A Telekinetic is a Force User that can move and affect physical objects with their mind and The Force. They can push and pull objects, grip them tightly or even crush them, or create a telekinetic shield that surrounds them and deflects attacks.
The Telekinetic uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:
Telekinesis is about moving things with the mind, and as such it acts as if it has the same physical attributes as a character:
These attributes have corresponding Talents.
The Telekinetic gains 1 Hit Point per level.
|
Class Level |
Class Features for Level |
|
0 |
|
|
1 |
|
|
2 |
|
|
3 |
|
|
4 |
|
|
5 |
|
|
6 |
|
|
7 |
|
|
8 |
|
|
9 |
|
|
10 |
|
This power allows for picking up and moving objects (and creatures) for a short time. The Telekinetic must decide whether they are attempting to move something "Powerfully" or "Precisely". They cannot easily do both.
A Telekinetic activates the Move power by using an Action and spending 1 Motivation. They then announce to the Gamemaster whether they are using Move Powerfully or Precisely, and from that point on their Force Rating becomes "Strength" or "Precision" respectively. Powerful TK or Precise TK also add additional dice to their respective pools.
If a character wants to move something using both "Strength" and "Deftness", they gain 1 automatic Hit for whatever they weren't doing per level of Powerful or Precise TK they had.
For Example: Luke Skywalker is trying to move R2-D2 over a patch of rough ground and set him down gently. He realizes that R2 is pretty heavy, so he decides to use his Force Rating for "Strength" and rolls his Force Rating (5) and his Move Power (3) plus his ranks in Powerful TK (1), giving him a dice pool total of 9. His Move attempt gains a "Deftness" of 2 Hits because he has a Precise TK of 2. He rolls and gets 4 Hits, enough to Move R2 over and with 2 Hits for Precision, he sets him down with an audible "thunk" but no damage to R2-D2.
The Telekinetic can only keep this going for a single Round (5 seconds), but by spending 1 Motivation, the Telekinetic can extend the power. In Combat, each Motivation spent increases the duration by 1 Round. During non-combat, each additional 1 Motivation extends the time by 1 minute.
To perform a Ranged Attack, the Telekinetic must use an Action, spend 1 point of Motivation and either have an object to use or have the Solid TK Talent.
If an object is used, the Telekinetic may gain a damage bonus based on the weapon, although for non-thrown weapons this will be based soley on the weapon's weight category. Thrown Weapons use their normal Damage Bonus, with the exception being Grenades, which obey the Grenade rules.
| Weight Category | Bonus Dice |
|---|---|
| Featherlight | 0* |
| Very Light | 0 |
| Light | 1 |
| Medium | 2 |
| Heavy | 3 |
| Very Heavy | 4# |
*Featherlight items are too light to do any damage when used as Telekinetic projectiles.
#Very Heavy weapons cannot normally be thrown with any precision as it is too heavy.
The Telekinetic can use melee weapons remotely to fight. This requires a lot of effort, as they must spend 1 Motivation for each attack.
The Bind power can be used to grab things with Telekinesis.
The Bind power allows the Telekinetic to seize a creature and prevent it from moving, similar to Grappling.
As an Action, the Telekinetic rolls their Bind Attack against the target's Defense (Passive or other). If the Telekinetic has uncanceled Hits, they have successfully bound the target.
The bound target can attempt to break free, either as a Reaction (by spending 1 additional Motivation) or as an Action on their turn. To break free the target must roll a pool of Strength + Athletics and get more Hits than the Telekinetic did on their Bind Attack roll. The difficulty of the roll is reduced by 1 each subsequent Round.
Normally the Bind Power only lasts for 1 Round, but by spending Motivation, the Telekinetic can increase the Duration. In combat, the duration is increased by 1 Round per Motivation. Outside of combat, the duration is increased by 1 minute per Motivation spent.
While a creature is Bound, they are Grappled.
The character's Dodge and Movement Speed are cut in half as they are less able to move while being grappled. In addition, grappled characters can be Pinned, Tripped or Thrown as a Free Action.
The Bind power can also be used to catch things that are thrown or falling. The Telekinetic can use an Action or Reaction to attempt to catch an object with the Bind power.
The Gamemaster selects a difficulty based on the speed of the object and the Telekinetic rolls their Force Rating + Bind power + ranks of Precise TK. If the number of hits is higher than the difficulty, the Telekinetic caught the object.
Once a telekinetic has grappled or caught a target, they can hold it. During combat each additional point of Motivation perpetuates holding the target for an additional Round. Outside of combat each additional point of Motivation extends the duration for another 1 minute.
The Shield power allows the Force User to create a force field shield around a target. This shield can absorb damage and protect the target.
As an Action the Telekinetic spends 1 Motivation and rolls their Force Rating + Shield power.
Each Hit rolled will add 1 Hit Point to the Shield.
Each uncanceled Hit that the Shield sustains from an attack will reduce the Shield's Hit Points. If the damage of the attack exceeds the Shield's remaining Hit Points, any extra damage will be distributed to the target(s) within the Shield.
The size of the Force Shield can also be increased with additional Motivation spent and/or Multi TK ranks.
|
Additional Motivation Spent |
Multiple TK Ranks |
Shield Size |
|---|---|---|
|
0 |
0 |
1 Medium Creature* |
|
1 |
1 |
1 Large / 4 Medium Creatures |
|
2 |
2 |
1 Huge / 2 Large / 9 Medium Creatures |
|
4 |
-- |
1 Gargantuan / 2 Huge / 4 Large / 16 Medium |
*Not just creatures, but objects and vehicles can also be protected.
By default the Force Shield lasts for 1 Round. With additional Motivation, the Shield can be persisted for 1 Round per Motivation during combat. Outside of combat, the Shield can be persisted for 1 minute per Motivation spent.
This power allows the Force User to levitate themselves and grants them a flying movement speed.
This movement speed is based on the Telekinetic's Force Rating + Leveitate Power.
|
Dice Pool |
Movement (in Squares) |
|
1 |
4 |
|
2 |
5 |
|
3 |
6 |
|
4 |
7 |
|
5 |
8 |
|
6 |
9 |
|
7 |
10 |
|
8 |
11 |
|
9 |
12 |
|
10 |
13 |
To perform maneuvers, the Telekinetic must roll this dice pool.
Each Hit can be devoted either to movement speed, or to lifting another character. Critical Hits count as 2 Hits.
By default this lasts for 1 Round. The Telekinetic can extend the duration by spending 1 Motivation per Round while in combat, and 1 Motivation per minute outside of combat.
|
Hits Devoted to Strength Speed |
Carried Weight |
|
0 |
Very Light |
|
1 |
Light |
|
2 |
Medium |
|
4 |
Heavy |
Click on the image to open a PDF version.