Telekinesis
Manipulate the physical world with sheer willpower in Rapture depths.
Telekinesis stands as one of the most versatile Plasmid powers within the city of Rapture. Derived from the genetic material known as ADAM, this ability allows a Splicer or subject to manipulate physical objects and adversaries using mental force alone. While initially conceptualized during Fontaine Futuristics early experiments, it found its full expression in the hands of Subject Delta during the civil war that consumed the underwater metropolis.
- Type
- Plasmid Power
- Primary User
- Subject Delta
- Source Material
- ADAM Infusion
- Combat Role
- Crowd Control and Environment Manipulation
- Visual Signature
- Blue Energy Aura
- Game Debut
- BioShock 2
Lore & Background
The development of Telekinesis represents the pinnacle of Raptures genetic engineering ambitions. Scientists sought to bypass physical limitations, granting individuals the capacity to move heavy machinery or projectiles without direct contact. However, like all ADAM-based enhancements, the power came with a steep price. Prolonged use often accelerated the descent into madness, as the users mind became increasingly detached from reality while their hands remained idle. In the chaos of Raptures collapse, Telekinesis became a tool for both survival and destruction. Those who mastered it could turn the city itself against its enemies, hurling debris or sealing off escape routes with sheer force of will. Despite its utility, the power was not without risk; overuse drained the users reserves of ADAM, leaving them vulnerable to withdrawal symptoms or further mutation should they seek more of the substance to sustain their abilities.
In Their Own Story
The water dripped from the ceiling, echoing in the silent hallway. Delta raised a trembling hand, fingers curling as if gripping an invisible rope. Across the room, a rusted vending machine groaned under the strain. With a mental snap, it lifted into the air, hovering against gravitys pull. A screaming Splicer lunged forward, only to be met by the sudden impact of metal. Delta did not flinch; he simply watched as his enemy was hurled into the darkness beyond.
Reader's Guide
Telekinesis functions through intense concentration and ADAM fueling the nervous system. The user focuses on a target object or living being within line of sight, enveloping it in a visible field of bio-electric energy. Once locked, the subject can lift, hold, or throw the target with significant force. This power excels at environmental combat. Heavy crates can be moved to block doorways or used as projectiles against groups of enemies. It also allows for defensive maneuvers, such as pulling weapons from an opponents grip or shielding oneself behind floating debris. However, maintaining the hold requires constant mental exertion and drains ADAM reserves rapidly. Only individuals who have undergone specific Plasmid injections can wield this ability safely. Subject Delta demonstrated exceptional control over Telekinesis during his journey through Rapture, using it to navigate obstacles that would stop a normal human dead in their tracks. Mastery of this power distinguishes a skilled Splicer from the mindless thralls wandering the streets.
Did You Know?
- This Plasmid was originally planned for the first BioShock game but removed during development.
- The energy signature associated with Telekinesis is distinctively blue-white in color.
- It can be used to interact with environmental hazards like traps or explosive barrels.
- Subject Delta utilizes this power extensively throughout his campaign in Rapture.
More in Powers & Artifacts
Elsewhere in the BioShock universe
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