TELEKINETIC KILL*

TELEKINETIC KILL*

Time to Use: N/A
Focus: 1 (during attack)
Difficulty: Choke - Moderate; Slam - Difficult (average humanoid); Internal - Difficult; +5 DC each additional target.

Effect:
Note: Any character who uses this power on any living being, or a non-hostile non-living object, will suffer a dark side point if their alignment is above -50 (training sims do not apply.) The ONLY exception is to successfully deal Stun damage with this power*. See below.

The Jedi uses Telekinesis to inflict bodily harm on another living individual. The method is chosen, and the power is rolled.


Method 1: Force Choke
Target rolls STRENGTH or CONTROL vs Activation roll. Roll CONTROL vs ALTER in damage. Target is considered Grappled via the neck. (-2D penalty to all actions involving significant movement). Target suffocates (Stamina DC 5 + 5/round to remain conscious). If all damage is resisted via CONTROL, target is not held immobile, or suffocating.

Method 2: Slam
Target rolls STRENGTH, CONTROL, or Telekinesis: Finesse to resist the activation roll as an opposed roll. Failure to resist results in taking half the users ALTER in physical damage. Characters may roll physical armor to resist this damage. Target is moved up to the result divided by three in meters.

Method 3: Internal
Target rolls CONTROL to resist activation, non-force sensitive targets cannot resist. Target takes ALTER in damage, resistible with CONTROL. User may target additional targets for a DC increase of 5 per additional target, but said DC is subtracted from the activation roll for purposes of resisting.

Method 4: Crush
Target rolls CONTROL to resist activation, non-force sensitive targets cannot. Target takes ALTER in damage, resistible by CONTROL or STRENGTH. This method effectively targets the entire body, smashing it on all sides with telekinetic restriction. User may target additional targets for a DC increase of 5 per additional target, but said DC is subtracted from the activation roll for purposes of resisting.


* Damage may be converted to Stun damage with a Control roll that meets or exceeds the activation roll, but failure causes ALL damage to remain as Kill damage.


Rank Required: Padawan
See Also: Telekinesis
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