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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14303 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed May 18, 2016 1:28 pm Post subject: |
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While by the RAW that is true, damn near EVERY gm i have played under Does allow it to get 'reactively' used.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16381 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed May 18, 2016 2:16 pm Post subject: |
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garhkal wrote: | While by the RAW that is true, d*mn near EVERY gm i have played under Does allow it to get 'reactively' used.. |
Strictly speaking, a Jedi with Danger Sense up would be able to activate this power prior to the actual attack. As such, I would say the yes/no on using this as a reaction would be based on whether the Jedi's precognitive abilities are in play.
And garhkal, you have a real talent for ignoring rules you already know about to challenge an idea you don't like. In this case, it's MAPs. This power would have to be rolled against each and every attack. Every bullet, every grenade, every burst of flame, every TK rock. Just like with blaster fire, you overcome the Jedi's defenses by forcing him to defend against more attacks than he can stop. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14303 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed May 18, 2016 6:41 pm Post subject: |
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That's all assuming you CAN gang pile on him. _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Wed May 18, 2016 7:30 pm Post subject: |
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I'm reminded of Atton Rand and his ways to kill Jedi... _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16381 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed May 18, 2016 7:38 pm Post subject: |
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garhkal wrote: | That's all assuming you CAN gang pile on him. |
That awkward moment when the pluperfect evil GM complains that he might not be able to gang pile on a Jedi...
 _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16381 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed May 18, 2016 8:40 pm Post subject: |
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MrNexx wrote: | I'm reminded of Atton Rand and his ways to kill Jedi... | Something I came up with...
(A)Mindshadow
Prerequisites: Willpower 8D
Time to Use: 1 round
Effect: The character may roll this skill when attempting to avoid detection by Life Detection, Life Sense, Danger Sense, Combat Sense, Farseeing or any other Sense-based. He rolls once per round, then adds the total to the Jedi's Difficulty roll to bring up the power in question. The skill user must re-roll every round, and the roll is subject to MAPs as normal.
Description: While strong-willed characters can resist mental powers such as Receptive Telepathy or Affect Mind through force of will alone, they can not hide from the precognitive abilities of the Jedi, simply because no amount of willpower will allow someone to hide from the flow of time itself. However, there are mental techniques that can be used to partially obscure one's place in the time stream from the senses of a Jedi. This ability is very challenging to master, and requires entering a near-meditative mental state in which the character makes no concrete decisions which would affect the immediate future of the Jedi. This has the effect of casting a shadow over the normally luminous being seen through the Force. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14303 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu May 19, 2016 3:55 am Post subject: |
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CRMcNeill wrote: | garhkal wrote: | That's all assuming you CAN gang pile on him. |
That awkward moment when the pluperfect evil GM complains that he might not be able to gang pile on a Jedi...
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WHo's saying i am ONLY thinking about pcs here?? I often like using dark jedi AGAINST the party! _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16381 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu May 19, 2016 3:58 am Post subject: |
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garhkal wrote: | WHo's saying i am ONLY thinking about pcs here?? I often like using dark jedi AGAINST the party! |
So adjust his skill level accordingly. If you think he's too tough, cut his Control dice back by a D or two so that he doesn't quite have what it takes to use this power effectively against a massed attack. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Rusharn Sub-Lieutenant

Joined: 24 Apr 2016 Posts: 58
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Posted: Fri May 20, 2016 7:42 pm Post subject: |
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Why would you need another skill for dealing with kinetic energy when you can just use Telekinesis for the manipulation of kinetic energy. You want to soften your fall, use Telekinesis. Why create a new power when you can just use one that would reasonably cover what the player is asking to do?
I've let my players try to use telekinesis to save themselves and other players from falling to their death. I have also let them use it to 'parry' slug throwers attacking them, with an appropriately high check.
There is a difference between heat energy and kinetic energy. Heat is a transfer of energy through temperature. Kinetic is a transfer of energy through momentum. While they both are a transfer of energy, the mediums are different. For me it is clear that A/DE is meant to deal with Heat transference of energy not Kinetic transference of energy. Kinetic transference of energy is dealt with by Telekinesis and it derivative powers. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16381 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri May 20, 2016 7:50 pm Post subject: |
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Because there is no provision under Telekinesis for absorbing damage, and an entirely new power would have to be made up. Easier to just use Ab/Dis _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Last edited by CRMcNeill on Sat May 21, 2016 10:27 am; edited 1 time in total |
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Rusharn Sub-Lieutenant

