Telekinetic Banishment BEGONE

2
Requires Seasoned
The power to push things.
Used by Charles Landwick (Sherlock), Created by GreenAppll.
On Legendary Artifact Telekinetic Enhanced Glove.
(This Effect is obviously Alien when used. When activating this Effect, it is obvious you are interacting with the target. You must actively and obviously be using A Glove.)

Charles looks at his targets, eyeing them precariously before he waves his hand, his glove a glint of purple as he snaps, the glove creating almost like a spark of pure psychic energy as a wave appear from around him and pushes those he targeted away from him. He refined this ability after being surrounded by groups of enemy.
Yet this required refinement and attunement, as the power comes directly from his stomach making it much more susceptible to nausea.


Exert your Mind and spend an Action. Select a Object or Animate target up to 200 feet away. This Effect cannot be used unless Telekinesis is activated. You must actively and obviously use A Glove to activate this Effect.

Targets are pushed back until they are 200 feet away.

This Effect cannot move anything heavier than 5,000 pounds.

Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.

Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.

You may select up to 3 targets each time you activate this Effect.

Targets that move and collide with a solid surface take 5 Damage.

Possession of this Power grants the following Battle Scar: Weak Stomach.

Possession of this Power grants the following Trauma at all times: Paranoia.

  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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Revision purchased with:
Improvement from writing up Hounds of Yore spent on improving power: Telekinetic Banishment    (since refunded)
Revision purchased with:
Improvement from writing up Hounds of Yore spent on adjusting power: Telekinetic Banishment    (since refunded)

Community Push / Pull Gifts

Exert your Mind and spend an Action to activate. You must actively and obviously use holy items to activate this Effect. Roll Intellect + Brawl at Difficulty 6.

Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 3 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

You must maintain Concentration during this Effect.

  • You can target yourself if you qualify as a valid target by the other requirements.

Originally a prototype for hearing tech that could amplify the user's hearing, it had the major side effect of sending out intense sound waves to the user, deafening some, so it was scrapped. One day, while running away from home, Jarret had come across the tech in one of the many trashcans he had come across, did a little tweaking and made this gear usable... Well usable in a different manner at least.

Exert your Mind and spend an Action. Roll Brawn + Alertness at Difficulty 6. Any Animate targets may resist by rolling Mind at Difficulty 7.

Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field that failed to resist cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

You must maintain Concentration during this Effect.

When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect. Roll Perception + Alertness at Difficulty 6.

Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next minute. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

You must maintain Concentration during this Effect.

When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.

You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.

You may only use this Effect once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.

Stolen from "Rick "The Dent" Denton"

Exert your Mind and spend an Action.

Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

You must maintain Concentration during this Effect.

When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Push / Pull Gifts

Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.

Targets are pushed back until they are 100 feet away.

This Effect cannot move anything heavier than 500 pounds.

Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.

Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.

You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.