Psychokinesis is the art of Mind over Matter. It involves the movement of matter by force of will, of shaping psychic force into tangible objects, and using the power of the Psyker’s mind to affect the principles of physical motion. It allows the Psyker to move distant objects from one point to another ( Average ), hurl small objects with lethal velocity ( Average ), lift themselves into the air, enabling telekinetic flight ( Difficult ), create telekinetic barriers ( Easy ) and shape their psychic will into deadly blades of force ( Very Difficult ).

Test 1d10 + PSI + Psychokinesis
Range PSI x 10m
Limits Psychokinesis x 5 kg
Signifier Effect
Lightened Load The character can carry a bit more than she otherwise might be able to, her passive telekinetic abilities taking a portion of the load from her. Increase her Carry and Lifting capacities by 10%.
Ability Difficulty PEP Cost Minimum Rank Required
Telekinetic Shield 10 5\Round 1
Telekinetic Barrier 10 5 2
Lift 15 3 3
Projection 15 5 4
Flight 20 7\minute 6
Psychic Blade 25 10 8

Telekinetic Shield: This power allows the Psyker to shield herself and others from harm by wrapping them in a field of momentum-countering psychic force. The Psyker makes a Psychokinesis Test on her Action. Success indicates that she is able to create a “bubble” of telekinetic force, centered on herself, with a radius equal to her Psychokinesis Rank in meters. All targets within the shield are protected from attacks that rely on speed and momentum to inflict damage. This includes all solid-projectile weapons (guns, bows, slingshots, etc), explosions and most telekinetic attacks. Roll a number of d6 equal to the Psyker’s PSI rating, this is referred to as the Shield Threshold. The result indicates the total amount of damage the Shield can withstand in that Round. Once created, the Shield requires nearly no thought to maintain, but does consume 5 PEP per Round. The Shield will persist until its damage capacity is exceeded in a single Round, the Psyker dismisses it, or the Psyker runs out of PEP. For the purposes of this power, attacks that would fail to hit anyone within the shield are discounted for the determination of damage that would defeat the shield, regardless of how large the shield is.

Telekinetic Shields are volitional, and will not prevent someone inside the shield from shooting at someone outside the shield. It will also not prevent someone inside the shield from shooting someone else inside the shield. Likewise, it only stops attacks of relatively high velocity. It will not stop melee attacks, heavy objects dropped onto those in the shield, or falling damage. A person can freely walk into or out of the Shield. It will also not stop attacks that rely on energy damage (lasers, flame-throwers, cryo weapons, sonic weapons, etc.) or non-physical effects (gas, poisons, etc.).

If the Shield survives the Round, the Psyker may elect to re-roll the Threshold dice, or may use the results generated in a previous round. If she elects to re-roll the Threshold, the new result stands, even if it is lower than the previous roll.

Example: Aimee is a Psyker with 5 Ranks in Psychokinesis and a 6 PSI. She and her friend Carter run afoul of some Booster-gangers who are intent on violence. On her Action, Aimee creates a Telekinetic Shield by making a Psychokinesis Test against a Difficulty of 10. As her Psychokinesis is 5, the shield is 5 meters in radius, centered on her, which is large enough to cover both her and Carter. She rolls 6d6 (Her PSI in d6) and gets a total of 23. Her shield will stop a total of 23 points of damage per Round. The Boosters open fire with their handguns, scoring 9, 8 and 7 damage respectively. Because this damage (24 in total) exceeds the Threshold of the Shield, it collapses, and will stop no more damage this Round. Unfortunately for the Boosters, only 1 point of damage got through the shield, which was stopped by Carter’s armor, and now it’s his Action. Carter raises his H&K MPK-11 and opens up. Aimee can always create another Shield on her Action in the next Round.

Telekinetic Barrier: A Telekinetic Barrier is a Telekinetic Shield that is immobile once placed, and is used to prevent creatures or objects from moving through it. It is best used in doorways, hallways, or similar areas where it can be anchored to four other surfaces to prevent those it is meant to stop from simply walking around it. To create a Telekinetic Barrier, the Psyker first selects a point anywhere within range and makes a Psychokinesis test. If it succeeds, a shimmering barrier of psychic force appears. This barrier can be as large as the Psyker’s PSI rating in meters wide, high or long, though it is less than 1 inch thick and is otherwise “flat”. That is, it cannot be curved around objects or bends in a hallway. Additionally, the barrier must be positioned so that no object or creature is caught in it; the area in which it is placed must be free of such things or the barrier will immediately collapse upon creation.

When the barrier is created, the Psyker rolls Threshold Dice, just as she would for a Telekinetic Shield, but can bolster this by expending further PEP into the barrier. To conjure the Barrier costs 5 PEP. Every set of additional Threshold Dice costs an additional 5 PEP. Unlike Telekinetic Shield, however, the Threshold of a Telekinetic Barrier represents only how much total damage it takes to dispel it and does not refresh from Round to Round, and also cannot be re-rolled once created. However, unlike Telekinetic Shield, a Telekinetic Barrier will stop any sort of motion or movement. It cannot be walked through, shot through, stabbed through, air and gases will not pass through it, flames will not burn through it, etc. It is nearly transparent, so light will pass through it, but it will not permit lasers or similar attacks from passing through it. Lastly, such is its strength that only high-velocity attacks have a chance of defeating it. Melee/Unarmed attacks are completely repelled. The Barrier will remain in place until either its Threshold is exhausted, the Psyker dismisses it or until one hour has passed. It can also be countered with Meta-Psionics and Counter-Magics.

