Telekinetic Statistics

TK Strength

ST 30, Basic Lift 180, thr 3d, sw 5d+2

Telekinetic Movement
Wt 180 360 540 1080 1800
Move 30 24 18 12 6

 

Telekinetic Throwing
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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