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TK

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TK
   Telekinesis
      Telekinesis
      Superkinesis
      Ultrakinesis
      Telekinetic Levitation
      Telekinetic Interference
      Telekinetic Force Field
      Telekinetic Bio-Bubble
      Telekinetic Reach
   TK Defense
      TK Deflection
      TK Defiance
      TK Shield
      TK Barrier
      TK Fetch / TK Dismantle
      TK Root
      TK Repudiation
      TK Antipode / TK Affinity
   TK Assault
      TK Grapple
      TK Choke
      TK Throw
      TK Push
      TK Spike
      TK Blast
      TK Might
      TK Crush


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Telekinesis

Any character with the TK SFX can take the following abilities without needing a subgroup specialization.

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Telekinesis

Telekinesis
Recharge: *
Stress: 1 per Turn persisted
TK; Lingering
You may telekinetically manipulate people and objects.
You have Telekinetic Strength equal to SR which you can use at up to Medium range, for any purpose Strength could normally be used for. If you are required to make an Agility based check to perform an action with your Telekinetic Strength you use SFX TK (Wp) instead.
You may target up to SR # of individual targets within Medium range and grab them with your Telekinetic Strength. Unwilling targets may make a Coordination, Athletics, or SFX TK check vs your Telekinetic Strength. If they fail they are grabbed by this ability until your next Turn. If you persist this effect, affected targets may make new checks each Turn to escape your Telekinesis, or you may choose to release some or all of your affected targets and choose new targets up to your limit.
You can slam grabbed targets into walls, the ground, objects, or each other for Telekinetic Strength damage to both the affected target and whatever you slam them into. You can lift and move grabbed targets up to one range category from where they currently are per Turn, in any direction, as if they were flying.
When you stop persisting this ability add (10-SR) recharge counters to this card.

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Superkinesis

Superkinesis
TK
Prereq: Telekinesis (5)
This Stunt upgrades the Telekinesis Stunt.
The power of your telekinesis is impressive.
Add the SR of Superkinesis to the SR of your Telekinesis Stunt for all effect determinations.
Additionally, you add Image to all Telekinesis Stunt checks.
You only suffer 1 stress every other Turn you persist your Telekinesis Stunt (vs every Turn).
You may use your Telekinesis Stunt at Long range vs Medium range.
You can lift and move targets up to two range categories per Turn when using your Telekinesis Stunt (vs one range category).

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Ultrakinesis

Ultrakinesis
TK
Prereq: Superkinesis (5)
This Stunt upgrades the Telekinesis Stunt and replaces the Superkinesis Stunt.
The power of your telekinesis is awe inspiring.
You add the SR of Ultrakinesis and the SR of Superkinesis to your Telekinesis Stunt SR for all effect determinations.
You add ImageImage to all Telekinesis Stunt checks.
You do not suffer stress for persisting your Telekinesis Stunt.
You may use your Telekinesis Stunt at Extreme range (vs Long range).
You can lift and move targets up to three range categories per Turn using your Telekinesis Stunt (vs two range categories).

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Telekinetic Levitation

Telekinetic Levitation
Recharge: (5-SR)
TK
SFX TK (Wp)
You can fly, and may levitate others with you.
1: You move two range categories away from where you are now (Close-> Medium-> Long). You may levitate other people and things; determine your maximum encumbrance for this purpose as if you your "Strength" were equal to Willpower + SR. You and anything you are levitating with you are considered to be flying. Only willing allies and unattended items can be carried by Telekinetic Levitation.
I.e. if you had SR 5 and Willpower 5, you can carry a total amount of weight with Telekinetic Levitation equivalent to an 10 Strength.
SR5: This Stunt is equivalent to Superflight (Levitation), using SFX TK (Wp) for any necessary checks and you may add SR Image to hover checks. It is also still usable as a Stunt for its stated effect.

