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Force Powers Rewritten
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CRMcNeill
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PostPosted: Mon Feb 14, 2011 12:44 am    Post subject: Force Powers Rewritten Reply with quote

I have a plan to rewrite and consolidate the existing Force powers as much as possible to better reflect the manner in which the Force is used in the canon and the EU. I've already finished several powers, almost all with the assistance of the Forum, but the finished results have either never been published, or are scattered around the Forum in other threads. I have several other projects in the works for other Force powers, so I've decided that I'm going to consolidate all of my alternate rules Force powers into a single thread. This will be where I can answer any questions about the existing powers, and publish the new ones as they come off the assembly line.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 14, 2011 12:51 am    Post subject: Reply with quote

Battle Mind (Expanded Lightsaber Combat)

Author's Note: Combines and expands the Force powers of Combat Sense and Lightsaber Combat, as well as allowing the ability to be used for both armed and unarmed personal combat.

Description:
With this power, an adept can focus the power of the Force to enhance his own abilities in a wide variety of combat situations. When active, the adept's senses extend all around him, highlighting any active combatants and potential threats. Through the adept’s senses, the world around him moves sluggishly, while he himself moves at full speed. The Force guides his actions on attack and defense, augmenting his physical combat training and abilities and mentally hinting at weaknesses and opportunities to exploit.

Difficulty:
Control - Moderate
Sense - Easy

This power may be kept "up"

Rules:

When using this power, the adept adds bonuses to his attack, damage and reaction rolls, with restrictions applied based on the weapon being used (see below). On damage rolls, the adept may declare in advance the degree of damage he wishes to inflict, but must roll one difficulty level higher than that level to succeed. Using this rule, the adept can also choose to inflict a Maimed result rather than killing the target outright (Maimed requires a Killed result, but merely Incapacitates the target while inflicting a permanent injury, such as an amputation).

An adept using this power will always win initiative, and can declare when his action will occur in the round. If more than one adept is using this power, then roll initiative as normal to determine whose initiative has precedence

Restrictions and Bonuses by Weapon:

Battle Mind works best when combined with non-Force combat training. It may be applied to any form of personal combat, armed or unarmed, as well as vehicle mounted weapons. Note that this skill does not extend to Force-assisted starship piloting, but it does cover any weapon that the adept may operate on his own without a crew.

Adepts may use this skill as a reaction to ranged weapon fire (as per the Lightsaber Combat skill), but not all weapons are capable of deflecting blaster bolts. Unless otherwise noted, any object struck by a blaster bolt takes full damage, while any object listed as "lightsaber resistant" functions as a lightsaber for the purposes of deflecting ranged weapons fire. An adept may even react to ranged weapons while unarmed, but must combine this ability with Absorb/Dissipate Energy or a similar ability.

Lightsaber (and similar Jedi weapons):
+2D minimum to Lightsaber and Damage. Maximum bonus is equal to the adept’s weapon skill, or equal to his Control (to Damage) and Sense (to Lightsaber), whichever dice value is least.

Melee Weapons:
+2D minimum to Melee Combat and Damage. Maximum bonus is as lightsaber, but most melee weapons are not durable enough to survive long under such stress. In game terms, the adept is limited to the Maximum damage listed under the weapon’s description. He can choose to exceed that, but for every dice he goes over that maximum, he must roll that difference for damage against the weapon itself (using the rules described in the 2R&E rulebook on page 95).

(Example: A Jedi with a Melee Combat of 5D, a Strength of 3D and a Control of 6D is using a vibro-axe in combat, with a Damage of Strength+3D+1 and a maximum damage of 7D. Ordinarily, the Jedi would only be able to put +2 of his Control into damage without risking the weapon. However, he sees an opening and chooses to risk damage to his weapon and puts full power into the attack. Because his Melee Combat is less than his Control, he may only put 5D of his control into the damage roll. However, this is 4D+1 more than the maximum damage of the Vibro-Axe, so the Jedi rolls 4D+1 damage against the 2D body of his own weapon. The powerful strike connects and deals a crushing blow to his opponent, but the vibro-axe rolls a paltry 6 to resist damage of 17 from the strike, and is now Heavily Damaged).

A Jedi with the Force Weapon ability (Force Powers Compilation book, page 38) may exceed the maximum damage without damaging his weapon within the limits defined by the Force Weapon ability. A normal weapon empowered by Force Weapon is considered lightsaber resistant so long as the Force Weapon power is kept up.

Brawling Combat:
+2D minimum to Brawling and Damage. Maximum Brawling bonus is equal to either the adept’s Brawling skill or his Sense skill, whichever is least. Maximum Damage bonus is equal to the adept’s Strength attribute or his Control skill, whichever is least. As with Melee Weapons, an adept with more Control dice than Strength dice may attempt to exceed the limits at the risk of damaging himself. In game terms, for every 1D by which the adept exceeds his Maximum Damage bonus, he must roll the difference against his own Strength to see if he injures himself.

Ranged Weapons:
No damage bonuses are provided by this power when using ranged weapons. The Sense bonus to hit is equal to the appropriate Ranged Weapons skill for the weapon being used (Minimum bonus of +2D). However, for every 5 points by which the adept succeeds on his To Hit roll, he may add 2 points to his total on the damage roll. This bonus is in addition to any optional rules allowing accuracy to affect the damage level (as described in Rules of Engagement, page 58).
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Mon Feb 14, 2011 12:56 am    Post subject: Reply with quote

Danger Sense

Author's Note: This is an expansion of the Danger Sense RAW to reflect the official ability of Force users to detect threats more than one round in advance, and factoring in the possibility of low-level Force users not heeding its warnings.

Sense Difficulty:

Detect Danger - Very Easy (Allows an adept to sense impending danger automatically. Any potential threat registers, so long as the adept succeeds on his Sense roll. In game terms, this is treated like a reaction roll, and success means that the Jedi becomes aware of impending danger without conscious choice. On a successful roll, the adept simply becomes aware of a danger in his immediate future, nothing more. In game terms, on success, the adept gets an initiative roll at -1D against surprise attacks, and is +1D to initiative against normal attacks).

Identify Danger - Very Difficult, and can only be attempted after a successful Detect Danger roll (Once the adept is aware of the danger, he may begin to probe his immediate future to seek out its source. A success on this roll identifies the source of the danger, such as a person waiting in ambush, or a series of trip-wire activated automatic weapons. In game terms, on a successful Identify Danger roll, the adept automatically has initiative in the round that the attack occurs).

If the adept fails his Danger Sense roll by more than 10 points, he receives no benefit from Danger Sense apart from the basic initiative bonuses from Detect Danger. In the event of multi-round attacks, such as an impending ambush by an Interdictor cruiser, the adept may attempt to re-roll once per round until the attack occurs.

Modifiers:
+0 – Direct threats to the adept
+5 – General threat to the adept (Adept on Ship’s Bridge: "The bridge is going to be attacked!")
+10 – Indirect threat (Adept on Ship’s Bridge: "The ship’s engines are about to be attacked!")
+15 and up – Political, or very vague, non-direct attacks. ("It’s not about the mission, Master. It’s something…elsewhere…elusive")
+5 if the attack is inorganic in nature, such as droids or remote detonated explosives
+5 if the attack is non-lethal in nature
+5 if Danger Sense is already in use against another threat
+10 if Danger Sense is already in use against multiple threats


Notes:

Other Force adepts may consciously choose to dampen their presence in the Force, and may add their Control dice to the Danger Sense difficulty on Identify Danger rolls only. Creatures like the Yuuzhan-Vong who have no presence in the Force cannot be detected by Identify Danger, no matter how high the adept rolls, but the adept still maintains the basic Initiative bonus from Sense Danger.

Danger Sense can be used to sense danger to others, modified by relationship. and proximity

When in doubt, Danger Sense always activates soon enough to give the Jedi a chance to avert the danger, but they must make a successful Identify Danger roll to be able to act. Naturally, there may be exceptions for special circumstances (GM's discretion)

This power can be kept "up" with reservations. Detect Danger is always up (subject to a successful roll), but Identify Danger must be re-rolled for every threat.

Effect:
Danger Sense allows an adept a minor glimpse into the future, specifically detecting any potential dangers the adept may encounter in his immediate future. This power functions like an early warning system, allowing the adept to detect any attacks before they are made. This gives the adept time to decide how to react to the danger. In game terms, if any character is going to attack a adept, they must declare their action before it happens.

