Telekinesis

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Psykinetic Acolyte of the Inquisition utilizing Assail shards[3] and wearing a Nyx Pattern Psykana Collar.[2c]

Telekinesis is a Psychic Discipline. Psykers who utilize Telekinesis are known as Telekines,[1] Psykinetics,[2a] or Kinetics.[2b] They're able to manipulate the material world with the power of their minds, converting their mental energies into a physical force. These Psykers can lash at their foes with psychic energy, erect invisible force fields, and rend apart the fabric of reality itself.[1]

Abilities

  • Assail: The Psyker lifts a boulder or heavy object from the ground and hurls it towards his enemies.[1] Alternatively, the Psyker forms floating projectiles of psychic energy in the form of sharp, icy shards that are thrown at foes. They're manipulated through the air with the precision of a homing dart, maneuvering around obstacles to find their targets.[2]
  • Crush: The Psyker entraps his foes in a choking and crushing mass of force capable of grinding enemies to powder.[1]
  • Gate of Infinity: The Psyker enters a corridor of the Immaterium, allowing him to cross great distances in the Materium in the blink of an eye. [1]
  • Objuration Mechanicum: The Psyker jams the weapons and engines of his enemies.[1]
  • Shockwave: The Psyker slams his palms together and the noise is magnified a hundredfold, creating a devastating shockwave. [1]
  • Telekine Dome: The Psyker erects a barrier of shimmering mental energy around himself that can deflect bullets and blows. [1] There are many alterations to this barrier, such as: creating a spherical shield in which a small squad could take sanctuary, alongside allowing said allies to fire projectiles from inside through the barrier, or electrocuting enemies who attempt to pass through said barrier.[2]
  • Vortex of Doom: The Telekine opens a tear between the material realm and the Warp, unleashing energies that consume any nearby foe.[1]

Dark Heresy 1st edition

  • Catch Projectiles: Stop a number of solid projectiles from hitting their target, leaving them floating in place until release where they'll fall to the ground [5a]
  • Fling: Telekinecally lift an object before throwing it at a target [5a]
  • Force Bolt: Hurl a burst of tangible mental force at your opponent [5a]
  • Force Barrage: Create multiple Force Bolts to be thrown independently [5a]
  • Psychic Blade: Project a blade of psychic force. [5b]
  • Psychic Crush: Wrap opponents in bands of force that constrict and crush the life out of them [5b]
  • Push: Gather telekinetic energy and direct it against a single target, pushing them [5b]
  • Telekinesis: Move light objects without touching them [5b]
  • Precision Telekinesis: "At the most basic, this power can pull the pins on grenades, press buttons, jog triggers, undo latches and direct small projectiles to deadly effects. Eventually, with this power you can manipulate objects as if you were physically handling them." [5a]
  • Telekinetic Shield: Erect a field of telekinetic energy around you. Shield's colour is personalised (Gold, White, Blue...) but is translucent [5b]

Dark Heresy 2nd edition

  • Telekinetic Control: Move and manipulate objects at range [6]
  • Assail: Smash target at range with invisible force [6]
  • Telekine Shield: Create wall of invisible energy [6]
  • Crush: Squeez target with invisible force [6]
  • Objuration Mechanicum: Create a haywire field at range [6]
  • Gate of Infinity: Open a portal linkig two distant locations [6]
  • Telekine Dome: Create a dome of invisible energy [6]
  • Shockwave: Release a concusive blast of energy [6]
  • Vortex of Doom: Summon a swirling torrent of Warp energy [6]

Inquisitor (Game System)

  • Machine Empathy - A psychic power often associated with the machina-mentors of the Adeptus Mechanicus. This ability allows the psyker to tamper with mechanical, electrical and electronic systems. Often used to cause malfunctions in enemy weapons.[7]
  • Psychic Impel - The psyker uses a powerful telekinetic push to fling the enemy to the ground.[7]
  • Psychic Shield - The psyker summons a corona of psychic power to ward away incoming shots and blows.[7]
  • Psychic Ward - The psyker shields themself in a persistent psychic aura that deflects enemy attacks.[7]
  • Telekinesis - The psyker moves a physical object with the power of their mind.[7]

Psykana Obscura

  • Psychokinetic Storm: Manifest an uncontrolled storm of unleashed psychokinetic potential around the psyker, raising a tumult of squalling winds from nowhere and causing small objects to jump and topple, glass to shatter, electrical contacts to short out and spark, flames to leap, cogitators to spit gibberish, and other distracting phenomena.[4]

See also

Sources