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Telekinesis

Range: Up to 60ft (18.3m) away.

Duration: 2 minutes per level of experience.

I.S.P.: Small — 3, medium — 8, large (over 201bs) — 8+1 per

every 10 lbs of weight.

Telekinesis is the ability to move objects without any other means

than directed psychic energy. The character can make an object hop,

fall, roll, rise into the air, suspend it there (hover) or make it fly across

the room.

In order to move an object by telekinesis, the item must be clearly

visible, within the psychic's range (60ft/18.3m) and the point of focus.

As usual, the psychic must concentrate on what he is doing; thus, each

telekinetic feat counts as one of the character's physical attacks. The

total number of telekinetic attacks is equal to the character's number of

physical attacks per melee; usually 3 or 4. One can attack with telekinesis

by hurling an object as if thrown or causing it to buzz about a room,

swinging and hitting like a club controlled by an invisible hand. Several

objects can be telekinetically thrown around within the same melee

round, but not simultaneously. The psychic can only concentrate on

one item at a time. For Example: A physical psychic with four, normal,

hand to hand attacks per melee can perform four attacks with telekinesis.

First, he makes a flower vase fly from the table, aiming it at his

opponent's head. Second, he makes the lamp hurl at the guard at the

door. Third, the table is suddenly flipped up on end and, fourth, the

doorknob is turned and the door flung open. Four attacks or actions

using telekinesis.

As we can see in the example, telekinesis can be used to do more

than making objects fly around. The telekinetic power can be used to

open doors, flick switches, press buttons, turn knobs and dials, open

windows, make a rocking chair rock and so on. The range of possibilities

is extensive when you stop and think about it. Remember, each action

counts as one of the character's physical actions/attacks per melee.

It is easiest to move or hurl small objects weighing two pounds (0.9kg

or less). Maximum height or distance is 60ft (18.3m). Medium size

objects weighing 3 to 20 pounds (1.4 to 9.1kg) are more difficult to

manipulate. Maximum height or distance is reduced by half— 30 feet

(9.1m). Large or heavy objects weighing over 201bs are the most difficult

to maneuver, reducing maximum height and distance to 15ft (4.6m).

I.S.P. cost for large, heavy objects is 81.S.P. for the first 201bs (9.1kg)

plus one I.S.P. for each additional 10 lbs (4.5kg) of weight. This means

it would cost 19 I.S.P. to move a 1251b (56.7kg) weight (8 I.S.P. for the first 201bs+ 11 I.S.P. for the remaining 1051bs). Remember, the

height and distance of effect is limited to 15ft (4.6m) for such a heavy

item.

Combat Bonuses:

• + 3 to strike with telekinesis; physical/skill bonuses to strike do not

apply when telekinesis is used.

• +4 to parry with telekinesis, by using a controlled object to parry

or sheer telekinetic force to block an attack. Counts as a medium

heavy object; costs 8 I.S.P.

• Damage from Hurled Objects:

Small: 6 ounces to 1 pound — 1D4

Small: l 1/2 to 2 1bs— 1D6

Medium: 3 to 41bs — 2D4

Medium: 5 to 10 lbs — 3D4

Medium: 11 to 251bs — 3D6

Large: 26 to 401bs — 4D6

Add 1D6 for each additional 201bs of weight.

Note: Telekinesis is not a force field, thus, while it can be used

to parry/block a punch, kick, club, knife or even sword, it can not

stop bullets, arrows, gas, flying tackles, and similar attacks. Furthermore,

a failed roll to telekinetically parry means the psychic did not

parry and is struck by his opponent.

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