Telekinesis is the ability to move or alter objects with the power of the mind.  For the purposes of what a character can manipulate mentally:  Intelligence acts as Strength, while Wits acts as Dexterity.  Telekinesis requires huge amounts of concentration and moving some objects may require an extended roll.

The cost for operating Telekinesis are not per round, but per scene.  However, each ability must be activated seperately.  If you want to use Crush, but also Push you have to activate both.

Price of Failure:  Mental strain caused by using this ability can cause the loss of an additional willpower point or health level.  Or drop or throw an object in an unhelpful direction.

*OOOO = Push  ::  At this level only small objects can be actually lifted, and they can’t be thrown.  However, things can be pushed around on the ground or pulled toward the psychic with some force when needed.

**OOO = Throw  ::  Things can be lifted or thrown around, though small delicate work is beyond the psychic.

***OO = Crush  ::  The psychic can now cause physical crushing damage with a thought, as well as manipulate more delicately (like the trigger to a gun).

****O = Pyrokinesis  ::  The psychic can cause materials to heat or catch fire.

***** = Kinetic Shield  ::  The psychic can create a force around themselves that slows incoming blows/shots so that they take less damage.

{Push}
Cost:  1 Willpower
Roll:  Intelligence or Wits + Telekinesis
Diff:  7
Does:  The psychic can use Intelligence + Telekinesis in place of Strength + Brawl to move objects on the ground and break down doors.

{Throw}
Cost:  1 Willpower
Roll:  Intelligence or Wits + Telekinesis
Diff:  8
Does:  Allows objects to be lifted and thrown as weapons, causing bashing (occasionally lethal) damage.  It can also be used to amplify jumps or slow a fall, etc.

{Crush}
Cost:  2 Willpower
Roll:  Intelligence or Wits + Telekinesis
Diff:  7
Need:  If doing something like using a gun or computer or picking a lock, must also have the appropriate ability.
Does:  Crush can deal direct damage to an opponent or object, it is always Bashing and soakable.  It also allows for very delicate work though, such as picking locks or pulling the trigger of a gun.

{Pyrokinesis}
Cost:  2 Willpower
Roll:  Wits + Telekinesis
Diff:  Variable
Need:  Something to be heated / combustable.
Does:  Allows the psychic to heat materials by concentrating on them, causing them to possibly catch fire.  Obviously it’s easier to light gas or clothing on fire than to melt metal.

{Kinetic Shield}
Cost:  2 Willpower
Roll:  Perception + Telekinesis
Diff:  8
Does:  Incoming damage sources are slowed down by a reflexive burst of telekinesis, causing blows landed to deal less damage.  All incoming damage is halved (rounded up).  The roll must be made successfully for each blow landed.