Psychokinesis

Psychokinesis is one of the six common psionic powers of the setting, and thus permissible by default for all psionic characters.

By its very nature, Psychokinesis abilities tend to be manifestations of the same ability: moving things with your mind. Often, characters will focus intently on something and then exert their TK in one specific way, and then try to use it in some other way later on (for example, closing a door with TK-Grab, and then freezing someone in place with TK-Lock). Rather than force characters to buy an independent ability, unless the character conceptually can perform multiple feats at once (such as making a TK-Leap while also shielded with PK-Shield and grabbing something with TK-Grab), consider allowing any character to purchase any TK ability as an Alternate Ability for their main TK ability. They still need their own skills! The GM can also consider allowing psychokinetics to use Abilities at Default (GURPS Powers 173, but they cost 2, rather than 3, fatigue), which is how many techniques are built anyway. The trade-off is that they need pretty intense skill and to spend fatigue, while purchasing one as an alternate ability, especially if they intend to use it more often, might be cheaper in the long run. I’ve included examples under TK-Grab.

Acceptable Powers: TK-Crush, TK-Grab, PK Shield, Protected Power (PK).
Acceptable Perks: Aerokinesis, Gecko Grip, Small-Scale TK, Strong Blade, TK Tether, Umbrella
Additional Perks: Loaded Dice (Psionic powers, p 44)

Updated Abilities

PK Shield

4/level
Skill: PK Shield (IQ/H)

See Psionic Powers page 56. Note that DR provided by a PK Shield is multiplied by 5 in Psi-Wars. Note further that PK shield should apply its DR to all PK effects, including TK Blast. Also add PK Shield level (not DR) to efforts to break free of TK Lock.

TK Crush

4/level
As Psionic Powers page 54. Psi-Wars increases the damage gained from abilities, so this inflicts 1d-1 cr per level rather than one point per level and reduces the cost to 4 per level.

TK Grab

2/level

As Psionic Powers page 54, except Psi-Wars uses the short-range variant by default. As this is the most commonly used “prime” TK ability, I’ve included several possible “Ability as Default” techniques below. Note the reduced cost (per the updated ST rules)

Far Grasp
Hard
Default: TK Grab-5

The character can extend the reach of his TK Grab to line of sight: if you can see it, you can manipulate it.

PK-Shield
Hard
Default: TK Grab-5

This is PK-Shield as an Ability at Default. Rather than grab things, your character focuses his power into deflecting things. PK Shield level is one quarter TK-Grab level

Split Focus
Hard
Default: TK Grab-8
Prerequisite: TK Grab 10 or higher;

See Pyramid #3/97 “Strange Powers” page 10; note the increased prerequisite.

Tactile TK
Hard
Default: TK Grab-10

See Pyramid #3/97 “Strange Powers” page 11, though this only improves ST by 1 for every 2 levels of TK-Grab! Note similar name and function to the Tactile TK ability; these two traits are cumulative!

TK-Blast
Hard
Default: TK Grab-5

This is the new TK-Blast as an Ability at Default. Rather than grab something, the character reaches out and smashes everyone away from him. The level of the ability is half the level of TK-Grab.

TK-Crush
Hard
Default: TK Grab-6

This is TK-Crush as an Ability at Default. Rather than grab something, the character reaches out and squeezes internal organs. It’s level is half the TK-Grab level. Note that this is not strictly necessary: the character can grapple (and choke) with TK-Grab!

TK-Lock
Hard
Default: TK Grab-5
This is TK-Lock as an Ability at Default. Rather than grab something, the character reaches out and traps his target. It’s level is half the TK-Grab level. Note that this is not strictly necessary: the character can grapple the target directly with TK-Grab, just usually with less spectacular results.

New Abilities

Belaying

See Pyramid #3/29 page 4.

Tactile TK

5/level
Skill: Tactile TK (Will/Hard)

The psychic uses his own psychokinesis to bolster his strength; every level purchases +2 Striking and Lifting ST. This requires a Tactile TK roll and lasts for one minute after activating. Note that his greatly benefits from Extra-Effort!

