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.
Elizabeth looks at the cupboard, and the cupboard, without her touching it, opens. It was containing dishes and cutlery of all sorts, but out of them, only teacup carefully floated and lands on a table next to her, followed by he tea spoon. Cupboard closed, and she looked away from it, focusing her attention on the teapot. And, as expected by now, it also flew towards her, and slowly poured its contents into the cup, before floating back to its original position.
Elizabeth was unsure of when she "awakened" her "gift". Maybe she had it since childhood and just never noticed, and thus it never developed properly, or maybe only recently, when her phone flew into her face during one morning, but either way, now she could use her mind for telekinesis. Now she didn't had to get up from her seat to brew tea, which was cool, even if impractical.
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:
Both Sanguine's horn and the moved object glow red while using this power.
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 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: Soft Spot: Horn.
Possession of this Power grants the following Trauma at all times: Bloodlust.
Gloves on, Almost like manipulating the string on a puppet, Jay fingers bend and moves in odd shapes as he manipulates objects in front of him to put on a show for the audience
Physics wise, Jay uses the gloves as attachments for his invisible strings as they burn his fingers and nearly chops them off without it.
You gain the following benefits at all times. You must actively and obviously be using Gloves 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 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:
Neurons fire. Paths open and microscopic highways materialize. Cells chatter with excitement. Fat burns and your stomach churns from the exertion of keeping the knife aloft. Beads of sweat form and glide down your face. Despite the physical toll, it comes naturally to you - surpassing human limits, that is. As you gently set the blade down, you are suddenly awash with vertigo as you try to keep your gut from lurching out of your throat.
Neat party trick.
You gain the following benefits at all times.
You can interact with things that are within 10 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 Power grants the following Battle Scar: Weak Stomach - Psionic Feedback Loop.
Jeremy Soap blows a stream of bubbles imbued with his will, using them as an additional limb able to exert strength greater than that of his body.
You gain the following benefits at all times. You must actively and obviously be using a Bubble Wand 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 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:
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: