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Spend one Essence point and roll Dexterity + Athletics + Chi. The number of successes rolled determines the entity’s relative Strength when attempting to lift and/or move an object (see Chapter 2: Attributes, p. 47, for more details on lifting/moving objects). If the successes rolled are equal to the Strength needed to lift an object, the entity can move it up to one yard. Each extra success allows the entity to move the object an additional yard. If the entity wishes to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis  
 
Spend one Essence point and roll Dexterity + Athletics + Chi. The number of successes rolled determines the entity’s relative Strength when attempting to lift and/or move an object (see Chapter 2: Attributes, p. 47, for more details on lifting/moving objects). If the successes rolled are equal to the Strength needed to lift an object, the entity can move it up to one yard. Each extra success allows the entity to move the object an additional yard. If the entity wishes to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis  
 
successes is rolled as a dice pool in an attack against the target.  Alternately, the entity can make a direct attack on a victim, using its raw power to inflict cuts, bruises and bites on the victim’s body. Treat this as a normal attack with a -3 modifier. The attack ignores the target’s Defense trait, any available cover and any armor worn (unless the armor is supernatural in nature).
 
successes is rolled as a dice pool in an attack against the target.  Alternately, the entity can make a direct attack on a victim, using its raw power to inflict cuts, bruises and bites on the victim’s body. Treat this as a normal attack with a -3 modifier. The attack ignores the target’s Defense trait, any available cover and any armor worn (unless the armor is supernatural in nature).
 
===Special Abilities===
 
 
'''Ephemeral Guise'''
 
 
''Presence + Subterfuge + Chi''
 
 
Derived from the Breaching Barriers Siddhi and the Mortal Mask Numen, this ability enables an individual to alter the form of himself and his attire, enabling him to take the appearance of any humanoid he wishes. It basically works by physically shifting the user to the Spirit Realm for a brief instant where he can modify the physical form of himself and his attire while they are ephemeral, and thus malleable by his will. The user then immediately returns to the corporeal world with his desired appearance.
 
 
The duration of the assumed appearance is a number of hours equal to the successes rolled. If this ability is used to disguise oneself as another person then someone who knows that person may make a Wits + Composure roll penalized by user's Wits to notice something is wrong. If the person doing the potential noticing can currently see into the Spirit Realm then they don't suffer the Wits penalty (which of course that means ghosts and spirits would never suffer the penalty). When the duration of the power has passed or the user decides to drop his guise voluntarily he is yanked back for a brief instant to the Spirit Realm where his form automatically reverts back to its original state, after which the he immediately returns to the material world.
 
  
 
===Equipment===
 
===Equipment===

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