Designation: White
[ Designations |
Common Abilities |
Developed Abilities ]
When the D8 Overseers gave a subject the designation "White", this
signified that the test subject was a powerful telekinetic. Going far
beyond the normal abilities to move objects with mental focus, the test
subjects developed a startling array of other telekinetically derived
capacities. They were able to create powerful planes of force for defensive
and offensive abilities, generate powerful blasts of TK, perform tasks
with mental effort, and fly for a limited time. They go far beyond the
normal limits of telekinetics by levitating cars, creating walls of small
objects, and mentally throwing objects with greater force than physically
possbile by normal humans. Among the volunteers, a few rare D8-Whites are
rumored to have developed the power to teleport, create force fields of
immense power, and fly at the speed of sound! Telekinetics are usually
reffered to as 'movers,' 'teeks', and 'lifters.'
Important books for the GM to have are Rifts® World Book 12:
Psyscapetm, Nightbane World Book
1: Between the Shadowstm, and/or Heroes
Unlimitedtm 2nd Edition. All those books
have a selection of minor telekinetic psychic powers. Heroes Unlimitedtm
is highly recommended, because several of the special D8-White
powers are based on super abilities from that book.
D8-White Common Abilites:
Telekinesis (special!)
Range: 90ft +10ft per level of experience.
Duration: Three minutes per level of experience.
I.S.P.tm Cost: 1 for objects under a pound, 2 for objects between
1 and 5 pounds, 4 for objects beteen 5 and 10 pounds, and objects over 10
pounds require 5 I.S.P.tm +1 per ten pounds of weight or fraction thereof.
Save Throw: None
The D8-White has a more developed TK ability than most other psychics.
In addition to the standard abilities, the 'mover' has more fine tuned
control over his power. If the telekinetic is merely going to hurl an
object, the I.S.P.tm cost is half of what
it would be to lift the object for an extended period of time (50 pounds
would only take 5 I.S.P.tm to throw, but
10 I.S.P.tm to lift and move).
Next, at level one the character is +1 to strike and parry with
telekinesis beyond the normal bonuses. Add +1 more at level five. This
means that at level one the character is +4 to strike and +5 to parry
when using telekinesis at level one, and +5 to strike and +6 to parry
at level five. P.P. and skill bonuses are not applicable, as
always.
The psychic can generate telekinetic force equal to his M.E. +1 per two
levels in strength (a 3rd level psychic with M.E. of 24 has a telekinetic
strength of 25, while at 6th level the strength would be 26, etc...) Use
this when determining how far things are thrown. In Rifts® and other
high-power worlds, the telekinetic strength is treated as supernatural
for throwing purposes. When within a mile of a ley line his telekinetic
strength is increased by 25%, and when within a mile of a ley line nexus
his telekinetic strength is increased by 50%! The proximity also increases
the duration and range of his powers, as it does all psychics.
The range of manipulation is normal for objects under five pounds, halved
for objects between five and thirty pounds, and quartered for anything larger.
If the player desires to attack with pure TK force, rather than throwing
around objects, see the Telekinetic Blast power listed below.
Levitation (special!)
Range: 90ft +10ft per level of experience.
Duration: Three minutes per level of experience.
I.S.P.tm Cost: 1 for small objects,
3 for medium objects, and 5 for large objects (up to 30 pounds) +1
I.S.P.tm per 10 pounds or fraction therof.
Save Throw: None
Effectively the same as the physical ability described in many of
Palladium's books. The maximum height of levitation is twelve feet for
small objects, eight for medium objects, and six feet for heavy objects
plus one foot per level of experience. While meditating, the character
automatically levitates himself (at no I.S.P.tm
cost), usually about two or three feet off the ground.
Personal Telekinetic Force Field (special!)
Range: Self and one other (if held closely).
Duration: Three minutes per level of experience.
I.S.P.tm Cost: 20
Maximum S.D.C.tm of the Force Field:
Five times the character's M.E. attribute, plus 10 per level of experience.
Attacks Per Melee: Costs none to enable the force field, as
it is automatic. It reacts with the speed of thought.
