Have control over objects with the simple flex of my mental power. Causing your eyes to occasionally glow depending on the exertion.
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 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:
Ego is intimately familiar with the laws that govern our reality, and how to break them within the game. Via manipulating a pair of marbles, he can create glitches in the physics engine of the world, allowing him to manifest effectively telekinesis as he commands motion and weight. The power of this knowledge has caused him to develop some... unique quirks and traits, but such a cost is inevitable when bending the rules of the universe.
You gain the following benefits at all times. You must actively and obviously be using a pair of marbles 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 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Smug Bastard: Your face has a chronic, detrimentally smug expression that makes any social interaction much more difficult. All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar, Easily Repulsed: You cannot stand being around anything disgusting or putrid. Whenever you face an extreme or overpowering smell, you must succeed a Body roll, Difficulty 9 not to throw up, and Brainiac: Your brain is particularly susceptible to being rattled by a well aimed attack. Called shots to your head do +2 Damage [Requires Outcome 6].
Possession of this Power grants the following Trauma at all times: Extreme Narcissist: As an extraordinary genius, you believe yourself to be the very best, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion, Above The Rabble: You consider everyone beneath you, and as such, an insult or attack from them simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge, and Worst Case Scenario: You dread that some day, your mind won't be enough, and your worthlessness will be finally be proven. At the start of each Contract and each time you fall asleep, roll Self-Control. If you fail, you take one Mind damage.
Tam's eyes glow cherenkov blue, and she slowly lets out a breath. The object in question has the same soft blue glow around it as it moves though the air.
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 4 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Trauma at all times: A Pack of Three/Four (Maddening) Whenever a fellow contractor (who you are not directly acting against) is in danger, you must roll self-control or immediately attempt to assist them.
No visual effects other than the objects moving
this power functions by converting quantum energy into kinetic energy, this functions because of quantum energy's mutable nature
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 2 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: enervating.
Brown lost his arm fleeing the enemies. He fled into a temple and fell unconscious in a temple when he awoke he still felt his arm though scattered he felt so much more but so much less. Anyone wielding this item may manifest the "Phantom Limb" of Sgt. Brown.
Purchased off EBAY for $$2.4M
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 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:
Upon viewing this power, you can see that an object would suddenly start to fly up in the air, perhaps a mug, or a knife. Or even a Gun. And if you're on the wrong end of it, you can expect it be flying at you...
You gain the following benefits at all times. You must actively and obviously be using Any kind of ring over 5000$ to gain the benefits of this Effect.
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 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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.
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 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.
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 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: