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- Telekinesis 2/3 1
- 5 points/level
- You can move objects without
- touching them. In effect, you manifest
- an invisible force that acts under your
- conscious direction at a distant point.
- Specify how you do this; possibilities
- include magnetism, psionic psychokinesis,
- an ultra-tech “tractor beam,” or
- a supernatural “poltergeist effect.”
- You can manipulate distant objects
- just as if you were grasping them in a
- pair of hands with ST equal to your
- Telekinesis (TK) level. You can move
- any object you have strength enough
- to lift, at a Move equal to your TK
- level, modified as usual for encumbrance
- level (see Encumbrance and
- Move, p. 17). Regardless of level, maximum
- range is 10 yards. To modify
- range, take Increased Range (p. 106)
- or Reduced Range (p. 115).
- Telekinesis requires constant concentration
- to use. In combat, this
- means you must take a Concentrate
- maneuver on your turn. Your TK may
- then perform one standard maneuver
- as if were a disembodied pair of hands
- at some point within your range: a
- Ready maneuver to pick up an object;
- a Move maneuver to lift and carry it;
- an Attack maneuver to throw it, or to
- grab or strike directly; and so on.
- Example: On your turn in combat,
- you take a Concentrate maneuver and
- state that your TK is taking an Attack
- maneuver to grab a gun from a foe.
- The following turn, you can
- Concentrate again and specify that
- your TK is taking an Aim or Wait
- maneuver to cover your enemy with
- the gun, an Attack maneuver to shoot
- him, or a Move maneuver to bring the
- gun to your hand.
- No rolls are necessary for ordinary
- lifting and movement. For more complex
- actions, the GM might require
- you to make a DX or skill roll. In situations
- where you would roll against
- ST, roll against your TK level instead.
- All of the above assumes that you
- are using TK to perform a task at a
- distance. TK can also discreetly assist
- you with such skills as Gambling
- (especially to cheat!), Lockpicking,
- and Surgery. In general, anything that
- would benefit from High Manual
- Dexterity (p. 59) gets a +4 bonus if you
- can successfully make an IQ roll to use
- your TK properly. On a failure, the
- GM may assess any penalty he feels is
- appropriate.
- Grappling and Striking: You can use
- TK to attack a foe directly. Roll against
- DX or an unarmed combat skill to hit.
- Your foe defends as if attacked by an
- invisible opponent (see Visibility,
- p. 394). If you grapple, your foe cannot
- grab hold of the TK force, but he
- can try to break free as usual – and if
- he also has TK, he can take a
- Concentrate maneuver and use his TK
- level instead of his ST. The turn after
- you grapple a foe using TK, your TK
- can use a Move maneuver to pick him
- up off the ground, provided you have
- enough TK to lift his weight. Someone
- in this position can’t do anything that
- relies on ground contact (run, retreat,
- etc.), but can perform any other action
- that is possible while grappled.
- Levitation: If you have enough TK
- to lift your own body weight, you can
- levitate. Take the Concentrate maneuver
- and have your TK take Move
- maneuvers to propel your body. For
- true psychokinetic flight, take Flight
- (p. 56) with the Psychokinetic limitation
- (below).
- Throwing: By applying a TK
- impulse for a fraction of a second, you
- can throw objects faster (and farther)
- than you can move them. Take a
- Concentrate maneuver and have your
- TK take an Attack maneuver. This
- works just as if you were throwing the
- object with ST equal to your TK level.
- Roll against Throwing or Thrown
- Weapon skill to hit, depending on the
- object being hurled. For 1/2D and Max
- purposes, measure range from the
- object (not yourself!) to the target; for
- the purpose of range penalties, use the
- sum of the distance from you to the
- object and from the object to the target.
- Once you throw something, you
- have “released” your telekinetic grip –
- your TK must take a Ready maneuver
- to pick it up again.
- Special Limitations
- Magnetic: Your TK is “super
- magnetism,” and only affects ferrous
- metals: iron (including steel), nickel,
- and cobalt. -50%.
- Psychokinetic: Your ability is part
- of the Psychokinesis psi power (see
- p. 256). This makes it mental (2)
- rather than physical (3). -10%.
- Visible: Your TK is not an invisible
- force, but a disembodied hand, glowing
- “tractor beam,” or similar. This
- makes it much easier for others to
- defend against your TK attacks (do
- not use the Visibility rules). -20%.
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