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Doctor Who - The Game of Rassilon
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<blockquote data-quote="Raven Crowking" data-source="post: 3625811" data-attributes="member: 18280"><p><strong>Telekinetic Attack</strong></p><p style="margin-left: 20px"><em>Cost:</em> 4.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Prerequisites:</em> Telekinesis.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Use this power to hurl an object – or a myriad of tiny objects – at an opponent. You must be able to see your opponent. Make a Psionic Potential check. The value of this check is the DC of the Reflexes save to avoid damage. A Telekinetic Attack normally does 1d6 damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You may spend any number of Action Points to increase the DC of the save; each Action Point so spent raises the DC by 2.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You may spend any number of Action Points to increase the damage; each Action Point so spent raises the damage by 1d6.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Spend 1 Action Point to make an attack using pure telekinetic force (i.e., without hurling an object or objects). Your target makes a Fortitude save to resist rather than a Reflexes save.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Spend 2 Action Points to hurl your opponent. Your target makes a Willpower save to resist rather than a Reflexes save. Your target is hurled 2 meters + 1 meter for every 1d6 damage this attack does.</p><p></p><p><strong>Telekinetic Jamming</strong></p><p style="margin-left: 20px"><em>Cost:</em> 4.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Prerequisites:</em> Telekinesis.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This power requires 1 Action Point to activate. Use this power to telekinetically cause a machine or other device to stop functioning. The device ceases to function until you release it, or for 8 hours, whichever comes first.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3625811, member: 18280"] [b]Telekinetic Attack[/b] [indent][i]Cost:[/i] 4. [i]Prerequisites:[/i] Telekinesis. Use this power to hurl an object – or a myriad of tiny objects – at an opponent. You must be able to see your opponent. Make a Psionic Potential check. The value of this check is the DC of the Reflexes save to avoid damage. A Telekinetic Attack normally does 1d6 damage. You may spend any number of Action Points to increase the DC of the save; each Action Point so spent raises the DC by 2. You may spend any number of Action Points to increase the damage; each Action Point so spent raises the damage by 1d6. Spend 1 Action Point to make an attack using pure telekinetic force (i.e., without hurling an object or objects). Your target makes a Fortitude save to resist rather than a Reflexes save. Spend 2 Action Points to hurl your opponent. Your target makes a Willpower save to resist rather than a Reflexes save. Your target is hurled 2 meters + 1 meter for every 1d6 damage this attack does.[/indent] [b]Telekinetic Jamming[/b] [indent][i]Cost:[/i] 4. [i]Prerequisites:[/i] Telekinesis. This power requires 1 Action Point to activate. Use this power to telekinetically cause a machine or other device to stop functioning. The device ceases to function until you release it, or for 8 hours, whichever comes first.[/indent] [/QUOTE]
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