Unless we're talking about it having some sort of energy envelope (fire, ice, light, lightning, shadow, or whatever), a solid object hitting something is solid object hitting something, no matter what is pushing it. It can be pushed by electromagnets, thrown by a catapult, thrown by supernatural strength, dropped by gravity, slid across ice, or thrown with telekinesis - but once that initiating force ends, it's a solid object hitting something. Either you can mitigate kinetic energy or you cannot. Note a purely telekinetic force is an arcane thing and does not apply to this.
All that said, here's the relevant passage from ARES. So I'll suggest a change to ARES, and NOT a general house rule. We cannot change how SPC works, no matter how silly. But I can take a different tack with ARES as well
Current:
A.R.E.S. wrote:11: Resistance and Regeneration: You receive a +4 bonus to resist four negative environmental/damage effects, chosen from the following list. Each may only be chosen once. This also counts as Armor against attacks based on that element. You also gain the the Fast Healer Edge, +2 Toughness, and the Slow Regeneration ability, or upgrade an existing Slow Regeneration Ability to Fast Regeneration. You cannot override a racial weakness or vulnerability with this feature.
Cold/Ice, Darkness, Earth/Stone, Electricity/Lightning/Ion, Fire/Heat, Force, Kinetic Energy (including bullets, explosions, and rail guns), Light (including daylight and lasers), Magnetism, Necromantic, Poisons/Diseases, Radiation, Sound, Specific Metals (Silver, Cold Iron, etc), Water, Wind & Air, and others as appropriate. Note you can trade two resistance choices to include all Magical Sources OR all Psionics sources of damage. But even friendly arcane powers of the chosen type must subtract this modifier to affect the resistant hero. This does not combine with similar abilities, such as the Arcane Resistance Edge.
If you roll this again, you become Invulnerable: For your chosen elements, you can only be Shaken by these effects. Further, you can only be wounded by mega damage arcane background powers. If you have Magic or Psionic resistance instead, you cannot be killed, only incapacitated, by those damage sources.
Suggested change:
A.R.E.S. wrote:11: Resistance and Regeneration: You receive a +4 bonus to resist four negative environmental/damage effects, chosen from the following list. Each may only be chosen once. This also counts as Armor against attacks based on that element. You also gain the the Fast Healer Edge, +2 Toughness, and the Slow Regeneration ability, or upgrade an existing Slow Regeneration Ability to Fast Regeneration. You cannot override a racial weakness or vulnerability with this feature.
Cold/Ice, Darkness, Earth/Stone, Electricity/Lightning/Ion, Fire/Heat, Force, Light (including daylight and lasers), Magnetism, Necromantic, Poisons/Diseases, Radiation, Sound, Specific Metals (Silver, Cold Iron, etc), Water, Wind & Air, and others as appropriate. Note you can trade two resistance choices to include all Magical OR all Psionic OR all Kinetic sources of damage. But even friendly arcane powers of the chosen type must subtract this modifier to affect the resistant hero. This does not combine with similar abilities, such as the Arcane Resistance Edge. Kinetic damage is defined as any damage resulting from a solid object hitting the character, such as rail gun slugs, bullets, melee weapons, fists, or even rocks. If the object is augmented by an arcane effect (Smite, for example, or a fire trapping) it counts as that type of arcane damage type.
If you roll this again, you become Invulnerable: For your chosen elements (including kinetic resistance), you can only be Shaken by these effects. Further, you can only be wounded by mega damage arcane background powers. If you have Magic or Psionic resistance instead, you cannot be killed, only incapacitated, by those damage sources.