Move Object Skill

Move Object (Int)
Requires the Force-Sensitive and Alter feats
You can move objects and living beings using the Force.

Check: A Move Object check allows you to pick up and move an object or creature from a distance using the Force. You must be able to see the target object or creature to be moved, and it must be within 10 meters of your position to initially gather it up in the Force.

Result Maximum Weight Maximum Size Will Save DC Reflex Save DC Hurled Object Damage Vitality Point Cost
10-14 5 kg Tiny 10 n/a 1d3 1
15-19 50 kg Small 15 n/a 1d4 2
20-24 500 kg Medium 15 n/a 1d6 3
25-29 5 tons Large 20 20 2d6 4
30-34 50 tons Huge 20 25 4d6 5
35-39 500 tons Gargantuan 20 30 8d6 6
40-44 5,000 tons Colossal 20 35 10d6 7
+5 x10 +1 category 20 +5 +2d6 +1

Moving an Object: Lifting or moving an object is a simple task. The maximum weight and size of object that you can move is determined by your check result, as shown on the table. You may move the object 4 meters, doubling the distance for every 5 points by which your check exceeds the roll necessary for an object of that size.

For example, if you want to move a Medium-sized object and your Move Object check result is 31, you may move it up to 16 meters. (You may voluntarily lower your check result to reduce the vitality point cost.)

You can continue to move the object on subsequent rounds by continuing to make successful checks and spending vitality points. If you fail a check in any subsequent round while attempting to move an object, the object falls to the ground.

If two Force-users contest control of an object, use opposed Move Object checks. The Force-user who rolls the higher result gains control for that round. If the target object is in the possession of another character (in other words, carried on their person), that character may make a Will save against the listed DC to negate the effect. If you move an object and then drop it on another character, resolve using the rules for Hurling Objects (below). In the case of a physical obstruction, such as a ship stuck in the mud or caught under a fallen tree, the GM applies a penalty to your Move Object check using these guidelines: –5 for a slight obstruction, –10 for a moderate obstruction, and –15 for a severe obstruction.

Moving a Character: Using the Move Object skill on a character (in other words, a living being or droid) allows it a Will saving throw against the listed DC. If the target fails its save, treat it as an object for purposes of determining distance moved. If the target succeeds, the skill has no effect and you still expend the vitality point cost. A target can willingly forgo its saving throw. A character can move himself with Move Object, albeit at a –10 penalty to his Move Object check.

Moving a Vehicle: Using the Move Object skill on a vehicle or starship that is being piloted is more difficult than moving an inert object. The driver can make an opposed Pilot check as a reaction, adding a +4 bonus to his Pilot check for every size his vehicle is above Medium. If your Move Object result beats the opposed check and if your Move Object check is sufficient for the normal DC of an object of the vehicle's size and weight, you may move the vehicle normally.

Hurl Object: Move Object can be used to attack by throwing objects or characters. If your check result is high enough for the object's size or weight (whichever is greater), you may hurl the object up to 4 meters to strike another target. If you exceed this result by 5 or more points, the distance you can move the hurled object doubles (as above), and it inflicts extra damage because you are hurling it with more energy.

Hurling an object requires a ranged attack roll to hit your target. Treat it as a weapon with a range increment of 10 meters, a threat range of 20, and no maximum range (although your check result will set an effective maximum). When hurling an object of up to Medium size, you must beat the target's Defense as per a normal ranged attack. When hurling an object of Large or greater size, treat the hurled object as a grenade-like weapon (no threat range). Anyone in the square(s) the hurled object lands in can make a Reflex save against the listed DC to take half damage. Being struck by a Large or greater size hurled object is otherwise treated as being struck by a falling object, possibly pinning the target or moving it to an unoccupied square (see page 289).

If using Move Object to lift and drop an object as an attack, both the object and the target take normal falling damage instead of the damage listed on the table above; however, you must still make a ranged attack roll to hit your intended target. Calculate your range penalty based on the range to your target or the distance the object is dropped, whichever is greater.

If the hurled object is a vehicle or character, the check is either resisted by a Will save or opposed by a Pilot check, as described above. A hurled vehicle or character takes the listed damage according to the Move Object check result (no save allowed).

Force Jump: You can use the Force to add extra power to your leaps. By spending vitality points the same vitality necessary to move an object of the character's size and weight while using the Jump skill, you can add your ranks in Move Object to you Jump result. If you use this option, the distance jumped and your maximum jump distance are tripled.

Force Fall: You can use the Force to fall safely. When you intentionally jump down from a height, you may attempt a Jump check (DC 15) to reduce the effective total distance by 4 meters. By expending the same vitality necessary to move an object of the character's size and weight, you can add your ranks in Move Object for your Jump check result, and for every 3 points by which you beat the Jump check DC of 15, you can reduce the effective distance fallen by another 4 meters.

Multi-Target: You can lift or move multiple objects simultaneously, provided they are all within 4 meters of each other. This requires a full-round action (rather than a move or attack action). The base DC and vitality cost is set by the heaviest object in the group, and each additional object (regardless of its size) adds +2 to the DC and 2 vitality point cost. A target can’t be struck by multiple objects as part of the same action.

Fine Manipulation: The control of Move Object is generally not so delicate that you can operate machinery via the Force — at least, not as easily as doing it manually. When you wish to move only part of an object, such as pushing a button or pulling a lever, you may do so with a Move Object check against DC 10 (expending 1 vitality point) as a move action. If the object is physically held by a resisting individual, the individual makes a Will saving throw (DC 5 + your Force-User level) to foil your attempt (though you still spend the move action and the vitality point). You can use the multi-target option above in conjunction with this application, perhaps flicking several switches or pushing several buttons simultaneously.

If you use this ability to activate a weapon (say, pulling the trigger on a blaster, or igniting a lightsaber), you have no control over its effect. That is, you cannot pull the trigger on a holstered blaster to have it shoot the wearer in the foot. At best, you could hope for a moment’s distraction by activating the weapon. An obvious exception is if you have prearranged for the weapon to be pointing at your target (for example, by tying a lightsaber under someone’s chin, with the blade end facing up).

Forcing Locks: You can perform simple mechanical operations.

Time: Moving an unattended object is a move action. Hurling an object, making an opposed Move Object check, or moving an attended object, resisting character, or piloted vehicle is a full-round action.

Vitality Point Cost: 1 or more (see above).

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