Statistics: Striking ST (Psychokinesis -10%, Requires Will Roll -5%) and Lifting ST (Psychokinesis -10%, Requires Will Roll -5%) at [2.55] per level, and thus rounded to 5/level for +2 to each.

Crushing Strike
Hard
Default: Tactile TK-10

The character’s blows, empowered by Tactile TK, become as forceful as piledrivers! Instead of adding your Tactile TK to your ST for the purposes of dealing damage with unarmed strikes, add +1d cr per level of Tactile TK to all unarmed attacks! This benefits from all uses of Extra-Effort or Power-Blow. For example, if a character had ST 11, he would inflict 1d-2 damage with a punch; with Tactile TK 5, he would have an effective ST of 16 and inflict 1d cr damage with a punch; with Crushing Strike and Tactile TK 5, he would deal 6d-2 (1d-2 + 5d) cr.

If the GM finds the damage from Crushing Strike to be excessive, especially against named NPCs, he can limit the damage (half your target’s HP +1 is a good limit, allowing the character to stun with every strike) and apply the rest as Double Knockback damage. So, in the above example, our character hit an HP 10 target for 18 damage, the first 6 damage would apply normally, and the remaining 12 would double to 24 for the purposes of knockback, giving a total of 30 “knockback,” which is enough to throw an HP 10 character 4 yards.

This technique costs 2 fatigue per attack.

Super Tactile TK
Hard
Default: Tactile TK-12

You may use Super-Effort with your Tactile TK for the purposes of Lifting ST only. See GURPS Powers p. 58 or GURPS Supers p. 24 for more. For example, if your have Tactile TK 10 and ST 10, rather than having the equivalent ST of 20 (basic lift 80), for the purposes of lifting, this technique grants you an ST of 110 (or a BL of just over a ton).

This technique costs two fatigue to use.

TK Blast

4/level
Skill: TK-Blast (IQ/Hard)

Rather than subtly manipulating an opponent, the psychokinetic expresses pure, raw psychokinetic power to blast his foes off their feet! Make a skill roll to attack; because the attack is invisible, your target defends at -4. The attack deals 3d cr dkb nw per level, and has Acc 3, Range 20/20 and RoF 1.

Statistics: Innate Attack (Crushing, 3d point of cr dbk nw) (double knockback +20%, No Signature +20%, No Wounding -50%, Reduced Range 5 (max only) -10%, Increased Range (1/2D only) +10%, Psychokinesis -10%) [4/level].

TK Drag
Hard
Default: TK-Blast-4

Rather than blast your target away from you, you pull him closer to you. Apply damage as above, but the “push” can come from any direction, and you may cancel out the knockback whenever you wish (for example, if your target is 3 yards away from you and you TK-Drag him 6 yards, you can stop dragging once he reaches you).

TK Eruption
Hard
Default: TK-Blast-3

A wave of psychokinetic power explodes from the character and blasts everyone near him away. The effect automatically hits everyone within one yard of your character, knocking them away from you.

TK Wave
Hard
Default: TK-Blast-3

Rather than target a single opponent, you may apply the TK blast to everyone in a cone three yards wide, to a maximum range of 10 yards.

TK-Hand

16 for the first level; 11 per level thereafter
Skill: NA

The character can wield a weapon with their TK as though it was a natural extension of their body. They may roll their natural weapon skill (such as Force Sword) and parry or attack with it as normal. This “TK arm” is invisible and untouchable, and so cannot be attacked nor damaged, though anti-psi will disrupt it as normal, and the wielded weapon is, of course, visible and vulnerable to attack. The TK Arm extends the reach of the weapon by an additional 3 yards (thus force swords have a reach of 4).