Bonuses +2 to use as a defensive action, +1 more at levels
four, eight, and twelve.
Save Throw: None
The character can generate a protective telekinetic field around himself
to absorb damage. It has a base S.D.C.tm
equal to five times the M.E. attribute plus 10 per level of experience.
So, at first level a character with an M.E. of 20 should have a force field
with 110 S.D.C.tm The force field regenerates
1 S.D.C.tm per minute when in use, and every
1 I.S.P.tm spent can increase the existing
S.D.C.tm by five points (but not past the
total S.D.C.tm limit).
Damage from falls (whether the character is falling or an object is falling
on him) is cut in half. The character must be concious to use the force
field, and gases can still penetrate it. However, with an air supply he
could survive in space or at the ocean floor since the force field equalizes
pressure. It extends to just beyond body armor, held weapons, and backpacks,
but not power armor or robot vehicles. At level three the character has
enough skill to create the force field around himself and one other person
held closely. Unlike the super psionic power of Psychic Body Field, the
telekinetic suffers almost no loss of the sense of touch - the TK field
is as natural as wearing gloves on a cold day, and so skills that require
a sense of touch to perform suffer only a -5% penalty. At level six, drop
this penalty - the TK field is so thin as to not inhibit the sense of touch!
Telekinetic Blast (special!)
Range: 400ft +50ft per level of experience.
Duration: Three minutes per level of experience.
I.S.P.tm Cost: 15
Save Throw: Dodge
Attacks Per Melee: Each TK blast counts as one melee attack
or action. Simultaneous divided blasts also count as one melee attack.
Damage: 2d6 S.D.C.tm +1d6 per additional
level of experience. In Rifts® the blasts can do equivalent
M.D.C.tm (can be switched to do either
S.D.C.tm or M.D.C.tm
damage.
Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting
wild. Neither is applicable to divided attacks. Add +1 to strike at levels
four, seven, and ten. No other bonuses are applicable.
Limitation: For a normal psychic to acquire this power, he must have
Telekinesis: Super. This power will cost an extra 10 I.S.P.tm
to initiate but is the same in all other respects. Consider this a 'Super'
psionic power.
This ability is very similar to the mutant Energy Expulsion abilities. The
advantage over those powers is that the D8-White has phenomenal
control at level one and the range of his powers increase with experience.
The drawback is that some psychic energy is required to 'activate' the power.
At level one, the character can control the damage of the blast in increments
of 1d6. He is also able to do a 'divided' attack just like mutants can! Divide
the normal strike bonus among the targets and apply it to each of the strike
rolls. The psychic can hit any number of targets, provided each is targeted
with at least 1d6 damage! The damage can be divided between the targets as
the psychic desires, but the total damage cannot exceed the normal damage of
a TK blast.
An example: A level seven D8-White is facing off against five opponents. His
TK blasts do 9d6 S.D.C.tm damage and he has a
+5 bonus to strike. He could hit them all almost equally, sending four 2d6
S.D.C.tm blasts to four opponents and one 1d6
S.D.C.tm blast against one. Each blast would
have a +1 bonus to strike (his +5 strike bonus divided by five). Instead he
chooses to make more of an impact with the three lackeys of the group and
does three 3d6 S.D.C.tm blasts against each
of them, making two of the blasts have a +2 bonus to strike and one blast have
a +1 to strike. The total damage is 9d6 S.D.C.tm
and the total strike bonus is +5.
Other Psionic Powers:
At level one the psychic may select three of the following telekinetic
derivative powers: Float, Telekinetic Acceleration Attack, Telekinetic Leap,
Telekinetic Lift, Telekinetic Punch, Telekinetic Push, or Teleport Object.
At levels three, seven, ten, and thirteen the psychic gains one more power
from that list. All these telekinetic derivative powers cost half the
normal I.S.P.tm cost to use/activate. Further,
any powers that can normally cause the psychic damage from use (like
Telekinetic Punch and Leap) do not do so - the D8-White has maximum control
over his powers.
