"It may be said that, so far from having a materialistic tendency, the supposed introduction into the earth at successive geological periods of life — sensation, instinct, the intelligence of the higher mammalia bordering on reason, and lastly, the improvable reason of Man himself — presents us with a picture of the ever-increasing dominion of mind over matter."
— Sir Charles Lyell, 1863
The Psychic can, with great focus and mental strain, channel their will and energy to cause objects to move about. The effort of this causes The Psychic's nose to bleed slightly.
By concentrating fully, you are able to interact with objects you can see at a distance of 5 feet. Rolls for Actions taken with these objects use Intelligence in place of Brawn and Wits in place of Dexterity. The effective rating for these Attributes is limited to 3 for Actions that would use Brawn and 3 for Actions that would use Dexterity.
While this power is active, or for an hour after you activate it (whichever is longer), you have an additional -2 penalty to any rolls made, on top of any Mind and Body penalty you currently have.
You cannot engage in Combat with this Power, nor take any actions that require high manual dexterity (typing, using complicated tools, etc).
If the object passes out of sight, you lose your hold on it.
You must maintain concentration while using this Power. That means you cannot move or 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.
Tell - Bloody nose