Flingers

Flingers are able to manipulate objects/matter with the mind. Flingers can influence/manipulate/move objects/matter with their mind. Telekinesis is one of the basis of many superpowers that are based on "controlling/manipulating", and may evolve to the point that a Telekinetic can control anything at a subatomic, particle and universal level.

Class 4
A Class Flinger must be no less than 4 yards from whatever they're trying to manipulate. They must be in total view of the object with no obstructions. User can only move mass equal to what they could carry. User can manipulate objects as with mittens.

Class 3
A Class Flinger must have their object in their line of sight. It can be within 10 yards of the Flinger. User can manipulate objects as with hands. User can only move themselves and very limited amount of mass, equal to what they are wearing/carrying. They can levitate a few inches off the ground.

Class 2
A Class 2 Flinger doesn't need to see what they are manipulating in order to do it. User can move limited mass, equal to several people/heavy household appliances. User can manipulate objects as with pincers/precision tools. A Level 2 Flinger can manipulate items that are in mid-air, changing the direction of projectiles or altering which sides a dice lands on. They can keep an object or individual in their grasp, keeping them from moving. They can levitate up about 30 feet.

Class 1
A Class 1 Flinger can project energy or objects as bullets. User can manipulate objects at microscopic scale. User can move mass equal to a bus/industrial machine and can augment their speed and strength.

Class 0
A Class 0 Flinger can levitate as high as they please without any effort at all. If they want, user can move mass equal to buildings. They can make objects home in on a target, create telekinetic blasts, and alter the inner workings of objects. They possess powerful telekinetic extensions field from oneself and can "sense" their surroundings

Limitations

 * May be weakened or nullified by stress, fear, distractions, disbelief, lack of confidence, morale and willpower, etc.
 * May be linked to or unwittingly triggered by by emotions, thoughts, dreams, causing the user to be unable to control or possibly even access their ability.
 * Requires intense amounts of concentration, focus and mental effort to use properly. This lessens with higher level Flingers.
 * May be physically or psychologically fatiguing, straining or even crippling for the user, with the user either bleeding from the nose or eyes, falling unconscious, entering a coma, or even dying from the mental effort of using the ability. This stress lessens the higher level a Flinger is.
 * As with other Abnormals, their powers are rendered useless in a White Box.