Also at level one, the psychic may choose any four psionic powers from
the following list: Psychic Diagnosis, Psychic Surgery, Mind Block, See
Aura, Resist Fatigue, Resist Thirst, Resist Hunger, Speed Reading, and
Total Recall. Every time a new level of experience is gained, the character
gains another two minor psionic abilities. The character may pretty much
select any minor psionic power except the following: Alter Aura, Astral
Projection, Clairvoyance, Deaden Senses, Ectoplasm, Ectoplasmic Disguise,
Empathy, Object Read, or Presence Sense. In general any telepathic, empathic,
ectoplasmic, or hyper-sensitive powers cannot be selected. At every
additional level of experience, the player selects one new psi-power from
among the healer or physical minor psionic powers and one new power from
among all three minor psionic categories
D8-White Developed Abilites:
Choose two at level one, choose one at level two, and then select one more
at every odd numbered level of experience (3, 5, 7, 9, etc.) All these
powers are equivalent to super psionic abilities.
Extended Telekinesis
Range: Increases to 300ft +25ft per level of experience.
Duration: Increases to five minutes per level of experience.
Length of Trance: None (instant).
I.S.P.tm Cost: Same as the D8-White's special TK power.
Save Throw: Dodge or parry
Limitation: If the character is a normal psychic, this ability
cannot be selected until level three. D8-Whites can select it at level one.
This enhances the character's telekinetic abilities. It allows him to
simultaneously manipulate multiple objects with his power, with
a maximum of four objects plus one per level of experience. The only
restriction of this is that the character must have paid the
I.S.P.tm cost to manipulate the total
weight of the objects being manipulated. Furthermore, any number of small
objects (marbles, Legos®, paperclips, knives, etc.) can be manipulated
as long as the total weight does not exceed one half pound per level of
experience.
A fourth level D8-White with an M.E. of 24 could manipulate a total of two
pounds of weight at the cost of 2 I.S.P.tm,
or seven separate objects at a total cost related to their weight, and send
them anywhere within his range of 400ft. Note that the total weight of two pounds
could be anything from a hail of paperclips to a deadly spray of glass shards.
Lastly, a telekinetic can create a wall of small objects that fall under
his weight limit for mass manipulation. The strength of this wall is equal
to his telekinetic strength +1 per full five pounds of matter in the wall. A
greater strength than the wall is required to break through it. That same
fourth level D8-White could use 25 pounds of pencils and create a wall with
a relative strength of 30 (a telekinetic strength equal to the M.E. of 24,
+1 more at level three, +5 for the 25 pounds of pencils being used)!
The benefits of this ability also enhance Telekinesis: Super, although when
super TK is in use you should work with the range of that ability.
Micro-Telekinesis
Range: 12 feet, +3 feet per level of experience
Duration: Three minutes per level of experience.
Length of Trance: One melee
I.S.P.tm Cost: 5
Attacks Per Melee: Can be used up to three times per melee.
Save Throw: None
Limitation: Cannot be selected until level three. Normal
psychics cannot select it until level five, and then it costs them
10 I.S.P.tm to activate the power.
This is possibly the most extraordinary power of the D8-White subjects who
develop it. The psionic can use this power to construct things out of building
blocks, perform delicate surgery, assemble a puzzle, fix a burnt wire behind
a wall, repair a broken gun, type on a keyboard, stir a glass of water,
dissolve a padlock, and more! The character's telekinetic dexterity is equal
to his M.E., and he suffers only a -10% skill penalty, which drops to -5% at
level five and no penalty after level seven. This effectively allows the
psychic to perform a lot of skills at a distance.
Matter can be degraded with telekinetic force. This costs 1 I.S.P.tm
per 1d4 points of damage. No more than 5 I.S.P.tm
may be spent this way per melee (so a 3rd level psychic can use up to 15
I.S.P.tm per melee to destroy 1d4x15
S.D.C.tm)
At the cost of 1 I.S.P.tm per 3
S.D.C.tm, the character can attempt to
telekinetically fuse one broken object back together. No more than 5
I.S.P.tm may be spent this way per minute
(so a 3rd level psychic can use up to 15 I.S.P.tm
per minute to repair 45 S.D.C.tm) The
character's skill level is 35% +5% per level of experience. If the character
fails three times in trying to fuse the same object he is unable to repair it
and must wait another day before attempting psychic repairs.
