Telekinetic Statistics
TK Strength
ST 30, Basic Lift 180, thr 3d, sw 5d+2
| Wt | 180 | 360 | 540 | 1080 | 1800 |
| Move | 30 | 24 | 18 | 12 | 6 |
| Wt | 9 | 18 | 27 | 36 | 45 | 54 | 72 | 90 | 135 | 180 | 270 | 360 | 540 | 720 | 900 | 1080 | 1260 | 1440 |
| Rng | 105 | 75 | 60 | 45 | 36 | 33 | 30 | 24 | 21 | 18 | 12 | 9 | 6 | 4.5 | 3.6 | 3 | 2.7 | 2.4 |
| Dmg | 3d-6 | 3d-6 | 3d-3 | 3d-3 | 3d-3 | 3d | 3d | 3d | 3d+3 | 3d+3 | 3d | 3d | 3d-2 | 3d-2 | 3d-3 | 3d-3 | 3d-3 |
3d-3 |
Collisions and Falls
An object in a collision inflicts dice of crushing damage equal to (HP x velocity)/100. 0.25 = 1d-3, 0.5 = 1d-2, anything larger is 1d-1. Round fractions of 0.5 or more up to a full die if larger than 1d. For objects of 180 lbs or less, this approximates to 0.3 * HP dice. For example, a naga myrmidon with 10 HP takes 3d of damage, and one with 20 HP takes 6d.
If an object is bullet-shaped, sharp or spiked, it does half damage, but this damage is piercing, cutting, or impaling.
If an immovable object is hard, use twice the HP of the moving object to calculate damage. Clay, concrete, ordinary soil, and sand are all "hard", as is a building, mountain or similar obstacle. For example, a naga myrmidon (HP 10) thrown against a building at full speed will take 6d damage.
If an immovable object is soft, damage is normal. Elastic objects give extra DR against collision damage.
Compute falling damage as a collision with a given velocity (table on p. 431).
Examples:
Moving a 180 lb. naga to 50 yards up, then throwing it an additional 18 yards, yields an altitude of 68 yards. Falling velocity is 39, so calculate (HP x 39)/100 dice as crushing damage. A naga with HP 12 hitting the ground will take 2x(12 x 39)/100 dice of damage, or 9d cr.
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