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darthomer09 Commodore
Joined: 10 Jan 2005 Posts: 1392 Location: Virginia, USA
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Posted: Tue Jul 25, 2006 5:47 pm Post subject: Force Power Compilation |
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All these fan made source books we have out there i think it's time we have one for Force Powers. Here's all of the ones I've come up with during my studies. Sorry if some of the tables get messed up.
**Disclaimer: The only work that is mine is the gathering and putting together of this information. It comes from several sources.**
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Control Powers
Burst of Speed
Control Difficulty: Moderate
Required Powers: Enhance Attribute
Effect: A Jedi can use this power to enhance his Move rating, increasing his running and walking speeds dramatically for a short period of time. Both the duration and Move increase are determined by the amount the Jedi's Control roll exceeds the difficulty. The duration can be increased by spending character points – for each character point spent, the duration is increased by one round. These points can be spent at any time before the power fades.
Control Roll > Difficulty By: Move Increase Duration
0-8 +5 4 Rounds
9-20 +10 3 Rounds
21+
Channel Rage
Control Difficulty: Easy.
This power may be kept up.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: This power, when used, channels the character's anger and rage into a berserk fury, which increases his prowess in battle. Game effects include a temporary +2D bonus to Strength, and a -1D penalty to all defensive skill rolls. Raging characters are unable to perform any action or Force power that requires patience and/or concentration. When use of Channel Rage ends, the user loses 2 pips from his Strength die code for every round the power was kept up (reducing his Strength die code to a minimum of 1D).
Absorb/Dissipate Energy
Control Difficulty: Sunburn - Very Easy; intense sun - Easy; solar wind - Moderate; radiation storm - Difficult. Characters may use this power for energy attacks, such as blaster bolts and Force lightning - the difficulty is Moderate plus the damage roll of the attack.
This power may be kept "up" as long as the source of energy is constant - it may not be kept "up" for blaster bolts or Force lightning.
Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation and blaster bolts. A successful control roll means that the energy is dissipated. If the user fails the roll, he takes full damage from the energy. The character must activate the power in the same round to absorb the blaster bolt or Force lightning - the character must be able to roll the power before the attack lands. He can't use this power after the attack has hit.
Accelerate Healing
Control Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Time To Use: One minute
Effect: If a Jedi uses this power successfully, he may make two natural healing rolls for the current day regardless of his injury. He gets a +2 modifier to his roll for both rolls.
Concentration
Control Difficulty: Easy if the Jedi is relaxed and at peace; Difficult if the Jedi is filled with aggression, fear or other negative emotions; Very Difficult if the Jedi is acting on those negative emotions.
Effect: When using this power, Jedi clear all negative thoughts from their minds, feeling the Force flowing through the universe and their own being.
The individual Jedi concentrates on one specific task at hand. If the skill roll is successful, the Jedi may add +4D to any one action in that round. The Jedi may do nothing other than using the concentration power and using that one skill for one action. The Jedi receives no bonus if anything else is done in that round, including duplicate uses of the same skill or dodges or parries. This power may be used in conjunction with Force Points and Character Points. This power is only in effect for one round and may not be kept "up".
Control Pain
Control Difficulty: Very Easy for wounded or stunned characters, Easy for incapacitated characters, Difficult for mortally wounded characters.
This power may be kept "up," so the character can ignore the pain of injuries for a long period of time. However, whenever the character is injured again, the Jedi must make a new control pain roll, with the difficulty being the new level of injury.
Effect: A wounded Jedi who controls pain can act as if he has not been wounded starting with the round after the power roll has been made. The wound is not healed, but the character doesn't suffer the penalties of being wounded: a wounded Jedi doesn't lose 1D from all actions; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results. However, the character is still injured, and thus is prone to getting worse, even if the Jedi doesn't feel the pain. For example, a wounded character who is wounded again would still become incapacitated. Mortally wounded Jedi still have to make the same rolls as other mortally wounded characters.
Emptiness
Control Difficulty: Moderate
Note: Characters who are consumed by the Dark Side of the Force may not use this power.
Required Powers: Hibernation Trance
Effect: The user empties his mind and allows the Force to flow through him. The character seems to be in deep meditation, and a character experiencing emptiness is oblivious to his surroundings. A character in emptiness may not move or take any action except to try to disengage from the emptiness.
While in emptiness, a character is difficult to sense or affect with the Force. When another character attempts to use a Force power on the character in emptiness, add the meditating character's emptiness roll to the difficulty for the other character's sense or control rolls (this affects only the sense roll; if the power doesn't use the sense skill, then add the difficulty to the control roll). This difficulty is added regardless of whether or not the empty character would willingly receive the power's effect.
Once the character come out of emptiness, the character gets a +6 bonus modifier to all Force skill rolls for a period of time equal to the amount of time the character spent in emptiness. This bonus is reduced by 1 for each Dark Side Point that the character has.
When in emptiness, characters dehydrate and hunger normally - some initiates have died because they lacked enough control to bring themselves out of emptiness.
When the character enters into emptiness, the player must state how long the character will be in meditation. A character must make a Difficult control skill roll to bring himself out of emptiness; the character may attempt to come out of meditation under the following circumstances:
When the stated time has passed.
Once each hour beyond the original time limit.
The character's body takes any damage more serious than stun damage.
Enhance Attribute
Control Difficulty: Moderate
Effect: A Jedi uses this power to increase a single attribute for a limited amount of time. An increased attribute can help a Jedi jump higher, dodge quicker, see better, and run faster. All skills controlled by the enhanced attribute are increased by the appropriate amount for as long as the power is in effect.
An attribute increased by this power remains enhanced for the duration listed below. Duration and attribute increase is determined by how much a character's control skill roll beats the difficulty number. Duration can be extended through the use of character points - for every character point a Jedi spends after invoking this power, the duration is extended by one combat round. The points can be spent at any time before the power fades.
A Jedi can only increase one attribute at a time. If a character invokes the power to enhance a second attribute while the first attribute is still enhanced, then the first enhancement fades and the second attribute receives the benefit.
Skill Roll Beats
Difficulty By Attribute
Increase Duration
0-13 +1D 3 Rounds
14-25 +2D 2 Rounds
26+ +3D 1 Round
Hibernation Trance
Control Difficulty: Difficult
This power may be kept "up."
Effect: This power allows a Jedi to place himself into a deep trance, remarkably showing all body functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and he falls unconscious.
When a Jedi enters a hibernation trance, the character must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli needs to be present (noise, someone touching them). A Jedi can heal while in a hibernation trance, but the character may not use skills or Jedi powers while in a trance.
Hibernation trance serves two purposes. It allows a Jedi to "play dead". It can be used to survive when food or air supplies are low. A character in hibernation uses only about a tenth as much air as someone who is sleeping - he can hibernate for a week in a dry climate or for up to a month in a wet climate before dying from lack of water.
Anyone who comes across a Jedi in hibernation trance assumes that the Jedi is dead unless he makes a point of testing him. Another Jedi with the sense skill or the life detection power will be able to detect the Force within the hibernating character and realize that he is alive.
Instinctive Astrogation Control
Control Difficulty: Very Difficult. Modified by astrogation difficulty.
Time To Use: One minute
Effect: Instinctive astrogation control is far more difficult than the standard sense-based instinctive astrogation power because instead of trying to "feel" the correct solutions to the hyperspace equations, the Jedi calculates them in his head. This is quite possible, and is often done as a training exercise, but the figures generated are rarely utilized because it is so easy even for a Jedi to make a mistake.
The difficulty is modified by how hard the task is with nav computer:
Task is: Modifier (add to difficulty):
Very Easy 0
Easy +5
Moderate +10
Difficult +15
Very Difficult +20
Heroic +30
If the control total is successful, a Very Easy astrogation roll is necessary to enter the correct routes into the nav computer. If the Jedi fails the attempt, he overlooks an obstacle, and sends the ship down an inherently dangerous path and thus instead of requiring a Very Easy astrogation total, the difficulty is automatically Very Difficult. If the control roll is missed by five or more points, increase the difficulty to Heroic.
This is largely unknown application of the control power that allows Jedi to pilot astrogation paths, instead of using the more well-known sense-based instinctive astrogation power. Instinctive astrogation control is little more than a curiosity, studied only by a few theoretical Jedi, the most prominent of which in recent memory was Hart Daele. In face, Daele wrote a doctoral thesis on the subject, proving that the high-order equations could be solved or, under certain special case situations, approximated, using standard Jedi meditation techniques.
Reduce Injury
Control Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters.
Required Powers: Control Pain
Effect: By using this power, a Jedi may call upon the Force to reduce the amount of injury he suffers; this power is normally only used in desperation because of its long-term repercussions.
When the power is successfully used, the Jedi loses a Force Point. Any injury that is suffered is reduced to wounded. If the original injury would have killed the character, he must choose to suffer a permanent injury of some kind.
Note: Spending Force points in this manner - not at the beginning of a round - is allowed. Also, it is not always a "selfish" act to save one's life, so the character was fighting to save his friends from certain doom - and if he falls, they certainly die - then this could even be considered an heroic action. It still involves great sacrifice.
Remain Conscious
Control Difficulty: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Required Powers: Control Pain
Effect: Remain conscious allows a Jedi to remain conscious even when he has suffered injuries which would knock him unconscious. In game terms, when a character with this power suffers this kind of injury, they lose all of their actions for the rest of the round, but they are still conscious (normal characters automatically pass out). On the next round, the character may attempt to activate the power - this must be the first action of that round; the Jedi cannot even dodge or parry.
If the roll is unsuccessful, the character passes out immediately. If the roll is successful, the Jedi can do any one other action that he has declared for that round - often the character will attempt to control pain so that he will be able to remain conscious. After that other action has been completed, the Jedi will lapse into unconsciousness, unless he has activated control pain or done something else that will keep the character conscious.
Resist Stun
Control Difficulty: Moderate.
Time To Use: One minute
This power may be kept "up".
Effect: Resist stun allows the Jedi to prepare his body to resist the effects of stun damage. The power must be activated before the character has suffered any damage.
A successful result allows the Jedi to resist all stun results except for unconscious and normal injuries. An unconscious result forces the Jedi to drop the power, and he is considered stunned. Normal injuries (wounded, incapacitated, mortally wounded and killed) are treated normally.
Anger
Control Difficulty: Dark Sider = Very Easy, Light Sider = Moderate
Time to use: One round
Warning: A Jedi who uses this power gains a Dark Side Point.
Effect: To use this power, a character concentrates all of his negative feelings, and touches the Dark Side of the Force momentarily. This imparts a +1D bonus on all rolls for the next two rounds. The Dark Side is finicky as the bonus could at one time be 6 and at another time be 1.
Blackness
Control Difficulty: Moderate
Required Powers: Force lightning, injure/kill, eclipse
Note: This power can only be used by characters who have been consumed by the Dark Side.
This power can be kept “up.”
Effect: This power enshrouds a Dark Jedi in a camouflaging veil of the Dark Side. The power roll is added to the difficulty of any Sense roll of a power attempting to detect the presence of the user of this power. It also subtracts 2D from any skill attempts to perceive them, or 4D if the power roll succeeds by 15 or more.
The power causes people to overlook the user as he or she blends into the surroundings and any smells or sound emanating from them are muffled. The user of this power still may make skill checks as usual while the power is “up.” (i.e. at a -1D penalty). However, the user may not use combat oriented Force powers while this power is kept “up.” (e.g. lightsaber combat, combat sense, injure/kill, telekinetic kill, inflict pain, etc.).
This power does not affect electronic life-form sensors.
Calculate
Control Difficulty: Moderate = Simple Equations Heroic = Complex Equations
Time To Use: One minute
Required Powers: Concentrate, perceptive trance
Effect: Using Jedi meditation techniques, this allows a Jedi to calculate high-order equations with the aid of the Force. The equations can be solved or, under certain special case situations, approximated, using standard Jedi meditation techniques. This is usually done as a training exercise.
Calm
Control Difficulty: Easy = Relaxed without Dark Side Points.
Increase difficulty one level for every Dark Side Point the character has.
Time to use: One round
Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +4 to all rolls for the next two rounds and an extra bonus of +4 to resist the effects of powers called upon by Dark Side servants.
Cloak of Darkness
Control Difficulty: Heroic minus total Dark Side Points, to a minimum of 5, may not be attempted by an individual with less than 5 DSPs.
This is a power that can be kept “up.”
Warning: Use of this power grants a Dark Side Point.
Note: This power is exclusively used by the Shadow Dragons.
Effect: When this power is called, the Jedi calls upon the palpable essence of the Dark Side, turning himself into a silhouette so dark that the eye recoils from it. When this power is invoked, it grants a +3D bonus to the Hide and +2D to Sneak, and the Jedi holding it will not register on electronic sensors of any type (although the space he is in will register as being completely empty, and some sophisticated systems will be able to detect him due to the lack of normal air in his space).
Cognitive Trance
Control Difficulty: Easy
Time to use: 1 minute
This power can be kept “up.”
Effect: Jedi uses control of his inner Force to enter the specific trance. His thinking process is hastened, and he may absorb information much faster (from datascreens, voicetapes set on very high speed or by other methods), i.e. he reads even faster than Mon Calamari - just scrolls the text very, very quickly.
The Dragon
Control Difficulty: Very Difficult
Required Powers: Emptiness, Control Pain
Warning: Although the use of this Power does not automatically grant a dark Side Point, it does increase the desire to take evil actions (which will grant Dark Side Points). Use with caution.
Note: This power is exclusively used by the Shadow Dragons.
Effect: This is the power that proved the undoing of the Jhemadan, and it remains the cornerstone of the Shadow Dragons. The Jhemadan had been experimenting with essences, and the Dragon was the image associated with the essence of Power. When the power is invoked, the Jedi's physical Strength doubles, for as long the power is maintained. In addition, the thought processes of the invoker increase 33% in speed, enabling much more efficient retrieval of information (KNO skills).
This tampering with the essential nature of the invoker is not without it's penalties, as the Jhemadan discovered. When a Jedi is under the influence of the Dragon, he sees everything through the amoral and arrogant view of unbound power. In addition, the power is somewhat addictive in nature, and once experienced, the Jedi will find himself desiring to repeat that experience whenever possible. Finally, frequent use of the power diminishes the power of it's effects, and starts to cause a physical transformation of it's user into a six limbed, reptilian creature of some sort, but as the partial transformations have always proved fatal somewhere along the line, the exact nature of the creature that the Jedi is on the road to becoming is unknown.
In game terms, the first time the power is invoked, the invoker must make an easy willpower roll to avoid committing an evil act when the opportunity presents itself when the power is up. Each additional time that the power is invoked, the difficulty of the check increases by 2. Secondly, once the user has invoked the power once, they must make an easy willpower roll to avoid attempting to call on that power when the need arises. Each subsequent time the power is called upon will increase the difficulty of that check by 2. This number will decrease by 2 for every month that passes without the power being called upon, until it no longer exists. However, each time the power is called upon after that, the check will reappear, at the highest level of difficulty that it reached, +2. Thirdly, every third time the power is called upon, it's power decreases by 10%. Finally, if the wild die comes up with a mishap any time the power is called, a minor physical change will take place in the invoker. 3 changes will be noticeable, and 10 will be fatal.
Force Charged Strike
Control Difficulty: Moderate = 1D max charge
Difficult = 2D max charge
Very Diff = 3D “
Heroic = 4D “
Required Powers: Emptiness or Rage, Absorb/Dissipate Energy
Effect: Through total concentration, a Jedi is able to deliver a single, devastating blow to an opponent. It takes one action for every die of charge before the strike to charge a fist or any other striking body part i.e. foot, knee, elbow, or forehead. Upon a successful hit the damage is delivered. This can also be used with brawling parry.
Hands of the Jhemadan
Control Difficulty: Medium
Note: This power is exclusively used by the Shadow Dragons.
Effect: This is one of the powers that have carried over from the Jhemadan times. When called upon, this power causes the Jedi's hands to be encased in a glowing blue field of Force. This field is impenetrable, and extends up to the users elbows. The power protects it's users hands from extreme heat and cold, but that is not it's primary function. When used in conjunction with Jhemadan school martial arts, the Hands of the Jhemadan add 2D+2 to the damage caused. When invoked by a Dark Jedi, the field is a deep red that grows darker for those more attuned to the dark side. There are rumors that the Jhemadan had a more powerful version of this power, but they have never been proven. This is a power that can be kept up.
Heal
Control Difficulty: Very Easy = Stunned
Easy = Wounded, Wounded Twice
Moderate = Incapacitated
Difficult = Mortally Wounded
Required Powers: Accelerate Healing, Detoxify Poison, Emptiness, and Control Pain
Time to Use: 5 minutes meditation per level of difficulty.
Effect: Completely removes one injury to the user. This power may not be used on others (see Heal Another). If use of this power fails, the difficulty is raised by one level for every repeated attempt.
Regenerate
Control Difficulty: Moderate = Simple Organ (eye, liver, kidney)
Difficult = Complex Organ (Heart)
Very Diff = Limb or System (Arm, Spine)
Heroic = Brain, A.I.D.S, Terminal Cancer
Required Powers: Heal
Time to use: One month per level of difficulty (1 month for an eye, 3 months to repair spinal damage)
The Power *has* to be kept “up.”
Effect: Allows a Force-user to repair extensive damage to the point of regrowth. During the period of Regeneration, the character must rest as detailed in the Natural Healing section of the rulebook. Everyday during this rest period the user must activate the power. Failure means treatment has been set back one day for every point the roll missed by. A critical failure means the organ/limb has been destroyed and user must start over (in the case of regenerating a damaged brain, the user dies). At the end of the period (provided rest was never broken) he may roll Strength or Control versus the above difficulty. For every full week of rest and treatment past the required time, the final Strength/Control Difficulty is reduced by one level. If successful, he has a new, fully working organ/limb or is cured from the targeted disease (Cancer, AIDS, etc.). If unsuccessful, he has a fully grown organ/limb that either his body has rejected or is just unusable.
Wisdom
Control Difficulty: Very Difficult
Time to use: 1 hour of research
Effect: Makes the user have an insight on the force, increases their knowledge, by their Control Dice for a single roll. _________________ Rebel Uprisings
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darthomer09 Commodore
Joined: 10 Jan 2005 Posts: 1392 Location: Virginia, USA
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Posted: Tue Jul 25, 2006 5:48 pm Post subject: |
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Sense Powers
Beast Languages
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/predatory (such as a wild vornskr or rancor).
Required Powers: Receptive telepathy, projective telepathy, translation
This power maybe be kept "up".
Time to use: One minute
Effect: This power allows the Jedi to translate a beast-language and speak it in kind. As creatures rarely have "true" languages, the Jedi is actually reading the differences in surface emotions within grunts and growls and other cues of body language. Note that the character may keep this power "up" if the Jedi needs to continue picking up the emotional state of a creature. For beasts that can be ridden, subtract -2D from their Orneriness code while this power is in effect. (Obviously, the creature's Orneriness code cannot drop below 0D.)
Combat Sense
Sense Difficulty: Moderate for one opponent, modified by +3 for every additional opponent a Jedi wants to defend against.
Required Power: Danger Sense, Life Detection
Effect: Combat Sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense. In game terms, by focusing his attention on his opponents, a Jedi gains certain important advantages.
First, he gets to decide when he wants to act during a round - no initiative rolls are needed while this power is in effect. If more than one Jedi is using this power, whichever Jedi rolled highest when invoking the power gets to determine exactly when they are acting in the round.
Second, his attack and defense rolls are increased by +2D. Combat Sense lasts for ten combat rounds and doesn't count as a "skill use" for determining die code penalties.
