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Exert your Mind and spend an Action to activate.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for the next hour. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The book of runes automatically opens to the correct page, tracing the rune and speaking "Uruz" (ᚢ) activates the power. The caster and the object(s) they are manipulating are surrounded by an aura marked made of ᚢ.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Your shadow stretches out and interacts with your environment. Your shadow becomes conscious enough to follow simple orders and relay information, but does not make noise or change shape beyond your own silhouette. The shadow stays connected to you and vanishes in strong light or sudden flashes of light, ending the effect. The shadow can unlock doors or pick up keys but cannot lift, push, or move objects heavier than 5lbs. While in use, you are in a trace state, and get tunnel vision, limiting your sight to 10 ft.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 1 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The Talent wasn't wrong, Mrs. Ross's gift has become much stronger in a very short amount of time. Instead of simply communicating with the dead, she has learned to use The Voice to command them to do her bidding. The commands are limited in scope right now, but they will grow with time as she continues to practice and cultivate the gift.
Ripley Ross concentrates on The Veil and begins to call out with The Voice. Her eyes shimmer and flicker with a subtle purple energy and she speaks her command under her breath (though no words are communicated in meatspace). A spirit in the local space becomes compelled to do her bidding, though which entities that she pulls over are still yet to be seen...
You gain the following benefits at all times. You must actively and obviously be using Spirit Talisman to gain the benefits of this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
By pulling at the threads of reality you can move things with your mind, a faint silvery glow can be seen on the choker and on the target (they do not connect).
The battle scars are because the body is not adapted warping reality
The nightmares are caused by the strain on the subconscious mind when it is not natively their
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Enervated. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Nightmares. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: