Telekinesis
• - •••••
A telekinetic can possess but cannot use more dots in this Merit at one time than he has Resolve.
SS, p.52
lift and move item by mind alone

The power to move physical objects by mind alone. The psychic can lift objects, assuming they are light enough for his Telekinesis to handle. He can also throw objects that he is capable of lifting at a target. At high dots, a telekinetic can immobilize someone with a telekinetic grapple or even strike someone with a telekinetic blow.


Lifting an Object
The simplest use of Telekinesis is to lift objects. The player must first spend a Willpower point to activate the power. Each dot gives a character one dot of Strength that can be applied to move any physical object within the telekinetic’s direct line of sight, pursuant to the lifting/moving objects chart.

When attempting to lift something, consult the chart and compare the psychic’s Telekinesis dots to the item. If the telekinetic’s dots exceed the Strength required to lift the object, he can move it freely. If his Merit dots equal the Strength required, he can slide the object across the floor at about a yard per turn. If the telekinetic seeks to lift something even bigger, roll Resolve + Composure reflexively, with each success adding to the telekinetic’s Merit dots for the action.

Telekinesis is both physically and mentally taxing; a character can hold up an object for a number of turns equal to the lesser of his Stamina or Resolve. After that, he must either drop the object or another Willpower point must be spent to retain control. A telekinetic can lift objects smaller than Size 1, but he must still be able to see the object directly.

Cost: 1 Willpower + 1 additional Willpower after every [lesser of Stamina or Resolve] turns
Dice Pool: No roll is required to lift an object, provided that the psychic’s Telekinesis Merit dots are sufficient to do so. If the object is too big, a Resolve + Composure roll is required.
Action: Reflexive

Roll Results
Dramatic Failure:
The item is dropped and/or the telekinetic suffers one point of bashing damage due to psychic feedback from the effort.

Failure:
The telekinesis attempt is unsuccessful.

Success:
Telekinesis dots increase by one per success.

Exceptional Success:
The telekinetic increases his Merit dots by five or more and gains a +1 bonus on any attempt to manipulate the item, such as throwing it. Also, the telekinetic can continue to manipulate the object for a number of turns equal to the greater of his Stamina or Resolve before needing to set the object down or spend another Willpower.


Throwing an Object
If the telekinetic wishes to hurl an object at a target, he must first lift it. An object can be lifted and thrown as part of the same instant action, provided the character’s total Telekinesis dots exceed those required to lift the item. A non-aerodynamic object (such as a clay pot or tire) can be thrown a distance in yards equal to Wits + Resolve + total Telekinesis dots, minus the object’s Size. This distance is considered short range. Medium range is double that, and long range is twice medium range. So, a character with 4 Wits, 3 Resolve and an unmodified 2 Telekinesis can throw a tire with 2 Size a short distance of 7 yards, a medium range of 14 yards and a long range of 28 yards. Aerodynamic objects can be thrown double those distances, but an object whose Size exceeds the psychic’s modified Telekinesis dots cannot be thrown no matter how aerodynamic it is.

Hitting a target requires you to roll Wits + Resolve, –2 for medium range and –4 for long range. The Damage of the object thrown (usually the lesser of its Size or Durability) is added to the dice pool, and the target’s Defense applies. A character can hurl an object up to twice long range, but is automatically reduced to a chance die.

Cost: None, although 1 Willpower is required to lift the object
Dice Pool: Wits + Resolve + Damage bonus of thrown object (– target’s Defense)
Action: Instant

Roll Results
Dramatic Failure:
The character loses control of the item. If it is large or heavy (Size 4+), he loses his telekinetic grip and drops it, possibly hurting himself or others. Smaller objects land wildly off the mark.

Failure:
The telekinetic attack misses its target.

Success:
The telekinetic hits his target, inflicting one point of damage per success.

Exceptional Success:
The telekinetic hits his target with great accuracy and force.

Suggested Equipment: See the Damage ratings of possible thrown objects on p. 150 of the World of Darkness Rulebook.


