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.