Faint green bolts of energy whizz around your head as much more pronounced bolts of energy surround your target, crackling like an unstable electric current.
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:
Possession of this Power grants the following Trauma at all times: Anti-Social.
Days missing fingers return, with a slight glow, but appearing transparent and ghostly while using her powers.
Day has always wanted to know magic, and her favorite cantrip is "Mage Hand"
Day used a ritual she had found that required sacrificing fingers to gain the agility to summon mage hands to manipulate the world.
She wants to get more familiar with the magic hands agility, get stronger hands, more hands, more ability to attack and defend, create shields etc
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 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: Day is missing the pinky and middle finger of her right hand and Day is missing the pinky and middle finger of her left hand.
As an esper, Aira was bound to develop telekinetic abilities in some way, and now she has. A purple aura constantly lingers over her form and any objects she wants control over. With her limited abilities... Perhaps she'll go far
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 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: Disfigured.
Bluedo focuses on things he wishes to move. As he does so, rainbow sparkles appear around them causing them to float. Why this took the form of rainbow sparkles, he has no idea.
This was a bit of an odd one. Bluedo went to visit the shaman, as was his custom, and the shaman instead of just teaching him things had him wear a leaf loincloth and go prancing in the woods. This was very strange, but Bluedo followed the instructions with minimal question, and somehow as he did so he felt...freer. When he got back to the shaman after dancing around for a couple hours, the shaman had him focus on a couple things and lo and behold, he found he could lift things with his mind! How all these things connect, he has no idea.
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 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
boom pow
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:
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.
As long as you maintain Concentration, you can take Actions and interact with things that are within 300 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 6 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.
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:
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: