Viewing Effect - Telekinesis
Move things at a distance

Create a Telekinesis Power


You are able to move objects at a distance without making physical contact. You must maintain full concentration and line of sight or the effect will end.

Your telekinesis cannot manipulate objects in Combat.


By concentrating fully, you are able to interact with objects you can see at a distance of [[range]]. Rolls for Actions taken with these objects use [[brawn-alternative]] in place of Brawn and [[dexterity-alternative]] in place of Dexterity. The effective rating for these Attributes is limited to [[maximum-brawn]] for Actions that would use Brawn and [[maximum-dexterity]] for Actions that would use Dexterity.

You cannot engage in Combat with this Power, and you are limited to actions that a standard human could take with their bare hands, were they close to the object (no lockpicking or surgery by default).

If the object passes out of sight, you lose your hold on it.

You must maintain concentration while using this Power. That means you can only move at a slow walk, and cannot split your Action between using the Power and other Actions. If you are Injured or interrupted, you must roll Mind Difficulty 9 to maintain Concentration. If you fail, you cannot use this Power for a minimum of 6 - Wits rounds.


Psychic Brawler (You can focus enough force behind your telekinesis that you are able to simulate Brawling. This includes punches as well as grapples.)

Too Slow! (You may use this Power as a Reaction.)

Stable Telekinesis (If your concentration is broken, you may Exert your Mind in order to keep the effect going, so long as you are able to return to concentrating shortly.)
Things that interrupt concentration would include (but are not limited to) taking damage, losing your line of sight, attempting another action, being surprised, etc.

Duel of Wits (You are now able to manipulate melee weapons effectively in combat.)

Thoughtful Targeting (You may now effectively aim a ranged weapon at a target. This covers firearms as well as bows, crossbows, slings, etc)

Mind Toss (You may now throw object in Combat.)

Puppeteer (You may now exert control over the limbs of living beings, as if they were a marionette.)

Size Matters Not (You may Exert your Mind to increase your effective rating in the Attribute replacing Brawn by 2 for two Rounds.)

Mental Juggling (You may control one additional object while using this Power. You must split your dice pool if you take an Action that requires a roll with both.)

Out of Sight (You may now use this Power on Objects that are out of sight, provided you have a very clear understanding of where they are. All Actions taken in this way are considered "blind," though you may feel if the Object touches something.)

Psychic Watchmaker (You may use this Power in place of tools that are used to manipulate tiny or delicate things. For example, lockpicks, forceps, probes, etc.)

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Brain Drain (You must now Exert your Mind both upon activating this power and again for every 30 seconds it remains active.)
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Maximum Brawn

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: -1

  1. 1
  2. 3
  3. 4
  4. 5
  5. 7

Parameter - Maximum Dexterity

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: -1

  1. 1
  2. 3
  3. 4
  4. 5
  5. 7

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 5 feet
  2. 75 feet
  3. 250 feet
  4. Line Of Sight

Example Powers