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Telekinetic Interference

Telekinetic Interference
Recharge: 1 per Turn persisted
Stress: 1
TK, Lingering
SFX TK (Wp)
While you persist this effect you suppress movement within Long range of yourself
1: Everyone within Long range of you adds SR # of Image to all Strength and Agility related checks, suffer 1 fatigue for each affected check, and lose 1 maneuver each Turn. This effect is centered on you and moves with you. You are also affected.
2: As (1), but you may choose to anchor the effect on a specific point so that it is not centered on you and does not move. If you lose line of sight to the anchor, the effect ends immediately.
!: You are not affected by this Stunt while you persist it.
?: Suffer (6-SR) Grit

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Telekinetic Force Field

Telekinetic Force Field
TK, Toggle, React
Prereq: SFX TK (Wp) trained
You project a visible force field around yourself.
You may suffer 1 Stress to play this card at any time as a React.
You have +SR Soak.
If an attack does (SR x 2) damage or less and you Soak all of the damage, you do not take 1 automatic Wound.
Invisible Field: You may spend 1 additional advance as a Facilitator to make this Stunt invisible.
Passive Field: You may spend 1 additional advance as a Facilitator to make this Stunt Passive vs. a Toggle. If you need to suppress the Passive Force Field for any reason it requires a Difficult (4d) SFX TK check each Turn to do so.

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Telekinetic Bio-Bubble

Telekinetic Bio-Bubble
A Telekinetic Bio-Bubble lasts indefinitely until destroyed or dispelled by you, as long as you remain conscious and in the same Scene.
Fortune: 1, Grit: 1
TK
You create a Telekinetic Bio-Bubble centered on a target within Medium range (which can be yourself) that protects the target and everyone engaged with them from environmental harm, including vacuum exposure and the depths of the ocean.
A Telekinetic Bio-Bubble is centered on and moves with the target.
Everyone within a Telekinetic Bio-Bubble is resistant to the effects of exposure to heat, cold, and radiation, are immune to poison, disease, impure air, vacuum exposure, and deep ocean pressures.
If the Ignited, Slowed, or Sickened condition would be applied to someone inside of a Telekinetic Bio-Bubble, SR # of tokens are removed from the applicable conditions prior to them taking effect. If no tokens remain, the condition has no effect and is discarded.

Telekinetic Bio-Bubble
...continued
A Telekinetic Bio-Bubble can be attacked directly as if it were an object; it has SR x 3 Soak and SR Body. If it is broken, the effect ends immediately.
Until it is broken those inside the Telekinetic Bio-Bubble cannot be directly targeted from outside the Telekinetic Bio-Bubble by most attacks, and may not target those outside the Telekinetic Bio-Bubble.
Attacks that only require line of sight are not blocked by a Telekinetic Bio-Bubble.
You may allow people to exit or leave a Telekinetic Bubble at will as a React.
You may create as many Telekinetic Bio-Bubbles as you can afford; each Telekinetic Bio-Bubble takes an Action to create.
 
 
 
 

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Telekinetic Reach

Telekinetic Reach
TK, Passive
Prereq: SFX TK (Wp) trained
You are able to make melee attacks with weapons and objects at range against targets you are not engaged with. You use Willpower instead of Strength for determining damage.
SR1: You can make a melee attack against a target within Close range without engaging the target.
SR2: You can make a melee attack against a target within Medium range without engaging the target.
SR3: As (SR2) and you add Image to your dice pool for the attack.
SR4: You can make a melee attack against a target within Long range without engaging the target.
SR5: As (SR4) and you add Image to your dice pool for the attack.

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TK Defense

A character with the TK SFX needs the Defense specialization for their SFX: TK skill to take abilities from this subgroup.

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TK Deflection

TK Deflection
Recharge: *
Stress: 1
TK, Deflect, React
Prereq: SFX TK (Wp)
None
You deflect an attack away with telekinesis.
After you have been declared the target of a melee or ranged attack you may play this card and place up to SR # of recharge tokens on it to convert an equal # of Image or Image in the attack's dice pool to Image.
If the attack hits you, you have +SR Soak vs its damage.