Danger Sense does not merely detect active attacks; it also warns the adept if they are about to make an action that will place them in immediate danger, such as entering an area filled with toxic gases, eating or drinking something poisonous, or exposing themselves to harmful radiation. For example, if an adept was about to open a door that was rigged to detonate an explosive device, the moment the adept placed his hand on the door knob, he would get to make a Sense Danger reaction roll to detect the threat.

Danger Sense is a tenuous concept for many inexperienced adepts, as they can often dismiss the warning provided by Danger Sense as a simple case of nerves. They may also misidentify the source of the danger, and be caught by surprise while looking the wrong direction. As the adept gains experience at discerning the warnings, these false alarms become less and less common, although even experienced masters may still be caught unawares if the situation is convoluted enough. This example is well demonstrated by Luke Skywalker falling for the Cavrilhu Pirates’ “Jedi Trap” on their asteroid base.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 14, 2011 1:05 am    Post subject: Reply with quote

Life Detection

Sense Difficulty:
Easy - Sentient Lifeforms
Moderate - Complex Organic Lifeforms (Large Animals)
Difficult - Simple Organic Lifeforms (Small Animals)
Very Difficult - Basic Lifeforms (Insects and Plants)*
Heroic - Microscopic Organisms
Difficulty is reduced by one level if the Lifeform is Force Sensitive

*Despite their innate simplicity, insect and plant signatures in the Force vary depending on size or concentration, so that a large tree or a swarm of insects may be detected at Difficult or Moderate difficulty.

This power may be kept up.

Effect:
This power allows the adept to sense individual lifeforms in the Force. Every living being is connected to the Force in varying degrees, and the adept can sense that connection. The true challenge is found in mentally separating specific beings or individuals from the background noise.

The power has a range of 10 meters + 1 meter for every point by which the Sense roll beat the difficulty. It is not possible for an organic lifeform to hide from Life Detection by physical means; only Force sensitives and beings like Ysalamiri have natural defenses.

When the adept approaches or is approached by a sentient being, he makes a Sense roll and can detect all life in range so long as he beats the Difficulty listed above with regard to the lifeform's complexity. Force sensitives may make an opposed Control roll to avoid detection, and that result is stacked with the base difficulty number for the complexity of the lifeform. Both the Sense roll and the countering actions are “free” actions, and don’t count as a skill use (and thus there are no die code penalties except those caused by injury). If a tie occurs, the adept detects the creature in question.

At base difficulty, the adept may identify his relationship to the character, and can identify them if the character is known to the adept. If the character is known to the adept, he becomes aware of the target's general emotional state. If the character is personally unknown to the adept, but is a member of an alien species he has interacted with in the past, he may identify the species and gain a general sense of the target's emotional state (but not the character's actual identity) if he beats the Difficulty by 5 or more. If he beats the Difficulty by 10 or more, the adept is aware if the character has Force skills (yes or no) and how much dice they have in their Force Sensitive attribute (refers to another optional rule). Sentient creatures who are aware that the adept can detect them and glean basic information may stack their Control or Perception dice to the basic difficulty to keep the adept from gaining the above information

Optional Rule:
Although droids can't be detected by Life Detection, some Jedi have noted an odd "ghost" sense in the presence of sentient droids with whom they have become well acquainted. What this may say about the nature of life and a droid's connection to the Force is a matter of ongoing discussion among the Jedi. In game terms, sentient droids count as Very Difficult lifeforms. [Author's Note: This rule is included to cover the opening scenes of Heir To The Empire, where Luke could get a sense of Threepio and identify him before he saw him.]

Example:
Ana has her Life Detection power “up.” Bill, the gamemaster, knows that three Gamorreans are approaching Ana from behind. She rolls her Sense to see if she can detect the beings — she rolls a 31. At Easy Difficulty (Sentient life), her range extends out to 41 meters. As none of the Gamorreans are Force Sensitive, they can do nothing to conceal themselves from detection.

The Gamorreans are aware that Ana is a Force sensitive, so they are actively trying to conceal their identities. If they were not, Ana would roll against the base difficulty alone. In this case, each Gamorrean rolls his Perception and adds it to the base difficulty of Easy, since they are sentient, but not Force Sensitive.

The first Gamorrean's roll is a roll is a 9, stacked on the base difficulty for a total of 19; Ana’s roll beats his by 12 points. Ana knows she has never met the being before, and that it is of a different species, so she doesn’t know its identity. However, she has interacted with Gamorreans in the past, so she can identify the species, and she can tell that it is feeling somewhat aggressive but also slightly apprehensive. She knows the being is not Force-sensitive and doesn’t have Force skills.

