·· Enhance Motility:  A Technique elementally direct compared to its abstract name, this effect simply generates wind.  The Psion envisions seizing the very air in a particular area and moving it in a path at his will, creating a focused gust of wind that can blow a grown man off of his feet.

 

System:  Roll Psi and spend a point.  The basic 'Strength' of the wind is equal to half of the Psion Psi rating (round up) and extra successes can be spent either to increase the Strength rating or to add a turn beyond the first to the effects duration.  Thus a Psion could choose to make his winds even more intense or to hold them against a target for a longer time to hinder his actions (or slow her fall or whatever).  The Strength rating of the wind is used in a Resisted roll against the victims Might.  For each success by either party the person travels 1 meter in the appropriate direction (depending on who won the contest), and on a win by the wind, the subject must roll Athletics at +1 to the Difficulty per meter hurled past the first or be knocked from his feet, soaking a Bashing HT level / meter thrown.  An unresisting target can use the wind to increase speed, although the Athletics roll is still required to retain balance, this effect generally not being worth the effort.  The wind, if properly timed, can be used to cushion a fall by 1 Soak die / Strength effect of the wind, allowing a falling Legionnaire with an amazing sense of timing and nerves of steel to actually waft to ground safely from a normally fatal plunge.  The range for the wind (which need not be pointed away from the Psion and can not be felt by those between himself and the target) is Psi x10 meters and at Telekinesis 4 the Psion can affect up to Psi targets simultaneously (although all must be in the same basic area and all wind generated must be flowing in the same direction!) OR can create a sustained gust of wind (for sailing, or falling, for instance) that will last up to 1 hour per success.  Some Psions attempt to target their gusts more precisely to Disarm a person, use the procedure on p 244, including a +1 Difficulty to the initial Psi roll.

 

Note: this effect generates only a rush of air at the targeted area or individual, it does not create a 'beam' of wind from Psion to target.  Creating an updraft or downdraft is entirely possible (obviously an updraft is preferred for stopping a fall!), but so long as anything is handy to grab onto a target can use Might to resist an updraft as easily as a wind pushing her down or backwards or even *towards* the Legionnaire.  A wind pushing the subject up rarely has enough force to carry them far and tends to cushion the fall, so the damage remains Bashing and doesn't normally convert to falling damage (unless the subject is blown off a bridge, ladder or cliff!).  For simplicity assume that an attempt to pin someone with a downdraft has no penalties or advantages.