Danger Sense
Sense Difficulty: Moderate or attacker's control roll.
Required Power: Life Detection
This power may be kept up.
Effect: Danger Sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect.
When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger.
In game terms, if any character is going to attack a Jedi on the next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll their control skill to increase the difficulty of using the power.
Life Detection
Sense Difficulty: Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship.
This power may be kept "up".
Effect: This power allows Jedi to detect live sentient beings who might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of all sentients within 10 meters - if the power is kept up, the Jedi may know whenever a sentient approaches within 10 meters of them or vice versa.
When a Jedi approaches or is approached by sentient creatures, make a sense roll for the Jedi and each creature makes an opposed control or Perception roll to avoid detection. Both rolls are "free" actions and don't count as a power use. If the Jedi ties or rolls higher, he senses the creatures in question.
If the Jedi beats the target's roll by 10 or more points, the Jedi is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no) or if they met the person before (yes or no), and if yes, what their identity is.
Life Sense
Sense Difficulty: Very Easy. Modified by proximity and relationship.
Required Ability: Life Detection
This power may be kept "up" to track a target.
Effect: The user can sense the presence and identity of a specific person for whom he searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is.
A target may use the control skill to hide his identity from the Jedi using life sense. The character's control skill is added to the sensor’s difficulty.
Magnify Senses
Sense Difficulty: Very Easy. Modified by proximity.
Time To Use: Three rounds
Effect: This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that otherwise would be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness - he can't hear beyond normal frequencies. Likewise, he can see normally visible things over distances that would normally require the use of macrobinoculars, and identify scents and odors that are normally too faint for Human olfactory senses.
Receptive Telepathy
Sense Difficulty: Very Easy for friendly, non-resisting targets. If target resists, he makes a Perception or control roll to determine the difficulty. Modified by proximity and relationship.
Required Power: Life Sense
This power may be kept "up" if the target is willing and the proximity modifier doesn't increase.
Effect: If the Jedi makes the power roll, he can read the surface thoughts and emotions of his target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information. When the Jedi uses the power on another player character, the gamemaster asks the player if he minds the power being used on his character; if the target is a gamemaster character, the gamemaster must determine for himself if the target is friendly or resistant.
If the skill roll is double the difficulty, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made - this process takes a full round.
A Jedi can read the minds of more than one person at a time, but each additional person counts as an additional action, with separate rolls and multiple skill use penalties.
This power may be used on creatures and other sentient species, although it cannot be used on Droids.
Sense Force
Sense Difficulty: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
Effect: This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power.
Sense Force will tell a character the rough magnitude of the Force in an area or object, and whether the area or object tends toward the Dark Side or the Light.
Instinctive Astrogation
Sense Difficulty: Moderate, modified by difficulty of journey.
Required Power: Magnify senses
Effect: This is the more well known ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his sense skill to feel through the myriad hyperspace routes to determine the safest path.
The difficulty is modified by the treacherousness of the path.
If the Jedi succeeds at charting the course, she need only generate an Easy astrogation total to plot a safe path. If the Jedi fails the roll, the astrogation difficulty is automatically Very Difficult; If the roll is missed by more than five points, increase the difficulty to Heroic.
Sense Path
Sense Difficutly: Moderate
Required Powers: Emptiness, Hibernation Trance
This power can be kept up
Effect: This power informs a character of the "path" he travels: whether his current actions are likely to lead him to the dark side, and whether any specified future actions are likely to do so (this power may be thought of as farseeing without control). Bear in mind that without control the Jedi does not have the ability to decide whether he sees the past, present, or possible future. The visions he receives are more likely to be allegorical in nature; to receive specific details the farseeing power must be used
When giving the results of this power, be honest but obscure if the character has gained any Dark Side Points and is attempting to atone, this power will tell him how successful he has been within a game context.
The Jedi can choose to consciously use this power, or it can be a plot device. If the latter, at an appropriate point in the scenario, you may call for a roll on this power, and give the Jedi a vision if he succeeds. You may use this to tell the players how well they are doing, or to give them a premonition of doom just before a critical encounter to heighten the tension. You may use it to warn them (by showing the future of their current course), to encourage them (particularly when they have done the right thing, but have no way of knowing), to provide hints, or to foreshadow upcoming events.
A vision from the Force should never be taken lightly by the players. it should give them something to think about, along with the attendant chances for good roleplaying. Bear in mind that different Jedi will tend to receive different renditions of the same scene, and consequently you should tailor the details you give to fit the character concerned. Instead, you might consider altering the way you describe the scenery; for the dark side, you might always describe rocky and barren terrain, with a cold wind blowing, or it might always be night for the dark side and daytime or dawn for the light side. You can present these images in as contrary a manner as you wish, provided you are consistent with the descriptions.
Another thing to bear in mind is that it is never easy to tell which is the right course to take (although the path of darkness may be clear enough, the path of light is far more elusive). The Jedi must still be sure to follow the Jedi Code regardless of what his visions seem to be telling him, otherwise his own desires will encourage a less truthful vision and cause his downfall. And it is quite possible for a skilled dark Jedi to twist the readings of this power to suit his own ends.
Force Shot
Sense Difficulty: Moderate
This power may be kept up.
Required Powers: Life Detection, Life Sense, Sense Force.
Warning: Anyone who uses this power to harm a helpless character receives a Dark Side Point.
Effect: This power is used to increase a character's accuracy with missile weapons against hidden or concealed targets. If successful, the Force-user may add his Sense dice to his ranged attack rolls against an organic/living target that is either fully or partially concealed, be it behind a wall, through smoke, or in darkness or shadow. At least some portion of the target must be concealed by some degree of cover to be effective. This power is called on at the start of a battle, and remains "up" until the Jedi is stunned, wounded, or worse. Any Jedi who has been stunned or wounded may attempt to activate the power again.
Guided Attack
Sense Difficulty: Target's Control or Perception roll
This power may be kept up.
Required Powers: Combat Sense, Farseeing, Life Detection, Sense Force.
Warning: Anyone who uses this power to harm a helpless character receives a Dark Side Point.
Effect: By successfully using this power and studying a single opponent for two full rounds, a character can anticipate that opponent's reactions in combat. This effectively reduces the opponent's defense dice rolls made to evade the character's attacks by half for the duration of the combat, or until the character using this power is stunned, wounded, or worse.
Sense Surroundings
Sense Difficulty: Easy.
This power may be kept up.
Required Powers: Magnify Senses, Sense Force.
Effect: Sense surroundings allows a Force-user to extend his senses through the Force, permitting him to fight and make Search checks despite darkness or obstruction. This power doesn't duplicate the Magnify Senses power, but it does allow a character to perceive things normally through the Force instead of through a normal sense. This power can only be used to counter either blindness or deafness. In order to counteract both lack of sight and sound, the power would need to be used twice (thus granting a multiple action penalty).
Blind Sense
Sense Difficulty: Moderate
This power can be kept up.
Effect: This power allows the Jedi to see normally when he has been blinded (Perception at normal). This power cannot be used to see in the dark. Young Jedi sometimes learn this power accidentally when lightsaber training and have been blindfolded.
The Clouds, Parting
Sense Difficulty: Moderate
Note: This Power is Exclusively used by the Shadow Dragons.
Effect: Another of the powers that was also practiced by the Jhemadan, The Clouds, Parting is designed to sweep away all the obstacles blocking clear sight and Sense powers. When invoked, all powers in effect designed to obstruct or confuse the target must immediately make opposed rolls with the Jedi who invoked The Clouds, Parting. Failure causes those powers to be dispelled instantly, and even a near miss will causes them to waver slightly.
Cyber Sense
Sense Difficulty: Very Easy by Relationship and Proximity
This power may be kept up.
Required Powers: None
Effect: Allows a force user to sense the prescience of a machine, computer or droid.
Direction Sense
Sense Difficulty: Easy; modified by Proximity
Time to use: One round
This power can be kept up.
Effect: This allows the Jedi the ability to sense the direction of an object or location by it's resonance in the Force. It could be an object of importance, the north pole of a planet, the nearest cantina, etc...but this power does not sense life forms. If the roll fails by five points, the Jedi just knows the general direction the object or location is in: left, right, forward, behind, above, below. On a Difficult roll, the Jedi can anchor himself to a location and know exactly in what direction and how far away the location is from their current position.
Radar Sense
Sense Difficulty: Moderate
Required Abilities: Life Detection, Magnify Senses
This power may be kept up.
Effect: This ability is used when the Jedi can not see or is entering combat. It gives him/her sense dice to add to his/her perception each round. These can be used for initiative or for any of the basic sensual skills under perception (cannot be used for command, bargain, persuasion, etc). This power is very similar to Life Detection, except the Jedi feels the emotional intentions of the people in his range. The Targets can not hide from this ability because it feels the vibrations in the force that their presence makes. The range is equal to their sense roll +10 in meters. The Jedi does not perceive anything but the position of the creatures and the basic intentions (i.e., friendship, hate, about to attack, etc.)
Sense Force Strength
Sense Difficulty: Moderate
Time to Use: One minute
Effect: This allows a Jedi to sense the Force Strength of a character. This tells the Jedi the Force Strength bonus a character has, as well as the number of Character Points, Force Points, Dark Side Points, and skill code for each Force skill. This does not tell the Jedi what powers the character has.
Time Sense
Sense Difficulty: See below
This power can be kept up.
Effect: Sensing the rhythm, pulse, and the ebb and flow of the Force, the Jedi is able to track the passage of time as precisely as the best chronometer. With a Very Easy sense roll, the Jedi can use this power as a stopwatch. With an Easy sense roll, the Jedi can use this power as an alarm clock.
Track Hyperspace Trail
Sense Difficulty: Difficult, modified by half the difficulty of the journey of the ship being tracked; also modified by Proximity
Required Powers: Instinctive astrogation sense, Sense Force
Effect: Any object that goes through hyperspace leaves a trace that the Jedi can sense. The Jedi uses his sense skill to "feel" through hyperspace to track an object's path.
