Teen seeker of Power who (unfortunately) found it, becoming an Emissary of an old god.
Note: This was started long ago in another thread - and I finally got around to doing up the stats
Name: Tom
Template: Emissary of Power
High Concept: Newly chosen acolyte of Priapus
Trouble: Empowered by Priapus
Background:
Tom has spent most of his short life looking for power. Any power. Something that would make him Special with a capital 'S'. Something that would show the world that he wasn't just another nobody making his way in life. In his first year of high school he exposed to Roman Mythology in a way that went further than pop culture references and from then on he dedicated his life to making contact with the Roman gods. He wasn't picky; he would take any of them except for Cybele. The act that males had to do to be accepted by the Mater Magna wasn't something that Tom could see any sane person doing. Other than that almost any god would do - as long as it gave him power.
Countless other dreamers had sought similar powers, and the vast, overwhelming majority of them passed through the phase, gained a little maturity, and went on with life. Tom is now he's beginning to wish that he was a part of that vast majority of failed seekers.
Phase Aspect: Dreams Can Come True
Rising Conflict: What shaped you?
As Tom delved into classical history his efforts shifted from Scholarship to Lore. Driven by his Conviction that there had to be something to contact, he focused on his task with all the Discipline that he possessed. Surprisingly, it was his Performance ability that made all the difference.
For the Roman gods loved poets, and as Tom wrote an epic poem about his epic (well, Tom thought it was epic) quest to contact the old gods Something heard him. Something that used Tom's hand to complete the poem. Looking down at the poem, at the stanzas had been written by his hand, Tom saw that his quest had a completion. All he had to do was accept the god's offer and he would have all the power he sought - and more!
With the immaturity of youth, Tom didn't think twice. Heck, he barely thought once before accepting the offer and becoming an Envoy of Priapus. He was slightly disappointed since Priapus was a relatively minor god (he had been hoping for Jupiter or Hecate) and Tom didn't really know much about him, but Tom knew that Priapus was god - a god that answered him with an offer of power - and that was the only thing that mattered.
Moments after Tom did so, he noticed a major change. As any student of Roman mythology knows, their gods were always depleted with symbols. As Bacchus was always shown with his thyrsus, Priapus was always depleted showing his huge, erect penis. As Tom took up the mantle of Priapus part of him changed to something that most porn starts would envy - he was now a foot long and ready for action.
More importantly (at least it was more important then) knowledge flooded his mind, teaching him the secrets of magic. The magic of growing things, of the fields, some transformation, and a bit about sex and desire. (Priapus sponsored magic can be seen as a modified version of Seelie Magic. Mixed in with the other powers was the Curse of Impotence - otherwise known as The Dread Curse of Priapus that was unleashed against those who offended him.)
Tom fell into a deep sleep and his dreams were of Arcadian Fields.
He thought his greatest dreams had come true.
The next morning Tom saw that visible part of his empowerment was still there. To his surprise he discovered that it wouldn't go away. That he could ejaculate but afterwards he was still stiff. That while he could still urinate from it, nothing he could do would make it shrink.
That was when he discovered the down side of being marked by a god. Tom now finds it painful to wear pants and he has to work to find clothing loose enough to conceal his "mark" - a 'mark' that often draws attention to him. Some people are flattered, but most are judgmental or offended when they notice him walking around like that. Often people assume that he has something shoved down his pants in an effort to appear rude. Worse, he soon discovered the price of his magic. In exchange for the ability to cast spells the old god demanded that Tom have intercourse with someone willing - or at least not magically coerced. Tom could use charm, booze, drugs, or cash to seal the deal, but not mind control. (Note: There's another way that Tom hasn't stumbled over yet: force. That's right, Priapus was known to be a divine rapist and has no problem with that. The fact that Tom can get them drunk first should be a tip off, but Tom's too emotionally immature to see a problem with a god that would accept something like that.) To Tom's confusion (he used to think that he completely straight) he has discovered that Priapus isn't all that picky when it comes to sex - any woman or man will do. While the sex can be many things (even very, very good for all involved) it is never comfortable for his partner no matter how ready or experience she/he is. Often his partners feel like it's that uncomfortable first time (which was another of Priapus' traits).
Phase Aspect: Always Ready - Whether He Wants To Be Or Not
The Story: Looking for a cure in all the wrong places.
