Cogent 0.7/Telekinesis

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**Telekinesis** is a basic psionic art which involves moving objects at a distance by using one's projected thoughts.

## Basic mechanics

### Telekinetic proficiency

The telekinesis proficiency has **a maximum dice bonus of 8**, which means that it begins with 1 base die and gains dice at a rate of 1.6 per point invested in the proficiency. It caps out at 9 dice once the proficiency is maxed out.

### Combining psicasts

Most telekinetic abilities can be attempted by multiple characters at once. In these cases, their die roll victories are added together to complete the attempt. A character can also begin an attempt on their own, fall short, and have other characters who have not yet taken actions that turn or are not otherwise busy jump in to assist them. If, collectively, the group manages to beat the required number of rolls, the attempt succeeds after a moment of stress, drama, and struggle.

### Hands-free requirement

Telekinetic abilities require that the caster have at least one of their hands free, which is defined as the ability to free up a hand for long enough to take the action required. For example, a psicaster can be holding a two-handed weapon in one hand and free up their other hand to use their telekinesis. If they have both hands free, they can take two telekinetic actions during their turn.

## Use

Telekinesis is a proficiency which is intended to be used creatively within the context of encounters and problems presented to the player. The ability to manipulate the environment with one's mind has a great many uses, and it is up to the player to come up with new and novel ways to use it, and for the dungeon master to come up with ways to accommodate the player's creativity.

The sections below detail mechanics which have been established for certain situations. They are not the only way to use telekinesis, but they can provide a good starting point. In some situations, telekinesis might not be enough of a solution to a problem on its own. Telekinesis might be halved in these circumstances and rolled with another stat, such as athletics. In these cases, telekinesis is thought to be augmenting these abilities, not acting as a substitute for them.

### Use to lift objects

In the course of play, the telekinetic psion may ask to lift objects which are very heavy. In these circumstances, the dungeon master may ask the telekinetic psion to roll telekinesis, halved, plus athletics.

The minimum roll required for the attempt to succeed will be set by the dungeon master using the challenge level table.

### Hurling objects at an opponent

At any point during or before a combat, the telekinetic psion may look around for objects to hurl at their opponent. They may roll their telekinetic proficiency **6 times** with concentration bonuses or malnuses applied. The result will be a list of numbers, such as this:

**7**
**8**
**4**
**6**
**5**
**4**

This represents the potential usefulness of the objects around the character. Every turn the psion is in that space, they may use their action to hurl one of these objects at their adversary. To hurl one of them, roll the given number. If I wanted to hurl the most useful object I rolled, an **8**, I would roll:

**Etzan** !roll 8d2-8
**RPBot** @Etzan has rolled **5** (1 + 2 + 1 + 2 + 2 + 2 + 2 + 1 = 13, -8)
Where 5 is my number of victories, pitted against the opponent's defensive roll, which will give me the injury level of my attack (see: Injuries).

When a character moves to a new area, they can look around for new objects which they can use.

### As a direct attack

Telekinesis can be used to attack a target directly, such as by disarming them, tripping them to the ground, lifting them up into the air and hurling them into a nearby obstacle (causing a minor injury), or otherwise using the power to cause them harm. Telekinesis, when used this way, is subject to concentration rules.