If the Jedi succeeds at tracking the course, he need only generate an Easy astrogation total to plot a safe path to follow the object. If the Jedi fails the roll, he is unable to track the object.
If the object includes a Force-sensitive being, the difficulty for this power is reduced one level.
Truth Sense
Sense Difficulty: Easy; modified by Relationship
Time to use: One round
This power can be kept up.
Effect: This allows the Jedi to sense whether a person believes what they are saying is true. It does not sense whether what they are saying is true in the overall reality; just whether the subject believes it or not. This is the Force equivalent of a lie-detector test. _________________ Rebel Uprisings
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darthomer09 Commodore
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Alter Powers
Beast Languages
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/predatory (such as a wild vornskr or rancor).
Required Powers: Receptive telepathy, projective telepathy, translation
This power maybe be kept "up".
Time to use: One minute
Effect: This power allows the Jedi to translate a beast-language and speak it in kind. As creatures rarely have "true" languages, the Jedi is actually reading the differences in surface emotions within grunts and growls and other cues of body language. Note that the character may keep this power "up" if the Jedi needs to continue picking up the emotional state of a creature. For beasts that can be ridden, subtract -2D from their Orneriness code while this power is in effect. (Obviously, the creature's Orneriness code cannot drop below 0D.)
Combat Sense
Sense Difficulty: Moderate for one opponent, modified by +3 for every additional opponent a Jedi wants to defend against.
Required Power: Danger Sense, Life Detection
Effect: Combat Sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense. In game terms, by focusing his attention on his opponents, a Jedi gains certain important advantages.
First, he gets to decide when he wants to act during a round - no initiative rolls are needed while this power is in effect. If more than one Jedi is using this power, whichever Jedi rolled highest when invoking the power gets to determine exactly when they are acting in the round.
Second, his attack and defense rolls are increased by +2D. Combat Sense lasts for ten combat rounds and doesn't count as a "skill use" for determining die code penalties.
Danger Sense
Sense Difficulty: Moderate or attacker's control roll.
Required Power: Life Detection
This power may be kept up.
Effect: Danger Sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect.
When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger.
In game terms, if any character is going to attack a Jedi on the next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll their control skill to increase the difficulty of using the power.
Life Detection
Sense Difficulty: Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship.
This power may be kept "up".
Effect: This power allows Jedi to detect live sentient beings who might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of all sentients within 10 meters - if the power is kept up, the Jedi may know whenever a sentient approaches within 10 meters of them or vice versa.
When a Jedi approaches or is approached by sentient creatures, make a sense roll for the Jedi and each creature makes an opposed control or Perception roll to avoid detection. Both rolls are "free" actions and don't count as a power use. If the Jedi ties or rolls higher, he senses the creatures in question.
If the Jedi beats the target's roll by 10 or more points, the Jedi is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no) or if they met the person before (yes or no), and if yes, what their identity is.
Life Sense
Sense Difficulty: Very Easy. Modified by proximity and relationship.
Required Ability: Life Detection
This power may be kept "up" to track a target.
Effect: The user can sense the presence and identity of a specific person for whom he searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is.
A target may use the control skill to hide his identity from the Jedi using life sense. The character's control skill is added to the sensor’s difficulty.
Magnify Senses
Sense Difficulty: Very Easy. Modified by proximity.
Time To Use: Three rounds
Effect: This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that otherwise would be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness - he can't hear beyond normal frequencies. Likewise, he can see normally visible things over distances that would normally require the use of macrobinoculars, and identify scents and odors that are normally too faint for Human olfactory senses.
Receptive Telepathy
Sense Difficulty: Very Easy for friendly, non-resisting targets. If target resists, he makes a Perception or control roll to determine the difficulty. Modified by proximity and relationship.
Required Power: Life Sense
This power may be kept "up" if the target is willing and the proximity modifier doesn't increase.
Effect: If the Jedi makes the power roll, he can read the surface thoughts and emotions of his target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information. When the Jedi uses the power on another player character, the gamemaster asks the player if he minds the power being used on his character; if the target is a gamemaster character, the gamemaster must determine for himself if the target is friendly or resistant.
If the skill roll is double the difficulty, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made - this process takes a full round.
A Jedi can read the minds of more than one person at a time, but each additional person counts as an additional action, with separate rolls and multiple skill use penalties.
This power may be used on creatures and other sentient species, although it cannot be used on Droids.
Sense Force
Sense Difficulty: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
Effect: This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power.
Sense Force will tell a character the rough magnitude of the Force in an area or object, and whether the area or object tends toward the Dark Side or the Light.
Instinctive Astrogation
Sense Difficulty: Moderate, modified by difficulty of journey.
Required Power: Magnify senses
Effect: This is the more well known ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his sense skill to feel through the myriad hyperspace routes to determine the safest path.
The difficulty is modified by the treacherousness of the path.
If the Jedi succeeds at charting the course, she need only generate an Easy astrogation total to plot a safe path. If the Jedi fails the roll, the astrogation difficulty is automatically Very Difficult; If the roll is missed by more than five points, increase the difficulty to Heroic.
Sense Path
Sense Difficutly: Moderate
Required Powers: Emptiness, Hibernation Trance
This power can be kept up
Effect: This power informs a character of the "path" he travels: whether his current actions are likely to lead him to the dark side, and whether any specified future actions are likely to do so (this power may be thought of as farseeing without control). Bear in mind that without control the Jedi does not have the ability to decide whether he sees the past, present, or possible future. The visions he receives are more likely to be allegorical in nature; to receive specific details the farseeing power must be used
When giving the results of this power, be honest but obscure if the character has gained any Dark Side Points and is attempting to atone, this power will tell him how successful he has been within a game context.
The Jedi can choose to consciously use this power, or it can be a plot device. If the latter, at an appropriate point in the scenario, you may call for a roll on this power, and give the Jedi a vision if he succeeds. You may use this to tell the players how well they are doing, or to give them a premonition of doom just before a critical encounter to heighten the tension. You may use it to warn them (by showing the future of their current course), to encourage them (particularly when they have done the right thing, but have no way of knowing), to provide hints, or to foreshadow upcoming events.
A vision from the Force should never be taken lightly by the players. it should give them something to think about, along with the attendant chances for good roleplaying. Bear in mind that different Jedi will tend to receive different renditions of the same scene, and consequently you should tailor the details you give to fit the character concerned. Instead, you might consider altering the way you describe the scenery; for the dark side, you might always describe rocky and barren terrain, with a cold wind blowing, or it might always be night for the dark side and daytime or dawn for the light side. You can present these images in as contrary a manner as you wish, provided you are consistent with the descriptions.
Another thing to bear in mind is that it is never easy to tell which is the right course to take (although the path of darkness may be clear enough, the path of light is far more elusive). The Jedi must still be sure to follow the Jedi Code regardless of what his visions seem to be telling him, otherwise his own desires will encourage a less truthful vision and cause his downfall. And it is quite possible for a skilled dark Jedi to twist the readings of this power to suit his own ends.
Force Shot
Sense Difficulty: Moderate
This power may be kept up.
Required Powers: Life Detection, Life Sense, Sense Force.
Warning: Anyone who uses this power to harm a helpless character receives a Dark Side Point.
Effect: This power is used to increase a character's accuracy with missile weapons against hidden or concealed targets. If successful, the Force-user may add his Sense dice to his ranged attack rolls against an organic/living target that is either fully or partially concealed, be it behind a wall, through smoke, or in darkness or shadow. At least some portion of the target must be concealed by some degree of cover to be effective. This power is called on at the start of a battle, and remains "up" until the Jedi is stunned, wounded, or worse. Any Jedi who has been stunned or wounded may attempt to activate the power again.
Guided Attack
Sense Difficulty: Target's Control or Perception roll
This power may be kept up.
Required Powers: Combat Sense, Farseeing, Life Detection, Sense Force.
Warning: Anyone who uses this power to harm a helpless character receives a Dark Side Point.
Effect: By successfully using this power and studying a single opponent for two full rounds, a character can anticipate that opponent's reactions in combat. This effectively reduces the opponent's defense dice rolls made to evade the character's attacks by half for the duration of the combat, or until the character using this power is stunned, wounded, or worse.
Sense Surroundings
Sense Difficulty: Easy.
This power may be kept up.
Required Powers: Magnify Senses, Sense Force.
Effect: Sense surroundings allows a Force-user to extend his senses through the Force, permitting him to fight and make Search checks despite darkness or obstruction. This power doesn't duplicate the Magnify Senses power, but it does allow a character to perceive things normally through the Force instead of through a normal sense. This power can only be used to counter either blindness or deafness. In order to counteract both lack of sight and sound, the power would need to be used twice (thus granting a multiple action penalty).
Blind Sense
Sense Difficulty: Moderate
This power can be kept up.
Effect: This power allows the Jedi to see normally when he has been blinded (Perception at normal). This power cannot be used to see in the dark. Young Jedi sometimes learn this power accidentally when lightsaber training and have been blindfolded.
The Clouds, Parting
Sense Difficulty: Moderate
Note: This Power is Exclusively used by the Shadow Dragons.
Effect: Another of the powers that was also practiced by the Jhemadan, The Clouds, Parting is designed to sweep away all the obstacles blocking clear sight and Sense powers. When invoked, all powers in effect designed to obstruct or confuse the target must immediately make opposed rolls with the Jedi who invoked The Clouds, Parting. Failure causes those powers to be dispelled instantly, and even a near miss will causes them to waver slightly.
Cyber Sense
Sense Difficulty: Very Easy by Relationship and Proximity
This power may be kept up.
Required Powers: None
Effect: Allows a force user to sense the prescience of a machine, computer or droid.
Direction Sense
Sense Difficulty: Easy; modified by Proximity
Time to use: One round
This power can be kept up.
