The Force allows a Jedi to manipulate the physical world around him using the following skills:
Any droid targeted by this power suffers (((Telekinesis Facet Level)/100) * (5 * Power Level)) hull damage. The power has a recovery time of 6 hours. The power costs ((100 FM) * Power Level)FP.
This power is subject to change pending full combat rules
The Jedi can throw and guide a lightsaber towards one or more targets. The maximum targets is equal to the Jedi's Power level. The chance of hitting each target is equal to ((((Dexterity + 1) * 10) * (Strength + 1)) * Weapon Acc/100 + (Power Level * Telekinesis Facet Level)/10) – ((target's Dodge * 10) + (target's Dexterity + 2) * (target's Perception * 2))) The lightsaber automatically returns to the Jedi's inventory after the throw, and the chance the Jedi catching it is (Telekinesis Facet Level)%. Otherwise, the Jedi will have to reequip the lightsaber before being able to use it again. The power has a recovery time of 2 hours. The power costs (100 * Power Level)FP.
This power is subject to change pending full combat rules
Push affects up to (Power Level) targets, each one needing to make a dodge with (20 + (Dodge * 10))% chance of success, or suffering (((Telekinesis Facet Level)/100) * ((random)13 * Jedi XP level))HP damage. The targets have a ((Strength * 10) + (Vigor * 10))% chance of avoiding being knocked down and suffering an additional fire delay of (Power level + 1) hours. The power has a recovery time of 6 hours. The power costs (100 * Power Level)FP.
This power is subject to change pending full combat rules
This power allows the Jedi to move faster than is normally physically possible. It allows the Jedi to move at ((Telekinesis Facet Level) * (Power Level)) kph. The power can be left active as long as desired, or until the Jedi's FP are exhausted. The power can also be used to immediately equip a weapon without any delay to using it. The power costs (50 * Power Level)FP and costs 50FP every hour it is active.
Restricted by armour
The Jedi uses the Force to predict the trajectory of incoming shots and block them with a lightsaber, or with their hands, if they are skilled enough. The chance of a shot being stopped is equal to (Telekinesis Facet Level)%. The chance of a shot being deflected back at the attacker is (((Power Level – 1) * (Telekinesis Facet Level))/4)%. If the Jedi's power level is less than 4, a lightsaber is required to use this power. If the power level is 4 or greater, a lightsaber is not necessary. A lightsaber is required to deflect the shot back to the attacker. The power can be used against Energy or Physical damage attacks, but cannot be used against Heavy Projectile Weapon attacks. This power can be used up to (Power Level) times per hour and costs 75FP per attempt. The power can be toggled on and off.
The Jedi can pull an item at the same location to him with a (Telekinesis facet level)% probability of success. If the item is in the possession of another character, the Jedi can pull it if the character's strength is less than the Jedi's Pull power. Otherwise the attempt automatically fails. The power has a recovery time of 4 hours. The power costs (50 * Power Level)FP.
There is a ((Telekinesis Facet level) (target's Dodge * 10))% chance that the target is rendered immobile and begins to suffer damage. The target suffers (((Power Level)/2) * (6 Vigor)) damage every hour. The effect lasts until the Jedi chooses to end it, runs out of FP, or suffers damage. The power has a recovery time of 6 hours. The power costs ((150 +FM) * Power Level)FP and costs 100FP every hour it is active.
This power is subject to change pending full combat rules
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