OAGS Telekinesis

Most Telekinetics in the Hughniverse can be adequately modeled in OAGS through taking the Telekinesis Supernatural Power. However, many telekinetics have more complex or advanced abilities, which are modeled with the Advantages below.

In order to take any Telekinetic power, you must take of one the the core telekinetic powers listed below.

Core Powers

Minikinesis 2cp
You are able to use your telekinetic abilities to move objects about with an effective strength of 2. Maximum range is 5m per point of willpower. You cannot manipulate objects finer than a pistol trigger, though you can still crudely move small objects. You may use this ability to swing weapons and fire guns, but must pass a melee or marksmanship attack as per usual. If you do so your marksmanship or melee score is limited to your intelligence score.

Telekinesis 5cp
You are able to use your telekinetic abilities to move objects about with an effective strength of 4. Maximum range is 5m per point of willpower. You cannot manipulate objects finer than a pistol trigger, though you can still crudely move small objects. You may use this ability to swing weapons and fire guns, but must pass a melee or marksmanship attack as per usual. If you do so your marksmanship or melee score is limited to your intelligence score.

Megakinesis 10cp
You are able to use your telekinetic abilities to move objects about with an effective strength of 8. Maximum range is 5m per point of willpower. You cannot manipulate objects finer than a pistol trigger, though you can still crudely move small objects. You may use this ability to swing weapons and fire guns, but must pass a melee or marksmanship attack as per usual. If you do so your marksmanship or melee score is limited to your intelligence score.

Omnikinesis 12cp
You are able to use your telekinetic abilities to move objects about with an effective strength of 10. Maximum range is 5m per point of willpower. You cannot manipulate objects finer than a pistol trigger, though you can still crudely move small objects. You may use this ability to swing weapons and fire guns, but must pass a melee or marksmanship attack as per usual. If you do so your marksmanship or melee score is limited to your intelligence score.

Physical Enhancement Powers

Telekinetic Ju 2cp
The psychic can use his telekinetic abilities to add unnatural force to his close quarter maneuvers. He counts as having +4 strength when using trip, grapple and shove attacks.

Telekinetic Leaping 2cp
The psychic is capable of leaping to incredible heights and across incredible distances, propelled by his powers. He can high jump up to 10 times his willpower in feet. He may long jump up to twice this distance.

Telekinetic Flight 5cp
The psychic can fly at his normal ground speed (walking speed if moving casually or running speed if exerting himself). He may substitute willpower for athletics when working out speed. Characters with this Advantage take no falling damage.

Telekinetic Combat Tricks

Matter Twister 2cp
The psychic can use his telekinetic powers to grant some degree of protection to his allies from incoming missiles. He grants +1 to dodge for a number of allies equal to his intelligence within a radius of 2m per point of willpower. This does not affect the psychic himself.

Stop! 5cp
The psychic may, once per combat, use their powers intercept a projectile attack that hits him or an ally as a reaction. This includes projectiles fired by a rocket launcher, crumbling pellets of singularity matter and hellfire, as well as bullets and arrows and the like. The projectile stops abruptly mid-air and either clatters to the ground, explodes out of harms way or dissipates harmlessly.

Pull 5cp
The psychic is able to focus all of his telekinetic power into a mighty ranged pull. He can roll willpower vs victim's toughness. If he wins, the opponent is pulled five meters, and falls prone. You can also choose to disarm the victim instead, in which case their weapon flies towards you. If they hit bars or other sufficiently solid object with this push, they take 8 damage, half soak. If he rolls ++++ for willpower, something terrible, painful or humiliating (dictated by the GM) happens to the victim. Push can also be used to move or even hurl objects directly towards you with a functional strength of equal to your willpower.

Push 5cp
The psychic is able to focus all of his telekinetic power into a mighty ranged shove. He can roll willpower vs victim's toughness. If he wins, the opponent is pushed five meters, and falls prone. You can also choose to disarm the victim instead, in which case their weapon goes clattering away across the floor. If they hit a wall or other sufficiently solid object with this push, they take 8 damage, half soak. If he rolls ++++ for willpower, something terrible, painful or humiliating (dictated by the GM) happens to the victim. Push can also be used to move or even hurl objects directly away from you with a functional strength of equal to your willpower.

Telekinetic Expansion/Compression 5cp
The psychic is able to both expand and compress things at range with his mind. You can't make inelastic things bigger or smaller, but the same forces apply, so you can pull them apart and crush them. Along with more practical abilities, this can be used to hurt people. Marksmanship attack, 10 damage, ignores soak, high crit. Maximum range of 5m per point of willpower. Maximum range of 5m per point of willpower. ]

Telekinetic Rip/Crush/Twist 10cp
The psychic is able to both expand and compress things at range with his mind. Additionally, you can twist them out of shape. You can't make inelastic things bigger or smaller, but the same forces apply, so you can pull them apart and crush them. Along with more practical abilities, this can be used to hurt people. Badly. Marksmanship attack, 20 damage, ignores soak, high crit. This can also be used to gradually asphyxiate someone with a successful willpower vs toughness check. If successful, the psychic's party gain +2 to intimidate checks against that character. Maximum range of 5m per point of willpower.

Advanced Telekinesis

Fine Telekinesis 2cp
Your telekinesis abilities are able to manage fine manipulation with no trouble. Using Telekinesis or similar abilities (minikinesis etc), you are able to manipulate things like screws, small electrical wires and various other tiny items with precision.

Wide Telekinesis 2cp
The ranges for your telekinetic abilities are doubled.

Tele-Fu 2cp
You are practiced in using your core telekinesis power for offensive purposes. If you choose to make a simple telekinetic 'punch', it requires a marksmanship attack and deals strx2 damage, blunt, nonlethal, where the strength is that of the telekinesis. You may also attempt grapple, shove, disarm and trip attacks using the telekinesis' strength score, if you make contact by passing a marksmanship check.

Telekinetic Horror 2cp
You can project all your raw telekinetic power willy-nilly at one target, causing all sorts of damage. This is a two handed marksmanship attack with a range the same as telekinesis, and firing it gives the same effect as a heavy weapon: -2 penalty to Dodge and Block. When using the attack, roll one FUDGE dice. If +, the attack ignores half energy soak. If -, the attack counts enemy soak as double. If it is blank, it just deals damage.
Minikineisis: 18 damage
Telekinesis: 22 damage
Megakinesis: 30 damage
Omnikinesis: 34 damage

Thingstorm 2cp
Using telekinesis abilities, you can already hurl large objects to hurt someone, but thingstorm allows you to scatter a collection of small items into an improvised telekinetic weapon.
A collection of fairly mundane and usually safe items, such as marbles, rice, sand, books, sticks and so on deal damage equal to the strength score of the telekinesis in an area with the same range as the telekinesis. A collection of potentially dangerous items, such as rocks, broken glass, cutlery, ammunition and piles of weapons deal damage deal double the strength score of the telekinesis.