The second Gamorrean rolls a 17, for a total of 27 — Ana knows about the existence and location of the second being, but can read no additional information.

Ana’s roll beats the third Gamorrean’s by 11 points, and she has met him before, so she knows that this being is Draughckt, a Gamorrean she met a few years earlier on the planet Seltos. He is also feeling aggressive and apprehensive, is not Force-sensitive and doesn’t have Force skills.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 14, 2011 1:15 am    Post subject: Reply with quote

Projected Combat (formerly Projected Fighting)

Difficulty:
Control: Difficult
Sense: Difficult
Alter: Moderate, modified by proximity and object size restrictions where required (See Telekinesis)

This power may be kept up until the adept is stunned or injured. The adept may re-roll to bring the power back up.

Required Powers: Concentration, Danger Sense, Lightsaber Combat, Telekinesis

Effect:

Projected Combat takes the skill and focus that the adept has gained in Lightsaber Combat and combines it with the formidable potential of Telekinesis. Using Projected Combat, the adept may strike his opponents with blows of telekinetic force and control the flight of bullets and other projectiles. Projected Combat cannot directly affect energy based attacks like blaster fire, but it can use levitated objects to intercept blaster bolts. Projected Combat projects no visible component, so it cannot be parried, save on successful Sense and Control rolls by the target or an opposed Alter roll by another Projected Combat adept.

The Jedi may perform multiple Projected Combat actions, including mixing effects and affecting multiple targets simultaneously, subject to standard multi-action penalties, except where noted.

On Attack:
When used on the attack, Projected Combat delivers a blow of telekinetic force, utilizing the adept's Alter skill for damage, and his Sense skill for accuracy, rolled against the target's Control or Strength. The target may also add their Armor bonus to the roll to resist. The adept may choose to lessen the damage inflicted by declaring the desired level of damage in advance, and then making a successful Damage roll at one difficulty level above the desired effect. On a failed roll, inflict damage as rolled. If the adept inflicts damage greater than Stunned to a living being, he automatically receives a Dark Side Point.

Alternately, the adept may use this ability to push one or more adjacent targets backwards, knocking them prone or slamming them into walls. The adept may also choose to knock back everything in his immediate vicinity at +10 difficulty. The strength of the push attack is equal to the adept's Alter skill, and targets may make a Control or Strength roll to resist (or an opposed Alter roll if the target is a Projected Combat adept). Characters that are struck by this attack are shoved forcefully away from the adept, either falling prone or slamming into a wall or other hard object. Characters who fall prone are are at -3D and are unable to move until they stand up (which counts as a Move action). Characters who are "slammed" take the listed damage. In either case, the target is shoved either the listed distance away, or the full distance from the adept to the object they struck. If the adept kills a living being with this attack, he immediately receives a Dark Side Point, so he may choose to roll less than his full Alter dice if he wishes. Calculate the damage or effect on the following table:

Damage Roll > Resistance by = Effect:
0-5 = 2 meters/ 2D
6-10 = 3 meters / 3D
11-15 = 5 meters / 4D
16-20 = 10 meters / 5D
21+ = 15 meters / 6D

Adepts may also use this power to attack a target with a levitated object. This is much more potent than the equivalent ability in Telekinesis, as the character is not required to split his Alter dice, but instead uses his Sense skill for accuracy and his Alter skill for damage. If the target is also a Projected Combat adept, he may use his Sense and Alter dice to resist the attack. This ability is especially potent when combined with an adept's lightsaber. As with Telekinesis, the only control a Jedi has over the damage inflicted is based on the amount of Alter dice he chooses to add to the object's base damage. An adept using this technique who inflicts damage greater than Stunned to a living being receives an immediate Dark Side Point.

When using either a levitated object or pure telekinetic force, the adept may choose to "call his shot" at a penalty of -1D, focusing the attack on a specific portion of the target's body, such as the target's arm or leg (a successful attack on a target's leg generally results in a knock-down effect as described above). The adept may also chose to target hand-held objects like weapons at -2D. Targets may make an opposed Control or Strength roll to avoid having hand-held items knocked from their grasp.