His dreams answered, Tom was troubled. He had his precious magic, but his life is difficult in so many ways. Something that he thought must be a blessing has turned into a curse. Others notice the shift in his social life. Part of him wanted the good without the bad. Seeking others who had powers (and wearing very loose slacks and wrapping a velco wristband around his thigh to conceal his "mark") he came across something that took an interest in him while making problems for others in a nightclub - White Court Vampire problems.
Good taste prevents going into details, but Tom did his all to distract a certain female White Court Vampire so that others could get away. She thought he would be a momentary distraction, but thanks to his mark of power Tom proved so much more. Only the fact that he was marked by a power prevented her from draining his life force during the hours they spent together. When she finally called an end to the distraction, she helped a very drain Tom along his way and gave him her phone number.
Phase Aspect: Bom Chicka Wah Wah Comes Through
Guest Star: Whose Path Have You Crossed? (Details to be filled in later)
It depends on who you want him to work with. Tom is likely to join with a group of other supernaturally touched people (i.e. the party) in an effort to explore the world of magic and solve his problem. If (um, when) the others notice his problem and ask him about it, Tom will shamefacedly explain his difficulty and ask for suggestions. Note: no force this side of a god will be able to help him with that, but Tom won't give up looking for a way to keep the benefits while ditching the downside.
Sample Aspects could be: "Have My Cake and Eat It Too" and "Poetry For The Win".
Power Level: Up to Your Waist
Skill Cap: Great
Skill Points: 25
Starting Refresh: 7
Adjusted Refresh: 1
Skills:
Lore: Great
Conviction: Great
Discipline: Good
Performance: Good
Athletics: Fair
Endurance: Fair
Scholarship: Fair (includes knowledge of chemicals and 'party' drugs).
Deceit: Average (Distraction and Misdirection to slip something into someone's drink)
Fists: Average
Might: Average
Presence: Average
Rapport: Average (it might be exchanged with Discipline or Performance at his next milestone)
Stunts and Powers:
Sex Appeal (rapport) - as the god makes his presence felt in Tom, Tom becomes more and more of a player.
Inhuman Recover (-2)
Marked by Power (-1)
Sponsored Rituals (Priapus) (-2): Priapus is a god of growing things, not of flashy things. This is effectively Rituals: Priapus but it still has the sponsored magic trappings. Like sponsored magic, it can't be used in ways that the sponsor would not like (e.g. no harming fields, even indirectly) and debt can be accrued, but it cannot be used to cast thaumaturgy at evocation speeds. Before it can be used to aid plant growth the area has to be dedicated in someway to Priapus. Anything from a poem that threatens a curse to a sign that says "Protected by Priapus" will do.
Items:
Rituals Items:
Focus Item
Cup of the Drunken Co-Ed (Sponsored Rituals, Lore +1)
This isn't so much a cup as a large goblet like bowl. Tim mixes various things in the goblet / bowl and more often than not drinks the concoction as part of ritual. It got its name because it was passed around at a few parties, filled with booze in an attempt to get girls drunk.
Enchanted Item
Ring of the Fields (defensive block 4, once per day)
Wind and the rain strike at the fields, but the fields endure. Men plow the fields and the fields endure. Crops come and go but the fields endure. This ring allows Tim to tap some of that eternal vibe - once a day it raises a block around him (as usually he can take mental stress to activate it more often). It has gotten him out a few scraps. Tim found it soon after he was marked and thinks it may be of ancient make. It is made of white gold (electrum) and appears to be made up of an erotic daisy chain of nude figures doing predictable things.
Potion
Tim keeps a slot open for potions. Lust potions won't do (the resulting sex won't pay off any debts) but sleep potions will work just fine. Other times he'll have a different potion (usually leaves it open and makes the Lore Roll)
Spells:
The Dread Curse of Priapus
Type: Thaumaturgy, Priapus Ritual Curse
Complexity: 16
Duration: More or less permanent.
Effect: Assigns a male victim the Extreme Consequence of "Impotent"; resisted by Endurance
Variations: Can boost the complexity to deal with thresholds and other issues.
Notes: Designed to work on people of up to Great Endurance, the math is 4 (for Great) + 4 (max roll) + 8 (to assign an Extreme Consequence "Impotent"). Luckily there are restrictions that Priapus imposes before allowing this spell to be cast:
1) the target must be male (females face a different punishment), and
2) the target must be 25 years old or older (male youths face a different punishment), and
3) the target must have wronged Tim or Priapus in some way.