Joined: 24 Apr 2016 Posts: 58
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Posted: Fri May 20, 2016 8:05 pm Post subject: |
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From how I am reading it, in cases with most kinetic issues (falling, collisions, slug thrower attacks) it becomes an all or nothing affair. You fall, did you catch yourself with telekinesis? Yes = no damage, No = full damage. Did you deflect the incoming object? Yes = no damage, no = full damage. For collisions you could change the damage from full on to just being side swiped which would reduce damage. |
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10488 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16381 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat May 21, 2016 10:26 am Post subject: |
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Whill wrote: | In the discussion of house rules I agree it makes sense based on other abilities the Force can give, but the question remains why didn't the Emperor use this power to save himself when Anakin Vader threw him down the shaft on the second Death Star? |
All I can suggest is that this power isn't supposed to make you invulnerable, and that there are certain levels of damage even a Sith Lord can't roll high enough to soak. After all, we don't know for sure what he hit down there that caused him to blow up. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Rusharn Sub-Lieutenant

Joined: 24 Apr 2016 Posts: 58
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Posted: Sat May 21, 2016 11:45 am Post subject: |
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For me stopping yourself falling with telekinesis, is your weight as the initial difficulty with every ten meters you are falling adding +5. In the case of the Emperor, Vader caught him by surprise and hurled him over the edge before he knew what was going on. Human terminal velocity is something like 50m/s, the Emperor fell for what, five or six seconds? This would generate a difficultly that even he would have trouble with and explains why Jedi die if they fall unexpectedly.
Now if they are sky diving or jumping intentionally, they can make multiple rolls to slow themselves down before they land. For me this explains what the Jedi in Star Wars Rebels did in that episode with the Pergills, though I think they were operating in lighter gravity which would have made their checks much easier. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16381 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat May 21, 2016 1:05 pm Post subject: |
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Rusharn wrote: | For me stopping yourself falling with telekinesis, is your weight as the initial difficulty with every ten meters you are falling adding +5. In the case of the Emperor, Vader caught him by surprise and hurled him over the edge before he knew what was going on. Human terminal velocity is something like 50m/s, the Emperor fell for what, five or six seconds? This would generate a difficultly that even he would have trouble with and explains why Jedi die if they fall unexpectedly.
Now if they are sky diving or jumping intentionally, they can make multiple rolls to slow themselves down before they land. For me this explains what the Jedi in Star Wars Rebels did in that episode with the Pergills, though I think they were operating in lighter gravity which would have made their checks much easier. |
The problem here is that, per the RAW's division of Force powers, anything that directly affects the Jedi himself must be a Control power, since Control is essentially Sense and Alter One's Self. As such, again, if a Jedi is trying to slow his fall using Telekinesis, it would require a new power, perhaps something along the lines of the Featherfall spell in D&D.
The other issue, as far as the letter of the RAW, is that using TK to deflect attacks requires that the Jedi be able to see the object he is trying to TK (line of sight). Bullets (and even arrows or slung pellets, to a degree) are almost impossible to see with the naked eye and thus, strictly speaking, can not be affected by TK.
Something I've been considering as an alternate approach to the TK Jump and similar movement enhancing powers is some Star Wars variation on the Oriental skill of Karumi-Jutsu: essentially, body lightening. The official explanation is that, via meditation, the monk or practitioner reduces his own weight, thus allowing for amazing leaps, falls from incredible heights, running across sand or dust without leaving footprints, running on walls, or even across water. A Star Wars version would effectively be something like Absorb/Dissipate Gravity. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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