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Telekinesis[]

Telekinesis is somewhat flexible compared to most other subdisciplines; it can be used for tactile lifting power,

Telekinesis

Child's play.

remote manipulation of kinetic force, or as a sudden burst of force as an improvised attack.

When lifting or manipulating via telekinesis, magnitude indicates a percentage of the user's POW that can be treated as lifting strength. When using telekinesis as a contact power, magnitude is effectively one higher.

  • Mag 1: 50% POW
  • Mag 2: 100% POW
  • Mag 3: 250% POW
  • Mag 4: 400% POW
  • Mag 5: 600% POW

As effective magnitude increases, each 'plus' of magnitude beyond 5 increases effective strength by 200% of POW.

Operating range of telekinesis is the user's POW in feet. As magnitude increases, the user can opt to reduce her effective strength by a number of steps to increase her magnitude of range by the same number of steps along the normal distance scale for psychic effects. For example, a magnitude 4 TK could be reduced to strength 3, range 2xPOW, or a magnitude 6 could push strength to 3, range to 10xPOW.

For convenience's sake, I recommend writing down your scale of calculated values in a convenient location on your character sheet.

Electrokinesis[]

When using electrokinesis, the psychic absorbs, produces, or influences electricity. Usually, this is done through contact.

Arc4

Show-off.

Electrical absorption simply neutralizes ambient electricity, mostly useful for eliminating an electrical hazard. It also serves as an intense stimulant, in a pinch.

Electrical production can be weaponized, or used to defibrilate a heart or otherwise jolt an individual for whatever reason. It can also pump power into a device, or affect any chemical responsive to sudden introduction of energy.

Electrical influence can 'tune' a flow of electricity directly, such as a computer's data network. Extremely talented electrokinetics can hack computers directly, through their psychic power and their understanding of computing.

Magnitude is generally ad hoc in this case, although damage from electrical production is directly derived from magnitude and POW. Base damage for electrical attacks is 1d4 per point of magnitude. Base range is the user's POW in feet. With a 1/2 PK roll the user can extend magnitude as normal, or create secondary arcs from a primary target, or extend the range.