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The Kelki species, vassals of the Dominion, can train their minds to manipulate objects in the physical realm. Their telekinetic abilities are thought to be a manifestation of their will, and the headstrong and combative nature of the Kelki psyche.
The mental powers of the Kelki are purely focused on the application of psionic force to affect the physical realm. This first manifests as the ability to move objects, but a Kelki psion can learn to apply pinpoint strikes of psionic energy to injure creatures or damage items, or can use their powers reactively to deflect incoming damage.
Cost: 1 Psi Point
Effect: REPEL call.
The most straightforward telekinetic power, the psion spends 1 Psi Point to call REPEL at a character within 10 metres, pushing them away with a wall of psionic force.
Cost: 1 Psi Point
Effect: STRIKEDOWN call.
Concentrating their mental power into a single forceful moment, the psion can spend 1 Psi Point to call STRIKEDOWN at a character within 10 metres.
Cost: 1 Psi Point
Effect: Temporarily gain 1 Field Hit. Psionic Ritual.
With 10 seconds of roleplayed ceremonial action and the expenditure of 1 Psi Point, the psion may grant themselves 1 Field Hit. You cannot use this power while you have any Field Hits from another source (like an energy field, for example). The Field Hit granted by this power is lost if you take damage (so it does not regenerate like an Energy Field), gain any number of Field Hits from another source, or after 1 hour has passed.
Cost: 2 Psi Points
Effect: MASS REPEL call.
By broadening out their focus, a more powerful adept of Telekinesis can push away a large number of other beings. After 5 seconds of roleplayed concentration and focusing their power, the psion spends 2 Psi Points to call MASS REPEL in an arc of no more than 180 in front of them.
Cost: 2 Psi Points
Effect: MASS STRIKEDOWN call.
With a phenomenal exertion of will, the adept of Telekinesis can emit a wave of force in front of them that knocks everyone nearby off their feet. After 5 seconds of roleplayed concentration and focusing their power, the psion spends 2 Psi Points to call MASS STRIKEDOWN in an arc of no more than 180 in front of them.
Obtaining rank 6 in Telekinesis grants 1 additional Psi Point.
The Telekinetic Finesse Path develops a more focused use of telekinetic power. To learn Telekinetic Finesse, a psion must already have Telekinesis Rank 2.
Cost: 1 Psi Point
Effect: STRIKE call.
By focusing telekinetic force into a small area, a psion can cause physical harm using the power of their will alone. The psion spends 1 Psi Point to call STRIKE (Location) at a character within 10 metres.
Cost: 1 Psi Point
Effect: DISARM call.
With this power, a psion can channel repulsive force into an object, causing it to fall out of someone's grip. The psion spends 1 Psi Point to call DISARM (Held Object) at a character within 10 metres. You should specify a the object that you wish the target to drop as part of the call.
Cost: 3 Psi Points
Effect: GLOBAL STRIKE call.
With this power, a psion can unleash a flurry of simultaneous telekinetic strikes against a single target. The psion spends 3 Psi Points to call GLOBAL STRIKE at a character within 10 metres.
Cost: 1 Psi Point
Effect: THROUGH call.
By focusing powerful telekinetic force into a needle-like wedge, a psion can penetrate even thick armour. After 5 seconds of roleplayed concentration and focusing their power, the psion spends 1 Psi Point to call THROUGH (Location) at a character within 10 metres.
Cost: 3 Psi Points
Effect: MASS STRIKE call.
By broadening their focus, a psion can spread out their telekinetic strikes to affect a wide area. The psion spends 3 Psi Points to call MASS STRIKE (LOCATION) in an arc of no more than 180 degrees in front of them.
Obtaining rank 6 in Telekinetic Finesse grants 1 additional Psi Point.
The Telekinetic Fortification Path contains techniques that focus on the use of telekinesis defensively - using telekinetic barriers to deflect or stop incoming attacks entirely. Learning this path requires knowledge of Telekinesis Rank 3.
Cost: 1 Psi Point
Effect: Call RESIST in response to an incoming REPEL or STRIKEDOWN call.
By applying a cushion of telekinetic force around them, a psion with this power can remain in place against forces that might push them back or knock them off their feet. When struck with a REPEL or STRIKEDOWN call, the psion may reflexively spend 1 Psi Point to call RESIST.
Cost: 1 Psi Point
Effect: Call RESIST in response to an incoming DISARM or THROUGH call.
A psion with this power can fragment focused attacks to distribute their impact somewhat, reducing the effect of precise strikes. When struck with a DISARM or THROUGH call, the psion may reflexively spend 1 Psi Point to call RESIST. The psion still takes damage from a THROUGH call delivered verbally, it just does not have its ignoring armour effect.
Cost: 1 Psi Point
Effect: Temporarily gain 1 Field Hit. Psionic Ritual. Can be used multiple times.
With 10 seconds of roleplayed ceremonial action and the expenditure of 1 Psi Point, the psion may grant themselves 1 Field Hit. You may gain multiple Field Hits using this power, but cannot use it if you have any Field Hits from another source (like an energy field, for example). Each Field Hit granted by this power is lost when it is hit (so your shielding does not regenerate for free like an Energy Field would). Any remaining Field Hits from this power fade away at dawn each day, or if you gain Field Hits from a source other than Telekinetic Fortification powers.
Cost: 1 Psi Point Effect: Call RESIST in response to an incoming REND or SUNDER call.
With this power, a psion can build a mental pattern of objects they are holding or wearing, and use their telekinetic power to forcibly maintain that pattern in response to attacks that might ruin their equipment. When their worn armour or held equipment is affected by a REND or SUNDER call, the psion may reflexively spend 1 Psi Point to call RESIST.
Cost: 0 Psi Points Effect: Restore 2 Field Hits to your depleted Telekinetic Shield. Psionic Ritual.
By focusing inward and conquering their stubborn and aggressive nature, an adept can uncover a near-limitless source of mental energy that can be used to restore their telekinetic protections.
Obtaining rank 6 in Telekinetic Fortification grants 1 additional Psi Point.