Force Powers

Force Jump

Control/Alter

Source: Homebrewed

Difficulties
ControlEasy Control Roll > Jumping Difficulty by: Increase 1-3 +1D 4-8 +2D 9-15 +3D 16-25 +4D 26-37 +5D 38+ +6D
AlterEasy
Details
Time to Use1 Round
PrerequisitesEnhance attribute, telekinesis
Effect
A Jedi uses this power to increase his jumping ability in order to perform impossibly high leaps. If both Force skill rolls are successful, the character uses his normal climbing/jumping skill to perform the jump, but he uses the special table below to determine difficulties. If the control roll exceeds the difficulty, the character gains an immediate bonus to his climbing/jumping roll. If the Jedi fails any Force skill roll, the power is not activated and the character is left to use his normal jumping ability (and there are certain situations where you can’t back out of a jump because your power failed). At the gamemaster’s discretion, a failed climbing/jumping roll might mean the Jedi fails to achieve the desired height or distance, fails to properly cushion his landing and suffers normal falling damage, or both. Multiple action penalties apply. The climbing/jumping roll is a third action in that round, whether the power is successful or not. Height Jumped Jumping Difficulty 0 - 1 meter Very Easy 1 - 2 meters Easy 3 - 4 meters Moderate 5 - 8 meters Difficult 9 - 15 meters Very Difficult 16 - 20 meters Heroic Add +5 to the difficulty for every additional 5 meters. If the character is simply jumping downwards, with no upwards movement, reduce jumping difficulty by one level. Add +1 to the difficulty per meter of horizontal distance jumped.