The Telekinetic is one of the most powerful of the mental users. Using their mind they can move things with simply concentration. They can alter attacks during the attack. They can steal things from across the map and pull the items, weapons, etc. to them for their own use. Many, if they concentrate hard enough, can actually pick up things of great mass, depending on their concentration and Will Power.
Telekinetic are not natural beings like the Psychokinetic. They are in agreement with a being outside of this realm that is granting them their abilities. Some are born as Psychokinetics and just want more power to play with so they become Telekinetics by making agreements with Gods, Demon-Gods, Malds, Demon-Malds or Supre Malds, usually for their souls. Sometimes the agreements isn’t that in depth but then the Telekinetic will only have their power for a short time. (Be aware, any that choose to having dealings with higher beings, there are always strings attached.) Due to this, many of the Telekinetic players will have religious issues as well. If the Higher Being that they are serving has an issue with sanctified grounds, then the player will have a similar issue. So they must be very careful whom they get in bed with in these agreements or they could find themselves unable to do things they always took for granted. Or worse, having to do things they once found abhorrent.
The Telekinetic can augment thrown items to the point of making a dagger equal to some maces. To do this, they throw the weapon with their hands and then use an ability on the weapon to make it move much faster than before. To do this, they pump their Mental Attack into the weapon at 1/2 its normal charge to deal devastating blows. (When this is done, the price of the weapons weight will be paid for in Will Points by the user.) This can be used for anything thrown. A Master Telekinetic can augment even held weapons, but this is a lot trickier and most avoid it since it can deal a great deal of damage back on the user. (That said, if someone learns the ability and practices it, they can become as powerful as a Barbarian using only common weapons.)
The Telekinetic can counter certain abilities before they begin if the player using them has to concentrate to make them happen. Using their abilities they can press, pull, etc. on the player to break their concentration of the spell at the last minute to make the spell not work. (This only works if the spell is not an immediate.) They can also alter spell trajectories to keep from being harmed themselves, placing basically a massive mental shield around themselves to keep from being damaged. They can not turn the complete spell back on the user unless they pay the full will of the spell cost, the attack and defense of the spell, plus 10 points. Should they try this and fail, the magic will continue on its trajectory path and they will be fatigued for the rest of this and next round. (Concentration is the key in doing this. If anyone breaks their concentration while doing this, then the momentum is lost and they have failed.)
Due to the fact that the Telekinetic has made their agreement with the other being, they will have to continually pay homage to that being. In return, though, they will be granted certain abilities that will make them a cut above the normal player. So being in this type of agreement has its perks as well as its drawbacks. The Telekinetic will also move through the ranks much faster than a Psychokinetic due to the outside help, but the levels that the Telekinetic goes through are much easier than those of the Psychokinetic. Therefore, the Psychokinetic at the same level as the Telekinetic, will be much stronger overall, but they won’t have as many tricks as the Telekinetic due to their agreements.
Telekinetics and Psychokinetics are both fantastic bounty hunters due to the fact that they can follow a trail that has long since gone cold. As long as they know the signature of a person when they are walking (the gape of the stride, the way the feet fall, the overall weight of the person), then they an simply use their ability to “feel” the ground before them and find where these things coincide. It has been explained much like running your fingers across a desk and finding dried jam. When the fingers hit the jam, there is a distinct difference between the normal ground and that of the jam. Thus they know to go in that direction. When there are a lot of different foot falls in an area, it has been described like reading brail. Hiding from a Telekinetic or a Psychokinetic is not a way to avoid a fight. They will find you.
Note: Many Witches/Warlocks, will learn this after they have mastered their own abilities. A Witch/Warlock that Masters Telekinesis becomes a DioMaester. In all of history there have only been two. One was killed by her own Demon-Mald for becoming too powerful and the other is emperor of Achiellios. Neither were beings that anyone would want to fight, including many of the Supre Mald.
Note 2: Telekinetics, though very powerful, have to sleep much longer than normal beings of their race. This is due to the massive use of their own mental powers being constantly siphoned for whichever being they are serving. This causes them to stay asleep longer than the rest of their part, if they are in one, and if they are being robbed in their sleep, they do not get a saving role to catch the thief. (Although, I would not want to be the thief when the Telekinetic wakes.)