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.
Note
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 re-equip 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.
Note
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)1-3 * 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.
Note
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 (Power Level) ground squares instantly.
The power costs (50 * Squares Traveled)FP, and can only be used once every
5 hours.
The Jedi uses the Force to predict the trajectory of incoming shots
and block them while equipped with a lightsaber. This power adds to the AP
of the Jedi, equal to 2 * Power Level. The power lasts for 2 hours, and has a 2 hour cooldown.
The power costs (100*Power Level) Force Points to use, and grants 50 FXP upon use.
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.
Note
This power is subject to change pending full combat rules
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