Effect: This allows the Jedi the ability to sense the direction of an object or location by it's resonance in the Force. It could be an object of importance, the north pole of a planet, the nearest cantina, etc...but this power does not sense life forms. If the roll fails by five points, the Jedi just knows the general direction the object or location is in: left, right, forward, behind, above, below. On a Difficult roll, the Jedi can anchor himself to a location and know exactly in what direction and how far away the location is from their current position.
Radar Sense
Sense Difficulty: Moderate
Required Abilities: Life Detection, Magnify Senses
This power may be kept up.
Effect: This ability is used when the Jedi can not see or is entering combat. It gives him/her sense dice to add to his/her perception each round. These can be used for initiative or for any of the basic sensual skills under perception (cannot be used for command, bargain, persuasion, etc). This power is very similar to Life Detection, except the Jedi feels the emotional intentions of the people in his range. The Targets can not hide from this ability because it feels the vibrations in the force that their presence makes. The range is equal to their sense roll +10 in meters. The Jedi does not perceive anything but the position of the creatures and the basic intentions (i.e., friendship, hate, about to attack, etc.)
Sense Force Strength
Sense Difficulty: Moderate
Time to Use: One minute
Effect: This allows a Jedi to sense the Force Strength of a character. This tells the Jedi the Force Strength bonus a character has, as well as the number of Character Points, Force Points, Dark Side Points, and skill code for each Force skill. This does not tell the Jedi what powers the character has.
Time Sense
Sense Difficulty: See below
This power can be kept up.
Effect: Sensing the rhythm, pulse, and the ebb and flow of the Force, the Jedi is able to track the passage of time as precisely as the best chronometer. With a Very Easy sense roll, the Jedi can use this power as a stopwatch. With an Easy sense roll, the Jedi can use this power as an alarm clock.
Track Hyperspace Trail
Sense Difficulty: Difficult, modified by half the difficulty of the journey of the ship being tracked; also modified by Proximity
Required Powers: Instinctive astrogation sense, Sense Force
Effect: Any object that goes through hyperspace leaves a trace that the Jedi can sense. The Jedi uses his sense skill to "feel" through hyperspace to track an object's path.
If the Jedi succeeds at tracking the course, he need only generate an Easy astrogation total to plot a safe path to follow the object. If the Jedi fails the roll, he is unable to track the object.
If the object includes a Force-sensitive being, the difficulty for this power is reduced one level.
Truth Sense
Sense Difficulty: Easy; modified by Relationship
Time to use: One round
This power can be kept up.
Effect: This allows the Jedi to sense whether a person believes what they are saying is true. It does not sense whether what they are saying is true in the overall reality; just whether the subject believes it or not. This is the Force equivalent of a lie-detector test. _________________ Rebel Uprisings
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darthomer09 Commodore
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Control & Alter Powers
Accelerate Another’s Healing
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy.
Required Power: Control Another's Pain
Time To Use: One minute
Effect: The target is allowed to make extra healing rolls, as outlined in accelerate healing. The Jedi must be touching the character whenever he attempts a healing roll.
Control Another’s Pain
Control Difficulty: Very Easy. Modified by proximity and relationship.
Alter Difficulty: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters.
Required Power: Control Pain
Effect: This power has the same effect on the target that control pain does on its user.
Return Another To Consciousness
Control Difficulty: Easy. Modified by proximity. Modified by relationship.
Alter Difficulty: Easy for incapacitated characters; Difficult for mortally wounded characters.
Required Power: Remain Conscious
Effect: The target returns to consciousness. The target has the same restrictions as imposed by the remain conscious power.
Transfer Force
Control Difficulty: Easy. Modified by relationship. Modified by proximity.
Alter Difficulty: Moderate.
Required Power: Control Another's Pain
Time To Use: One minute
Effect: This power will save a mortally wounded character from dying because the Jedi is transferring his life force to the target. When a character has force transferred to him, he remains mortally wounded, but he will not die provided he isn't injured again. The character is in hibernation, and will stay alive in this state for up to six weeks. The Jedi must be touching the target character when the power is activated.
When this power is used, the user must spend a Force Point (this is the life force that is transferred to the target). This user is always considered heroic, so the character will get the Force Point back at the end of the adventure.
The recipient of this power must be willing.
Force Lightning
Warning: a Jedi who uses this power for any reason immediately gains a Dark Side Point
Control Difficulty: Difficult, as modified by proximity. Limited to line of site.
Alter Difficulty: Perception or control roll of target.
Effect: This power is a corruption of the Force. When used it produces bolts of white or blue energy that fly from the user's fingertips like lightning. The bolts tear through their target, Causing painful wounds. Since This power is Force-generated, it can be Force-repelled using dissipate energy,
Force lightning courses over and into its target, convulsing the target with pain, siphoning off his power, and eventually killing him. Armor does not protect a character from Force lightning. Force lightning causes 1D of damage for each 2D of alter the user has (rounded down: a character with an alter of 5D would cause 2D damage).
Feed on Dark Side
Control Difficulty: Moderate when activated; Very Easy for each round thereafter
Alter Difficulty: Moderate when raised; no roll for subsequent rounds
Required Power: Sense Force
Warning: Any Jedi who activates this power automatically receives a Dark Side Point
Warning: Avoid overusing this power, since it can severely disrupt game balance if not used in moderation.
This power can be kept up
Effect: This power allows a Jedi to feed on the fear, hatred, or other negative emotion of others to make himself more powerful. It does not matter to the dark side why the others are filled with dark emotions; the feelings alone suffice
In game terms, in any round in which a character using this power is in the presence of a light side Force-sensitive who gains a Dark Side Point, the character gains a Dark Side Point and a Force Point. If multiple characters gain Dark Side Points in the same round, the characters gains multiple Force Points. These Force Points must be spent within five minutes of being received.
This is a power that Dark Jedi use to gain power from the anger and hatred they create in their foes. For player characters who are quick to anger, it is impossible to die-roll their way out of this situation. The only way to stop a Jedi from gaining extra Force Points from this power is to resist the Dark Side. This can be extremely difficult, particularly since there is nothing to prevent the Dark Jedi from doing everything in his power to provide these negative emotions. This might include deception, the butchering of innocents, taunts, insults, threats against the character, their friends, families, home planets or bases, and anything else likely to make them call on the dark side.
Players who fail to devise a better way of defeating a Dark Jedi other than by brute force are very likely to be destroyed if faced with this power.
Inflict Pain
Control Difficulty: Very Easy. Modified by proximity.
Alter Difficulty: Target's control or Perception roll. Modified by Proximity
Required Power: Control Pain, Life Sense
Warning: A character who uses this power immediately receives a dark side Point
Effect: The target experiences great agony. The user causes damage by rolling their alter skill, while the target resists damage with their control, Perception or willpower. Damage is figured as if the attack was a stun attack, although if the target suffers any damage at all, they are so crippled by pain that they are incapable of acting for the rest of the round and the next round.
Drain Energy
Control Difficulty: Very Easy for simple devices (datapads, holorecorders, droid callers), Easy for power packs (blasters), Moderate for energy cells (lightsabers, force pikes, vibro weapons) and Difficult for portable generators (E-Web repeating blasters, droids).
Alter Difficulty: Easy if the target is a non-sentient piece of equipment. If the target is a droid, the Alter difficulty is the droid's Strength roll.
Required Powers: Absorb/Dissipate Energy.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: Use of this power allows a Jedi to drain the energy from power packs, energy cells, and similar power sources. This can render powered and electric equipment useless until the power source is replaced or recharged. Power generators larger than a portable generator, such as a fusion generator (used in power droids, vehicles, and ships) are too large to be drained by this ability. Using this power takes a full round. It can effect a single target within the character's line of sight up to 10 meters away. Due to the fact that this power uses Dark Side energy to siphon power, it grants the user a Dark Side Point.
Hatred
Control Difficulty: Moderate.
Alter Difficulty: Target's Control or Perception roll.
Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Rage, Waves of Darkness.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: This power is similar to "Force Scream" (ToJC, page 65) but is used voluntarily. The character using this power releases his hatred into a blast of Force energy. Successful use of this power deals 3D damage to all targets within ten meters of the character, and gives each one a -1D penalty to all rolls for the remainder of the round. The effects of this power last a single round, though the duration can be increased by spending character points – for each character point spent, the duration is increased by one round. These points can be spent at any time before the power fades.
Morichro
Control Difficulty: Moderate, modified by proximity.
Alter Difficulty: Perception or Control roll of the target.
Required Powers: Accelerate Another's Healing, Control Another's Pain, Control Pain, Hibernation Trance, Injure/Kill, Life Detection, Life Sense, Place Another in Hibernation Trance.
Note: A character with more than 2 Dark Side points cannot utilize the power.
Warning: If the target of this power dies for any reason while being under its influence, the Force-user who initiated the power gains 1 dark side point.
Effect: This power is an offensive variation of Place Another in Hibernation Trance. It allows a Force-user to put someone into a trance-like state. If the target fails his Perception or Control roll to resist this power, in addition to rolling a "1" on the Wild Die, the target immediately dies and the user of the power gains 1 Dark Side Point. The target can spent a Force point in order to escape immediate death. When used against a living being, Morichro has a maximum range of 10 meters. The effects are otherwise identical to the Place Another in Hibernation Trance power (SWD6, page 149).
Plant Surge
Control Difficulty: Varies.
Alter Difficulty: Target's Control or Brawling Parry roll.
Required Powers: Concentration, Telekinesis.
Effect: When used, this power causes plants (grasses, weeds, bushes, trees, etc.) to entangle target creatures, holding them fast or slowing them down. The Control difficulty depends on the area that the Force user wishes to affect:
Radius Control Difficulty
2-meter radius Easy
4-meter radius Moderate
6-meter radius Difficult
8-meter radius Very Difficult
The Alter difficulty is the Control or Brawling Parry roll(s) of the target(s). If the Force-user succeeds in his use of the power, the targets are considered to be entangled. Entangled creatures suffer a -1D penalty to all attack rolls, a -2D penalty to their Dexterity scores, and can only move at half of their normal Movement scores. Entangled characters can attempt to escape, but this requires a Difficult Strength check to accomplish.