On Defense:
Projected Combat can render a skilled adept practically immune to projectile weapons. Bullets, darts and missiles can all be swept aside as easily as an adept can parry blaster bolts with a lightsaber. On a successful Projected Combat roll, the adept may make an Alter roll against the damage inflicted by the weapon (physical damage only; do not include side effects like toxins or explosives. This is strictly for deflecting the kinetic energy). Multi-action penalties for parrying or blocking objects are applied on a modified basis. If used against multiple attackers, there is a standard MAP per attacker, plus 1 pip per additional shot fired (+2 for shotguns, or +1D for auto-fire weapons. Gas or chemical weapons, such as flamethrowers or Stokhli spray sticks count as auto-fire weapons).

Deflected projectiles ricochet in random directions, and if anyone is standing to either side of the adept, they are struck by a ricochet on a Wild Dice failure. If a bystander is struck and killed by a deflected projectile, the adept receives an immediate Dark Side Point. In the interests of protecting innocent bystanders, the adept may also choose to bring a projectile to a complete stop rather than just deflect it. This requires a successful Alter roll against the projectiles physical damage +10. Once the projectile is stopped, it can be treated like any other levitated object subject to Telekinesis.

Projected Combat can also be used to block Melee or Brawling attack with barriers of telekinetic force. The adept rolls his Sense skill against his opponent’s Melee Combat or Brawling skill. On a successful roll, the adept rolls his Alter skill against the damage inflicted by the weapon. On success, the attack is blocked and does no damage. However, even if the attack fails, the total from the adept’s Alter skill roll is still subtracted from the attacker’s damage, so even if the attack fails, it may still do no damage because so much of its energy was absorbed penetrating the telekinetic barrier.

Although Projected Combat cannot directly affect energy based attacks, it can be used indirectly by using small inanimate objects to intercept shots. The adept rolls his Sense dice against the opponent's Blaster skill, and on success, he may make an Alter roll to levitate an object of any size to block the shot. While a larger object may be more cumbersome when used to parry, its greater surface area facilitates parrying multiple shots (in game terms, add the base damage from the Telekinesis Object Damage chart to counter MAPs when parrying multiple attacks with the same object. After all, if the adept can succeed in the Alter roll to get the object in the air, he deserves the advantages gained from the added cover). Damage to the object is resolved as normal. Unless otherwise noted, the object used to block the blaster shot takes full damage, and is vaporized. In rare circumstances, Jedi have been known to levitate their own lightsaber on defense as well as attack, using the levitated saber to deflect blaster bolts. An adept may levitate multiple objects to parry, subject to standard Multi-Action penalties.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 14, 2011 1:29 am    Post subject: Reply with quote

Telekinesis (Modified)

Alter Difficulty:
Very Easy - Objects weighing less than 1 kilogram (Datapads, comlinks, blaster pistols, lightsabers, etc.)
Easy - Objects weighing between 1 and 10 kilograms (Blaster rifles, heavy weapons, small droids or creatures, etc.)
Moderate - Objects weighing between 10 and 100 kilograms (Most characters or normal sized droids)
Difficult - Objects weighing between 100 kilograms and 1 metric ton (Small to medium-sized speeders)
Very Difficult - Objects weighing between 1 and 10 metric tons (Medium to large speeders, small walkers)
Heroic - Objects weighing between 10 and 100 metric tons (Large walkers, starfighters)

Note: 100 metric tons is the maximum limit of this power. Other, more advanced forms of Telekinesis may allow the movement of larger objects, but the basic Telekinesis technique does not have sufficient focus or control for such displays of power.

This power can be kept up.

Restrictions & Modifiers:
-Targets must be within the adept's line of sight, and difficulty is modified by proximity.
-Levitated objects may be moved at up to 10 meters per round without a change in Difficulty (The adept may increase speed at a rate of +5 Difficulty per every additional 10 meters per round).
-Levitated objects may be moved in a simple, straight line without penalty. The adept may attempt maneuvers at increased difficulty (+1-5 for gentle turns, +6-10 for easy maneuvers, +11-25 for complex maneuvers).
-The adept may lift several objects simultaneously, but each requires an additional Telekinesis roll, subject to Multi-Action Penalties. When lifting objects in sequence, Multi-Action Penalties are applied cumulatively (i.e. the first object is levitated without penalty, the second at -1D, the third at -2D, etc.)
-When levitating someone against their will, the target may make an opposed Control or Alter roll to resist. However, non-Force Sensitives lack any method for countering Telekinesis, apart from grabbing onto the nearest solid object and hanging on for dear life (opposed Strength roll).

