====== Telekinesis ====== Range modifier as normal. Can move objects in a straight line as long as you can see them. Effectively have a single finger, so cannot hold things or pick them up, but can knock, push and flick them. Force applied is based on **Power**, and assume lifting ability is similar to //Strength// of same score. ===== Basic Ability ===== ==== Move ==== ^ Target ^ Mass ^ | 10 | Lift a mass up to that allowed by Power | | 20 | Move it quickly | | 30 | Throw it | | 40 | Throw at high speed. | Each multiple of mass, +10 to difficulty. ==== Punch ==== To punch a person, //Perception// x //Telekinesis// as an attack roll to hit. Cannot be physically dodged, though difficulty is +5 v a moving target and +10 v a dodging target. Modified by range. Damage is stun damage, equal to **Power** x 2 + 1d20 on a //moderate// success, x3 on //good// success, x4 on //excellent// success. ==== Hold ==== Hold a person captive, roll //Will// x //Telekinesis// v //Strength// of target. Each success (if any) reduces //Agility// of the target by one third (round up) of **Power**. ==== Parry ==== Can parry using //Will// x //Telekinesis//, roll as per a standard parry. Can parry a number of attacks equal to half **Power** (round up). Normal multiple parry penalty, but does not affect attack roll. May use it in addition to normal parry or dodge, which it does not count towards. ===== Techniques ===== * **Telekinetic stab (4):** As per a punch, does stun on //moderate//, mixed on //good// and wound on //excellent//.