Control Weather
Control Difficulty: Difficult by Proximity
Alter Difficulty: 5 for every step on the scale:
Totally Clear No Wind
Partly Cloudy Wind 5mph
Cloudy Wind 10mph
Cloudy, Drizzle/Lt Snow Wind 15mph
Steady Rain or Snow Wind 20mph
Hard Rain, Snow or Sleet Wind 25mph
Deluge, Blizzard, Hail Wind 30mph
Heavy Thunderstorms Wind 40mph
Gale Force Winds Wind 50mph
Hurricanes/Twisters Wind 75mph
Hurricanes/Twisters Wind 90mph
Hurricanes/Twisters Wind 105mph
This power may be kept up.
Required Powers: Commune With Nature
Time to Use: One round for every level of change desired
Effect: Through using this power a Jedi may actually control the very weather. Control is used to handle the forces at play and Alter is used to make the changes.
Fertilize
Control Difficulty: Moderate
Alter Difficulty: Easy = Growth/Birth rate x1.25
Moderate = Growth/Birth Rate x1.5
Difficult = Growth/Birth Rate x1.75
Very Diff. = Growth/Birth Rate x2
If subject is sentient, modify for relationship.
Required Powers: Detoxify Poison in Another, Sense Life, Accelerate Another’s Healing
Effect: Makes soil/animals more fertile.
Force Explosive
Control Difficulty: Heroic
Alter Difficulty: See Below
WARNING: Using the power grants a Dark Side Point when used, and an additional Dark Side Point for casualties, compounded upon normal Dark Side Point gains.
Required Powers: Conduit
Effect: This power utilizes the Dark Side of the Force to create an explosive "charge" of pure Force energy. Any object conceivable can be charged, with a Control penalty of +5 for as many times bigger than a grenade it is. Control is used to energize the object being used for an explosive, and Alter is used for damage. Alter is also used for timing the explosive. Any number of D can be removed from Alter to create a "timer" of D number of rounds before the explosion. If no D are placed in the "timer," the weapon must be used immediately or it will explode in the Dark Sider's hand. Explosions appear similar to other Force Energy uses, such as Force Lightning or Force Weapon, as a light blue electrical energy pulse.
Force Transduction
Control Difficulty: Very Difficult
Alter Difficulty: Easy = small battery (1 Min)
Moderate = Character Scale (1 Hour)
Difficult = Speeder/Walker Scales (2 Hours)
Very Diff = Starfighter Scale (takes 8 hours)
Heroic = Capital Ship Scale (takes 1 day)
Required Powers: Absorb/dissipate energy, force of will, transfer force, conduit
Time To Use: See Above
Effect: Using this power, the Jedi can charge energy cells using the Force. Only one power cell can be charged at a time (Most Stock Light Freighters carry about 50 Starfighter Scale energy cells).
Heal Another
Control Difficulty: Easy = Wounded and Wounded Twice
Moderate = Incapacitated
Difficult = Mortally Wounded
Alter Difficulty: Very Easy Modified by Relationship.
Required Powers: Accelerate Another’s Healing, Control Another’s Pain, Emptiness, Detoxify Poison in Another.
Time to Use: 5 minutes meditation per level of difficulty.
Effect: This power completely removes one level of an injury. If the first use of this power is unsuccessful, each repeated attempt raises the difficulty by one level. The user must be in touch of the target to use this power.
Regenerate Other
Control Difficulty: Moderate = Simple Organ (eye, liver, kidney)
Difficult = Complex Organ (Heart)
Very Diff = Limb or System (Arm, Spine)
Heroic = Brain, A.I.D.S, Terminal Cancer
Alter Difficulty: Very Easy by Relationship (plus Willpower or Control if target resists)
Required Powers: Heal Another, and Regenerate
Time to use: One month per level of difficulty (1 month for an eye, 3 months to repair spinal damage)
The Power *has* to be kept up.
Effect: Allows a Force-user to repair extensive damage to the point of regrowth. During the period of Regeneration, the target must rest as detailed in the Natural Healing section of the rulebook. The user must visit the resting target at least once per day to re-apply the treatment. A failed roll means treatment is setback for one day for every point missed. At the end of the period (provided rest was never broken) the target may roll Control or Strength versus the above Control difficulty. For every full week of rest and treatment past the required period, the target’s Strength/Control roll is reduced by one Difficulty level. If the Strength/Control roll is successful, he has a new, fully working organ/limb. If unsuccessful, he has a fully grown organ/limb that either his body has rejected or is just unusable.
This power may be used in conjunction with Warp Matter (to re-engineer organs/limbs) or Mind Control (to re-program target). Difficulties for Warp Matter are one level lower (you are shaping while building) and difficulties for Mind Control are one level higher (effects are more lasting if not permanent). Either use is a perversion of nature and earns a Dark Side Point.
Shadow Split
Control Difficulty: Easy
Sense Difficulty: Moderate
Note: This Power is exclusively used by the Shadow Dragons.
This Power may be kept “up” (see below).
Effect: When this power is called upon, the Jedi invoking it appears to split into four copies of himself, each of moves away in a different direction. In actuality, only one of the images is real, the others are merely shadows, created by the portioning out of some of the invoker's life force. Each time the power is invoked, the Jedi must expend a character point. These images do not take damage, and are completely insubstantial. As all forms of matter and energy pass right through them, they can be detected in that manner. This power can be maintained from round to round, costing a character point every 10 rounds. The images can attack, although they cause no damage on a successful hit. The two ways in which this power is commonly used are to aid in flight, with the various images running away as well, drawing off enemy fire, and to aid in combat, where they draw fire, and distract opponents, making them dodge or parry illusionary attacks. This power can be dispelled by "The Clouds, Parting."
Survive in Hard Vacuum
Control Difficulty: Difficult
Alter Difficulty: Moderate = 1 turn
Difficult = 1 minute
Very Diff = 10 minutes
Heroic = 30 minutes
Heroic +10 = 1 hour
Required Powers: Hibernation Trance, Control Breathing
Effect: User may temporarily survive in a vacuum. _________________ Rebel Uprisings
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darthomer09 Commodore
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Control & Sense
Lightsaber Combat
Control Difficulty: Moderate
Sense Difficulty: Easy
This power may be kept up.
Effect: To use a lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection to the Force.
This power is called upon at the start of a battle and remains "up" until the Jedi is stunned or injured; a Jedi who has been injured or stunned may attempt to bring the power back "up".
If the Jedi is successful in using this power, the Jedi adds his sense dice to his lightsaber skill roll when trying to hit a target or parry, and he adds or subtracts up to the number of his control dice to the lightsaber's 5D damage when it hits in combat. Players must decide how many control dice they are adding or subtracting before they roll damage.
If the Jedi fails the power roll, he must use the lightsaber with only his lightsaber skill to hit and the weapon's normal damage in combat and he cannot attempt to use the power again for the duration of the combat.
Finally, the Jedi may use lightsaber combat to parry blaster bolts. To do this, the character must declare that he is parrying that round, using his lightsaber skill as normal.
The Jedi may also attempt to control where deflected blaster bolts go, although this counts as an additional action. The Jedi must declare which specific shot he is controlling. Then, once the roll is made to see if the blaster bolt was parried by the Jedi, the Jedi makes a control roll, with the difficulty being his new target's dodge or the range (figured from the Jedi to his target). The damage is that of the original blaster bolt.
Projective Telepathy
Control Difficulty: Very Easy. Increase difficulty by +5 to +10 if the Jedi cannot verbalize the thoughts he is transmitting (he is gagged, doesn't want to make a sound). Modified by proximity.
Sense Difficulty: Very Easy if target is friendly and doesn't resist. If target resists, roll Perception or control roll to determine the difficulty. Modified by relationship.
Required Power: Receptive Telepathy
Effect: If the Jedi successfully projects his thoughts, the target "hears" his thoughts and "feels" his emotions. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Jedi doesn't "verbally" identify himself, the target doesn't know who is projecting thoughts to him. This power can only be used to communicate with other minds, not control them.
Sith Sorcery
Control Difficulty: Difficult.
Sense Difficulty: Moderate.
Required Powers: Enhance Attribute, Feed on Dark Side, Life Detection, Life Sense, Sense Force.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: Sith Sorcery is used to channel the spirits of dead Sith lords into a character's body, augmenting his own natural abilities at the risk of possession. If successful, this power grants bonuses to attacks, resistance rolls, Strength (to resist damage only), and any use of Dark Side Force powers (ie, any powers that give Dark Side Points when used). The extent of the bonus and the power's duration are determined by the amount the Jedi's Control roll exceeds the difficulty. The duration can be increased by spending character points – for each character point spent, the duration is increased by one round. These points can be spent at any time before the power fades.
Control Roll > Difficulty By: Bonus Duration
0-6 +2 4 rounds
7-12 +1D 4 rounds
12-18 +1D+1 3 rounds
19-24 +1D+2 3 rounds
24+ +2D 2 rounds
Special: Whenever Sith Sorcery is used, in addition to receiving a Dark Side Point, the character opens himself up to possession by Sith spirits. He must immediately succeed in a Moderate Willpower skill check, with the difficulty increased randomly by the amount of the bonus received. For example, a Dark Jedi beats his Control roll difficulty by 8 points, gaining a +1D bonus. When the power fades, he must make a Willpower roll with a difficulty of Moderate +1D. If the skill roll succeeds, there are no complications. If it fails, however, the character is possessed by a Dark Side spirit (see rules on Dark Spirits).
Sith Sword Combat
Control Difficulty: Moderate.
Sense Difficulty: Easy.
This power may be kept up.
