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Non force related 'super powers'
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garhkal
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PostPosted: Sat Jun 11, 2011 2:52 pm    Post subject: Non force related 'super powers' Reply with quote

Kind of like mutants and masterminds... How would you handle say a race of creatures naturally telepathic, or empathic? What of the jedi/jedi hunters? How would they handle them?
Would the empire fear/hunt down say some that are telekinetic?

What of non 'Psychic" type powers, say like Havoc's plasma bolts, or night crawlers 'teleportation'?
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Guardian_A
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PostPosted: Sat Jun 11, 2011 3:02 pm    Post subject: Reply with quote

The Empire sees humans as superior to the other races fo the galaxy. As such, any abilities or powers that would make an alien superior to a human would be a threat to that beleif. For that reason, I tend to have the Empire be a bit more harsh with those races who have inhuman abilities.
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Raven Redstar
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PostPosted: Sat Jun 11, 2011 5:27 pm    Post subject: Reply with quote

Empaths are easy:

Zeltrons
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/4D
PERCEPTION 2D+1/5D
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+2
Special Abilities:
Empathy: Zeltron feel other people’s emotions as if they
were their own. Therefore, they receive a -1D penalty to
ALL rolls when in the presence of anyone projecting strong
negative emotions.
Pheromones: Zeltron can project their emotions, and this
gives them a +1D bonus to influencing others through the
use of the bargain, command, con, or persuasion skills.
Entertainers: Due to their talents as entertainers, Zeltron
gain a +1D bonus to any skill rolls involving acting,
playing musical instruments, singing, or other forms of
entertainment.
Initiative Bonus: Zeltron can react to people quickly due to
their ability to sense emotion, and thus they gain a +1 pip
bonus to initiative rolls.
Move: 10/12
Source: Ultimate Alien Anthology (pages 196-197)

For Telepaths, I'd give them a rather high perception skill, and give them (A) Telepathy. Which could be used for either reading, sending, and maybe at higher levels influencing. Roll it vs willpower.

Natural plasma bolts are a no no for me, and definitely no teleportation. Super strength can be represented by a bonus to lifting and strength damage, but not soak. Characters that are exceptionally hardy would get natural bonuses to soak rolls and stamina checks.

This is all hypothetically because I wouldn't allow players, and I wouldn't likely create these races to exists against my players.

As for how the empire would view them. I'd view them like any evil superpower government. They'd hunt them down and try to capture them, study them, and see if they can't replicate their abilities in their own loyal soldiers.
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Guardian_A
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PostPosted: Sat Jun 11, 2011 5:37 pm    Post subject: Reply with quote

Raven Redstar wrote:
As for how the empire would view them. I'd view them like any evil superpower government. They'd hunt them down and try to capture them, study them, and see if they can't replicate their abilities in their own loyal soldiers.


Well said!
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Raven Redstar
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PostPosted: Sat Jun 11, 2011 7:42 pm    Post subject: Reply with quote

Even if they don't capture them alive, scientists love to cut up dead things. Smile
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Fallon Kell
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PostPosted: Sat Jun 11, 2011 11:05 pm    Post subject: Reply with quote

Raven Redstar wrote:

For Telepaths, I'd give them a rather high perception skill, and give them (A) Telepathy. Which could be used for either reading, sending, and maybe at higher levels influencing. Roll it vs willpower.

I agree with you.

I had designed a race of warriors once, who blocked the force, and who occasionally turned out to be telepaths. Both features were handled by Perception skills. I think the telepathy was standard and the force blocking was (A).
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garhkal
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PostPosted: Sun Jun 12, 2011 2:37 am    Post subject: Reply with quote

Raven Redstar wrote:
Even if they don't capture them alive, scientists love to cut up dead things. Smile


ANd splice those dead things DNA into existing live troops Twisted Evil Twisted Evil Twisted Evil
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Volar the Healer
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PostPosted: Sun Apr 15, 2012 10:18 pm    Post subject: Reply with quote

We have had such aliens in our campaign. I treat them exactly like force powers - same rules, dice development for advanced skills, everything. This maintains game balance. The aliens would say they're not force powers, and maybe they're not! There aren't enough Jedi around to contradict them.
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