Effect:

By using this power, a Jedi may levitate objects with mental power. If used successfully, the object moves as the Jedi desires.

An adept may use this power to attack an opponent with a levitated object. To use Telekinesis in combat, the adept must first succeed in levitating the object in question, using the rules described above. Once the object is levitated, the adept then uses his Alter dice as a Dice Pool, splitting it between Damage and To Hit pools then rolling his attack accordingly. The basic To Hit Difficulty is directly related to the size of the object being levitated. The target may choose to Dodge normally, or make a Full Dodge (base Difficulty + Dodge).

If the target is a Force adept, and is aware that the attack is coming (either by use of Danger Sense or winning initiative), they may attempt to use Telekinesis to block the attack by rolling an opposed Telekinesis roll (Difficulty equal to size of object as listed above, plus one difficulty level). On success, the object is immobilized for the remainder of the round, held in place by the will of the two opposed adepts.

In the following round, the two adepts make an opposed Alter roll to determine control. The roll is stalemated unless one adept's roll is 10 or more points higher than his opponent. Once the stalemate is broken, the object is immediately under the control of the winning adept, who can either toss it aside or use it to attack (in the event of a broken stalemate, the defender may not use Telekinesis to block the attack).

On a successful strike, the adept adds his allocated Damage dice (at Character scale) to the base damage listed below and rolls as normal. Note that the adept is not able to reduce the damage level inflicted, beyond his selection of the size of the object and the amount of energy he puts into the attack. If the attack inflicts damage above Stunned to a living being, the adept receives an automatic Dark Side Point.

The adept may use Telekinesis to control the flight of thrown objects, such as knives or grenades, at Moderate difficulty, with multiple grenades or knives subject to the multiple objects rules defined above. Grenades being moved away from the adept are subject to the same speed restrictions as any other object. Deflection in a random direction requires no additional difficulty (use the grenade scatter rules), but selecting the landing point is equal to an Easy Maneuver (see above). If a deflected object causes damage above Stunned to any living being, the adept receives an automatic Dark Side Point.

Telekinesis may not be used against bullets or other missiles of similar velocity, as they are moving too fast for the adept to maintain line of sight (Advanced powers may allow the Jedi control over such attacks, but basic Telekinesis does not).

Base Damage & Difficulty to Hit:
< 1 kg. - 1D (Easy)
1-10 kg. - 2D (Moderate)
10-100 kg. - 4D (Difficult)
100 kg.-1 metric ton - 3D Speeder Scale (Very Difficult)
1-10 metric tons - 4D Walker Scale (Heroic)
10-100 metrics tons. - 5D Starfighter Scale (Heroic+10)
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Joined: 05 Apr 2010
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PostPosted: Mon Feb 14, 2011 1:32 am    Post subject: Reply with quote

Enhance Senses (Combination of Magnify Senses and Shift Senses)

Sense Difficulty:
Very Easy - The adept's senses are increased in general sensitivity, sensing at a greater distance, and with greater detail, but still constrained by his body's natural limitations. Bonus to the adept's Perception or Search equal to +3D or +1/2 the adept's Sense dice, whichever is greater

Moderate - The adept can see into the infrared and ultraviolet light spectrum, hear super and subsonic noises and can identify chemicals normally too complex for humans to discern. The adept ignores all cover modifiers on Perception / Search rolls, and can track by scent on a successful Perception or Search roll.

Difficult - The adept's senses extend even further from the human norm, allowing him to focus on detection of a single phenomenon, such as a lifeforms, comm transmissions, energy sources, radiation, or a common chemicals, along with some general information (an estimated count of multiple contacts, general lifeform identification, comm or sensor frequency, and general direction and distance).

Very Difficult - The adept literally functions as a human sensor array. He can detect and combine multiple sensor phenomenon to paint a more detailed picture of what he has detected, and his sensory input now includes gravitic anomalies, vibration detection (through air, water or solid) and the identification of complex chemicals (such as exotic explosives, tibanna blaster gas, or organic pheromones). He can identify devices and vehicles by type (blasters, firearms, datapads, explosives, speeders, walkers, etc.), pick a specific contact out of a group of similar contacts, can identify exact numbers and give exact distance and range to the target.

All bonuses are cumulative, and Difficulty numbers are modified by Distance and Interference modifiers (see below).