Effect: This power works in a manner similar to that of the Lightsaber Combat power, but centers on defense. If a character successfully uses this power, he adds his Sense rating to his Melee Parry skill rolls while using a Sith Sword, and is able to add (but not subtract) part or all of his Control dice to the Sith Sword's damage. Additionally, blaster bolts can be deflected, and the system is the same as the one listed in SWD6, page 148.
Farseeing
Control Difficulty: Very Easy. Modified by proximity. Add +5 to +20 to the difficulty if the character wishes to see into the past. Add +10 to +30 or more if the character wishes to see into the future.
Sense Difficulty: Very Easy. if the target is friendly and doesn't resist. If the target resists, make a control or Perception total for the difficulty. Modified by relationship.
Required Power: Life Sense
Time to Use: At least one minute
Effect: The user sees the person or place he wishes to see in his mind as the situation currently exists. The power can also be used to see the past or the future. The Jedi also sees the immediate surroundings, and so can know for example, when a friend is in danger, or what has happened to his home planet in his absence.
Farseeing requires calm conditions and at least one minute, but often takes a few minutes. Farseeing cannot be done in the face of danger. The Jedi's visions may not be entirely accurate:
Power roll > Sense Difficulty Past / Present, Future
0 - 10 50% 10%
11 - 20 75% 25%
21 - 30 90% 50%
31+ 100% 75%
The past and present are set and it is merely a matter of the Jedi having correct perceptions. However, the future is always fluid, aloways in motion, never set until it becomes the present - therefore it is much harder to predict The percentages on the chart are a rough measure of how much correct information the character receives in their vision.
For example, 10% means that the character will only be able to make out the most basic details of a situation, such as "My friends are in danger." 25% means that the Jedi gets a somewhat accurate vision of what will transpire, but most major details will be missing from the vision. 50% means that the character's vision was about half right. 75% means that the character has an understanding of the critical happenings, but hte character still has missed a major detail or two, which of course can complicate things. 90% means that the character ahs a very accurate and very detailed vision of what has or will transpire. 100% means that the character's vision is even more accurate and detailed, complete with minor, almost trivial details.
When a character far-sees into the future, the gamemaster has to make an honest effort to correctly represent what will happen: if the characters get a 75% result, the gamemaster must try to predict what he thinks the characters will do and what the outcome will be. Of course, since the future is so fluid, things are always subject to change. Farseeing is a great mechanic for the gamemaster to revel part of the story - enough to tantalize the players, without ruining the story.
Anticipation
Control Difficulty: Moderate
Sense Difficulty: Target's PERCEPTION or CONTROL roll +10 (for resisting target) or Easy (for non-resisting target). Modified by relationship and proximity.
Required Powers: Farseeing, Receptive Telepathy, Combat Sense
Effect: This power enables a Jedi to anticipate an opponents' immediate actions and react accordingly. The Jedi must declare use of this power at the beginning of the round (before initiative is determined). If successful, the Jedi rolls his/her sense dice rather than perception for initiative, and if s/he succeeds, the target must declare all of his/her actions first BUT the Jedi's declared actions occur first in the round (e.g., if the target declares a move and a shot and the Jedi declares two shots, the Jedi's first shot occurs first, followed by the target's move, followed by the Jedi's second shot, followed by the target's shot). The use of control and sense at the beginning of the round gives the Jedi -2D penalty on all other actions even if the skill use is successful. This power may be used on as many targets per round as the Jedi wishes, but the subtracted dice are cumulative. It may not be kept “up;” the Jedi must check each round to successfully anticipate another being's actions.
Blaster Combat
Control Difficulty: Moderate
Sense Difficulty: Easy
This power can be kept up.
Note: This power is exclusively taught by Teepo Paladins and will only be taught to students who reject the use of sabers (and other “light” weapons).
Effect: This power is used to make a blaster more effective and efficient. A Jedi (usually a Teepo Paladin) uses this power to control slight hand movements and to sense the movement of his/her target. It is basically the Teepo version of lightsaber combat and grants the following bonuses:
Add Sense to Blaster Skill to strike.
If the Jedi uses a partial dodge he/she may add as many control and/or sense dice to the dodge. These dice, however, can only be used once. If they are used to increase "to hit" chances they can not be used to dodge as well. Therefore every round a Teepo has a dice pool to use in changing his abilities in combat. This power can be used if the Jedi is performing a full dodge as well. The power has to be brought up first however.
Since a blaster can not deflect a blaster, the Teepo Jedi have no form of parry, but the dodge bonuses should create a balance.
If the Teepo makes his Sense roll by 15 he automatically acts first in that round and only that round. This is above and beyond normal initiative. It is also not considered an unprovoked act. The Jedi senses the intent and action of the opponent before the opponent can act. The Teepo Jedi must make his control roll at Difficult level if he/she wishes to use two blasters in combat at once (See Tricks of the Trade in the Teepo section).
Add 1D of Damage for every 5 points a Strike succeeds by (through using Sense the Teepo is able to locate and exploit structural weaknesses in their targets).
Call Animal
Control Difficulty: Very Easy by Relationship (Max Diff = 24).
Sense Difficulty: Moderate by Proximity
Required Powers: Sense Life, Beast Languages
Effect: Allows a force user to call an animal to his aid. Sense is used to find the creature and Control is used to contact it. This power does *not* give any control over the summoned creature.
Daisho Combat
Control Difficulty: Difficult
Sense Difficulty: Moderate
Required Powers: Lightsaber Combat
Effect: This power allows a Jedi to wield two sabers (one long and one short -- A Lightsaber and a Lightdagger for example) simultaneously. A character wielding two blades who successfully activates the power may attack and parry once each with no multiple action penalties (one strike and one parry totals one action, not two), although other penalties still apply, including the penalty for keeping the power up. If a character makes no attack in a round and chooses only to parry, he receives a +1D bonus to parry and also receives a +1D bonus at attempts to deflect blaster bolts. Otherwise the power grants all bonuses given by the Lightsaber Combat power (Control to Damage, Sense to Strike/Parry).
Death Sense
Control Difficulty: Moderate
Sense Difficulty: Heroic; modified by relationship and proximity
Required Power: Life detection, Danger Sense, Farseeing
Effect: This power allows the Jedi to sense the impending death of a character. The prediction is within six rounds, and if the player beats the control roll by 15, the prediction is extended to 5 minutes.
Disguise
Control Difficulty: Difficult = Same species and race
Very Diff = Same species different race
Heroic = Different species
Modified by relationship to imitate a specific being (ignore different species modifications)
Sense Difficulty: Moderate => Just one component
Difficult => Two components
Very Diff => Three components
This power can be kept up.
Effects: With this power the Force user can change various
components to disguise themselves, or even impersonate someone. The
three components are: appearance, voice, and gestures. The GM may
rule that this power requires the expenditure of a Force Point or a
Character point to enable this change.
If the character is attempting to impersonate someone, increase
the difficulty of the Sense roll by proximity (this is due to the fact that the user must make contact through the Force with the being they want to impersonate in order to do so authentically).
Dream
Control Difficulty: Moderate = 10 minutes
Difficult = 10 minutes with no die penalty
Very Diff = 1 hour
Heroic = 1 hour with no die code penalty
Sense Difficulty: Moderate = +1D
Difficult = +2D
Very Diff = +3D
Heroic = +4D
Required Powers: Hibernation Trance
Effect: The Jedi goes into a trance and mentally role-plays/dreams going through an action. They then gain dice on the related skill for an extended amount of time. Dream may only be used for one skill per day.
Empowered Lightbo Combat
Control difficulty: Difficult (20)
Sense difficulty: Moderate (15)
Note: This Power is exclusively used by Aiki Jedi.
Prerequisites: Lightsaber combat, combat sense, empower weapon.
Effect: This power was designed by Morihei Ushiba to wield his Empowered staff. It is used to move the "empowerment free" area used for holding the staff in the needed place, and is in all other aspects identical to Lightsaber combat (add Control to damage and Sense to attack).
Eyes of the Eagle
Control Difficulty: Moderate. Modify by Relationship and Proximity
Sense Difficulty: Moderate. Modify by Relationship and Proximity
This power may be kept up.
Required Powers: Sense Life, Call Animal, Magnify Senses
Effect: Allows a Jedi to “piggy-back” inside an animal’s mind. The Jedi experiences all of the creature’s senses but may not control the animal in any way.
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).
Jhemadan Combat
Control Difficulty: Moderate
Sense Difficulty: Easy
Note: This Power is exclusively used by the Shadow Dragons.
Effect: This power is handled in the same way as lightsaber combat, except that it is used to amplify the user's skills at the Jhemadan school of unarmed combat instead of Lightsaber combat. It can be used in conjunction with the "Hands of the Jhemadan" power, and the blaster bolt deflection can only be done when that power is up.
Ka
Control Difficulty: Moderate
Sense Difficulty: Moderate
Required Powers: Combat Sense, Emptiness or Rage
Note: This Power is exclusively used by Monks of Shimura.
This Power may be kept up.
Notes: Only followers of Shimura should have any knowledge of Ka. Learning Ka takes much longer than learning other skills/powers. Disciples of Shimura are dedicated to the slow, rewarding path of the Force, and their style of teaching reflects those beliefs. Learning Ka requires several years (at least 3) of intensive study at a Temple (the power “Ka” may not be learned until the student has first learned the skill “Ka Lore” and the special ability “Ka Combat”).
Effect: Ka is more than just a power, it is a philosophy and code which describes and dictates all influences in a Disciple of Shimura’s life. Every movement, kata, and breath tells a story and teaches a lesson.
When activated, a Jedi enters a state similar to Lightsaber Combat where he extends his senses and control of the Force around him to enhance his effectiveness in hand-to-hand combat. While keeping this power up the Jedi receives several bonuses:
One “free” Brawling Parry per round.
Add 1/2 Sense Dice to Brawling for strikes.
Add Control to Strength for Stun damage (through striking an opponent's pressure points. Pressure strikes require a harder difficulty modified by location and knowledge of the target's species, although a successful Alien Species or Sense Life may reduce the Pressure Strike penalty).
