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Posts : 1342
Experience : 1406
Reputation : 35
Join date : 2013-06-12

Character Sheet
Health Points:
TK Left_bar_bleue100/100TK Empty_bar_bleue  (100/100)
Shield Points:
TK Left_bar_bleue50/100TK Empty_bar_bleue  (50/100)
Armor Percentage:
TK Left_bar_bleue0/100TK Empty_bar_bleue  (0/100)

TK Empty
PostSubject: TK   TK EmptySun 17 May - 23:54


Connect with the force to use telekinetic and harm objects and creatures dealing physical damage. Delivering a critical hit with any rank knocks down target for next turn. Knocked down target cannot defend itself and if anyone makes attack against it without rolling a 1, it automatically hits.

Power Alignment: Universal
Damage Type: Physical
Counter: TK, Force Immunity, Ray Shield

Rank 1:
DPS: 1d5+Wis Mod, Critical Hit 20-20 (x2)

Rank 2:
DPS: 1d10+Wis Mod, Critical Hit 20-20 (x2)

Rank 3:
DPS: 1d15+Wis Mod, Critical Hit 20-20 (x2)

Rank 4:
Evolution A: Critical Chance +1 (19-20)
Evolution B: +1 Target

Rank 5:
Evolution A: Critical Multiplier +1 (x3)
Evolution B: +1 Target
Evolution C: Knockdown duration extended to full Cycle

TK can counter TK, if you roll higher TK than the attacker, you neutralize all the damage. If you roll less TK than the attacker, then you suffer physical damage equal to Attacker's TK minus Counter's TK.

TK: Telekinesis, abbreviated TK, was a neutral ability that most Force-sensitives had which allowed them to manipulate physical objects with the power of the Force. The ability was virtually ubiquitous among Force sensitive individuals and organizations, though the techniques could differ greatly. It had a tremendous number of applications, both combative and utilitarian.
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