TK Deflection
Recharge: (7-SR)
Stress: 1
TK, Deflect, React
Prereq: SFX TK (Wp)
SFX TK (Wp) vs Target Def; Medium Range
You deflect an attack away with telekinesis.
After you have been declared the target of a melee or ranged attack by an opponent within Medium Range, you may target that opponent and play this card. Make a ranged attack against the opponent targeting you with a SFX TK (Wp) vs Target Def check.
1: you hit your target for (SR +1) + # of success damage.
3: as 1, and the target must make a Athletics (Str) or Coordination (Ag) check vs SR difficulty or be knocked down. If the opponent is knocked down, their attack against you automatically fails.
+: you gain the Protected condition for 1; additional +'s from this check may be used to add more tokens to this Condition.
-: Suffer 1 stress.
?: Suffer 1 Grit.

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TK Defiance

TK Defiance
TK, Toggle
Prereq: SFX TK (Wp) trained, Discipline (Wp) trained, Willpower 4+
Telekinetics often have unusually strong wills and resistance to Mental powers.
If you are required to make a Willpower check and this card is in play you may add (SR/2) Image (round up) to the check.
If you have been declared the target of a Mental attack and this card is in play you may remove SR characteristic dice from the attack's dice pool. If no characteristic dice remain no check is made and the attack is canceled.
If you switch to an Offensive stance, immediately remove this card from play and return it to your hand.

TK Defiance
Recharge: (6-SR)
Stress 1
TK, React
Prereq: SFX TK (Wp) trained, Discipline (Wp) trained, Willpower 4+
Telekinetics often have unusually strong wills and resistance to Mental powers.
If you are required to make a Willpower check, you may play this card to add (SR/2) Image (round up) to the check.
If you have been declared the target of a Mental attack, you may play this card to remove SR characteristic dice from the attack's dice pool. You may spend fortune points to remove additional characteristic dice. If no characteristic dice remain no check is made and the attack is canceled.

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TK Shield

TK Shield
Recharge: (SR)
Stress: 1; Image
TK, Ongoing
SFX TK (Wp)
If you are engaged by an opponent you may play this card and make a SFX TK (Wp) check vs Average (2d) difficulty.
All effects are cumulative, and not optional:
1: You gain +1 DEF while this card is recharging.
2: You are disengaged from the target. While this card is recharging the targeted opponent cannot engage with you and you cannot engage with them.
4: You are disengaged from all characters you were engaged with. While this card is recharging you cannot be engaged at all by anyone, and you cannot engage others (even allies). You gain +1 Soak while this card is recharging.
!: +1 Soak while this card is recharging; this may be used multiple times.
?: Suffer 1 Grit; this may be used multiple times.

TK Shield
Recharge: (6-SR)
Stress: 1; Image
TK, React
SFX TK (Wp)
If you are targeted with a melee or ranged attack by an opponent that you are aware of, you may play this card and make a SFX TK (Wp) check vs Average (2d) difficulty.
You create a visible screen that protects you from an attack.
1: You gain +SR Soak vs the attack you reacted against.
3: as 1, and you gain +1 DEF until your next Turn.
5: as 3, and you gain +1 Soak until your next Turn.
!: Remove all recharge counters from this card and return it to your hand; you may replay it again before your next Turn.
?: Suffer 1 Grit; this may be used multiple times.

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TK Barrier

TK Barrier
Recharge: (3 + SR)
Stress: 1, Fatigue: 1; Image
TK, Ongoing
SFX TK(Wp)
You create a barrier that protects anyone in it. You may create this barrier anywhere within Long range; it can be up to SR x 6 feet (2 meters) long and tall, and may be arranged as a wall of any shape and height within this size limit, or as a contiguous dome.
1: While this card is in play and has recharge tokens on it, it acts as an object with SR x 3 Soak and SR # of Wounds and impedes movement and attacks until it is broken.
+: Add a recharge token to this card; this may be used multiple times
!: The barrier has +1 Wound; this may be used multiple times
?: Suffer 1 Grit; this may be used multiple times
At any time you may spend 1 fortune point to remove all recharge tokens and return this card to your hand.
At any time you may spend 1 fortune point to play this card from your hand as a React.

