Focus: Varies
Difficulty: Varies
Time to Use: N/A
Effect: Move or apply kinetic force through use of the Force.
Note: Aggressive use of this skill to attack and/or injure another living being usually warrants a Dark Side Point. GM discretion is advised.
Description:
Telekinesis is one of the most common and basic Force abilities, and can be manifest in nearly infinite ways. Push, Pull, Lift, Grip, and Wave are just a few. These manifestations can then be targeted on a specific object, or targeting an entire area. The greater the object or area, the more skill and power required to maintain the kinetic force. The kinetic force can be maintained so long as the Jedi maintains the flow of the Force to exert kinetic force on the target.
The target must be either within line of sight, or the exact positioning being known in some fasion, so that the Jedi can properly target the exact position and orientation of where the kinetic force is to be applied.
Because the uses vary, the difficulties for manifesting a particular use of the power similarly varies. The below charts provide a rough guide for GMs to follow when setting the DC.
[TABLE=collapse]
[TR]
[TH]Base Object DC:[/TH]
[TH]1 Focus[/TH]
[TH]2 Foci [/TH]
[TH]3 Foci[/TH]
[TH]4 Foci[/TH]
[/TR]
[TR]
[TD]Very Easy[/TD]
[TD]5kg[/TD]
[TD]10kg[/TD]
[TD]50kg[/TD]
[TD]100kg[/TD]
[/TR]
[TR]
[TD]Easy[/TD]
[TD]50kg[/TD]
[TD]100kg[/TD]
[TD]200kg[/TD]
[TD]500kg[/TD]
[/TR]
[TR]
[TD]Moderate[/TD]
[TD]200kg[/TD]
[TD]500kg[/TD]
[TD]1 ton[/TD]
[TD]5 tons[/TD]
[/TR]
[TR]
[TD]Difficult[/TD]
[TD]1 ton[/TD]
[TD]5 tons[/TD]
[TD]10 tons[/TD]
[TD]20 tons[/TD]
[/TR]
[TR]
[TD]Very Difficult[/TD]
[TD]10 tons[/TD]
[TD]20 tons[/TD]
[TD]50 tons[/TD]
[TD]100 tons[/TD]
[/TR]
[TR]
[TD]Heroic[/TD]
[TD]50 tons[/TD]
[TD]100 tons[/TD]
[TD]500 tons[/TD]
[TD]1000 tons[/TD]
[/TR]
[TR]
[TD]+5DC[/TD]
[TD]+100 tons[/TD]
[TD]+500 tons[/TD]
[TD]+1000 tons[/TD]
[TD]+10000 tons[/TD]
[/TR]
[/TABLE]
Base Target Area:
[TABLE=collapse]
[TR]
[TD]--[/TD]
[TD]Single Object[/TD]
[/TR]
[TR]
[TD]--[/TD]
[TD]1m radius[/TD]
[/TR]
[TR]
[TD]+10[/TD]
[TD]5m radius or equivalent[/TD]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Every additional 5m in radius or equivalent after that[/TD]
[/TR]
[/TABLE]
[TABLE=collapse]
[TR]
[TH]DC Mod: [/TH]
[TH]Effect:[/TH]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Increase speed of movement by 5 m/s[/TD]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Each additional single target of equal or lesser mass[/TD]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Non straight line movement: gentle curves, rotation, banks, etc.[/TD]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Physical buttons or levers on a control panel[/TD]
[/TR]
[TR]
[TD]+10[/TD]
[TD]Single object, major non-straight line or difficult maneuvers[/TD]
[/TR]
[TR]
[TD]+10[/TD]
[TD]Complex or Fine Maneuvers (maniplating a weapon to attack, touch-panel screens, assembling an object, etc.)[/TD]
[/TR]
[TR]
[TD]+30[/TD]
[TD]Not having a physical path and/or line of sight to the target (closed off room, behind a wall, etc.)[/TD]
[/TR]
[/TABLE]
Other potential changes to DC:
Interacting with another being, or an object held or secured by another being.
-- DC to move target + opposed Strength, Control, or TK roll.
Moving a person or object out of the way of an attack
-- DC to move target + difference between attack and reaction results (if they failed)
Grenades, Mortars, or other free-flying projectiles.
-- DC to move target + relative DC increase for number and speed of target(s).
Targeting an Area
-- When targeting an area, the total mass for ALL material in the target area is used to calculate DC.
The Attack roll for intentionally striking one object with another object via Telekinesis is the difference between the activation roll result, and the full DC of the attempt, including any modifiers. The Damage for a telekinetic attack is the difference between the activation roll ALTER and the base DC of the object itself. Each additional focus used in the attempt doubles the damage applied.
It is possible to deal only stun damage to a being with a telekinetic attack, but this requires a high degree of control to accomplish without causing unintentional injury. If the user wishes to convert any kind of telekinetic attack that would normally deal Kill damage into STUN damage, they must roll Control against their own activation roll. If the Control roll is equal to or greater than the activation roll, all damage is converted to STUN. If the activation roll is greater than the Control roll, the difference remains as kill damage, while the rest is converted to STUN.
If the target of Telekinesis is another being, or is being held or secured by another being, it can be resisted by the other being in several ways. If the being themselves is the target, or holding the target, they they may use raw Strength to resist, if appropriate. Telekinesis targeting another Jedi can also be resisted by Control.
The appropriateness of a particular Resistance roll is up to GM discretion.
Example: If the Jedi is attempting to throw another being off a cliff, they may resist with strength if they are standing on the ground. If that being is falling or flying through the air and has nothing to push against, they would not be able to roll strength.
Telekinesis can also be resisted by another Jedi's Telekinesis as well. Resisting Telekinesis with an opposed Telekinesis attempt works a bit differently than other resistance rolls. If the two TK rolls are within the same difficulty level, the two rolls cancel each other out, and a buildup of telekinetic energy between the two starts to occur.
It is up to the GM's discretion what the effect of this buildup is, and what kind of effects it will have on a target. This buildup has the effect of adding the two telekinesis rolls into a single roll, which will be released uncontrollably as soon as either of the telekinetic attempts are dropped, usually in the form of an outward burst.
Rank Required: Initiate
See Also: Alter, Force Throw, Thermalkinesis, Force Wind, Jedi Athletics, Telekinetic Kill*
Difficulty: Varies
Time to Use: N/A
Effect: Move or apply kinetic force through use of the Force.
Note: Aggressive use of this skill to attack and/or injure another living being usually warrants a Dark Side Point. GM discretion is advised.
Description:
Telekinesis is one of the most common and basic Force abilities, and can be manifest in nearly infinite ways. Push, Pull, Lift, Grip, and Wave are just a few. These manifestations can then be targeted on a specific object, or targeting an entire area. The greater the object or area, the more skill and power required to maintain the kinetic force. The kinetic force can be maintained so long as the Jedi maintains the flow of the Force to exert kinetic force on the target.
The target must be either within line of sight, or the exact positioning being known in some fasion, so that the Jedi can properly target the exact position and orientation of where the kinetic force is to be applied.
Because the uses vary, the difficulties for manifesting a particular use of the power similarly varies. The below charts provide a rough guide for GMs to follow when setting the DC.
[TABLE=collapse]
[TR]
[TH]Base Object DC:[/TH]
[TH]1 Focus[/TH]
[TH]2 Foci [/TH]
[TH]3 Foci[/TH]
[TH]4 Foci[/TH]
[/TR]
[TR]
[TD]Very Easy[/TD]
[TD]5kg[/TD]
[TD]10kg[/TD]
[TD]50kg[/TD]
[TD]100kg[/TD]
[/TR]
[TR]
[TD]Easy[/TD]
[TD]50kg[/TD]
[TD]100kg[/TD]
[TD]200kg[/TD]
[TD]500kg[/TD]
[/TR]
[TR]
[TD]Moderate[/TD]
[TD]200kg[/TD]
[TD]500kg[/TD]
[TD]1 ton[/TD]
[TD]5 tons[/TD]
[/TR]
[TR]
[TD]Difficult[/TD]
[TD]1 ton[/TD]
[TD]5 tons[/TD]
[TD]10 tons[/TD]
[TD]20 tons[/TD]
[/TR]
[TR]
[TD]Very Difficult[/TD]
[TD]10 tons[/TD]
[TD]20 tons[/TD]
[TD]50 tons[/TD]
[TD]100 tons[/TD]
[/TR]
[TR]
[TD]Heroic[/TD]
[TD]50 tons[/TD]
[TD]100 tons[/TD]
[TD]500 tons[/TD]
[TD]1000 tons[/TD]
[/TR]
[TR]
[TD]+5DC[/TD]
[TD]+100 tons[/TD]
[TD]+500 tons[/TD]
[TD]+1000 tons[/TD]
[TD]+10000 tons[/TD]
[/TR]
[/TABLE]
Base Target Area:
[TABLE=collapse]
[TR]
[TD]--[/TD]
[TD]Single Object[/TD]
[/TR]
[TR]
[TD]--[/TD]
[TD]1m radius[/TD]
[/TR]
[TR]
[TD]+10[/TD]
[TD]5m radius or equivalent[/TD]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Every additional 5m in radius or equivalent after that[/TD]
[/TR]
[/TABLE]
[TABLE=collapse]
[TR]
[TH]DC Mod: [/TH]
[TH]Effect:[/TH]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Increase speed of movement by 5 m/s[/TD]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Each additional single target of equal or lesser mass[/TD]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Non straight line movement: gentle curves, rotation, banks, etc.[/TD]
[/TR]
[TR]
[TD]+5[/TD]
[TD]Physical buttons or levers on a control panel[/TD]
[/TR]
[TR]
[TD]+10[/TD]
[TD]Single object, major non-straight line or difficult maneuvers[/TD]
[/TR]
[TR]
[TD]+10[/TD]
[TD]Complex or Fine Maneuvers (maniplating a weapon to attack, touch-panel screens, assembling an object, etc.)[/TD]
[/TR]
[TR]
[TD]+30[/TD]
[TD]Not having a physical path and/or line of sight to the target (closed off room, behind a wall, etc.)[/TD]
[/TR]
[/TABLE]
Other potential changes to DC:
Interacting with another being, or an object held or secured by another being.
-- DC to move target + opposed Strength, Control, or TK roll.
Moving a person or object out of the way of an attack
-- DC to move target + difference between attack and reaction results (if they failed)
Grenades, Mortars, or other free-flying projectiles.
-- DC to move target + relative DC increase for number and speed of target(s).
Targeting an Area
-- When targeting an area, the total mass for ALL material in the target area is used to calculate DC.
The Attack roll for intentionally striking one object with another object via Telekinesis is the difference between the activation roll result, and the full DC of the attempt, including any modifiers. The Damage for a telekinetic attack is the difference between the activation roll ALTER and the base DC of the object itself. Each additional focus used in the attempt doubles the damage applied.
It is possible to deal only stun damage to a being with a telekinetic attack, but this requires a high degree of control to accomplish without causing unintentional injury. If the user wishes to convert any kind of telekinetic attack that would normally deal Kill damage into STUN damage, they must roll Control against their own activation roll. If the Control roll is equal to or greater than the activation roll, all damage is converted to STUN. If the activation roll is greater than the Control roll, the difference remains as kill damage, while the rest is converted to STUN.
If the target of Telekinesis is another being, or is being held or secured by another being, it can be resisted by the other being in several ways. If the being themselves is the target, or holding the target, they they may use raw Strength to resist, if appropriate. Telekinesis targeting another Jedi can also be resisted by Control.
The appropriateness of a particular Resistance roll is up to GM discretion.
Example: If the Jedi is attempting to throw another being off a cliff, they may resist with strength if they are standing on the ground. If that being is falling or flying through the air and has nothing to push against, they would not be able to roll strength.
Telekinesis can also be resisted by another Jedi's Telekinesis as well. Resisting Telekinesis with an opposed Telekinesis attempt works a bit differently than other resistance rolls. If the two TK rolls are within the same difficulty level, the two rolls cancel each other out, and a buildup of telekinetic energy between the two starts to occur.
It is up to the GM's discretion what the effect of this buildup is, and what kind of effects it will have on a target. This buildup has the effect of adding the two telekinesis rolls into a single roll, which will be released uncontrollably as soon as either of the telekinetic attempts are dropped, usually in the form of an outward burst.
Rank Required: Initiate
See Also: Alter, Force Throw, Thermalkinesis, Force Wind, Jedi Athletics, Telekinetic Kill*