Action!/Schtick/Immortal/Telekinesis

=Telekinesis Talent= Controlling kinetic energy with the power of the mind.

Grab
Level 1 Type: Action Duration: Instant Activation Cost: - Cost: 1 shock point/kg 1 shock point/kg, Telekinesis Action: Grab a small object (up to Power kg) from up to [Telekinesis]/2 meters away and fling it to yourself.

Throw
Level 2 Type: Action Duration: Instant Activation Cost: - Cost: 1 shock point/kg 1 shock point/kg, Telekinesis Action: Choose an object (up to Power kg) within [Power/2] m and throw it. You may use [Telekinesis] as [Throw], and [Power] as [Strength] when calculating Damage, and range is [Power] m. The weight value of the object is equal to the Damage add, unless it is a Throwing weapon.

Hurl
Level 3 Type: Action Duration: Instant Activation Cost: - Cost: 1 shock point/10kg 1 shock point/10kg, Telekinesis Action: Choose an object (up to [Power value] kg) within [Power] m and throw it. You may use [Telekinesis] as [Throw], and [Power] as [Strength]. The weight value of the object is equal to the [Damage], and the range is equal to the [Strength not used to lift the object] m.

Barrage
Level 4 Type: Action Duration: Instant Activation Cost: - Cost: 1 Power point, 1 shock point/kg 1 shock point/kg, Telekinesis Action: Make a Throw Attack on an area up to [Power] meters in diameter. Range of the Throw Attack is increased to [Power x 2].

Mastery
Level 5 Type: Stance Duration: 1 Sequence Activation Cost: Power Cost: Special Any Action: You may make a Free Kinetic Throw Action.

The Path of Kinetic Manipulation
This power cannot pass through solid matter.

Poke
Level 1 Type: Action Duration: Concentration Activation Cost: 1 shock point Cost: 1 shock point/Sequence You create a finger made of force with a range of [Power] meters that can create enough force to flip a page, or press a doorbell. Max move speed is [Power] meters / Sequence. This power cannot pass through solid matter. If created inside solid matters, it will dissipate immediately (costs are still paid).

Telekinetic Hand
Level 2 Type: Action Duration: Concentration Activation Cost: 1 Power point Cost: 1 shock point/Sequence You gain a hand made of force with a range of [Power] meters, and a Strength of 5. Max move speed is [Power] meters / Sequence. This power cannot pass through solid matter. If created inside solid matters, it will dissipate immediately (costs are still paid).

Telekinetic Tool
Level 3 Type: Action Duration: Concentration Activation Cost: 1 Power point Cost: 1 shock point/Sequence You gain a tool made of force with a range of [Power] meters, that allows you to make Skill rolls with +[Power] EV. Max move speed is [Power] meters / Sequence. This power cannot pass through solid matter. If created inside solid matters, it will dissipate immediately (costs are still paid).

Ghost Touch
Level 4 Type: Enhancement Duration: None Activation Cost: - Cost: - This is a permanent enhancement to previous Telekinetic Manipulation powers. The previous powers can now be used to pass through solid matter.

Mastery
Level 5 Type: Action Duration: Concentration Activation Cost: 1 additional Power point Cost: - This is a permanent enhancement to previous Telekinetic Manipulation powers. You may use up to [Power] instances of Poke, Telekinetic Hand or Telekinetic Tool to divide the time it takes to perform a task by [Power], by paying one extra Power point.

Lift
Level 1 Type: Action Duration: Concentration Activation Cost: - Cost: 1 shock point/Sequence You can lift things with Strength equal to [Power]. You must touch the object lifted, and cannot lift yourself with this power.

Carry
Level 2 Type: Action Duration: [Power] x 10 min Activation Cost: 1 Power point Cost: - Your carrying capacity is now based on your [Power] instead of the target's [Strength].

Levitate
Level 3 Type: Action Duration: Concentration Activation Cost: 1 Power point Cost: 1 shock point/Sequence You can now move things around with Strength Max. Carry equal to [Power]. Range is [Power] meters, and the maximum Speed of the object is equal to [Power/2] meters/Sequence.

Heavy lifting
Level 4 Type: Action Duration: Concentration Activation Cost: 1 Power point Cost: 5 shock points/Sequence You can now move things around with Strength Max. Carry equal to [Power + 5]. Range is [Power] meters, and the maximum Speed of the object is equal to 1 meter/Sequence.

Mastery
Level 5 Type: Enhancement Duration: - Activation Cost: 1 additional Power point Cost: - This is a permanent enhancement to previous Telekinetic Movement powers. You may use up to [Power] instances of Lift, Carry and Levitate, by paying one extra Power point. You may also target other people with Carry.

Telekinetic Claw
Level 1 Type: Action Duration: Concentration Activation Cost: - Cost: 1 shock point/Sequence You gain a claw made of force that can only hold or release with a range of [Power] meters, and a Strength of [Power]. The claw cannot move after it has been created.

Break
Level 2 Type: Action Duration: Instant Activation Cost: - Cost: 1 shock point You can break an item with Strength [Power] within [Power] meters.

Crush
Level 3 Type: Action Duration: Instant Activation Cost: 1 Power point Cost: 1 shock point You can destroy an item with Strength [Power+5] within [Power] meters.

Sunder
Level 4 Type: Action Duration: Instant Activation Cost: 1 Power point Cost: 5 shock points You can tear apart an item with Strength [Power+5], Devastating 1, within [Power] meters.

Mold Matter
Level 5 Type: Action Duration: Concentration Activation Cost: 1 Power point Cost: 5 shock points/Sequence You can mold matter with your hands, feet or any other appendage (choose one). This does not affect living beings.

Block
Level 1 Type: Defense Duration: 1 Shot Activation Cost: - Cost: 1 shock point You create a temporary Telekinetic Forcefield, that lasts 1 Shot and allows for an Active Defense (+5 Defense) with Telekinesis versus any Attack that can be Dodged. You can only use this on yourself.

Shield
Level 2 Type: Defense Duration: 1 Sequence Activation Cost: 1 Power point Cost: 1 shock point You create a Telekinetic Forcefield, that lasts 1 Sequence and allows for Passive Defense with Telekinesis versus any Attack that can be Dodged. You can only use this on yourself.

Armor
Level 3 Type: Action Duration: [Power] Sequences Activation Cost: 1 Power Point Cost: 1 shock point/Soak Use an Action to create a forcefield that stops damage (+1 Soak per shock point spent).

Phalanx
Level 4 Type: Enhancement Duration: - Activation Cost: 1 Power Point or special Cost: - This is a permanent enhancement to previous Forcefield powers. You may use Shield and Armor on [Power] targets (paying one extra Power Point, all Activation Costs and one Cost). This also permanently enhances Block so it can be used to defend other targets (no extra Activation Cost).

Shield Wall
Level 5 Type: Action Duration: [Power] Sequences Activation Cost: 1 Power Point Cost: 1 shock point + 1 shock point Use an Action to create a semi-transparent Wall of Force, like glass or plastic, that stops all Damage. It has Soak equal to your [Telekinesis+Power] and 2 Wounds.