Many many moons ago I included a secretive race in my games (the Khirae) that were capable of more than just telepathy. The entire race was telepathic and many displayed other abilities, among them telekinesis. In my game they offered the secrets of stable telekinetics to the players. I was bored tonight and re-wrote my teek sheet to fit the new telepathy rules. They follow:
Telekinetic Traits
Poltergeist
P-rating: Latent or P1+
Range: Line of Sight
Telekinesis Check: DC 16
Concentration: No
Multiple Subjects: Yes
This ability is untrained telekinesis it is a poltergeist-like effect out of the control of the character bought about by times of stress or passion. It is largely because of this ability that Telekinetics are found early and segregated. Poltergeist effects occur at the whim of the Game Master when it happens anything of diminutive size can be moved at a speed equivalent to 30 and can be made to hover in place. The telekinetic can exert sufficient force to toggle most switches but can not fling anything with sufficient force to cause damage. The effects of toggling a switch can be damaging if that is the design (for instance detonating a bomb by depressing a button). Something that is tethered in any way, even if by the tiniest of threads will only extend as far as the tether will allow. Fine manipulation like untying knots is not possible.
Poltergeist is considered an involuntary free action on the part of the Telekinetic and may occur even if he is surprised or caught flat footed. No roll is required when geisting situations occur unless the Teek wants to try to influence what happens. If the Teek is feeling extremely strong emotion the check is made with a –4 penalty. This is more than just a simple exercise in control, most Telekinetics work to consistently keep themselves from constantly moving things unintentionally. If a Teek isn’t focused desired items, beyond his reach, move to his hand and doors open or close as he needs, etc. The spectacle is extremely off-putting to mundanes and even other Telepaths.
Energy Sense
P rating 9 or higher
The character is able to make a Notice check to follow flows of energy in close range to him. This could mean knowing that a hidden camera was in a room or that someone with a powered ppg is around the corner. The character can’t determine what function the power source serves only that it is there, it’s nature, and direction. The lower the output of energy the less likely that it will be detected by the Psychokinetic.
Psychokinetic disciplines
Telekinetic Discipline
Telekinesis
Power required: 1 and up (read below)
Range: Close (P5 Medium; P12 Long)
Telekinesis check: DC 16
Concentration: Yes
Multiple Subjects: Yes
This ability expands upon poltergeist and represents a trained Telekintic. At it’s base it is the same, with a DC of 16 the character is capable of lifting, moving and hovering a diminutive object. However the telekinetic can now lift heavier items but must role against a higher DC. For each size category being lifted above diminutive the Power required increases by 4. So a Tiny object requires a Power of 4. A Small object requires a Power of 8. A Medium object requires a Power of 12. Large objects require a power of 16. Attempting to lift an actively resisting obect/person is nigh impossible, the result is the person being held until they spend one action freeing themselves. The freeing action is automatically successful and is a standard action. Note in many ways Telekinetic lifting is less about weight than the perception of weight. Normally people have no means of judging weight except by size and actual experience which is why the ability to move objects here relates to size rather than weight. The DM should feel free to apply negatives to the Telekinesis role if the player is aware that something small is in actuality quite dense and heavy… most especially if the character is doubting his own ability to lift it.
· Finesse: (DC: 20) The telekinetic is capable of producing fine movements with his telekinetic abilities. He/she can tie shoe laces, type at a keyboard etc.
· Grapple: (DC:20) Mastering his strength the telekinetic is capable of grappling a person or object of medium size (provided he can meet the power requirements). The grappled person may elect to attempt to break the grapple with a Strength roll. The Grappled must roll greater than or equal to 15 + ½ the telekinetic’s P-rating to escape. The grappled character is unable to act except to try and free himself. This ability is intended mainly to hold ones enemies and so it assumed the player is using the grapple action to deny his target their action.
Acceleration
Power required: 3
Range: Close (P5 Medium; P12 Long)
Telekinesis Check: DC 18
Concentration: No
Multiple Subjects: No
The character is capable of imparting furious motion to tiny objects. The object will fly out in a straight line inflicting 1d6 damage. If the check is successful the character then makes a ranged attack roll as normal (note: it is possible to crit).
Levitate
Power required: 5
Range: Self
Telekinesis Check: DC 16
Concentration: Yes
Multiple Subjects: No
This is perhaps one of the telekinetic’s most disconcerting abilities, both to those watching and the telekinetic himself. The character is actually able to move at a normal walking speed in all directions. If a character is falling and has sufficient time to activate this power it will slow his fall proportionately. The act of picking oneself up is quite disturbing and most telekinetics avoid doing it for extended periods (the concentration DC is increased by +2). The character may increase his speed by increments of 30’ by increasing the Concentration difficulty by +5 for each incremental gain.