If the character has the Telemechanics ability he can effect repairs (or
cause sabotage) to a machine internally, without ever having to open
the hood!
Personal Telekinetic Force Field: Master
Range: Self and one other (if held closely)
Duration: Five minutes per level of experience.
Length of Trance: None (instant).
I.S.P.tm Cost: 15
Maximum S.D.C.tm of the Force Field:
Ten times the character's M.E. attribute, plus 10 per level of experience.
Attacks Per Melee: Costs none to enable the force field, as
it is automatic. It reacts with the speed of thought.
Bonuses: +3 to use as a defensive action, +1 more at levels
four, eight, and twelve.
Save Throw: None
Limitation: If the character is a normal psychic, this ability
cannot be selected until level three. D8-Whites can select it at level one.
This is an 'upgrade' of the normal D8-White's protective power (or, for normal
psychics, to the Psychic Body Field super psionic power). It costs less
I.S.P.tm to create, lasts longer, and has a
stronger protective ability! It has a base S.D.C.tm
equal to ten times the M.E. attribute plus 10 per level of experience. So, at
first level a character with an M.E. of 20 should have a force field with 210
S.D.C.tm The force field regenerates 1
S.D.C.tm per minute when in use, and every
1 I.S.P.tm spent can increase the existing
S.D.C.tm by five points (but not past the
total S.D.C.tm limit).
Other than these changes, it is like the standard Personal Telekinetic
Force Field in all other respects.
Psi-Sword:
Cannot be chosen until level three. Same as the super
psionic ability, but the telekinetic only needs to spend 20
I.S.P.tm to activate it.
Psi-Shield:
Same as the super psionic ability, but the
telekinetic only needs to spend 20 I.S.P.tm
to activate it.
Telekinetic Blast: Master
Range: 600ft +50ft per level of experience.
Duration: Five minutes per level of experience.
I.S.P.tm Cost: 15
Save Throw: Dodge
Attacks Per Melee: Each TK blast counts as one melee attack
or action. Simultaneous divided blasts also count as one melee attack.
Damage: 5d6 S.D.C.tm +1d6 per additional
level of experience. In Rifts® the blasts can do equivalent
M.D.C.tm (can be switched to do either
S.D.C.tm or M.D.C.tm
damage.
Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting
wild. Neither is applicable to divided attacks. Add +1 to strike at levels
four, seven, and ten. No other bonuses are applicable.
Limitation: Cannot be selected until level three, plus the D8-White
must have Telekinesis: Super. Normal psychics cannot acquire this power.
This power is an 'upgrade' to the D8-White's normal Telekinetic Blast
power. The 'master blaster' can fire even stronger bolts of TK energy with
more range, all for the same I.S.P.tm cost.
The master blaster can also perform a super TK blast for 10
I.S.P.tm per blast, in addition to the
normal activation cost for the master ability. The super blast does an
extra +5 damage per level of experience and requires two melee actions
to perform. At level six, increase the damage bonus to +10 per level
instead of +5 per level.
Telekinetic Flight
Range: Self
Duration: Fifteen minutes per level of experience.
Length of Trance: One melee
I.S.P.tm Cost: 15
Save Throw: Not applicable
Limitation: For a normal psychic to acquire this power, he must have
Telekinesis: Super. This power will cost 30 I.S.P.tm
to initiate but is the same in all other respects. Consider this a 'Super'
psionic power.
With one melee of intense concentration, the character is able to focus
his telekinetic power in a way that allows him to fly for a limited time!
The following abilities and bonuses are gained while in flight:
Flight speed: 200 mph (321 kph) flight speed, plus 20 mph (32kph) of speed
per level of experience.
+1 attack per melee
+2 to strike
+2 to parry
+4 to dodge when hovering or flying under 80 mph/128 kph.
+6 to dodge when flying faster than 80 mph/128 kph.
+4 to damage for every 20 mph/32 kph of flight speed.
Telekinetic Flight: Master
Range: Self
Duration: Fifteen minutes per level of experience.
Length of Trance: One melee
I.S.P.tm Cost: 30, but if the character
has already activated regular Telekinetic Flight he can spend 15 to immediately
'boost' his flight power to these levels. The duration 'resets' and is measured
from the time of the increase.
Save Throw: Not applicable
Limitation: Cannot be selected until level three, plus the D8-White
must have Telekinetic Flight. Normal psychics cannot acquire this power.
If the D8-White already possesses the Telekinetic Flight power, he can
acquire this super psionic power. The normal Telekinetic Flight power is
not altered. Instead, the mover has learned to create an amplified version of
that power when needed. He does not waste energy on the extra speed if he
does not require it. The following abilities and bonuses are gained while
in flight (ignore those under the regular Telekinetic Flight):
Flight speed: About 700 mph (1126 kph), or about one mile every five
seconds and nearly 12 miles per minute. The mover is able to reach
full speed in under five seconds! This will most certainly cause a
sonic boom.
+1 attack per melee
+2 to initiative
+2 to strike
+2 to parry
+4 to dodge when hovering or flying under 80 mph/128 kph.
+6 to dodge when flying faster than 80 mph/128 kph.
+8 to dodge when flying faster than 400 mph/643.6 kph.
+4 to damage for every 20 mph/32 kph of flight speed.
Sonic two-fisted punch at 400 mph or greater: Does 1d4x10 damage to
the target and none to the D8-White. Counts as two attacks.
Sonic flying ram at 400 mph or greater: Does 2d4x10 damage to the
target and 3d6 damage to the D8-White. Counts as three attacks. The
ram, if successful, will knock anything under 400 pounds off their
feet and the target will tumble for 2d6 yards or meters. The victim
suffers critical knockdown, the loss of initiative and two
melee attacks.
Telekinetic Force Field
Effectively the same as the super psionic
power but the D8-White only needs to spend 20 I.S.P.tm
to activate it. Use the bonuses with the D8-White's special Telekinesis power when
rolling to parry an attack. Also, every 1 I.S.P.tm
spent can increase the existing S.D.C.tm by five
points (but not past the total S.D.C.tm limit).
Telekinetic Force Field: Master
Range: 40 feet per level of experience.
Duration: 10 minutes plus 5 minutes per level of experience.
Length of Trance: One melee
I.S.P.tm Cost: 30
Bonuses: Use the bonuses with the D8-White's special Telekinesis power when
rolling to parry an attack.
Attacks Per Melee: Each TK force field requires one melee action to create.
Limitation: Cannot be selected until level three, the D8-White must have
selected the Telekinetic Force Field super psionic power, and normal psychics cannot
acquire this power.
The character can create multiple force fields with a maximum total S.D.C.tm
equal to his M.E. times 50. So a teek with an M.E. of 24 would have 1200
S.D.C.tm with which to create force fields.
In a Rifts® environment, this becomes M.D.C.tm
The force fields regain lost S.D.C.tm at a rate
of 3 per minute, or 200 per hour. Whenever the character pays the I.S.P.tm
cost again, his force field S.D.C.tm reserves
are renewed (returned to the maximum amount). This happens whether the character
has time left in the use of his power or not. If the character is maintaining five
or more force fields, he suffers the loss of one melee action and has a -2 penalty
to initative (the standard 'concentration' penalty).
Telekinetic Fury: Similar to the super psionic ability with a few changed.
It costs the teek only 5 I.S.P.tm to initiate and
3 I.S.P.tm per half melee to maintain (6 I.S.P.
tm per full melee). He can also shut it on or off
at will (doesn't need to roll for it), and doesn't require Electrokinesis or
Telekinesis: Super (his immense TK powers make up for the lack of variety). See the
new super psionic powers for
details.
Telekinetic Senses
Range: 400ft +100 feet per level of experience.
Duration: Automatic!
I.S.P.tm Cost: None. This is a
constant ability.
