Telekinesis

Telekinesis skill governs these actions:

Move Object

Requires the Force-Sensitive and Telekinetic Class Ability.

You can move objects and living beings using the Force.

Check: A Move Object check allows you to pick up and move an object or creature from a distance using telekinesis. You must be able to see the target object or creature to be moved, and it must be within line of sight of your position to initially gather it up in a psionic field.

Moving an Object: Lifting or moving an object is a simple task. The maximum weight and size of object that you can move is determined by your check result, as shown on the table. You may move the object 10 feet +5 five feet per level, doubling the distance for every 5 points by which your check exceeds the roll necessary for an object of that size.

For example, if you want to move a Medium-sized object at level 1 and your Move Object check result is 31, you may move it up to 40ft. (You may voluntarily lower your check result to reduce the Chakra point cost.)

You can continue to move the object on subsequent rounds by continuing to make successful checks and spending Chakra points. If you fail a check in any subsequent round while attempting to move an object, the object falls to the ground.

If two Force-users contest control of an object, use opposed Move Object checks. The Force-user who rolls the higher result gains control for that round. If the target object is in the possession of another character (in other words, carried on their person), that character may make a Will save (DC 10+1/2 character level + Int modifier). If you move an object and then drop it on another character, resolve using the rules for Hurling Objects (below). In the case of a physical obstruction, such as a ship stuck in the mud or caught under a fallen tree, the GM applies a penalty to your Move Object check using these guidelines: –5 for a slight obstruction, –10 for a moderate obstruction, and –15 for a severe obstruction.

Moving a Character: Using the Move Object skill on a character (in other words, a living being or droid) allows it a Will saving throw (DC 10+1/2 character level + Int modifier). If the target fails its save, treat it as an object for purposes of determining distance moved. If the target succeeds, the skill has no effect and you still expend the Chakra Point cost. A target can willingly forgo its saving throw. A character cannot move himself with Move Object, unless they are an Esper of 8th level or higher.

Moving a Vehicle: Using the Move Object skill on a vehicle or starship that is being piloted is more difficult than moving an inert object. The driver can make an opposed Pilot check as a reaction, adding a +4 bonus to his Pilot check for every size his vehicle is above Medium. If your Move Object result beats the opposed check and if your Move Object check is sufficient for the normal DC of an object of the vehicle's size and weight, you may move the vehicle normally.

Hurl Object: Move Object can be used to attack by throwing objects or characters. If your check result is high enough for the object's size or weight (whichever is greater), you may hurl the object up to 15 feet to strike another target. If you exceed this result by 5 or more points, the distance you can move the hurled object doubles (as above), and it inflicts extra damage because you are hurling it with more energy.

Hurling an object requires a ranged attack roll, modified by your intelligence modifier instead of dexterity, to hit your target. Treat it as a weapon with a range increment of 30 feet, a threat range of 60, no maximum range (although your check result will set an effective maximum) and a damage of 2d6+psi rating (damage type is determined by the hurled object). The type of damage die increases or decreases in step in comparison with the size of the object/creature thrown compared to the size of the object/creature hit. 2d6 is the baseline for a medium creature hit with a medium object. For every size category of difference increase or decrease the die one step (i.e. a medium creature hit with a large object would take 2d8 instead of 2d6). When hurling an object of up to Medium size, you must beat the target's Defense as per a normal ranged attack. When hurling an object of Large or greater size, treat the hurled object as a grenade-like weapon (no threat range). Anyone in the square(s) the hurled object lands in can make a Reflex save (DC 10+1/2 character level + Int modifier) to take half damage. Being struck by a Large or greater size hurled object is otherwise treated as being struck by a falling object, possibly pinning the target or moving it to an unoccupied square.

If using Move Object to lift and drop an object as an attack, both the object and the target take normal falling damage instead normal hurling damage; however, you must still make a ranged attack roll to hit your intended target. Calculate your range penalty based on the range to your target or the distance the object is dropped, whichever is greater.

If the hurled object is a vehicle or character, the check is either resisted by a Will save or opposed by a Pilot check, as described above. A hurled vehicle or character takes the listed damage according to the Move Object check result (no save allowed).

Multi-Target: You can lift or move multiple objects simultaneously, provided they are all within 15 feet of each other. This requires a full-round action (rather than a move or attack action). The base DC and Chakra cost is set by the heaviest object in the group, and each additional object (regardless of its size) adds +2 to the DC and 10 Chakra point cost. A target can’t be struck by multiple objects as part of the same action.

Fine Manipulation: The control of Move Object is generally not so delicate that you can operate machinery via the Force — at least, not as easily as doing it manually. When you wish to move only part of an object, such as pushing a button or pulling a lever, you may do so with a Move Object check against DC 10 (expending 5 chakra points) as a move action. If the object is physically held by a resisting individual, the individual makes a Will saving throw (DC 10+1/2 character level + Int modifier) to foil your attempt (though you still spend the move action and the points). You can use the multi-target option above in conjunction with this application, perhaps flicking several switches or pushing several buttons simultaneously.

