Classification: Union // Open

Paths & Numina

39 records

Random
Name ▲ Kind Source
AlchemySorcery PathSorc
Anti-Psi LevelsNuminaHH2
Astral ProjectionNuminaHH2
ConjurationSorcery PathSorc
ConjurationNuminaKin
ConveyanceSorcery PathSorc
CyberkinesisNuminaHH2
DivinationSorcery PathSorc
DivinationNuminaKin
Empathic Healing (Charisma + Empathy)NuminaKin
EnchantmentSorcery PathSorc
EphemeraSorcery PathSorc
FascinationSorcery PathSorc
FortuneSorcery PathSorc
HealingSorcery PathSorc
HealingNuminaKin
HellfireSorcery PathSorc
Herbalism/BrewingNuminaKin
IllusionSorcery PathSorc
MaelstromsSorcery PathSorc
NecromancySorcery PathSorc
NecronicsSorcery PathSorc
OneiromancySorcery PathSorc
Path of CursesNuminaHH2
Path of DivinationNuminaHH2
Path of HealingNuminaHH2
PsychometryNuminaHH2
PyrokinesisNuminaHH2
Quintessence ManipulationSorcery PathSorc
ShadowsSorcery PathSorc
ShapeshiftingSorcery PathSorc
SoulstealingNuminaKin
Spirit ChasingNuminaKin
StarlightSorcery PathSorc
Summoning, Binding, and WardingSorcery PathSorc
TelekinesisNuminaHH2
True FaithNuminaHH2
True FaithNuminaKin
Weather ControlSorcery PathSorc
Classification: Union // Open Ref vampire/power/numina/telekinesis

Telekinesis

Numina · Vampire

Vampire
Roll
Wits + Awareness
Cost
1 Willpower
Duration
Based on successes and any contest from an unwilling target

Telekinesis is the ability to move things without touch, solely though the power of the mind. Objects under the Psychic’s telekinetic control may be manipulated as though she were personally holding them: They may be lifted, spun, juggled, and even thrown. Some Psychics, ignorant of their special abilities, unknowingly unleash their telekinetic power, evoking the poltergeist phenomena of many of hauntings.

A Psychic must be able to see her target and then concentrate to manipulate the object. Each success on the activation roll allows for one turn of telekinetic manipulation of an object. Five or more successes on the activation roll means that the Psychic can control the object for the duration of the scene.

The Psychic may attempt to maintain control after her period of control ceases. Doing so requires a new activation roll without the expenditure of an additional Willpower point. Failure means that the Psychic must make a completely new attempt the following turn. A botch means that the Psychic loses control and exhausts herself for the scene, her player being unable to spend Willpower for the character for its remainder.

If this power is being used to manipulate a sentient being, the player of the target may attempt for his character to resist through an opposed Willpower roll each turn the control is exercised. If the Psychic has mastered the fourth level of this Path, she can completely immobilize the target should the opposed Willpower roll succeed.

If the Psychic attempts to wrest an object from someone’s grasp, this requires a contested roll pitting the telekinetic’s psychic strength versus the target’s Strength Attribute.

Thrown objects may be dodged by an opposed Dexterity + Athletics versus the successes generated from the initial activation roll. Damage done from thrown objects is bashing or lethal (depending on the object thrown and Storyteller discretion), and it can be modulated by the Psychic up to her level of mastery of Telekinesis. For example, a Psychic with three levels of Telekinesis wishes to throw a rock at her enemy. The Storyteller decides that a rock does bashing damage. The player may decide to do up to three levels of bashing damage to the Psychic’s enemy should she succeed on the roll, assuming the target is unable to dodge.

System

Roll: Wits + Awareness

Modifiers: N/A

Cost: 1 Willpower

Duration: Based on successes and any contest from an unwilling target

Telekinesis Levels

RatingDescription
•One pound/one-half kilogram
••20 pounds/10 kilograms
•••200 pounds/100 kilograms
••••500 pounds/250 kilograms
•••••1,000 pounds/500 kilograms

Effects

One successone turn
Two successestwo turns
Three successesthree turns
Four successesfour turns
Five successesfive turns
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