Racial Advantages: Double-Jointed(500)
Racial Disadvantages: Weak Point(back of left hand)(250), Weak Point(back of right hand)(250)
X Telekinetic Points: A Telekinetic has X points that they may spend on any of the following types of telekinetic "limbs". These limbs all serve as though they were additional limbs, with the limitations given for each type. Multiples of any type of limb may be chosen, and you may spend the difference between the different limb types to "upgrade" them to another type. Telekinetic limbs are invisible(except to abilities that allow one to see auras or magical effects) and cannot be targeted, but when the Telekinetic takes traumatic damage to their weak point or is hit with an accurate critical targeting their weak point, they are treated as though all of their telekinetic limbs were hit with such an attack. If an ability is listed as having a cost of +X, it instead of adding a new limb adds an ability to an already existing limb.
1 Point: Weak Grasp: This telekinetic limb acts as a minor appendage, but may only hold a maximum of 1 lb and requires MP expenditure of 1 per round to function.
2 Points: Strong Grasp: This telekinetic limb acts as a minor appendage, but requires MP expenditure of 2 per round to function. It may carry an amount equal to how much a character with half your strength could hold.
3 Points: Effortless Grasp: This telekinetic limb acts as a minor appendage, with no MP cost needed. It may carry an amount equal to how much a character with half your strength could hold.
5 Points: Delicate Grasp: This telekinetic limb acts as a full extra appendage. It may carry an amount equal to how much a character with half your strength could hold.
+1 Points: Burly Limb: The telekinetic limb can hold more than it would normally be able to. For each time this is taken, add +4 to your limb's "strength"(after your normal strength is halved) to determine how much it can carry. The limb must at least be a Strong Grasping limb.
+1 Points: Binding Limb: This limb can be used to assist in a normal grapple. It adds a +3 to any grapple attempt that uses it as an extra expenditure of its action(meaning it's not one of the limbs initiating the grapple) for each time this bonus has been bought.
+1 Points: Steadying Limb: This limb can be used to assist with steadying the character or any of their equipment. When this limb's action is spent and the limb is not directly involved in the action, it can mitigate up to -3 in penalties from recoil, dizziness or other loss of balance or grant a +3 bonus to a roll made to balance or otherwise remain steady. This may only be purchased once per limb, but can be purchased multiple times.
+1 Points: Lashing Limb: When this limb is used to attack as a punch, it deals an additional +1d4 damage. If the limb is not normally able to attack on its own, its action can be used to add +1d4 to the damage dealt by another fist attack.
X' Telekinetic Range: The telekinetic "Limbs" granted by a Telekinetic's Telekinetic Points normally act as though they were a standard limb, requiring you to be next to anything you wish to grab or manipulate. With this ability, they instead have a range of X feet away from you. If you cannot see what you're grabbing, you must take a -5 penalty to any rolls made to use the limb.