That last part could be as simple as trespassing on land where Tim has placed a "this area protected by Priapus" sign or making fun of Tim's "mark of power". Attacking Tim definitely counts as an offence to both of them - not that offending both of them makes it easier to cast the spell, but if Tim forgives an assault he can always change his mind later and cast this spell since the god is still holding a grudge.
The different punishments referred to above aren't spells (see below) but angry sex with the victim - whether they are willing or not. That was how Priapus rolled back in the day and he expects his new follower to do the same. Tim has yet to inflict any of Priapus' punishments, but Priapus thinks it's only a matter of time before the boy gets into the mood of things.
Maidenhead Revisit
Type: Thaumaturgy, Priapus Ritual Transformation Maneuver
Complexity: 4 (3 for Maneuver + 1 to make it sticky)
Duration: Not touching that with a ten foot pole
Effect: Assigns the Aspect "Virgin".
Notes: Designed for use when a female or male youth (pubescent and under 25) offends Priapus or his Emissary, it makes the angry sex just that much worse. Tim hasn't used this either as part of a "punishment" or for fun, but knowledge of the spell came with his empowerment. No, it has no effects on those who already have that aspect.
Blessing of Priapus
Type: Thaumaturgy, Priapus Ritual Transformation Maneuver
Complexity: 4 (3 for Maneuver + 1 to make it sticky)
Duration: Until, um, exhausted?
Effect: Assigns the Aspect "Erect" to a mature male; cannot be used to counteract the Dread Curse.
Notes: Viagra in spell form. Yes, it can be put into a potion for later use. Tim sees this ritual as a quick way to pay back males who mock his "mark of power". Sort of a "Ha-ha you're pitching a tent too - if you call that a tent" spell. Is this a blessing or curse? Depends on the circumstances.
Notes:
Tim is apt to try to solve every problem with magic - recklessly going into debt, because what's the point of having magic if you don't use it? He thinks that there must be a way for him to keep all of his powers but have control of his 'mark'.
He is slowly replacing his wardrobe with loose fitting clothes, ponchos, and anything else he can use to hide his problem.
Using him in play:
He would be a seriously hard PC to play, but he could be a good NPC and serve as an example of what happens when you carelessly pursue power.
Story Ideas:
Tim approaches the PCs for help with his problem. He will haver if there are females around and isn't all that happy to explain things to them, but he wants a way to have his powers without the disadvantages.
A PC is attending a cultural event that includes poetry readings, and for a change one of the poems isn't just doggerel verse. It's not merely good, it's Great. Probably better than Great (depending on Tim's dice roll). Only thing is, the poet is behaving slightly off kilter. He's sitting at a table and won't stand up for any reason. And his clothes... Well, artist types often dress odd, but why won't this strange young man stand up?
A bunch of signs pop up, declaring things to be under the protection of Priapus. How can the PCs do anything other than investigate?
A girl that the PCs know wakes up with a hangover, a bit of an ache, and no memory of how she ended up sharing a bed with Tim or what happened. Do the PCs handle the creep? What if Tim says (honestly) that he was so drunk that he doesn't remember that night either?
Tim starts a cult. He uses magic to impress people. He uses magic to come up with fun substances for their parties. He uses magic to make the sex better. In short, he soon becomes a successful (if unambitious) cult leader to people who like partying. Either someone else tries to take advantage of this cult or the cult starts funnelling too much power to the old gods. Either way, Tim's little "24/7 party cult" becomes a problem that needs to be dealt with - but Tim isn't an evil cult leader. He's a lazy but kind of nice guy who likes to party and is being exploited. How do the PCs handle things?
Tim decides he wants money and tries to make it as a porn star under the name "Tom O'Priapus". Things are really working out for him, until one of his movies is edited in a way that makes fun of Priapus. Suddenly Tim has an angry patron, one that wants curses hurled, and he needs the PCs to help him deal with the situation without crossing his own line moral lines.
Tim decides to earn some fast money as gardener. He posts "Protected by Priapus" signs and cast spells. When vandals strike or neighbourhood youths start trespassing on the "protected" lands Tim starts getting dreams from his patron - and is scared spitless by what Priapus wants him to do.