Manifested discipline
This discipline is a catch all that describes energy generated that is not applied directly to an object and doesn’t fall under another discipline.
Burst
Power required: P10
Range: Close (P12 Medium)
Telekinesis Check: DC 18
Concentration: Yes
Multiple Subjects: Special
The telekinetic is able to create a quick burst of kinetic energy that is capable of dealing 1d6 damage. If the attacked is unaware of the characters abilities he is considered flat-footed for the first strike, after the first strike it is up to the ST determine how obvious the attacker has become (is the telekinetic gesturing? Etc.). The target is forced to make a Reflex save (DC = P-rating + Class level + Int modifier) to avoid falling on his ass, with all the concomitant penalties. If the save is successful the target takes the damage as subdual, if it is failed the damage is considered lethal. For each hit point of damage the target may be sent flying away from the telekinetic 2 feet. The effect resembles a ppg blast.
· Concussion: (DC +4) The telekinetic damage is raised to 2d6.
· Brute Force: (DC: 22) The damage done is lethal regardless of the victims saving throw.
Shield of Force
Power required: 9
Range: Self
Telekinesis Check: DC 20
Concentration: Yes
Multiple Subjects: No
The telekinetic is capable of erecting a visible field of force (DR: 1) around his body for a short time. The shield refracts energy along its edges drawing it away form the Telepath/Teek, it provides a DR: 2 against physical attacks.
· Bastion: (DC: 25) The shield provides a DR of 3 instead of 2.
Wall of Force
Power required: P16
Range: Close (P12 Medium)
Telekinesis Check: DC 30
Concentration: Yes
Multiple Subjects: No
The logical extension of the Shield of Force, with this ability the telekinetic is capable of creating a wall of force that is nigh impenetrable. The field extends in a 5’ radius around him. So long as the field is maintained no damage will pass through it in either direction. Each time the field is struck in any direction a concentration check is required using the standard rules (as though the Telekinetic had been struck and damaged by that force). The field can be flattened into a 10’x10’ square
Pyrokinetic discipline
Pyrokinesis
Power required: 12
Range: Close (P9 Medium)
Telekinesis Check: DC 18
Concentration: Yes
Multiple Subjects: Yes
With this power the telekinetic can excite the molecules in an object enough to cause burns, dissolution or even ignite flammable materials. This ability is resisted by a Fortitude save (DC= P-rating + Class level + Intelligence modifier). If the target is a living thing it suffers 1d8 fire damage, which ignores all DR not specifically designed to block fire, and is consumed by agony as if effected by a telepaths pain ability. If the target is something flammable like paper, cloth, wood, or fuel it bursts into flame when this power is invoked upon it. Subsequent rounds of concentration will ignite/melt even less flammable things at the rate of a number of rounds equal to the objects DR or Armor. For objects like Minbari clothing which has a DR, it is ignored. The material is still flammable!
Fusion Plasma
Power required: 16
Range: Close (P12 Medium)
Telekinesis Check: DC 25
Concentration: No
Multiple Subjects: Yes
At this level of ability the psychokinetic is capable of generating intense plasma for short durations. The teek generates the plasma and sends it flying at his foes inflicting damage. The plasma inflicts 2d8 damage and threats on a roll of 19-20/ x2.
Feats
Ability Focus (Telekinesis)
As per telepath
Combat Telekinetic
As per telepath. Note that if the character has both telekinetic and telepathic abilities this particular feat only applies to the telekinetic ones. Though both feats offer the same bonus to concentration maintaining telepathy is nothing like maintaining the forces inherent in Tk.
Fleetness of Mind (Telekinetics only)
Prerequisites: Telekinesis
The teek is so trained as to be able to snatch thrown weapons out of the air. Any ranged weapon that the character has a hope in hell of tracking with normal eye-sight he may attempt to catch in mid-air. This requires a normal role of the Telekinesis ability. If more than one possible target is thrown in a single round an attempt can be made on each, with each attempt after the 1st incurring a +2 penalty to the Telekinesis check. The catch attempt can be made even before the characters rolled initiative action but the character forfeits his action. This is a standard action unto itself. If there is doubt about a characters ability to track something a Reflex save (DC = 20 or more) can be attempted. If the character still has another action after or the next round he may elect to send the weapon back with accelerate (if he possess it).
Gestalt
Prerequistes: P5 or higher and capable of surface scan.
This feat allows Telekinetics to work together to achieve greater effect.
Although you can be part of a telepathic gestalt you can not be the controlling character.
Surger
Any ability that inflicts damage (except for Pyrokinesis) has a +2 to hit (if applicable) and adds +2 to damage. The DC to escape the effects of the Grapple ability are raised by +2 as well.
