Telekinesis

Effect: Move Object

Action: Standard (active)

Range: Ranged

Duration: Sustained

Saving Throw: None (see description)

Cost: 2 points per rank

You can move objects at a distance just by willing it (see the Move Object effect for details on how this works).

COUNTERING

Telekinesis affects motion, so it can potentially counter any other Move Object effect, preventing someone else from moving something. Likewise, other Move

Object effects may be able to counter Telekinesis; for example, Magnetic Control could counter an attempt to move a metallic object with Telekinesis.

As a general rule, Telekinesis should not be able to counter things like general attack or movement effects without taking Nullify as an Alternate Power or additional power. Likewise, using Telekinesis to actively deflect attacks should be considered an additional Deflect Alternate Power rather than an automatic

capability of the power.

ALTERNATE POWERS

The following are some Alternate Powers suitable for a Telekinesis Array:

• Blast: You focus your telekinetic power in a single directional blast, a Ranged Bludgeoning Damage effect at your power rank.

• Deflect: You can use your Telekinesis to deflect incoming projectiles, pushing or knocking them aside. This is a Deflect (slow and fast projectiles) effect at

your Telekinesis power rank.

• Internal Attack: You can use Telekinesis to damage a target internally, bypassing normal sorts of protection. This is a Ranged Fortitude Damage effect with a damage bonus of two-thirds your Telekinesis power rank. If your Internal Attack also doesn’t require an attack roll (being perception range), make it one-half your Telekinesis power rank. This attack is only effective on targets with an internal structure to attack; if the target is homogenous (structured of the same material all the way through), then it has no effect.

• Spin Attack: You momentarily grab a target with your Telekinesis and spin him around rapidly, inducing nausea and disorientation, a Ranged Nauseate effect at two-thirds of your Telekinesis rank.

• Suffocate: You telekinetically pinch-off the target’s breathing passages, a Ranged Suffocate effect at two-thirds your Telekinesis power rank.

POWER FEATS

• Precise: Telekinesis with this power feat can function like a second set of hands. Telekinesis is ordinarily somewhat crude, capable of roughly “one-handed” manipulation; things no more complex than pressing a button or flipping a switch. You can use Precise Telekinesis to type, thread a needle, disarm a bomb,

or essentially any other task you’d normally do with your hands.

• Subtle: Note that Telekinesis is not Subtle by default: it’s normally visible as a “tractor beam,” a glow around your subject and emanating from your eyes or head, energy talons, or what have you. Telekinesis with this power feat is less noticeable or not noticeable at all, which may suit certain types of telekinetic powers.

EXTRAS

• Damaging (+1): Your Telekinesis can inflict damage equal to its rank, like an application of normal Strength. This includes damaging targets in grapples and making ranged telekinetic “punch” attacks.

• Perception (+1): Your Telekinesis is perception range, affecting any target you can accurately perceive, with no need for an attack roll. This power is sometimes called psychokinesis and assigned a psionic or psychic descriptor.

FLAWS

• Feedback: Manifestations of your Telekinesis can be attacked, and the resulting feedback may hurt you. If a manifestation of your power is successfully attacked—someone striking your telekinetic “hand” or “arm,” for example—you must make a Toughness saving throw against the attack’s damage using

your Telekinesis power rank in place of your normal Toughness save bonus. If the save fails, you suffer mental damage from the shock and feedback.

ASSOCIATED EFFECTS

• Flight: You can telekinetically lift your own body, granting you a Flight effect.

• Force Field: By surrounding yourself with a field of telekinetic energy, or perhaps grabbing hold of some air and “reinforcing it” with your power, you can shield yourself from incoming damage, giving you the Force Field power.

• Super-Senses: Telekinesis normally has no sense of touch; you can’t “feel” things while you’re moving them telekinetically. Appropriate Super-Senses might give you a ranged sense of touch, possibly radius as well, allowing you to “feel” your surroundings like a kind of radar.