StoryGuide Admin
Posts : 1342 Experience : 1406 Reputation : 35 Join date : 2013-06-12
Character Sheet Health Points: (100/100) Shield Points: (50/100) Armor Percentage: (0/100)
| Subject: TK Sun 17 May - 23:54 | |
| TK 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.
| |
|