Synergy
As per telepath.
Too tired for more now hope someone finds the idea entertaining at least
Telekinetic Traits
Poltergeist
P-rating: Latent or P1+
Range: Line of Sight
Telekinesis Check: DC 16
Concentration: No
Multiple Subjects: Yes
This ability is untrained telekinesis it is a poltergeist-like effect out of the control of the character bought about by times of stress or passion. It is largely because of this ability that Telekinetics are found early and segregated. Poltergeist effects occur at the whim of the Game Master when it happens anything of diminutive size can be moved at a speed equivalent to 30 and can be made to hover in place. The telekinetic can exert sufficient force to toggle most switches but can not fling anything with sufficient force to cause damage. The effects of toggling a switch can be damaging if that is the design (for instance detonating a bomb by depressing a button). Something that is tethered in any way, even if by the tiniest of threads will only extend as far as the tether will allow. Fine manipulation like untying knots is not possible.
Poltergeist is considered an involuntary free action on the part of the Telekinetic and may occur even if he is surprised or caught flat footed. No roll is required when geisting situations occur unless the Teek wants to try to influence what happens. If the Teek is feeling extremely strong emotion the check is made with a –4 penalty. This is more than just a simple exercise in control, most Telekinetics work to consistently keep themselves from constantly moving things unintentionally. If a Teek isn’t focused desired items, beyond his reach, move to his hand and doors open or close as he needs, etc. The spectacle is extremely off-putting to mundanes and even other Telepaths.
Energy Sense
P rating 9 or higher
The character is able to make a Notice check to follow flows of energy in close range to him. This could mean knowing that a hidden camera was in a room or that someone with a powered ppg is around the corner. The character can’t determine what function the power source serves only that it is there, it’s nature, and direction. The lower the output of energy the less likely that it will be detected by the Psychokinetic.
Psychokinetic disciplines
Telekinetic Discipline
Telekinesis
Power required: 1 and up (read below)
Range: Close (P5 Medium; P12 Long)
Telekinesis check: DC 16
Concentration: Yes
Multiple Subjects: Yes
This ability expands upon poltergeist and represents a trained Telekintic. At it’s base it is the same, with a DC of 16 the character is capable of lifting, moving and hovering a diminutive object. However the telekinetic can now lift heavier items but must role against a higher DC. For each size category being lifted above diminutive the Power required increases by 4. So a Tiny object requires a Power of 4. A Small object requires a Power of 8. A Medium object requires a Power of 12. Large objects require a power of 16. Attempting to lift an actively resisting obect/person is nigh impossible, the result is the person being held until they spend one action freeing themselves. The freeing action is automatically successful and is a standard action. Note in many ways Telekinetic lifting is less about weight than the perception of weight. Normally people have no means of judging weight except by size and actual experience which is why the ability to move objects here relates to size rather than weight. The DM should feel free to apply negatives to the Telekinesis role if the player is aware that something small is in actuality quite dense and heavy… most especially if the character is doubting his own ability to lift it.
· Finesse: (DC: 20) The telekinetic is capable of producing fine movements with his telekinetic abilities. He/she can tie shoe laces, type at a keyboard etc.
· Grapple: (DC:20) Mastering his strength the telekinetic is capable of grappling a person or object of medium size (provided he can meet the power requirements). The grappled person may elect to attempt to break the grapple with a Strength roll. The Grappled must roll greater than or equal to 15 + ½ the telekinetic’s P-rating to escape. The grappled character is unable to act except to try and free himself. This ability is intended mainly to hold ones enemies and so it assumed the player is using the grapple action to deny his target their action.
Acceleration
Power required: 3
Range: Close (P5 Medium; P12 Long)
Telekinesis Check: DC 18
Concentration: No
Multiple Subjects: No
The character is capable of imparting furious motion to tiny objects. The object will fly out in a straight line inflicting 1d6 damage. If the check is successful the character then makes a ranged attack roll as normal (note: it is possible to crit).
Levitate
Power required: 5
Range: Self
Telekinesis Check: DC 16
Concentration: Yes
Multiple Subjects: No
This is perhaps one of the telekinetic’s most disconcerting abilities, both to those watching and the telekinetic himself. The character is actually able to move at a normal walking speed in all directions. If a character is falling and has sufficient time to activate this power it will slow his fall proportionately. The act of picking oneself up is quite disturbing and most telekinetics avoid doing it for extended periods (the concentration DC is increased by +2). The character may increase his speed by increments of 30’ by increasing the Concentration difficulty by +5 for each incremental gain.
Manifested discipline
This discipline is a catch all that describes energy generated that is not applied directly to an object and doesn’t fall under another discipline.