Grappling a Target (Telekinesis •••+)
Seizing a human-sized or larger target and attempting to hold him steady requires at least three Telekinesis dots. The player rolls Stamina + Resolve, minus the target’s Strength. If the roll is successful, the target is not only grappled, but he is automatically immobilized. If the target has any psychic or supernatural powers that can be brought to bear against the telekinetic, such powers suffer no penalty due to immobilization. As usual, an additional Willpower point must be spent after every [lesser of Stamina or Resolve] turns in order to keep a target immobilized, and no other actions are allowed except moving up to Speed in that time. A victim of this effect is allowed no Defense against attacks from others. A victim can try to break free each turn as a contested action. Strength + Resolve is rolled in an instant action, with the telekinetic’s Merit dots subtracted from the victim’s dice pool. In order to escape, a number of successes must be rolled for the victim in excess of those rolled for the telekinetic when the hold was achieved.

Cost: None, although one Willpower must be spent to initially activate the power
Action: Instant
Dice Pool: Stamina + Resolve (– the target’s Strength)

Roll Results
Dramatic Failure:
The grappling attempt is unsuccessful, and the telekinetic suffers one point of bashing damage due to psychic feedback from the failed effort.

Failure:
The telekinesis attempt is unsuccessful.

Success:
The telekinetic successfully grapples the target, pinning her or lifting her off the ground. The telekinetic can keep the target immobilized for a number of turns equal to the lesser of his Stamina or Resolve, unless the subject escapes earlier. Spending Willpower extends the period in which a victim may be held.

Exceptional Success:
The telekinetic can restrain his target for a number of turns equal to the greater of his Stamina or Resolve.


Telekinetic Blow (Telekinesis •••••)
A psychic with five dots of Telekinesis can strike a target with a blast of pure kinetic force. Treat the blow as a ranged attack to which Defense does not apply. The blow inflicts bashing damage, and armor protects the target as normal. Short range equals Wits + Resolve + Telekinesis dots in yards. Medium range is double that, and long range is double medium range. Hitting a target requires you to roll Wits + Resolve, –2 for medium range and –4 for long range. A character can strike up to twice long range, but the player is automatically reduced to a chance die.

Cost: 1 Willpower per attack
Dice Pool: Wits + Resolve
Action: Instant

Roll Results
Dramatic Failure: The attack is unsuccessful and the telekinetic suffers one point of bashing damage due to psychic feedback from the failed effort. Alternately, the telekinetic might inadvertently hit someone or something other than his intended target.

Failure:
The telekinesis attack is unsuccessful.

Success:
The telekinetic strikes his target with a blast of pure kinetic force, inflicting one point of bashing damage per success.

Exceptional Success:
In addition to bashing damage inflicted, the target must also roll to avoid knockdown.


Option [Emotional Telekinesis]: Whenever the telekinetic is in the grip of strong emotion, Resolve + Composure is rolled with a dice penalty equal to the level of the emotion as described by the Emotional Response table below. If the roll is unsuccessful, the telekinetic’s powers function randomly, flinging small objects around the room in what onlookers might mistakenly ascribe to the actions of a poltergeist. A dramatic failure means this activity might flare up at random intervals over the next several days. Such “poltergeist activity” does not require the expenditure of a Willpower point. If a telekinetic has this option, he gains +1 on all deliberate uses of telekinesis.

Option [Limited Telekinesis]: The telekinetic can manipulate only certain types of objects. At the Storyteller’s discretion, such limitations might include objects of Size 3 or less, only “soft” objects such as cloth or cardboard and nothing harder, only living material, or only earth. Depending on just how limited this telekinesis is, the Storyteller might permit the dice bonus accompanying the option to be +1, +2 or even +3.

Modifier Emotional response
0 No discernable signs of the emotional state.
-1 Noticeable signs of the emotional state.
-2 Obvious signs of the emotional state. A Resolve + Composure roll for the subject must succeed to avoid acting on the emotion in minor ways (snide comments toward someone he dislikes, flirting with the person for whom he now feels sexual attraction) every time he has an opportunity to do so.
-3 Unambiguous signs of the emotional state. As with the previous entry, except that the target must get at least as many successes on the Resolve + Composure as the empath does on the Psychic Empathy roll to avoid acting out on the emotion in a very obvious way (picking a fight with a person he now hates, acting in a subservient manner toward a person he now loves).
-4 Overwhelming signs of the emotional state. The emotional state approaches or even exceeds the level of a derangement (homicidal rage, suicidal depression, obsessive stalking). A Willpower point must be spent for the subject to even attempt a Resolve + Composure roll to contest the emotional compulsion, and he must still get as many successes as the empath does on the activation roll. The target seeks out opportunities to act on the emotion in obvious ways, and any attempt to conceal his state is automatically reduced to a chance die.