Telekinesis (Universal Force Power)
◊Descriptors – The Force, mental, telekinesis
◊Effect – Move
Object • 2
points per rank
Telekinesis (Move
Object)
◊Modifiers – check
required: -1 flat point, subtle:
1 flat point
◊Action –
standard
◊Range – S/M/L
25/50/100 feet per rank
◊Duration
–sustained (see text)
◊Results – (crude) manipulation
of objects at range
Description
Reaching out with the Force, you can call an item to your hand or lift
and hurl objects or even people.
You can lift or manipulate
objects using the power of the Force.
Make
a Ranged Combat:
Throwing check. Your effect rank is equal to your check result -10 and determines your effective Strength for lifting and moving objects. You can concentrate as move action to increase your effective Strength by +1 (changing the effect’s duration to Concentration). This is in addition to using
extra effort to further increase your rank (see Extra Effort).
You cannot perform tasks of fine
manipulation (like untying knots, typing, or manipulating controls) with
Telekinesis. Objects thrown into targets as attacks use your power rank as if
it were your Strength rank to determine damage and range. Apply a -1 to the
distance rank of thrown objects that are not aerodynamic or balanced for
throwing or -2 for very unwieldy objects (like a large uprooted tree). Particularly
large objects may count as an area attack when thrown, however an attack roll should
still be made and any hit targets receive the usual dodge resistance check (DC
10 + Telekinesis rank) to halve the damage rank.
You cannot perform tasks of fine manipulation (like untying knots, typing, or manipulating controls) with Telekinesis unless you add the precise modifier.
Telekinesis cannot inflict damage
directly but you can use it to make disarm,
grab,
and trip
attacks. You can also lift and throw other characters. You must successfully grab
a character with Telekinesis first. If successful, you can throw the target as
a free action to simply fling them away. If you wish to throw the grabbed
target into another target, you must use a standard action (on your following
turn). All thrown characters should be considered unbalanced and
non-aerodynamic objects.
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