TK Barrier
Recharge: 1 per Turn persisted
Stress: 1; Image
TK, Lingering
SFX TK(Wp)
You surround yourself with a visible shield of telekinetic force that protects you and anyone you are engaged with.
1: While this Stunt lingers, you and anyone you are engaged with gain + 1 Soak.
3: While this Stunt lingers, you and anyone you are engaged with gain + SR Soak.
5: as 1, and while this Stunt lingers, you and anyone you are engaged with also gain + SR DEF.
!: +1 maneuver
?: Suffer 1 Grit


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TK Fetch / TK Dismantle

TK Fetch
Recharge: (8-SR)
Stress: 1; Image
TK
Prereq: SFX TK (Wp) trained
If there is a hand held item within Medium range, you may target it and play this card.
If the target item is readied by an unwilling character, that character may make a Coordination (Ag) or Athletics (Str) or an applicable SFX skill check vs SR difficulty. If they fail, you disarm them of the target item.
You telekinetically move the target item up to SR distance maneuvers from its current location. You may move it to your hand if you wish, if it is within range.

TK Dismantle
Recharge: (8-SR)
Stress: 3; Image
TK
Prereq: SFX TK (Wp) trained
If there is a hand held item within Medium range, you may target it and play this card.
If the target item is readied by an unwilling character, that character may make a Coordination (Ag) or Athletics (Str) or applicable SFX skill check vs SR difficulty. If they fail, you disarm them of the target item.
You telekinetically levitate the target item and dismantle or damage it. Make a SFX TK (Wp); if the target item is a Stunt device, add ImageImage.
1: The target item gains the Damaged condition until repaired
4: The target item gains the Broken condition until repaired
!: remove all recharge tokens from this card and return it to your hand.
?: Suffer 1 Grit; this may be used multiple times.

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TK Root

TK Root
Recharge: (10-SR)
Stress: 1
TK, React
SFX: TK (Wp)
Prereq: Telekinesis (3)
If you would be knocked back or prone or forced to disengage by an effect described as pushing or shoving you back, you may play this card.
Add SR # of Image to your dice pool
1: You use your Telekinesis to resist being moved. You are not knocked back or prone or disengaged, and suffer no contingent ill effect.
-: You suffer 1 stress
!: You may remove 1 recharge token from this card; this may be used multiple times. If no recharge tokens remain return this card to your hand.

TK Root
Recharge: (1+SR)
Stress: 1
TK, Ongoing
Prereq: Telekinesis (3), SFX: TK (Wp) trained
You concentrate for a moment and telekinetically root yourself to your surroundings.
While this card is recharging if you would be knocked back or prone or forced to disengage by an effect described as pushing or shoving you back, you may suffer 1 stress and if you do so you are not knocked back or prone or disengaged, and suffer no contingent ill effect.
SR5: You have +1 Soak while this card is recharging

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TK Repudiation

TK Repudiation
Recharge: (10-SR)
Stress: 2; Image
TK, React
SFX: TK (Wp)
Prereq: Ultrakinesis (1)
If you are successfully hit by a Melee or Ranged attack you may play this card. A Grandstand is appropriate.
1: Add 1 failure to the check result of the attack this is a reaction to, and reinterpret the results.
3: Add 2 failures to the check result of the attack this is a reaction to, and reinterpret the results.
5: Add 3 failures to the check result of the attack this is a reaction to, and reinterpret the results.
-: suffer 1 stress
!: You gain +1 Soak until your next action; this may be used multiple times.
?: Suffer 1 Grit; this may be used multiple times..

