It appears almost effortless, as Ego bends the foundational rules of the universe. There's no need for any physical motion or verbal components-- in fact, he doesn't even need look where he's casting to manipulate reality all the same. The space around him simply warps to his will, as if affected by an uncanny gravitational pull, or a glitch in the physics engine of the world.
Upon closer examination, it's clear that the raw source of this power comes from somewhere within Emile. The intense concentration needed to just conjure any of this ability would be enough to break any normal individual, crushing them under the weight of what they attempt to lift. But for Ego? There's no toll too great, no barrier too much for him to overcome.
"If I could just bend my environment to my whims, through the power of my mind alone..." Perhaps if Emile believed this was remotely possible for himself, then none of this would have ever happened.
Every action has an equal and opposite reaction. The same degree of force necessary for Distortion to take effect is applied to Emile's character in full, heightening his personality quirks to their natural extreme and afflicting his body with e̶l̴d̷r̸i̴t̸c̵h̶ consequences. To achieve this power fantasy in the way Emile deludes of, he must be shaped into something almost unrecognizable.
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: 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, Mental Overload: Your brain is flooded with a sea of e̶l̴d̷r̸i̴t̸c̵h̶ knowledge, leaving it susceptible to being rattled by a well aimed attack. Called Shots to your head do +2 Damage [Requires Outcome 6]. Whenever you Exert your Mind, your eyes briefly flash a shimmering silver as if your Samson activated., and Incipient Corruption: The fingers of your left hand appear withered, as if undergoing the first stages of necrosis. A small price to pay for power, isn't it? You are at a -1 die penalty for any roll utilizing the affected hand.
Possession of this Power grants the following Trauma at all times: Vindicative Vindication: You tire of dealing with the senseless opinions of the masses, and refuse to take any shit from them lying down. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge, Savior Complex: Your inner desire to aid others and improve the world has been warped with your sense of worth as a person, and your need to seek approval from people. Whenever you have the opportunity to help someone need, you must succeed a Self-Control roll to resist the impulse, and L'appel Du Vide: Its call beckons at every moment, and you must bring yourself closer to that edge to fill its v̷o̸i̵d̸. When faced with the opportunity to perform an action in a more dangerous or exciting way, you must roll Self-Control to resist the impulse..
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.
filler
You gain the following benefits as long as you are wearing this Artifact.
You can 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 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 Artifact causes the following Battle Scar to manifest over the course of a day: Damaged Photo receptors (+2 difficulty to vision) and Alien Presence (+2 difficulty to social rolls). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Filler, (Cautious Programming) Compulsion to Check, and (Calculations) Nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Clever dogs can get into things and places that you wouldn't imagine they normally could, and Wally is cleverer than most.
As long as people aren't looking, Wally is able to manipulate objects around him, or even reach places that would be unreasonable for his dog body.
You gain the following benefits as long as other humans aren't watching Wally or the thing he's affecting.
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:
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:
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.
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: