Using Mindhands Defensively

Mindhands can be used to deflect physical attacks. A telekinetic “parry” uses the Dexterity and Mindhands Art of the character, and can deflect any attack the Seer can see (arrows can be seen, but bullets are too fast to be parried). Alternatively, the psychic can concentrate on projecting his telekinetic power around himself like a “bubble” that acts like invisible armor. This is a Task involving Intelligence and the Mindhands Art; each Success Level increases the duration of the field for 1 minute. The energy bubble has an Armor Value of D4(2) times 1/2 of the Mindhands Strength; it will slow down and interfere with any physical attacks.

Mindhands Thrown Object Damage Table
Object Weight Base Damage Minimum Mindhands Strength
Less than 10 lbs D4(2) 0
Up to 50 lbs D4+1(3) 1
Up to 100 lbs D6(3) 2
Up to 250 lbs D8(4) 3-5
Up to 650 lbs D10(5) 6-7
Up to 1,250 lbs D12(6) 8-10
Above 1,250 lbs D12+1(7) 11+
For heavier objects, figure out the power level needed to lift the object, and subtract it from the Multiplier for damage purposes.

This is the power to move objects with the mind alone, often called telekinesis or psychokinesis by psychic researchers. A character with Mindhands can move objects, throw them and even manipulate them. A highly skilled psychic can play the piano at a distance, or use a typewriter without having to touch it physically. The most powerful psychics can casually toss cars around, crush objects and people with “invisible hands” and bring down houses. Fortunately, such powerhouses are rare, at least now.

Using Mindhands

  • Moving an object in a relatively straight line uses Intelligence and the Mindhands Art.
    • Any object within line of sight can be grabbed by Mindhands.
    • The maximum weight that can be lifted and moved (slowly) is determined by the Strength of the power. In this case, the Strength of the power works just like the Strength Attribute.
  • To determine the speed of the object being moved, subtract the Strength level needed to lift the object from the total Mindhands Strength. Take the difference (rounded up) and multiply it by 10; that is the Speed of the object in miles per hour.
    • For example, a character with a Mindhands Strength of 5 can lift up to 250 pounds (125 kilograms). A 10-pound (5 kilogram) object requires less than a Strength of 1, so the psychic gets to use his full Strength of 5, multiplied by 10 — he can move the object up to 50 miles per hour (75 kph).
    • Using the same method, the psychic can levitate himself. If the character weighed 200 pounds (100 kilograms; which requires a Strength of 4), the character could fly (or rather, float) around at a speed of 10 miles per hour (15 kph).
  • Tossing objects uses Dexterity and the Mindhands Art.
    • Thrown objects can be dodged normally.
      • Most small objects (hand-sized or smaller) inflict D4(2) x Mindhands Strength points of damage.
      • Long distance throwing is subject to range penalties (use the ranges for normal handguns on the Ranged Weapon Table.
      • Massive objects (which require a large Mindhands Strength level to throw around) do D6(3) to D12(6) points of damage multiplied by the Mindhands Strength level minus the Strength Level needed to lift the object in the first place. That is because very heavy objects, which require a great deal of power simply to lift, will not fly as fast, inflicting less damage.
    • See the Mindhands Thrown Object Damage Table nearby for the damage inflicted by objects of a given weight, and the minimum Mindhands Strength needed to lift them. If the character’s Mindhands Strength is below this number, the character may be able to lift and move the object around very slowly, but the object inflicts little or no damage.
  • A Channeler can resist being picked up through a Resisted Task. The Channeler uses Willpower plus a bonus equal to the amount of Essence released (could be only one Turn’s worth). The Seer uses Willpower and Mindhands Art.
    • Anyone with a Shielding Invocation active would be granted a Resisted Task against being lifted with a bonus equal to the Strength of the Shield.
    • For example, Scannin’ Joe has a Mindhands Strength Level of 9. He can throw a small object (an 8 lb rock) at very high speeds, inflicting D4 x 9(18) points of damage. He could lift a 200-pound bag of gravel and toss it more slowly, inflicting D8 x 5(20). The Multiplier (5) is the result of subtracting 4 (the minimum Strength needed to lift the bag) from his base Mindhands Strength of 9. And he could toss a 650+ lb. motorcycle, but barely fast enough to inflict damage — D10(5) (no Multiplier).
  • The Seer can also toss invisible “punches” by projecting hard streams of telekinetic energy. These blows use the Mindhands Art and Brawling to hit. Mundanes cannot see the blows coming, and cannot defend against them except by jumping around and hoping to make the psychic miss (their only defense becomes a Difficult Dexterity Test, and that only if they realize what is happening). Characters can see the Essence in such attacks, and can Dodge or defend normally. Telekinetic punches inflict 1 point of damage per Mindhands Strength level.

It is possible to use Mindhands to manipulate weapons and machinery at a distance, but it requires a high degree of concentration and proficiency. The staff or storyteller determines what skill is necessary. This works like a Task, but instead of an Attribute and skill, the character uses the Mindhands Art (replacing the normal Attribute) and a skill. Such uses have a penalty of -1 to -6, depending on how complex the Task is. Using a weapon, for example, would require the Mindhands Art and the weapon skill, at a penalty of at least -2 (for a hand weapon like a sword) to -4 (for a gun or similar firearm). Lock picking might have penalties of -4 to -5 if performed at a distance.

Alternatively, the Seer may want to use Mindhands to supplement his own physical abilities. So, a character trying to lift something with his hands can add his Mindhands Strength to his physical Strength.

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