Burst
Power required: P10
Range: Close (P12 Medium)
Telekinesis Check: DC 18
Concentration: Yes
Multiple Subjects: Special
The telekinetic is able to create a quick burst of kinetic energy that is capable of dealing 1d6 damage. If the attacked is unaware of the characters abilities he is considered flat-footed for the first strike, after the first strike it is up to the ST determine how obvious the attacker has become (is the telekinetic gesturing? Etc.). The target is forced to make a Reflex save (DC = P-rating + Class level + Int modifier) to avoid falling on his ass, with all the concomitant penalties. If the save is successful the target takes the damage as subdual, if it is failed the damage is considered lethal. For each hit point of damage the target may be sent flying away from the telekinetic 2 feet. The effect resembles a ppg blast.
· Concussion: (DC +4) The telekinetic damage is raised to 2d6.
· Brute Force: (DC: 22) The damage done is lethal regardless of the victims saving throw.
Shield of Force
Power required: 9
Range: Self
Telekinesis Check: DC 20
Concentration: Yes
Multiple Subjects: No
The telekinetic is capable of erecting a visible field of force (DR: 1) around his body for a short time. The shield refracts energy along its edges drawing it away form the Telepath/Teek, it provides a DR: 2 against physical attacks.
· Bastion: (DC: 25) The shield provides a DR of 3 instead of 2.
Wall of Force
Power required: P16
Range: Close (P12 Medium)
Telekinesis Check: DC 30
Concentration: Yes
Multiple Subjects: No
The logical extension of the Shield of Force, with this ability the telekinetic is capable of creating a wall of force that is nigh impenetrable. The field extends in a 5’ radius around him. So long as the field is maintained no damage will pass through it in either direction. Each time the field is struck in any direction a concentration check is required using the standard rules (as though the Telekinetic had been struck and damaged by that force). The field can be flattened into a 10’x10’ square
Pyrokinetic discipline
Pyrokinesis
Power required: 12
Range: Close (P9 Medium)
Telekinesis Check: DC 18
Concentration: Yes
Multiple Subjects: Yes
With this power the telekinetic can excite the molecules in an object enough to cause burns, dissolution or even ignite flammable materials. This ability is resisted by a Fortitude save (DC= P-rating + Class level + Intelligence modifier). If the target is a living thing it suffers 1d8 fire damage, which ignores all DR not specifically designed to block fire, and is consumed by agony as if effected by a telepaths pain ability. If the target is something flammable like paper, cloth, wood, or fuel it bursts into flame when this power is invoked upon it. Subsequent rounds of concentration will ignite/melt even less flammable things at the rate of a number of rounds equal to the objects DR or Armor. For objects like Minbari clothing which has a DR, it is ignored. The material is still flammable!
Fusion Plasma
Power required: 16
Range: Close (P12 Medium)
Telekinesis Check: DC 25
Concentration: No
Multiple Subjects: Yes
At this level of ability the psychokinetic is capable of generating intense plasma for short durations. The teek generates the plasma and sends it flying at his foes inflicting damage. The plasma inflicts 2d8 damage and threats on a roll of 19-20/ x2.
Feats
Ability Focus (Telekinesis)
As per telepath
Combat Telekinetic
As per telepath. Note that if the character has both telekinetic and telepathic abilities this particular feat only applies to the telekinetic ones. Though both feats offer the same bonus to concentration maintaining telepathy is nothing like maintaining the forces inherent in Tk.
Fleetness of Mind (Telekinetics only)
Prerequisites: Telekinesis
The teek is so trained as to be able to snatch thrown weapons out of the air. Any ranged weapon that the character has a hope in hell of tracking with normal eye-sight he may attempt to catch in mid-air. This requires a normal role of the Telekinesis ability. If more than one possible target is thrown in a single round an attempt can be made on each, with each attempt after the 1st incurring a +2 penalty to the Telekinesis check. The catch attempt can be made even before the characters rolled initiative action but the character forfeits his action. This is a standard action unto itself. If there is doubt about a characters ability to track something a Reflex save (DC = 20 or more) can be attempted. If the character still has another action after or the next round he may elect to send the weapon back with accelerate (if he possess it).
Gestalt
Prerequistes: P5 or higher and capable of surface scan.
This feat allows Telekinetics to work together to achieve greater effect.
Although you can be part of a telepathic gestalt you can not be the controlling character.
Surger
Any ability that inflicts damage (except for Pyrokinesis) has a +2 to hit (if applicable) and adds +2 to damage. The DC to escape the effects of the Grapple ability are raised by +2 as well.
Synergy
As per telepath.
Too tired for more now hope someone finds the idea entertaining at least