TK Repudiation
Recharge: (10-SR)
Stress: 3; Image
TK, React
SFX: TK (Wp)
Prereq: Ultrakinesis (1)
If you are successfully hit by a Melee or Ranged attack you may play this card. A Grandstand is appropriate.
1: Add 1 failure to the check result of the attack this is a reaction to, and reinterpret the results.
2: Add 2 failures to the check result of the attack this is a reaction to, and reinterpret the results.
3: Add 3 failures to the check result of the attack this is a reaction to, and reinterpret the results.
-: suffer 1 stress
!: You gain +1 Soak until your next action; this may be used multiple times.
?: Suffer 1 Grit; this may be used multiple times..


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TK Antipode / TK Affinity

TK Antipode
TK, Passive
Prereq: Superkinesis (1), SFK: TK (Wp) trained
This card is always considered to be in play.
SR1: If another character attempts to use a TK SFX Stunt against you, they add Image to their dice pool.
SR2: If you attempt to use a TK Stunt against a character that has one or more TK Stunts, add Image to your dice pool.
SR3: If another character attempts to use a Force SFX Stunt against you, they add Image to their dice pool.
SR4: If you attempt to use a TK Stunt against a character that has one or more Force Stunts, add Image to your dice pool.
SR5: If another character attempts to use a Strength based Stunt against you, they add Image to their dice pool.
If your stance changes to Offensive, flip this card over.

TK Affinity
TK, Passive
Prereq: Superkinesis (1), SFK: TK (Wp) trained
This card is always considered to be in play.
SR1: If you attempt to use a TK Stunt against a character that has one or more TK Stunts, add Image to your dice pool.
SR2: If another character attempts to use a TK SFX Stunt against you, they add Image to their dice pool.
SR3: If you attempt to use a TK Stunt against a character that has one or more Force Stunts, add Image to your dice pool.
SR4: If another character attempts to use a Force SFX Stunt against you, they add Image to their dice pool.
SR5: If you attempt to use a TK Stunt against any character, add Image to your dice pool.
If your stance changes to Defensive, flip this card over.

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TK Assault

A character with the TK SFX needs the Assault specialization for their SFX: TK skill to take abilities from this subgroup.

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TK Grapple

TK Grapple
Recharge: 1
Stress: 1
TK, Persisted
SFX TK (Wp) vs Target Athletics (Str) or Coordination (Ag)
If there is an opponent within Medium range you may target them and play this card.
1: you encase the target in telekinetic force, effectively grabbing them. While you persist this Stunt or until the target manages to break free with an opposed Strength check, you continue to maintain your grab. The grabbed target gains +SR Soak, subtracts SR damage from all of their own attacks, is considered to be impeded, and cannot perform any movement maneuvers until they break free of the grab or you stop persisting this Stunt.
For every two additional successes you may attempt to affect an additional target within Medium range by making another SFX TK (Wp) vs Target Athletics (Str) or Coordination (Ag) check. Each affected target adds a cumulative Image to subsequent checks and costs 1 additional stress. Each grapple is treated as a separate effect but you can persist all of them simultaneously.
Grabbed opponents can attempt to break free as an action with an opposed Strength check, or an effect that explicitly frees them from impediments.

TK Grapple
As Defensive stance, and each Turn after the first that you persist this Stunt if you are in an Offensive stance you may choose to squeeze grabbed targets by making a SFX TK (Wp) vs Average (2d) difficulty check per grabbed target you intend to squeeze, with the following result:
1: SR damage
3: SR x 2 damage
5: SR x 3 damage
+: Regain 1 stress
++: +1 critical
!: Target must make a Resilience check vs SR difficulty or gain the Staggered condition for (SR / 3).
-: Suffer 1 stress.
--: Suffer 3 stress
?: You lose your grip and the target is freed from your grapple.


