target is incapable of moving their body, but can still see, speak and breathe fine. However, any noise they make is heavily muffled by the barrier. The barrier lasts for three rounds. The barrier will affect the target immediately, but they may perform a Willpower contest against you on their turn to break free.

For the additional cost of two stress, you can extend the duration to five minutes.

Pool Willpower
Cost 1 Stress
Range Sight
Opposed Willpower
Duration 3 rounds / 5 minutes
Puppeteer

Perform a Willpower contest against your target. If the target is a non-sapient machine, the power automatically succeeds. If you win the contest, the creature is under your control for as long as you manage to maintain a willpower hold over them. This control is only over their physical form. You do not control their mind in any way. They still see, hear and can record everything happening to them. They can resist your control. They just can't physically do anything about it unless they break your control.

The effort of exerting this control over another creature takes your full concentration and you may take no other actions while you control someone else. For all intents and purposes, they now perform your actions.

A creature under your control can only take one action during their own turn: Fight your control. They perform a Willpower contest against you. If they win, they regain control of themselves and may act on their next turn.

If this control is used outside of a conflict, the Keeper decides when a Willpower contest is suitable. The control lasts a maximum of one scene, regardless.

Pool Willpower
Cost 2 Stress
Range Touch
Opposed Willpower
Duration End of scene

Created by

Toblin.

Statblock Type

Psionic Ability Sheet

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