Telekinesis
Telekinesis allows the character to move objects (and even people) with her mind. Unlike other Aptitudes, the first five levels of Telekinesis do not have separate powers; rather, they merely progress in the ability to perform the same power. To use Telekinesis, the character must have the object or person in her line of sight. She must then spend 1 Vita, and roll Wits + Occult (difficulty 7). Each success allows the character to have full telekinetic control over the target for one turn, or one minute if out of combat. If the character�s concentration is disturbed (such as being attacked) before the time limit expires, she loses control immediately. If this power is used against a living being, they may try to resist by making a resisted Willpower roll. Once the character with Telekinesis reaches level three, she may levitate herself and �fly� at approximate running speed, no matter how much she actually weighs. Once she reaches level four, she may �throw� objects at a Strength rating equal to her level of Telekinetic mastery. Telekinesis is obviously useful for characters suffering from Encumbrance penalties.

     May levitate up to one pound
��     May levitate up to 20 pounds
���    May levitate up to 200 pounds
����   May levitate up to 500 pounds
����� May levitate up to 1000 pounds

In higher levels of this Aptitude, the progression of better levitation ceases, with each level instead allowing the character to perform other special powers of Telekinesis. Note that in addition to the powers listed, for each dot above five that a character has in Telekinesis, she may double her usual speed of �flying�.

����� � Volley of Blades
Harnessing the power of Telekinesis, the character may use Volley of Blades to levitate and �throw� a number of weapons (or other objects, or even animals and people) at a victim or group of victims. Doing so costs 2 Vita and requires the usual Wits + Occult roll (difficulty 7 for inanimate objects or 8 for living (or Undead) creatures). If this power is used to throw creature(s) or character(s), each may oppose this by making a Willpower roll (difficulty 7). The character using Telekinesis may throw any target or number of targets, so long as the total weight does not exceed 1000 pounds. The number of successes scored is the number of Bashing damage (or Lethal in the case of blades) that the target or targets sustain, which can be soaked as usual. Any weapons used in the Volley of Blades also have their damage modifiers added to the amount of damage caused by the Volley of Blades roll.

����� �� Deflect Air Assault
Using this power allows the character to stop incoming missile attacks using the power of Telekinesis, either making them stop in mid-air and then fall to the ground, or redirecting them to hit a different target. Deflect Air Assault may only be used on physical missile weapons, such as crossbow bolts, arrows, thrown weapons, and objects thrown using Telekinesis; attacks such as that from Entropic Vita 2: Doombolt cannot be deflected in this manner. Deflect Air Assault costs 3 Vita and requires a successful Wits + Occult roll (difficulty 7). Just one success is required to make the assault miss the character, while 3 or more successes are required to stop the assault in mid-air, and 5 or more are necessary to cause the attack to hit a different target instead. Such a target must be within a 45 degree angle from the character that was originally targeted, in the same general direction as the attack was originally heading.

����� ��� Dive

This power is used when a character is using Telekinesis to �fly�, and gives her greater manoeuvrability, affording her such �stunts� as diving, pouncing, and other such abilities, which can be made even more useful by wielding a weapon while performing such actions. Dive is a natural ability, and is considered as permanently available to the character for whenever she uses Telekinesis to levitate at great speeds.

����� ���� Mobilise Army
Although the name of this power is a little misleading, it essentially sums up the abilities that are granted at this level of Telekinesis. At the expenditure of 4 Vita, the character may use her Telekinesis abilities to move a group of people across great distances, in effect allowing her to mobilise her party (if not an army). The character may move a number of people up to the number of successes scored on a Wits + Occult roll (difficulty 7). Affected people (which can of course include the character herself) may be moved anywhere within a sphere of (5 x the character�s Perception + Willpower) feet radius, so long as any obstacles in her way (buildings, trees etc.) are navigable. For example, a character�s Perception + Willpower totals 9, so she may move all affected characters anywhere within a 45 feet radius; however, a 50-foot cliff lies directly next to them, meaning that the character cannot move her party to the cliff-top as it is outside of her range.

����� ����� Mountain Toss
A truly spectacular ability, Mountain Toss allows the character, using just the strength of her mind and her powerful Telekinesis ability, to uproot large natural (or manufactured) features of the landscape, and hurl them at enemies. Examples include hills, fortresses, even just large chunks of the ground. Mountain Toss costs 5 Vita. The affected object or landscape feature cannot exceed (500 x the character�s Dexterity + Quintessence rating) pounds. Throwing the target requires a Wits + Occult roll (difficulty 7); for each success scored, the character may throw the object over a range of up to 50 feet. Victims who find themselves underneath such a thrown object may (at Storyteller discretion) get some sort of shot-in-a-million saving roll, such as a Stamina (to survive) or Dexterity (to dodge) roll (difficulty 10, with no modifiers or bonuses) requiring at least 5 successes.
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