Tim decides to earn some fast money with a grow-op. Priapus is a lord of growing things and doesn't care if the crop is legal or a field of cannabis - or even opium poppies. However, the god will care if the cops torch the fields or rivals drug dealers steal the crop. Tim has suddenly gone from "make lots of money fast" to "Priapus wants me to do WHAT?" - with the targets being cops, DEA agents, or outlaw bikers. He'll need the PCs help either to smooth things over or to effect a minor revenge that will satisfy Priapus and leave Tim alive.
Tim decides to earn some fast money with a grow-op. The crop grows in record time but then Tim is stuck with it. He knows it's worth money but he doesn't know how to process the crop for sale or who to sell it to. He could run into problems with undercover cops, minor drug dealers, not so minor gangsters, or even something supernatural that was meeting the area's drugs needs (maybe a Summer Court Fae known as The Lord of the Sweet Leaf?). Regardless of whether the trouble is mundane or supernatural, Tim needs help. Can the PCs help him? Do they see this as a way to teach him that "quick fixes" aren't worth the hassle?
Tim gets arrested for a date rape that didn't happen. It was one of the times that he only used his charms (as opposed to booze) but the girl later regretted the act and claims that he drugged her. He calls a PC with connects to the courts or one that he knows can pay his bail. Tim knows he'll have a really hard time of it in jail and needs help now. Will the PCs believe him or even care that he's in jail?
Tim comes to a bad end. Maybe one of his get rich quick ideas crashed and burned, maybe he goes to jail for rape (and learns how it feels to be someone's bitch), maybe he annoyed something bigger on the supernatural food chain and got chewed up - whatever happened, make it something that the PCs could have prevented. Then the shit hits the fan old style. Priapus doesn't like what happened to his emissary and takes action. The Furies are unleashed. Nemesis stalks the streets. An old god stirs to reminded others that when he marks a mortal then that mortal is HIS TOY and everyone better bloody well respect that. Forgotten old myths are becoming frightening realities and it's at least partly the PC's fault - what do they do?
As requested...
...we're starting a DFRPG game, City on the River (http://cityontheriver.wordpress.com/), next week (hi mremann, who's our GM). It's set in our own Bristol (which mremann has posted about in the past) and is now our main game. We're Chest-Deep with Refresh of 8. For context, the rest of the group is looking roughly thus:
- A White Court Vampire who feeds on greed and runs a gambling joint. Primarily a face/connections character and a deadly shot with a bow.
- A sneaky Wizard focused on Veils, illusions and mind-trickery, specialising in air and water magic (with French mythological inspirations). Secondary is infiltration/stealth and relies on other people to do the wetwork.
- A proto-Knight of the Cross sans Sword for the moment who's a genuine nice guy and doesn't use guns. Ever. Obviously going to be a skilled melee-ist, and is a professor of philosophy.
- Possibly an ex-cop/royal bodyguard with some latent and uncontrolled magical talent.
I love the "building block" physical powers, and since this game was first mooted, I've wanted to play a character who uses them. I want all the supernatural physical boosts, they're just too cool and play right into the sort of character I want to play. One who acts as the group's primary muscle/beatstick. We agreed on a Scion (template is basically a spin on Changeling), and eventually arrived at Vlad Drakul as the sire.
Here's a quick bio (spoilered not because it contains spoilers, but so people can skip it if they like):
Born somewhere in southern Europe and taken by slavers as a child in the 17th century to be raised as a mamluk. A centuries-old warrior who has reformed himself from his violent days. His past was very bloody, including fighting against Napoleon at the Battle of the Nile, then with him in the Russian campaign. All culminating in the fall of the Mamluk Sultanate, which severed the (magical) bonds controlling him. That set off a murder-rampage spanning Europe, the Middle East and beyond, until he was stopped by a Knight of the Cross (wielding the Sword of Hope) somewhere in the Himalayas. Who spared his life rather than kill him.
Cue monastery time to heal and reflect and a new resolve to be a good person in spite of his nature. I'm thinking freelance work alongside the Knights, Order of St Giles and anyone else trying to push back the darkness. The occasional visit from his father to remind him that one day he will call upon him to join his host.
There's also a hazy notion that perhaps he spent a "season" (actually half a century in the real world) riding with the Erlking after being stranded in the Nevernever, causing him to miss a large chunk of the 20th century. But that starts to feel like a little too much squeezed into one character.
