Post by Marcus Starkiller on Jun 5, 2005 17:30:56 GMT -5
Control Difficulty: 15+mass
Sense Difficulty: 20+proximity
Alter Difficulty: 25+proximity+mass+opposing Control roll
Proximity difficulty:
Line of sight: 1-5
1-100 M: 6-10: 6-10
101 M-10 KM: 11-15
11Km-1000 KM: 16-20
Same Planet: 20-30
Different planet: 35-40
Different system: GM Discretion
Mass difficulty:
1Kg or less: +5
1Kg - 10 Kg: +10
11Kg - 100 Kg: +15
101Kg - 1 ton: +20
1 ton and up: GM discretion
Required Powers: Absorb/dissipate energy, accelerate another's healing, accelerate healing, control another's pain, control pain, farseeing, force of will, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, receptive telepathy, remain conscious, return another to consciousness, sense force, shift sense, telekinesis, transfer force
Time to use: 2 rounds
Effect: This power allows the Jedi the ability to manipulate items and people on a molecular level, letting them move the object through space from place to place. The Jedi must first visualize the location, either via farseeing or it's a place they know intimately. The Jedi then concentrates for a round (no die bonus from this). If unable to do so, increase the difficulty all around by +5. Any momentum the Jedi has at the time of teleportation remains, unless a Telekinesis roll is included.
If the roll is failed, the teleport may not work, or work in a way the Jedi doesn't want. The Jedi may be parted with his clothing, possessions or body parts. They may arrive inside of something (damage left up to circumstances - about 7D to 10D), or they may arrive in a completely different place than the Jedi intended, such as Oz, or the Emperor's throne room on Coruscant. The Jedi may re-arrange body parts and arrive with their legs on backwards, or just disperse their molecules and become one with the universe in a BIG way.
Sense Difficulty: 20+proximity
Alter Difficulty: 25+proximity+mass+opposing Control roll
Proximity difficulty:
Line of sight: 1-5
1-100 M: 6-10: 6-10
101 M-10 KM: 11-15
11Km-1000 KM: 16-20
Same Planet: 20-30
Different planet: 35-40
Different system: GM Discretion
Mass difficulty:
1Kg or less: +5
1Kg - 10 Kg: +10
11Kg - 100 Kg: +15
101Kg - 1 ton: +20
1 ton and up: GM discretion
Required Powers: Absorb/dissipate energy, accelerate another's healing, accelerate healing, control another's pain, control pain, farseeing, force of will, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, receptive telepathy, remain conscious, return another to consciousness, sense force, shift sense, telekinesis, transfer force
Time to use: 2 rounds
Effect: This power allows the Jedi the ability to manipulate items and people on a molecular level, letting them move the object through space from place to place. The Jedi must first visualize the location, either via farseeing or it's a place they know intimately. The Jedi then concentrates for a round (no die bonus from this). If unable to do so, increase the difficulty all around by +5. Any momentum the Jedi has at the time of teleportation remains, unless a Telekinesis roll is included.
If the roll is failed, the teleport may not work, or work in a way the Jedi doesn't want. The Jedi may be parted with his clothing, possessions or body parts. They may arrive inside of something (damage left up to circumstances - about 7D to 10D), or they may arrive in a completely different place than the Jedi intended, such as Oz, or the Emperor's throne room on Coruscant. The Jedi may re-arrange body parts and arrive with their legs on backwards, or just disperse their molecules and become one with the universe in a BIG way.