Telekinesis
Using the power of the mind to affect the environment and others, Telekinesis is a useful and versatile tool for those who can master it.
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Table of Contents
Telekinetic Weapon Fighting Telekinetic Hurl Mental Hold Self Propelled |
Telekinetic Weapon Fighting
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Using the power of the mind can increase the danger of any weapon.
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Concentration
Action Points: 2 AP
Cool Down: Duration + 1 Round
Range: Self
Rank 1
Telekinetic Weapon Fighting - While active the weapon floats around the caster, freeing up a hand for another item. Weapon attacks made with this talent cost the same as normal, but this ability takes 2AP to maintain. When using it the weapon takes a -10% to hit.
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Rank 2
Increased Range - Add 2m to any attack.
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Rank 3
Easier Casting - Reduce the cost of using the Talent by 1 AP.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Concentration
Action Points: 2 AP
Cool Down: Duration + 1 Round
Range: Self
Rank 1
Telekinetic Weapon Fighting - While active the weapon floats around the caster, freeing up a hand for another item. Weapon attacks made with this talent cost the same as normal, but this ability takes 2AP to maintain. When using it the weapon takes a -10% to hit.
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Rank 2
Increased Range - Add 2m to any attack.
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Rank 3
Easier Casting - Reduce the cost of using the Talent by 1 AP.
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Rank 4
(Level 5 and higher)
Multitasking - Wield a second item or weapon. Reduce the penalty to use this Talent by 5%.
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-- Or --
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Improved Cooldown - Reduce the Cooldown by 1 Round.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Telekinetic Savant - Use Willpower instead of Weapon Skill or Ranged Skill with this Talent.
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-- Or --
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Telekinetic Endurance - This ability no longer counts as having a cooldown for the purposes of using other Talents.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Telekine - Double the range when using this talent and add +3 damage.
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-- Or --
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Telekinetic Hurl
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Use your mental abilities to hurl small, and eventually not so small, items with lethal force.
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: None
Action Points: 4 AP
Cool Down: 1 Round
Range: 20m
Rank 1
Telekinetic Hurl - Toss a small item - a rock, coin or another small item - with enough force to inflict significant damage. This attack inflicts 1d10+2 damage. This ability does not work on living, undead or sentient creatures.
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Rank 2
Increased Range - Add 10m to the attack.
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Rank 3
Reduced Cooldown - Reduce the cooldown by 1.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: None
Action Points: 4 AP
Cool Down: 1 Round
Range: 20m
Rank 1
Telekinetic Hurl - Toss a small item - a rock, coin or another small item - with enough force to inflict significant damage. This attack inflicts 1d10+2 damage. This ability does not work on living, undead or sentient creatures.
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Rank 2
Increased Range - Add 10m to the attack.
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Rank 3
Reduced Cooldown - Reduce the cooldown by 1.
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Rank 4
(Level 5 and higher)
Bigger is Better - Launch a larger object - a cobblestone, a pot or other item about the size of a fist. Increase damage by +3.
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-- Or --
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Weaponized - Hurl a dagger or other light weapon. Inflict the damage the weapon normally inflicts, at a cost of the weapon's usual AP +1.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Bigger is Impressive - Hurl items the size of furniture, increasing the damage by +5.
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-- Or --
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Retrieval - Return an item hurled at the target for an additional 1AP.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Biggest Is Best - Hurl items as large as a full-grown human. Increase damage by +8.
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-- Or --
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Better Weaponised - Hurl a one-handed weapon, or hurl a light weapon without the additional AP cost.
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Mental Hold
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Entangle and hold a target with mental powers, reducing their ability to move freely and impeding their ability to fight.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 3 rounds.
Action Points: 5 AP
Cool Down: 2 Rounds
Range: 20m
Rank 1
Mental Hold - Make an opposed Willpower test. On a failure, the AP is wasted. On a success, the target suffers a -1 to AP for the duration of this talent.
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Rank 2
Longer Duration - Add 1 round to the Talent's duration.
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Rank 3
Improved Hold - Increase the AP penalty with this ability by 1 AP.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 3 rounds.
Action Points: 5 AP
Cool Down: 2 Rounds
Range: 20m
Rank 1
Mental Hold - Make an opposed Willpower test. On a failure, the AP is wasted. On a success, the target suffers a -1 to AP for the duration of this talent.
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Rank 2
Longer Duration - Add 1 round to the Talent's duration.
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Rank 3
Improved Hold - Increase the AP penalty with this ability by 1 AP.
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Rank 4
(Level 5 and higher)
Tenacious Hold - Increase the AP Penalty this talent inflicts by 2AP
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-- Or --
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Versatile Hold - Even on a failure the target suffers a -1 AP for 1 round.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Complete Hold - The target of this ability has their AP reduced to 0, but the caster must spend 2 AP to maintain the ability per round.
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-- Or --
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Denying Hold - When under the effect of Mental Hold the target suffers a penalty to all attributes of 10%.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Death Grip - While under the influence of this Talent they suffer 1d10+5 per round with no armour reduction.
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-- Or --
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Self Propelled
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Move yourself with a telekinetic boost.
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Instantaneous
Action Points: +1 AP
Cool Down: 1 Round
Range: Self
Rank 1
Self Propelled - Increase movement rate by +1 for each type of movement.
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Rank 2
Sudden Movement - When Dodging add +10% and move 1m in any direction.
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Rank 3
Float - When using this ability float up to their Willpower modifier in meters, but reduce speed by half. If they end there turn in the air they fall, inflicting 1d5 damage.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Instantaneous
Action Points: +1 AP
Cool Down: 1 Round
Range: Self
Rank 1
Self Propelled - Increase movement rate by +1 for each type of movement.
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Rank 2
Sudden Movement - When Dodging add +10% and move 1m in any direction.
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Rank 3
Float - When using this ability float up to their Willpower modifier in meters, but reduce speed by half. If they end there turn in the air they fall, inflicting 1d5 damage.
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Rank 4
(Level 5 and higher)
Gravitationally Challenged - When you end your turn in the air float to the ground at a rate of 2m per round, to a max height of 25m.
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-- Or --
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The Greatest of Ease - Improve speed when floating to normal movement.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Levitation - Float at 1m or less above the ground with no cost.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
True Flight - Reduce all limits on the max height they can fly.
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-- Or --
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