Example: Carter and Aimee, having acquired a valuable relic from an ancient temple in the Amazon jungle, are fleeing from the soldiers who had been defending it. Finding themselves in a square chamber with no way out other than a skylight, and the soldiers just about to turn the corner, Aimee (Psychokinesis 5 and PSI 6) conjures a Telekinetic Barrier in the doorway. The doorway itself is 2 meters wide and 3 meters high, so her Barrier fits easily within it. She spends the initial 5 PEP to conjure the Barrier, which gives it a Threshold Pool of 6d6. Aimee decides that she really wants to prevent those soldiers from getting in here while Carter figures a way to get them out through the open skylight, and so spends another 20 PEP on the Barrier. This gives her a total of (6 x (20/5 + 1)) 30d6 to generate the Barrier’s Threshold from. She rolls a total of 98. The soldiers see them and begin shooting. This round, their various weapons deal a total of 25 points of damage. The Barrier holds, and has 73 Threshold Points remaining. On his action, Carter wraps his arm around her waist and uses his magna-grapple to pull them up to the roof through the skylight. Now, they just need to escape into the jungle…

Lift: This power allows the Psyker to move an object with the force of her mind. The object to be moved may weigh no more than her Rank in Psychokinesis x5 kilograms. To enact this power, the Psyker selects an object within range and makes a Psychokinesis Test. If successful, the object rises into the air, and will move in any direction the Psyker desires, up to her PSI rating in meters per round. Enacting this power costs 3 PEP and lasts 1 Round, though the Psyker may maintain the power by expending another 3 PEP every Round. Objects may be suspended in the air and dropped onto targets below by use of this power. Dropped objects deal 2d6 damage for every 5kg of weight, +1d6 damage for every 3 meters of height they are dropped from. Once dropped, objects will fall as fast as local gravity allows (which is really fast).

The Psyker can, of course, use this power to bring a distant object to her hand, as well as pull a lever, press a button or otherwise perform basic motor functions. If the Psyker wishes to perform a task requiring fine motor control (such as typing on a keypad, pulling the pin of a grenade, etc), the Difficulty of the Psychokinesis Test rises to Very Difficult.

Projection: This power allows the Psyker to “throw” a pulse of raw telekinetic energy. It can also be used to throw small objects (1kg or less in weight) at high speeds. If throwing pure force, the Psyker selects a target within range and must succeed on an Average Psychokinesis Test. If successful, the Psyker deals 1d6 Damage per point of PSI. Additionally, targets that are not anchored in place must pass a Difficult Athletics test or be knocked over. If the Psyker wishes to throw small objects, she selects a number of objects within range, the total combined weight of which may not exceed 1kg, and must succeed on an Average Psychokinesis Test. If successful, this collection of objects can be fired like a shotgun at a single target within range. Thrown individually, each object deals 1d6 +her Psychokinesis in damage, but can be thrown at different targets. Thrown together, they deal a number of d6 equal to her PSI rating, in a cone to the limit of her range, with a width at the far end equal to 1/2 her PSI rating in meters (similar to a shotgun). All targets caught in this cone take damage.

In any event, any of these forms of attack costs the Psyker 5 PEP. Throwing an individual object costs 5 PEP per object, but allows the Psyker to hold some ammo in reserve. Many Psychokinetics keep bags of steel pellets, ball bearings, nuts and bolts, and other small objects on their persons to ensure that they always have objects to throw.

Flight: Perhaps the most amazing, and one of the more-difficult, abilities of Psychokinesis is this one, which allows the Psyker to lift her body into the air and fly. To do this, the Psyker concentrates for 1 Round and makes a Psychokinesis Test against a Difficulty of 20. If it succeeds, she floats into the air and may move in any direction she desires. Replace the Psyker’s MA with her PSI to determine how fast she can move each round. Every minute of flight costs 7 PEP, and the effect ends immediately when dismissed, dispelled or if the Psyker runs out of PEP (so make sure to land before cancelling the power!). While flying, the Psyker must not exceed her Carry Limit, or she will drift back down to the ground. However, apart from this restriction, the Psyker can carry another person or gear with her (provided she is strong enough). This power persists for 1 minute without requiring concentration. and can be automatically maintained by expending another 7 PEP at the end of that minute.

Psychic Blade: A devastatingly powerful attack, this is a difficult ability to master, but its effects are well worth it. By means of this power, the Psyker can conjure a blade-like weapon of raw psychic force that is sharper than the finest monoblade, and requires no Melee skill or free hands to wield. The Psychic Blade, however, cannot be used to block or parry, and can attack targets only within melee range of the Psyker. In order to conjure a Psychic Blade, the Psyker must pass a Very Difficult Psychokinesis Test. If it succeeds, a shimmering, ghostly image of a sword appears in the air where she directs. To attack with the blade, the Psyker uses Psychokinesis instead of Melee or Martial Arts (thus, the attack has a Difficulty of 10). The target may Dodge the attack but may not block or parry it. If it hits, the Psychic Blade deals her PSI rating in d6 damage, ignoring any armor that is not warded against psychic or arcane attacks. Each attack with the Psychic Blade costs 10 PEP. It is possible to make multiple attacks in a single Round with the Psychic Blade, suffering a cumulative -3 Penalty to the Psychokinesis Test per attack.


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