The first level purchases on additional hand. Each additional level purchases an additional TK-Hand (allowing the character to wield more force swords)

Statistics: Extra Arm (Cosmic, cannot be attacked +50%; Extra Flexible +50%; Psychokinesis -10%; Weapon Mount -80%) [11] + Stretching 4 (TK Extra Arm only -80%) [5].

TK Leap

8/16/24
Skill: TK Jump (IQ/H)

The psychokinetic must make an TK Jump roll and then doubles his jumping distance per level of Super Jump (x2 for level one, x4 for level two, and x8 for level three). TK Jump is identical to Flying Leap, and characters skilled in Flying Leap may use that skill in place of the TK Leap skill.

Statistics: Super Jump (Requires IQ roll -10%, Psychokinetic -10%) [8].

Belaying
Hard
Default: TK Jump-4

This is the Belaying power as an Ability at Default. If successful, reduce your falling distance by 5 yards, and then divide any falling damage taken by your TK-Jump level (that is, no additional reduction at level 1, half damage at level 2, and a third damage at level 3). This technique costs 2 fatigue.

Double Jump
Hard
Default: TK Jump-4

The character creates an invisible TK platform that he lands on for just an instant, allowing him to jump a second time. The platform lasts only long enough for the character to land and jump a second time, thus no longer than a single second, and is only available to the TK user! This also allows the character to change the direction of his jump (for example, he could jump down a hallway, land against the platform and then turn and jump down a different corridor). The character may use this multiple times, but must pay the cost and roll each time. The character may also use this to arrest a fall at the distance he activates it (jumping “down” several times). This technique costs 2 fatigue (per jump!).

Lightfoot
Hard
Default: TK Jump-5
Prerequisite: TK Jump 3

Masters of TK Jump can “cancel out their own weight.” Masters of it perfectly cancel their own weight and barely seem to touch the ground. While they still need to touch a surface to move (at least once every 5 seconds), while in this state they may run at double speed and exert no downward pressure on whatever they stand on (thus they can “run across water” or stand lightly on a twig or branch with no fear of falling). Roll to maintain once per minute. This technique costs 2 fatigue.

TK Lock

4/level
Skill: TK Lock (IQ/H)

The Psychokinetic can instantly lock a target down with just a gesture. “Locked” characters stand perfectly frozen. They can look around and they can breath, but they cannot speak and they cannot move. Make a skill roll to attack; because the attack is invisible, your target defends at -4. The attack has Acc 3, Range 50/50 and RoF 1. Those struck by the attack are instantly frozen, but may attempt to break free of the telekinetic lock with a quick contest of their ST or Escape skill vs the level of TK Lock currently binding him; they may only try this once every 10 seconds, and a critical failure means they cannot free themselves. This power does not require constant concentration, but the character must concentrate and roll again once per minute or the effect will dissipate.

Statistics: Binding (Engulfing +60%, One-Shot -10%, Unbreakable+40%, No Signature +20%, Reduced Range 1 -10%, Nuisance Effect, must roll once per minute to maintain) [4/level]

Crushing Lock
Hard
Default: TK Lock-8

The psychokinetic bubble that holds your target can also begin to shrink, crushing them. Treat this as a constriction attack (B43) with ST equal to the TK Lock level.

Lock Wave
Hard
Default: TK Lock-3

Rather than lock a single opponent, you may apply the TK Lock to everyone in a cone three yards wide, to a maximum range of 10 yards.

Lock Blast
Hard
Default: TK Lock-3

Everyone within one yard of the character is suddenly locked down. The effect automatically hits everyone within one yard of your character (they may “dive for cover”).

New Perks

TK Pressure Field: The character may exert his TK on the air around his body to hold it close against him; with skill, he can even circulate it a little. The primary purpose of this ability is to act as a temporary, virtual pressure suit. Whenever the character wishes to use this ability, they may roll IQ + PK Talent; success grants him vacuum support and breathable air for five minutes plus a number of minutes equal to his margin of success. The character also "sticks" to the ship as though enjoying the benefits of mag boots, exactly as though wearing a vac suit for the duration of the effect.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial 3.0 License