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TK Choke

TK Choke
Recharge: 1 per Turn persisted
Stress: 1 per Turn persisted; Image; Lingering
TK
SFX TK (Wp) trained
SFX TK (Wp) vs Target Def
If an opponent is within Close range you may play this card.
1: you hit; the target must make a Coordination (Ag) or Athletics (Str) check vs SR difficulty or be lifted off the ground a few feet (a meter) or so and held in place by your telekinesis. The target suffers 1 stress and 1 fatigue whether they succeed or fail.
A grabbed target is considered to be impeded, and cannot perform any movement maneuvers until they break free of your grab or you stop persisting this Stunt. In their own Turn, the grabbed target can attempt a Athletics (Str) vs SR difficulty to break free as an Action.
Unless they break free, the target suffers 1 stress and 1 fatigue each Turn you persist this ability.

TK Choke
Recharge: 1 per Turn persisted
Stress: 1 per Turn persisted; ImageImage; Lingering
TK
SFX TK (Wp) vs Target Def
If an opponent is within Close range you may play this card.
1: you hit; the target must make a Coordination (Ag) or Athletics (Str) check vs SR difficulty or be lifted off the ground a few feet (a meter) or so and held in place by your telekinesis. The target suffers 1 stress and 1 fatigue whether they succeed or fail. If they fail they also suffer 1 Wound.
A grabbed target is considered to be impeded, and cannot perform any movement maneuvers until they break free of your grab or you stop persisting this Stunt. In their own Turn, the grabbed target can attempt a Athletics (Str) vs SR difficulty to break free as an Action.
Unless they break free, the target suffers 1 Wound, 1 stress, and 1 fatigue each Turn you persist this ability.

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TK Throw

TK Throw
Recharge: (6-SR)
Stress: 1, Image*
TK
Prepare
SFX TK (Wp)
If an opponent is within Medium range you may target them and play this card.
The target must make a Coordination (Ag) or Athletics (Str) check vs SR difficulty. If they fail, you may make a SFX TK (Wp) check.
1: The target is knocked down. You may choose to inflict SR impact damage against the target.
3: The target is knocked back one distance maneuver in the direction of your choice. You may choose to inflict SR + 3 impact damage against the target.
6: The target is knocked back two distance maneuvers in the direction of your choice. You may choose to inflict SR + 6 impact damage against the target.
+: +3 damage; this may be used multiple times
?: Suffer 1 Grit; this may be used multiple times

TK Throw
Recharge: (6-SR)
Stress: 1, Image*
TK
Prepare
SFX TK (Wp) vs Target DEF
If an unattended object and a target are within Medium range you may target them and play this card.
You may make a SFX TK (Wp) check to use your TK to pick up an unattended object within Medium range and hurl the object at a target within Medium range with lethal intent. The GM must assign a Damage Rating and Critical Rating to the thrown object if it does not already have one.
1: SR + Willpower + DR damage
3: as 1, +2 damage
5: as 3, +2 damage.
+: +1 critical; this may be used multiple times
?: Suffer 1 Grit; this may be used multiple times

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TK Push

TK Push
Recharge: (6-SR)
Image
TK
SFX TK (Wp) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for SR + # of successes damage, and the target must must make a Coordination check vs SR difficulty or fall prone.
3: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked back 1 movement maneuver away from you.
5: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked back 2 movement maneuvers away from you.
+: +1 maneuver
+: Remove 1 recharge token from this card.
-: Suffer 1 stress
?: Suffer 1 Grit.

TK Push
Recharge: (6-SR)
Stress: 1
Image
TK
SFX TK (Wp) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for SR + # of successes damage, and the target must must make a Coordination check vs SR difficulty or fall prone.
2: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked back 1 movement maneuver away from you.
3: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked back 2 movement maneuvers away from you.
+: +1 damage; this may be used multiple times
+: Regain 1 stress
-: Suffer 1 stress
?: Suffer 1 Grit.

