Forcequake

RPG D6 Stats
Sense Difficulty: Moderate.

Alter Difficulty: Difficult or Very Difficult, modified by proximity, but must be within line of sight.

Required Powers: Force Whirlwind, Telekinesis.

Effect: The Force-user channels Force energy into the ground at a specific location, causing the ground to quake, tremble, and buckle as if an earthquake were occurring. The dust, dirt, and smoke churned up from the ground can also be channeled into whirlwinds capable of obscuring the vision of those caught within the affected area. When activated, this power affects an area with a ten-meter radius. Those caught within the affected area can make an opposed Dexterity roll to remain upright despite the tremor. Failure results in the target being knocked to the ground and unable to do anything for one round. Making the ground quake and tremble requires a Difficult alter roll. Channeling the kicked-up dust and dirt into obscuring whirlwinds requires a Very Difficult roll. If dusty whirlwinds are created by this power, opponents caught in the area can make an opposed Perception roll to keep from being blinded. Failure renders the opponent blind for the round. Regardless of how the user chooses to manifest this power, should the user’s alter roll succeed by 10, the resulting tremor kicks up rocks that will inflict 2D damage to all opponents in the area. This power also has the potential to knock over structurally weak structures. The GM determines if this happens and the damage suffered by any target caught in the collapse. This power can be effective in hindering speeder-scaled or smaller wheeled or treaded vehicles, and on small walkers like the AT-PT. This power has no effect on larger walkers or vehicles, or on repulsorlifts. While any rocks churned up by this power won’t inflict any damage on the vehicle, the driver and passengers are at risk of being harmed unless they’re enclosed within the vehicle.