Telekinesis
Physical
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.
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.