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TK Spike

TK Spike
Recharge: (7-SR)
ImageImage
TK
SFX TK(Wp) vs Target Def; Long Range
1: you hit for SR + Willpower damage.
1: you hit for SR + # of successes damage.
+: remove 1 recharge token; this may be used multiple times.
!: +1 critical
?: Suffer 1 Grit

TK Spike
Recharge: (8-SR)
Stress: 1; ImageImage
TK
SFX TK (Wp) vs Target Def; Medium Range
1: you hit for SR + Willpower damage.
1: you hit for SR + # of successes damage.
+: +1 damage; this may be used multiple times.
+: remove 1 recharge token; this may be used multiple times.
!: +1 critical; this may be used multiple times.
?: Suffer 1 Grit; this may be used multiple times.

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TK Blast

TK Blast
Recharge: (6-SR)
Image
TK
SFX TK(Wp) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for SR + # of success damage
3: as 1, and the target must make a Coordination check vs SR difficulty or fall prone.
5: as 3, and the target must make a Discipline check vs SR difficulty or suffer SR stress. A Grandstand is appropriate.
++: If the target is knocked prone, they also suffer 1 fatigue.
-: Suffer 1 stress

TK Blast
Recharge: (6-SR)
Stress: (6-SR); Prepare
Image
TK
SFX TK(Wp) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for SR + # of success damage; Burst.
3: as 1, and all affected targets must make a Coordination check vs SR difficulty or fall prone. A Grandstand is appropriate.
5: as 3, and all affected targets must make a Discipline check vs SR difficulty or suffer SR stress. A Grandstand is appropriate.
++: Targets knocked prone suffer 1 fatigue.
-: Suffer 1 fatigue
!: Opponent minions suffer SR morale loss
?: If you hit, the Burst affects everything within Close range of the target rather than every thing engaged with the target including allies and bystanders.

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TK Might

TK Might
Recharge: (6-SR)
Stress: 3*
TK, React
If you are required to make a Strength check you may play this card.
All abilities are cumulative.
SR 1: You gain the equivalent +SR Strength until your next Turn.
SR 2: Suffer 1 less Stress when playing this card.
SR 3: You gain +1 DEF until your next Turn.
SR 4: Suffer 1 less Stress when playing this card.
SR 5: You gain +1 Soak until your next Turn.

TK Might
Recharge: (5-SR)
Image
TK
SFX TK (Wp) vs Target Def; Close Range
1: You exert telekinetic force equivalent to SR + # of successes Strength against a target. I.e., if you had SR 3 and rolled 4 successes, you would exert telekinetic force equivalent to Strength 7. Depending on what you are trying to accomplish, an additional opposed Strength test using the equivalent Strength generated from this Stunt in place of your own normal Strength rating might be required.
!: +1 Strength; this may be used multiple times
?: Suffer 1 Grit

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TK Crush

TK Crush
Recharge: (10-SR)
Stress: 2, Image
TK
Prereq: Superkinesis (3)
SFX: TK Skill (Wp) vs Target Def
If an opponent is within Medium range you may target them and play this card.
1: you telekinetically squeeze the target for (SR x 3) damage
3: you telekinetically squeeze the target for (SR x 4) damage
5: you telekinetically squeeze the target for (SR x 5) damage
+: +1 critical
++: Remove 2 recharge tokens from this card.
++: The target gains the Thunderstruck condition for (SR)
-: Suffer 1 stress
?: You suffer 1 Grit; this may be used multiple times.

TK Crush
Recharge: (10-SR)
Stress: 3, Image
TK
Prereq: Superkinesis (3)
SFX: TK Skill (Wp) vs Target Def
If an opponent is within Medium range you may target them and play this card.
1: you telekinetically squeeze the target for (SR x 3) damage
2: you telekinetically squeeze the target for (SR x 4) damage
4: you telekinetically squeeze the target for (SR x 5) damage
+: +1 critical
++: Remove 2 recharge tokens from this card.
++: The target gains the Thunderstruck condition for (SR)
-: Suffer 1 stress
?: You suffer 1 Grit; this may be used multiple times.

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