When using Technokinesis to create new objects or significantly repurpose an object, the character must have some knowledge of how to create the intended object. Relatively simple objects might fall under common knowledge, but more complex or sophisticated objects require a character to also have a relevant Vocation.
Effect: Technokinesis allows ranged mental activation and usage of constructed objects. Higher die steps progressively expand this to include destruction, alteration, detection, and creation of objects as well. Any existing object (device, weapon, gadget, contraption, doodad, etc.) that was forged or manufactured or assembled is fair game for this trait; thus an arrow can be manipulated but a stick cannot.
At d4 Technokinesis allows the character to mentally activate or use a small object for its intended purpose. Technokinesis can also be used to defend against attacks made using an object. At this die step Technokinesis can be used on an object within the same zone.
At d6 Technokinesis allows the character to mentally activate or use a medium object for its intended purpose. Additionally Technokinesis can now be used to attempt to step down an item based Asset or Complication (if an object based Asset or Complication is removed from play in this way it usually indicates that the object was destroyed or at least disassembled), or to place a Complication (such as Jammed) on an object. At this die step Technokinesis can be used on an object within the same zone or adjacent zones.
At d8 Technokinesis allows the character to mentally activate or use a large object (such as a vehicle) for its intended purpose. Additionally Technokinesis can now be stepped down and used as Senses only to detect objects within range and to understand their basic purposes. Technokinesis can also now be used to attempt to create an object from raw materials or assemble an object from parts, if successful the object is represented as an Asset with a die step one lower than the character's Technokinesis trait die step at the time they made the object. At this die step Technokinesis can be used on an object up to two zones away.
At d10 Technokinesis allows the character to mentally activate or use any size object for its intended purpose. Additionally Technokinesis can now be used to attempt to affect Ability traits that have the Gear Limit (or a similar Limit) by making a successful attack against the character with the Limit and getting an effect die at least one step higher than the highest Ability trait affected by the Limit. At this die step Technokinesis can be used on an object up to four zones away.
At d12 Technokinesis allows the character to alter or repurpose existing objects, either adding or removing functions, combining multiple objects into a more complex multifunction object, and so on. At this die step Technokinesis can be used on an object up to eight zones away.
Common SFX: The Area of Effect SFX can be used to allow a character to affect multiple objects per action.
The Raw Materials SFX allows Technokinesis to also affect natural unworked materials such as sticks, rocks, raw ore, etc...and form complex finished objects from them.
Common Limits: As this trait can be very powerful in a setting with a lot of technological elements, a GM may require at least one Limit to be taken when allowing a character to take it. For instance, a GM might require a Limit to restrict a character's Technokinesis to only affect a specific kind of object, or to reduce it's range to Touch only.