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Force Archery: Difference between revisions

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'''Force Archery 


'''Control Difficulty:''' Difficult (20) + proximity modifiers 


Force Archery  
'''Sense Difficulty:''' Moderate (15) + 10 if target is not seen  


   
'''Prerequisites:''' [[Lightsaber combat]], [[telekinesis]], [[combat sense]].  


Control Difficulty: Difficult (20) + proximity modifiers 
'''Note:''' This power cannot be kept "up" for the entire fight - it has to be activated for each shot. However, it can be kept "up", in which case you get a free TK roll next round to retrieve the arrow (and since you know exactly where it is, no proximity modifiers). Also, you get to add your Sense to attack roll and 1/2 of your Control to damage. This power can be used for normal arrows, however, you do not add Control to damage in this case, and add 1 dice less to attack roll (1/2 Control - 1D).
 
Sense Difficulty: Moderate (15) + 10 if target is not seen 
 
Prerequisites: Lightsaber combat, telekinesis, combat sense. 
 
Note: This power cannot be kept "up" for the entire fight - it has
 
to be activated for each shot. However, it can be kept "up", in which case you get a free TK roll next round to retrieve the arrow (and since you know exactly where it is, no proximity modifiers). Also, you get to add your Sense to attack roll and 1/2 of your Control to damage. This power can be used for normal arrows, however, you do not add Control to damage in this case, and add 1 dice less to attack roll (1/2 Control - 1D).

Latest revision as of 20:04, 27 May 2013

Force Archery

Control Difficulty: Difficult (20) + proximity modifiers

Sense Difficulty: Moderate (15) + 10 if target is not seen

Prerequisites: Lightsaber combat, telekinesis, combat sense.

Note: This power cannot be kept "up" for the entire fight - it has to be activated for each shot. However, it can be kept "up", in which case you get a free TK roll next round to retrieve the arrow (and since you know exactly where it is, no proximity modifiers). Also, you get to add your Sense to attack roll and 1/2 of your Control to damage. This power can be used for normal arrows, however, you do not add Control to damage in this case, and add 1 dice less to attack roll (1/2 Control - 1D).