Bonuses: See below
Limitation: Cannot be selected until level three. Normal
psychics cannot acquire this power.
This is effectively a psychic version of the Radar minor super ability (see
page 236 of Heroes Unlimitedtm, 2nd edition).
The difference here is that the character senses movement directly and
actively, and not passively as with Radar. The following abilities and
bonuses are acquired:
Interpreting Shapes: 50% +5% per level of experience.
Estimating Distance: 60% +4% per level of experience.
Estimating Direction: 60% +4% per level of experience.
Estimating Speed: 40% +4% per level of experience.
Estimating Exact Location: 50% +4% per level of experience.
+1 attack per melee
+4 on initiative
+2 to strike
+2 to parry
No penalties (or bonuses) apply when blinded or in darkness.
Disadvantages: The disadvantages to Telekinetic Senses are a little
different than with the standard Radar minor power. Unlike that power, the
psychic can sense motion on the other side of doors and walls. He
can guess as to how many people are inside a closed car or on the other
side of a door by making an 'Interpret Shapes' roll at a -10% penalty.
Also unlike regular Radar, smoke and fog does not inhibit Telekinetic
Senses. What will affect the senses, however, are ley lines, ley line
nexuses, and intense psionic, magical, and environmental effects. The
bonuses and base skills of this power are halved when within half a
mile of a ley line. They are also halved when within a mile of a ley
line nexus and totally destroyed when only a half mile away from a nexus.
Wide-ranging effects such as a ley line storm, an earthquake, or a strong
thunderstorm will cut the bonuses and abilities by half (at least). So while
the character's telekinetic strength is greatly enhanced, his capacity to
sense things is reduced.
Telekinesis: Super
Effectively the same as the super psionic
power but it only costs the D8-White a mere 3 I.S.P.tm
per 50 pounds of weight (which means 6 I.S.P.tm
per 100 pounds). Duration and range does not change. It is possible to
deflect an oncoming car with this ability by 'throwing' it instead of fully
manipulating it - halve the I.S.P.tm cost as per
the special D8-White Telekinesis power listed above.
Teleport
Range: Self or one target. A 'short' teleport is defined as anywhere
within 100ft per level of the psychic. A 'long' teleport is defined as
anywhere between the distance of a short teleport and 500ft per level
of experience.
Duration: Instant
Length of Trance: One melee action for a short teleport, or one
full melee for a long one.
I.S.P.tm Cost: 15 for a short
teleport, or 30 for a long one. Add +10 to the cost for each living creature
teleported besides the D8-White.
Attacks Per Melee: Only one teleport may be performed per melee, but
in the case of the short teleport it counts as an extra melee action.
Bonuses: +3 to use as a defensive action, +1 more at levels
four, eight, and twelve.
Limitation: Cannot be selected until level five, plus the D8-White
must have Micro-Telekinesis and the minor physical power of Teleport Object.
Normal psychics cannot acquire this power. Remote Viewing is highly
suggested for long teleports.
In spite of the awesome power of the D8-White to create telekinetic force fields
to defend against attacks, it is sometimes simpler and more efficient to just
not be there. The D8-White is able to telekinetically transfer his
molecules to another location. This movement happens in a higher dimension, so
he is able to teleport out of a completely closed space! Further, unlike the
mutant power of Teleport, the psychic version is flawless. The psychic
version suffers in the department of range but is much more safe. In regards to
weight, the mover can teleport himself plus an additional 100 pounds per level of
experience.
The teleportation cannot penetrate force fields, but it can go around
them. It wouldn't be possible for the teek to teleport inside a force field
shaped like a bubble or a box, but a dome (half a sphere) or a wall presents
him with no difficulty.
A very, very experienced telekinetic can teleport himself even farther than
normal and possibly into other times or dimensions, but this requires his
entire I.S.P.tm reserves (recovers as
normal) and isn't always exactly what he wanted. It is up to the GM to set
limitations on this type of teleport - I mention it because GMs may wish to
use it as a means of helping an adventure along.
Telemechanics:
Same as the super psionic ability.