Telekinesis is a Psychic power by which an individual can effect the world around them and interact with persons and objects without physical touch.
Telekinetics or Telekines as they are often referred to as, are amongst some of the most powerful Psychics. They can summon barriers, levitate objects, destroy objects and also enhance their bodies and the bodies of others around them. If you see someone running next to a car whilst it is in motion and then are not cybernetically enhanced and then they punch through the car chassis, chances are you are watching a Telekine, and should, run away, fast.
Name of Power |
Psionic Scale Rating (PSR) |
Threshold |
Description |
Dimensional Travel |
Alpha and higher |
24 |
Able to open a rift into "The Other" allowing travel through the space between spaces and bypassing any hazards that may exist in the material plane. |
Particle Manipulation |
Omega |
25 |
Using this ability the Psychic is able to condense or disperse particles, the denser the object the more difficult the challenge. |
Psionic Explosion |
Delta and higher |
18 |
A condensed orb of Psionic energy, like a bomb, gathers and eventually explodes with pure psychic potential bypassing armour and injuring those beneath it, this has no effect on machines. |
Telekinesis Negation |
Omicron and higher |
Vs Roll |
Using their own Psychic potential the Psychic attempts to negate the powers of another Telekine. |
Telekinetic Agility |
Epsilon and higher |
15 |
The Psychic channels their Psychic force into their movements making them more efficient at dodging incoming fire. If this power is active and the Psychic is successful on the dodge check, instead of half damage they will take none. |
Telekinetic Attraction |
Theta and Higher |
13 |
The Psychic is able to grab loose objects around them and form a swirling vortex of cover, this grants +2 Armour so long as it is maintained. |
Telekinetic Barrier |
Epsilon and higher |
15 |
Psychic energy is condensed and is on the edge of becoming a physical force, the Psychic is able to roll a D20 to block incoming damage, this can be done as a reaction for 1 AP. |
Telekinetic Blast |
Delta and higher |
18 |
Using their mental might the Psychic blasts out their power around them into a radial blast, good for those times when you are surrounded. |
Telekinetic Crush |
Zeta and higher |
16 |
The Psychic attempts to crush an object or potentially even a limb. |
Telekinetic Durability |
Epsilon and Higher |
15 |
The Psychic can try to create Psionic armour using this power, equal to their Willpower modifier. |
Telekinetic Endurance |
Delta and higher |
18 |
Using this power, a Psychic can attempt to temporarily augment their toughness or the toughness of another, adding half of their Willpower modifier rounded up to their Toughness modifier. |
Telekinetic Flight |
Zeta and Higher |
16 |
The Psychic can grant themselves a form of flight through concentration, this can be stressful and can only carry a certain amount of weight. |
Telekinetic Flight - Multiple |
Gamma and higher |
21 |
Using this power the Psychic can fly, adding a number of friendly creatures to this flight equal to their Willpower modifier. |
Telekinetic Grasp |
Theta and higher |
14 |
The Psychic grasps an object or creature and holds them there or can move them at half their movement speed in any direction. |
Telekinetic Homing |
Epsilon and higher |
15 |
Charging a projectile with this power allows the projectile to home in on a target within range of the Psychic equal to 50ft x the PSR of the Psychic |
Telekinetic Inertia Manipulation |
Delta and higher |
18 |
This ability can be used on a localized area to nullify G-force or to slow down projectiles to a crawl or stop them completely. |
Telekinetic Levitation |
Omicron and higher |
14 |
The Psychic can use this to levitate something on the spot or rise or fall in a vertical fashion without falling damage. |
Telekinetic Lift |
Omicron and higher |
14 |
The Psychic lifts an object or creature pinning them in place. |
Telekinetic Lift-Multiple |
Zeta and Higher |
18 |
This power operates much the same as the original power but can target multiple objects or creatures. Dependent on size this can be up-to a number equal to the Willpower modifier of the Psychic |
Telekinetic Nudge |
Omicron and higher |
12 |
This is a Psychic Talent, allowing the psychic to nudge an item or apply a light force to a creature in order to distract them. |
Telekinetic Puppeteer |
Zeta and Higher |
17 |
This ability allows a Psychic to force a creature to move and act like a puppet on strings, if the target resists this and fails to break free they can incur physical damage. |
Telekinetic Push |
Theta and higher |
15 |
This ability is used to push a creature or object away from the Psychic. |
Telekinetic Push-Multiple |
Delta and higher |
19 |
This ability is used to push multiple creatures or objects away from the Psychic. |
Telekinetic Quake |
Beta and higher |
22 |
This power Physically shakes an area of ground or analogous surface equal to 15ft x the PSR of the Psychic. This incurs a Reflex test on any creatures in the area vs a DC of 18. |
Telekinetic Reflexes |
Epsilon and higher |
15 |
Using their Psychic Energy the Psychic is able to become far more dexterous and agile, allowing the Psychic to add their Willpower modifier to any reflex or reflex based ability. |
Telekinetic Speed |
Epsilon and higher |
15 |
This ability allows the Psychic to temporarily accelerate to impossible speeds, for 2 turns the Psychic can triple their move distance. |
Telekinetic Stamina |
Epsilon and higher |
15 |
If the Psychic or another willing creature is suffering from Fatigue, the Psychic can imbue energy directly into the muscles of the creature, this will remove any penalties to physical skills, mental skills remain at a penalty. |
Telekinetic Strength |
Epsilon and higher |
15 |
The Psychic is able to reinforce their body with Psionic energy and empower their physical strength with a bonus equal to half the Willpower modifier rounded down. |
Telekinetic Teleportation |
Gamma and higher |
19 |
The Psychic has the ability to move their particles intact from one location to another, they can take one creature of similar size or smaller, and any held item. |
Telekinetic Vibration |
Epsilon and higher |
14 |
The Psychic is able to vibrate particles in an effort to heat metal, cause distractions or even break glass |