Here's the mechanical bits, again spoilered to cut down clutter:
Name: Faris al-Farik ("the Deadly Knight")
High Aspect: Repentant Scion of Vlad Drakul
Trouble: The Beast of Novgorod/History is Written in Blood
Other Aspects:
[To be determined during group-gen]
Skills:
Great (+4): Athletics, Fists, Weapons
Good (+3): Alertness, Discipline, Endurance
Fair (+2): Intimidation, Might, Survival
Average (+1): Empathy, Lore, Stealth
Stunts / Powers:
Cloak of Shadows [-1]
Human Form [+1] affecting:
- Inhuman Speed [-2]
- Inhuman Strength [-2]
- Inhuman Toughness [-2]*
Inhuman Recovery [-2]*
*Bounded by The Catch (Holy Weapons, water, items etc) [+2]
Wall of Death (Weapons) [-1]
Refresh: 1
Physical Stress: □□□□[□□]*
Mental Stress: □□
Social Stress: □□
Languages: Arabic, English, French, some Spanish, Russian and Ancient Sumerian
Bonus points for anyone who gets the reference for his name.
His High Aspect is the keystone for his demonic nature, and thus why he was born in the 18th century yet still lives. Also where the powers come from.
His Trouble Aspect is a reference to the notorious episode when he did Very Bad Things, culminating in his appointment with the wielder of Esperacchius in the 1830s. Not sure that's exactly where the worst of it happened, but the name seems to fit for the moment.
Not determining the other Aspects is quite deliberate, that's for working out when we get together.
Skills features some deliberate redundancy in having both Fists and Weapons at Great (+4), I've been round on that and can't find any other satisfactory solution that doesn't leave the character seeming incomplete to my mind. As someone who once followed the code of Furusiyya (http://en.wikipedia.org/wiki/Furusiyya), he should be capable of handling any melee weapon or fighting unarmed skilfully. Indeed there should even be archery in there, but frankly there's no room. Besides I can imagine he disdained bows (and guns) as the tools of weaklings when he was bad, and avoided them for the risk of collateral damage when he was good.
We've had some discussion about The Choice, which is likely to be a campaign-climactic type event. In that instance his powers would all jump to Mythic and he'd get Claws and Sponsored Magic if he chose his demon side. Obviously if he chose his human side, he'd become a Pure Mortal.
I must admit the notion of a "holy avenger" filled with genuine righteousness coming after him for the crimes of his past really appeals as a focus story. After all, he really is demonic and really did all the things of which he would be accused. There's that whole debate of whether the person you are now can in any way mitigate or atone for the things you did in the past.
Anyway, just wanted to share for debate, critique and whatever else.
“Wish I Had A Submarine” 18 Refresh, 60 Skill Points, Skill Cap Fantastic
Name
Mordekainen
High Concept
Half-Elemental Venatori Assassin
Trouble
I Wish You Wouldn’t Think So Loud
Other
Grew Up On the Streets; Venatori Secret Weapon; Black Court Bastards!; "First Law? Pfft."; Not a Glass Cannon, But Nice Try
Skills
Fantastic: Discipline, Conviction
Superb: Stealth, Athletics, Deceit
Great: Alertness, Intimidation, Fists
Good: Lore, Scholarship, Resources, Endurance
Fair: Burglary, Presence, Driving, Contacts
Average: Craftsmanship, Empathy, Investigation, Performance
Powers
Telekinesis (Blades of Force, Force Field, Metaphysical Strength) [-5]
Mythic Strength [-6]
Supernatural Toughness [-4]
The Catch [+3] is successful ambushes.
Telepathy [-2]
Teleportation [-3] (Rapid)
Total Refresh Cost: -17
Fate Points: 1
Stress
Social:000
Mental:0000 +1 mild consequence
Physical:0000(0000) and Armor:2
Fighting this guy would be nightmarish. Weapon:10 telekinetic blasts, he's throwing cars and probably small buildings at you, sucking the information out of your brain, and then teleporting away at Legendary+1. Or he just ninjas over at Superb Stealth and sets up an ambush along with a couple of navel-gazing aspects that turns you and the surrounding block into a smoking crater. The Venator/i send in Mordekainen when they need the modern equivalent of an ICBM.
and, for ease of use, the custom powers used.
