Force Grip
Force Power
*Subtype: Telekinesis *Prerequisite: None *Source: 3.2
Brief
| Availablity | Action | Range | Cost | Basic Effect |
|---|---|---|---|---|
| Recharge 33% | Varies | Medium | Sustain swift | You grip subject with telekinetic force. Requires successful attack vs. Reflex. On success, you establish contact (Will ends). While active, you may use any of the following actions: - Move (std): You move the subject in three dimensions, up to 1 square per Willpower, within the power's range. This movement is not forceful enough to cause damage to the subject. If you encounter resistance, such as if the subject is fastened to or gripping a stationary object, or if you move the subject into another, unyielding subject, roll a skill check vs the resisting subject's Strength check; size modifiers apply (+4 per size above Large, -4 below, etc). A stationary fastening has a set Strength DC (not rolled), determined by the DM. - Crush (std): You crush subject in-place, applying pure, compressing force. This inflicts 1d8 + Willpower kinetic damage to the subject. - Thrust (see Force Push): If you know Force Push, you may use that power on the held subject, ending this effect. If using Billiards, you need not roll to hit the pushed subject, as you already have it in your grip. |
Description
Force Grip was a Force Power that applied telekinesis to grab, lift, throw, or crush objects and even beings from afar. It has been used to move and manipulate everything from small rocks and fruit to objects as massive as fully powered battle cruisers.
Techniques
- Choke: (Costs 1 Dark Side FP) You grip subject by the throat, choking off the air supply. Subject begins asphyxiating, and is Dazed (Fort ends, daze is emotional effect).
- Crushing Force: (Knowledge 5, Concentration 5) Automatically Crush each time you use any other action.
- Blackout: (Knowledge 5, Willpower 5, Costs 2 Dark Side FP) You cut off subject's blood supply to the brain. Subject is Stunned instead of Dazed. If subject fails to end after 3 rounds, he becomes Unconscious and helpless; if you continue to concentrate, and he continues to fail, he suffers 1 point of damage to Con, Int, Wis, and Cha per round. If the effect ends for any reason while he is unconscious (but not dead), he will revive as soon as he passes a Fort save.
- Size Matters Not: (Knowledge 5, Willpower 5, costs 1 FP) Increase the effective size of the gripping force, and gain +5 to effective strength bonus. Also doubles range, as in Enlarge. Stackable.
- Wield: (Knowledge 5) You may use this power to wield a weapon. The weapon's own movement is governed by the move action. Gain an additional action:
- Activate Weapon: You activate the weapon. It is as effective as it would be if you were standing in its current square, wielding it physically. Replace any Str modifiers with your Willpower bonus, and any Dex with your Knowledge bonus.
- Can be used on a weapon wielded by someone else, using Disarm rules (use your Knowledge skill as the disarm check). On success, you may activate the weapon once, after which the wielder regains control.
- Activate Weapon: You activate the weapon. It is as effective as it would be if you were standing in its current square, wielding it physically. Replace any Str modifiers with your Willpower bonus, and any Dex with your Knowledge bonus.
Notes
*Size Matters Not...except when it does: The gripping force has an effective size, which is Medium by default, as well as a default strength bonus, equivalent to the total skill bonus you are using for this power. As such, you can only use this power on a subject you could lift with that size and strength.
- Reminder: "sustain" duration means the following: the listed action is used to begin the effect. To sustain it for more than 1 round, you must use the same action in each subsequent round. You are considered "concentrating" on the power, and it ends immediately if you are interrupted, lose line-of-sight or effect, or your concentration otherwise lapses.