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Jul 23rd, 2014
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  1. Telekinesis
  2. -Telekinetics are able to extert kinetic force, in its rawest form. Telekinetics have an instinctual grasp of their abilities and can topple walls, levitate others, dig, apply pressure, and so on. For most tasks, the telekinetic must concentrate hard, but most telekinetics master a few specific applications they can use more easily.
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  4. -No form of telekinesis appears to function in a vacuum, and even telekinetics in a ship report that their powers are substantially weakened.
  5. -Additionally, telekinetics can never direct force on their own body; they cannot fly, for example, or move their limbs if incapcitated.
  6. -Telekinetics are typically prepared for encounters with one another; they can see telekinetic attacks coming and mitigate their effect through the use of their base power, Telekinetic Shield, or Avatar. While there are none recorded, one could speculated that the surroundings would play an important role as they apply their powers to pulling down buildings on one another or create cover, from which to fire upon their foes with heavy weapons. Hand-to-hand combat seems a strong possibility as well.
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  8. Applications of telekinesis follow.
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  10. -Telekinesis: The basic ability to manipulate your surroundings. (Telekinesis)
  11. -Precise Control
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  13. -Telekinetic Shield: A personal shield. Can be maintained whilst performing other actions. (Various.)
  14. -Anti-Telekinesis
  15. -Environmental Containment
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  17. -Force Bullet: Narrow, piercing beam of force that is good at piercing armor. (EGO-based RKA. Pierces armor.)
  18. -Spread Shot - Fired many times, albeit with lower accuracy.
  19. -Angled Shot - Bullet can change direction. Used to shoot around corners or in arcs.
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  21. -Force Wave: Broad wave of force. Less lethal than Force Bullet. Pushes opponents back. (EGO-based AoE Energy Blast)
  22. -Tidal Wave: Substantially greater AoE.
  23. -Eruption: Throws back everything around the user, clearing space.
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  25. -Force Wall: A duo-directional wall of force that can stop anything. Requires sustained effort. Defensively very strong.
  26. -Force Prison/Castle
  27. -Unidirectional Wall
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  29. -Gravitic Repulsor: Telekinetics can sort of influence their own bodies by striking another surface very hard. Allows tremendous leaps and frantic dodges. Landing is dangerous, requiring carefully timed successive usage of the ability. This awkward method, however, allows a properly trained telekinetic to propel themselves great distances in a short time. (Tremendous jumping ability, with chance of serious bodily harm. Yes, a fall can kill you.)
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  31. -Avatar: Encases the user in telekinetic armour, and adds psychic might to ordinary actions. Allows the simultaneous application of telekinesis for attack and defense, but is not as effective as either when compared to the specialized abilities. Noted to be particularly effective against opposing telekinetics, however- perhaps the only good method of dueling with them.
  32. -Perfected Avatar: If the rumors are true, this could be the pinnacle of telekinetic powers, this advanced mode of avatar cocoons the user in a roughly human-shaped by giant-sized bubble of telekinetic force. A shimmering outline can be visible in this mode, which acts as both offense and defense. Sustaining a strong avatar requires substantial reserves of energy and is typically used in short bursts. If it could be used continuously, a lone psychic would be almost invincible against anything short of strategic weapons. It would certainly require a strong understanding of many other telekinetic applications before it could be used.
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