TELEKINESIS [-3]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. You may use your mind to exert force upon targets within your line of sight. This allows you to use all applications of the Might skill at a distance, using your Conviction skill instead of your Might skill. You may also perform other physical tasks mentally with your line of sight, using your Discipline skill to represent your dexterity.
Telekinetic Attacks. You may make physical attacks and maneuvers against targets within your line of sight using your mental powers. These attacks and maneuvers are controlled with Discipline and may be made with or without a melee weapon. Attacks made with this power without a weapon are weapon: 2.
Blades Of Force [-1]. When using Telekinetic Attacks without a weapon, your attacks are weapon: 4.
Force Field [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical blocks.
Telekinetic Self-Propulsion [-2]. Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.
Metaphysical Strength [-0]. (Requires Inhuman Or Better Strength) Your Strength powers apply to your Telekinesis rather than to your physical body. This increases your Conviction when using it to lift or break things, helps with your mental grapples, and increases the stress inflicted by your Telekinetic Attacks.
Unification Of Mind And Body [-1]. (Requires Metaphysical Strength) Your Strength powers apply to both your Telekinesis and your physical body. This provides all the benefits of Metaphysical Strength alongside all the benefits of ordinary strength.
TELEPATHY [-2]
Description: For whatever reason, you can read minds and communicate mentally.
Skills Affected: Discipline, Empathy
Effects:
Mind Reading. You may use your Discipline or Empathy skill with a +1 bonus to read people's minds. This functions similarly to the Reading People trapping of Empathy, but unlike that trapping it does not require any kind of personal interaction. It can be used on anyone in your line of sight, is fast enough to be performed within a single exchange in combat, and is defended against with the Discipline skill. Furthermore, you may use your Discipline or Empathy skill with a +1 bonus to defend against attempts to deceive you.
Mental Communication. You may communicate silently with anyone in your line of sight. This renders eavesdropping impossible and bypasses all language barriers. It also allows the transmission of pictures, memories, and other information that cannot easily be put into words. This does not make deception impossible or even noticeably more difficult. You may use this ability to perform maneuvers with your Discipline or Empathy skill.
Weaponized Telepathy [-1]. You may make maneuvers and attacks with your telepathy against anyone in your line of sight. Attacks made this way have no weapon rating, inflict mental stress, and use either the Empathy skill or the Discipline skill. The Discipline skill is used to defend against them. They work by overloading the target's brain with mental signals, causing pain and confusion.
Greater Weaponized Telepathy [-1]. (Requires Weaponized Telepathy) Your telepathic attacks are weapon 2.
Superior Weaponized Telepathy [-1]. (Requires Greater Weaponized Telepathy) Your telepathic attacks are weapon 4.
Compulsive Weaponized Telepathy [-1]. (Requires Weaponized Telepathy) When you take someone out with a telepathic attack, you may compel them to act in accordance with a mental command. Commands made this way cannot be completely out of character for their targets. As a general rule, the limits of this ability are roughly equivalent to those of a successful social attack.
TELEPORTATION [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement. You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground. If you are being grappled or otherwise grabbed when you move, the character holding onto you must roll Might against your movement roll. If they succeed they come with you; if they fail their grasp is broken.
Rapid Teleportation [-1]. Add four to your Athletics when using it to move with this Power. In addition, you may move an additional zone when taking a supplemental action to move with this Power.
Long-Distance Teleportation [-1]. (Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.
Sight-Affirmed Teleportation [+1]. Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.
I've rewritten the Telekinesis Power since the last list update. You may want to use the new version.
Obviously it doesn't matter if you use the latest version of a homebrew Power, but I think this version of Telekinesis is better-written than the old one.
TELEKINESIS [-2]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. Whenever you would use your Might skill, you may use your Conviction skill instead. If you have a Strength Power you may apply its lifting, breaking, and grappling bonuses to your Conviction skill.
Telekinetic Reach. If an action would normally require you to touch something, you can do it from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use.
Telekinetic Attacks. You may use your Discipline skill to hit people either unarmed or with objects. Attacks made with this effect include stress bonuses from Strength Powers and are treated as ranged attacks for the purpose of selecting defence skills.
Enhanced Telekinesis [-1]. Your Telekinetic Reach extends to everything within your line of sight. In addition, unarmed attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.
Defensive Telekinesis [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical barriers.
Self-Propelling Telekinesis [-1]. (Requires Defensive Telekinesis) Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.