This power may be kept up.

Time To Use: Varies by Difficulty Level.
The amount of information the adept receives does not allow him to act on it all at once. He must slowly expand his senses outward and gradually interface with it without overwhelming himself. Very Easy difficulty takes one round to come into effect, Moderate takes two rounds and so on. The adept's maximum degree of Perception (Very Difficult) takes a full 4 rounds to activate.

Adepts may attempt to rush the time-to-use limits by "diving headfirst" into the information flow, but this can be dangerous. For every round the adept attempts to rush the time to use, difficulty increases by 2D. On failure, the adept is Stunned for 1D rounds due to information overload, and cannot attempt to re-roll Enhance Senses for an additional 2D rounds after the Stun effect ends.

Note: It is important to remember that, while the adept senses more with this ability than he would with his normal senses, this power does not actually enhance his perception. Instead, the Force bypasses his senses and delivers the sensory information directly to the adept’s brain. This also serves to render the adept immune from increased damage inflicted by sensory based weapons, such as flash-bang grenades or riot gas (these attacks still affect his natural senses normally).

Modifiers:
Distance:
+0 - Close range (in the same room or immediate area)
+10 - Moderately far away (Down the block or across the parking lot, within 100 meters)
+20 - Very far away (Can barely be seen with normal human senses, several hundred meters away, up to a full kilometer
+30 - Extreme distances (several kilometers)
Interference:
+0 - Minimal (Open field / quiet room / unused area with few scents)
+5 - Noticeable (Walking in a light crowd / coffee shop, cafe or other moderately populated place)
+10 - Dominant (Large crowd or a dimly lit room / crowded club, etc.)
+20 - Overpowering (Rock concert mosh pit, in the middle of a blaster fight, trying to pick out a specific scent in a garbage dump, etc.)
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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PostPosted: Mon Feb 14, 2011 1:39 am    Post subject: Reply with quote

Telekinetic Attack (formerly Telekinetic Kill)

Difficulty:
Control - Easy, modified by proximity
Sense - Easy, modified by proximity
Alter - Target's Control or Strength roll

Willpower - Equal to Alter Difficulty (Optional, see below)

Require Powers: Control Pain, Life Sense, Injure/Kill, Telekinesis

Warning: A character who uses this power must make a successful Willpower roll. On success, the adept reduces the intensity of his assault so that it inflicts Stun damage only (on living targets) or inflicts full normal damage while retaining his self control (on non-living targets). On failure, the attack inflicts full damage and the adept receives a Dark Side Point. Characters who have turned to the Dark Side may forgo the Willpower roll, and accept the Dark Side Point automatically.

Effect: This power allows the Jedi to telekinetically injure or damage a target. The adept rolls his Alter dice against the target's Control or Strength (in the case of living beings) or against the target's Body Strength (in the case of inorganic objects, like droids or vehicles). The damage inflicted is subject to scale modifiers, as described in the 2R&E Rulebook. The adept may choose to inflict a lesser degree of damage by declaring in advance, and then rolling at least one difficulty level higher than intended damage. Jedi adepts, however, cannot use this method to avoid a Dark Side Point without a Willpower check. An adept may use this ability against multiple targets simultaneously, but is subject to MAPs for every additional target. The Willpower roll contributes to the character’s MAP total for that round, as well

The damage inflicted can take many forms, from blatant crushing, shattering, bludgeoning, slashing or stabbing attacks to more subtle techniques like collapsing the trachea, squeezing the heart or stirring the brain. Sith adepts will often intentionally reduce the level of damage inflicted to drag out their target's death, feasting off the pain and suffering that the protracted death inflicts on its victims. Jedi with sufficient self-control may use this ability to stun their target without inflicting permanent damage, but this can be dangerous, as a loss of control in such a situation leaves the Jedi vulnerable to the influence of the Dark Side.

When using Telekinetic Attack, the adept may choose to "call his shot" at a penalty of -1D, focusing the attack on a specific portion of the target's body, such as the target's arm or leg (a successful attack on a target's leg generally results in a knock-down effect as described above). The adept may also chose to target hand-held objects like weapons at -2D. Targets may make an opposed Control or Strength roll to avoid having hand-held items knocked from their grasp.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 14, 2011 1:40 am    Post subject: Reply with quote

Well, that's all for now. More will be coming as I write them up. Let me know what you think.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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