If you use this ability to activate a weapon (say, pulling the trigger on a blaster, or igniting a lightsaber), you have no control over its effect. That is, you cannot pull the trigger on a holstered blaster to have it shoot the wearer in the foot. At best, you could hope for a moment’s distraction by activating the weapon. An obvious exception is if you have prearranged for the weapon to be pointing at your target (for example, by tying a lightsaber under someone’s chin, with the blade end facing up).

Time: Moving an unattended object is a move action. Hurling an object, making an opposed Move Object check, or moving an attended object, resisting character, or piloted vehicle is a full-round action.

Control Point Cost: 2 or more (see above). You can increase the damage of a hurled object by paying an extra chakra cost.

You can spend an additional 4 points of chakra per 3 levels to increase the impact damage by 1d6 point to a max of 20d6.

Force Strike

Requires the Force-Senstive and Telekinetic Class Ability.

You can attack one or more opponents using the Force.

Check: A Force Strike check sets the DC for the target’s Reflex saving throw.

On a failed save, the target takes 1d4 + psi rating points of psionic damage. On a successful save, the target takes half damage. 

Control Point Cost: 6

Force Push: You can physically shove your target in addition to Force Strike's normal effects. By spending 9 Chakra points (instead of the normal 6 Chakra point cost of Force Strike), your target is pushed 5 feet directly away from you and knocked prone on a failed Reflex save. For every 5 ranks you have in Telekinesis, the target may be pushed back an additional 5 feet. In addition, the target gets a +4 bonus to its Reflex save for every size category greater than Medium, a –4 penalty to its Reflex save for every size category smaller, and a +4 bonus to its Reflex save if it has more than two legs or is otherwise more stable than a normal humanoid. In all other respects, Force Push functions the same as a normal use of Force Strike.

The pushed character moves in a straight line directly away from you and takes 1d6 points of damage (no save) if he hits an obstacle. The obstacle takes damage according to the pushed character's size (see Move Object table). If the obstacle is a character, he may make a Reflex save (DC 15 or as listed in table above, whichever is higher) to take half damage.

Special: Force Strike has a range of 30 ft. It can affect up to four targets standing adjacent to one another. You can empower your Force Strike by spending additional mana. You can spend an additional 4 points of chakra per level to increase the impact damage by 1d4 points to a max of 10d4.

You can take 10 when making a Force Strike check, but you can’t take 20.

Time: Force Strike is an attack action.

Control Point Cost: 9

Force Grip

Requires the Force-Sensitive and Telekinetic Class Ability.

You can use the Force to injure a single opponent by finding the lines of energy that connect all things together 

and using them to grip an organ or crush a larynx.

Check: A Force Grip check sets the DC for the target’s Will saving throw. On a failed save, the target takes 1d6 points of physical damage.

On a successful save, the target takes half damage (round down).

Control Point Cost: 6

Force Choke:

In addition to the normal effects of Force Grip, you have the possibility of dazing your target by using Force Choke to cut off his airway. 

If the target fails his saving throw, he is dazed for 1 round in addition to taking full damage. 

This costs more, but it otherwise functions as a normal Force Grip

Special: As long as you can see your target, you can use this Force skill. Distance doesn’t matter. You may spend additional chakra points to empower your force grip or choke. Force Grip or Force Choke does an extra 1d6/level damage per 4 chakra points spent to a maximum of 10d6 damage.

You can take 10 when making a Force Grip check, but you can’t take 20.

Time: Force Grip is an attack action.

Control Point Cost: 8

Telekinetic Charge:

You can use Telekinesis to augment your speed and strength, and charge across the battlefield towards a target. This culminates in a powerful collision that sends unprotected enemies flying backward, inflicting damage. The collision negates the mass of an enemy, allowing for even the largest of enemies to be sent flying backwards.

This power also compensates for impeding obstacles by allowing the you to 'phase' through solid objects en route to the target. It can also be used on enemies who have been levitated by other powers

Check: A Telekinetic check sets the DC for the targets reflex saving throw. The target takes 2d6 points of damage and is pushed back 10 feet directly away from you and knocked prone on a failed Reflex save. For every 5 ranks you have in Telekinesis, the target may be pushed back an additional 5 feet. You can spend an additional 4 points of chakra per level after first to increase the impact damage by 1d6 points to a max of 10d6.

The pushed character moves in a straight line directly away from you and takes 1d6 points of damage (no save) if he hits an obstacle. The obstacle takes damage according to the pushed character's size (see Move Object table). If the obstacle is a character, he may make a Reflex save (DC 15 or as listed in table above, whichever is higher) to take half damage.

Special: Telekinetic Charge has a maximum range equal to your sprint distance. By paying 5 extra chakra points you can make this ability an area of effect blast centered on your target. All targets hit are pushed back in a straight line from the point of origin and are subject to a reflex save for half damage.

Cost: 6+1 per 10 feet traveled.