Add Control to Strength to resist Blunt damage (Blunt ONLY)
Add Sense to Brawling Parry (vs. Brawling strikes)
Add Control to the Return Melee Attack Maneuver as described in Ka Combat.
Mediation
Control Difficulty: Moderate
Sense Difficulty: Moderate; modified by relationship
This power can be kept up.
Time to use: one minute
Required Powers: Truth Sense, Receptive Telepathy
Effect: This power allows the Jedi to mediate between two parties for the purposes of coming to an agreement. The Jedi attempts to read the intentions of the persons being mediated, and then tries to make a judgment call. If there are more than two participants, add one difficulty level per person over two.
Mental Translocation
Control Difficulty: Difficult + proximity
Sense Difficulty: Moderate
Required Powers: Emptiness or rage, farseeing, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, remain conscious, shift sense
Time To Use: 3 rounds to prepare + duration of power
Effect: When using this power, the Jedi's mind can leave his/her/its body and travel away from it in any direction and through any physical obstacle. The physical universe cannot harm the Jedi’s mind (unless hypnotic/brainwashing or mind-affecting stimuli are perceived). The Jedi uses the Force to perceive the surroundings, essentially duplicating the function of normal sensory organs. However, due to the complexity of this power, the Jedi can only use two “non-interactive” senses to perceive the environment (Jedi's choice; e.g. vision and audition). The sense of touch, or any sense that would require “interaction” with the environment cannot be used. Attempts to use “interactive” senses results in only one sense being available. If this too is an interactive sense, the Jedi is totally blind and cannot return to the body (the Jedi has no senses).
The non-corporeal Jedi may move at a maximum rate of 10m/round,unless a Heroic + proximity Control roll then made, then the maximum movement is 1km/round (i.e. 200m/s).
The user's body dehydrates and hungers at twice the normal rate. Proximity modifier is based on the furthest extent of the intended distance (declared before the skill rolls are made). Should the Jedi wish to go beyond this limit, a new Control roll must be made, modified by the increase in intended distance. Failing this roll results in the mind-body connection being broken, and the Jedi being unable to inhabit this former body (It is believed that the Emperor used a modification of this power to break his mind free from his body at the moment of his death on the 2nd Death Star. This suggests it may be possible to use Force Powers while using Mental Translocation--such as Transfer Life!)
The only method of detecting the presence of the incorporeal Jedi is by using Life Detection. Obviously, detection of the Jedi in this manner is nearly always accidental.
In order for the Jedi to find the way back and reinhabit his body, the Jedi must make a Moderate Control roll.
This skill cannot be used to inhabit bodies other than the original host. Also, while using Mental Translocation, the body is very susceptible to the Force power Transfer Life (treat as “recently dead body”).
Share Senses
Control Difficulty: Moderate; modified by Relationship and
Sense Difficulty: Moderate; modified by Relationship and Proximity
This power may be kept up.
Required Powers: Projective Telepathy
Effect: This power allows the Jedi to experience all of the senses of a person or creature. This lets the Jedi see through the target's eyes, hear what the target hears, and smells, tastes, and feels what the target is experiencing.
As the Jedi experiences all sensation from the target, the Jedi also experiences the target's joy, pain and emotions. If the target is injured, the Jedi experiences the injury at one level lower than the target.
The Jedi may only “piggy-back” and cannot control the target in any way.
Speak with Machine
Control Difficulty: Very Easy = A.I.
Easy = Complex Mainframe
Moderate = Dedicated Computer
Difficult = Win95
Heroic = Macintosh
Sense Difficulty: Moderate by Relationship and Proximity
Required Powers: Projective Telepathy, Cyber Sense
Effect: Allows a Jedi to interface with a computer (just like Projected Telepathy). The user may only gather information and accomplish tasks someone with his clearance normally could. Computers are stubborn and won’t give into a mere mortal on this level. GM may allow user to use Con, though, to convince the computer that he has higher access. _________________ Rebel Uprisings
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darthomer09 Commodore
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Sense & Alter Powers
Dim Other's Senses
Sense Difficulty: Easy. Modified by proximity
Alter Difficulty: Target's Control or Perception roll. The attribute and skills are reduced as long as the power is kept up
Effect: This power greatly reduces the Perception of the target character. If successful, reduce the character's Perception and all Perception skills, depending upon the result:
Alter > Control or
Perception Roll By Reduce Perception
0 - 5 -1 pips
6 - 10 -2 pips
11-15 -1D
16 - 20 -2D
21+ -3D
The Power may be used on more than one target at a time, with an increase of +3 to the sense difficulty for each additional target; the target with the highest control or Perception rolls for the entire group.
Malacia
Sense Difficulty: Moderate.
Alter Difficulty: Target's Control or Strength roll.
Required Powers: Enhance Another's Attribute, Enhance Attribute, Control Another's Pain, Transfer Force.
Effect: This power causes extreme dizziness and nausea in a single target within the user's line of sight. A target affected by this power is considered to be stunned for 2D rounds, and cannot take any actions during that time.
Affect Emotions
Sense Difficulty: Target’s Con, Will or Per (Highest) modified by relationship
Alter Difficulty: Moderate = Hunger/Thirst
Difficult = Happy/Sad/Awe/Fear/Fatigue/Confused
Very Diff = Very Sad/Very Happy
Heroic = Hatred / Love
Required Powers: Affect Mind
This power may be kept up.
Effect: Allows a Jedi to manipulate the emotional state of a target. Be careful... this power can quickly lead to a Dark Side Point!
Commune with Machines
Sense Difficulty: Moderate
Alter Difficulty: Easy => 1/2 Normal Energy Used
Moderate => Information Processed x2
Difficult => Never “Botch” a roll
Very Diff => 1/4 Energy & Info Pro. x3
Heroic => No energy used & Info Pro. x4
This power may be kept up.
Required Powers: CyberLocke
Effect: Similar to Commune with Nature, this skill allows a meditating Jedi to influence the efficiency of nearby machines. They will be faster, use less energy, never critically fail from the (un)lucky die (or those using these systems) etc.
Commune With Nature
Sense Difficulty: Moderate
Alter Difficulty: Easy => Feeling of Tranquillity
Moderate => Grass Grows
Difficult => Flowers Grow / Animals Attracted
Very Diff => Trees Grow, Fresh Water Springs
Heroic => Terra Form (GM sets Difficulty) Modify for climate, temp, etc: Desert => +20
Dark Side Imprint => +20
Tundra => +15
Ocean Bank => +15
Vacuum => +170
This power may be kept up.
Required Powers: Sense Life, Emptiness, Fertilize, Call Animal
Effect: While meditating in an outdoor area, the Jedi bonds with all living creatures in the area and influences their development. Soil becomes more fertile, plants begin to grow, creatures sense tranquility, etc. Sense is used to create the link and Alter makes changes in the pattern of nature around him.
Empower Self
Sense Difficulty: Moderate
Alter Difficulty: Moderate
This power may be kept up.
Note: This Power is exclusively used by Monks of Shimura.
Required Powers: Ka, Absorb/Dissipate Energy
Effect: When this power is activated an energy field surrounds the body (especially the hands and forearms) of the Monk (follower of Shimura) allowing him to parry and deflect blaster bolts as well as lightsabers. While kept up the Monk may add his Sense to Brawling Parry in order to parry lightsabers or block/deflect blaster bolts as per Lightsaber Combat. These bonuses are not in addition to any gained from keeping the Ka Power up. While the Monk is empowered he may also add Alter to his brawling damage.
Greater Force Shield
Sense Difficulty: As per Starship Shields Skill
Alter Difficulty: Total divided by 7 = #D. Example - Jedi rolls 14 with 5D Alter, the dice added to resist damage is 2D.
This power may be kept up.
Required Powers: Lesser Force Shield
Effect: The Jedi creates a protective shield around his body. This power is used like starship shields. Sense is used to “aim” the shield (just like starship shields) and Alter dictates the dice added to a strength roll to resist damage. This power works equally well against both physical and energy attacks.
Group Mind
Sense Difficulty: Easy
Alter Difficulty: Very Easy modified by average Relationship. Plus 2 difficulty for every creature in range not to take part in Group Mind.
Required Powers: Projective Telepathy.
This power may be kept up.
Effect: Allows user to telepathically communicate with all creatures within 30 meters.
Induced Sleep
Sense Difficulty: The target's willpower, stamina, or Control. Modified by Relationship & Proximity
Alter Difficulty: Very Easy = 1 Target
Easy = 2 Targets
Moderate = 4 Targets
Difficult = 8 Targets
Very Diff = 12 Targets
Heroic = 20+ Targets
Modifiers: -10 If target is tired or has failed a stamina roll.
-5 If the user first uses Affect Mind to convince the target that they
are tired.
+0 If target is not actively doing something that requires complete
attention.
+5 If target is doing something that requires attention.
+10 If target is actively doing something that requires attention.
+20 If the target is actively engaged in combat or is in a combat
situation.
Required Power: Dim Another's Senses, Affect Mind
Effect: Induced sleep allows a Jedi to put a target into a deep sleep, from which the target cannot be awakened while the power is in effect. Sleep lasts for 1D6 hours after this power is discontinued, however targets can be awakened before that time by natural means. If the Jedi or anyone “with” the Jedi harms the target while they are helpless, the Jedi receives a Dark Side Point. This power cannot affect Droids or creatures who do not require sleep.
This power can be kept up but the Jedi must make a new power roll whenever he adds or switches targets.
Lightwhip Combat
Control Difficulty: Moderate
Alter Difficulty: Moderate
This power may be kept up.
Effect: The Sith used this power to wield the double-edged Lightwhip, and guide it's movement through the Dark Side. If the Sith is successful, he may add his Alter dice to his lightwhip skill roll to hit or parry, and he adds or subtracts put to his Control dice to the damage. If he fails, he must use his lightwhip skill and the standard damage only for the duration of the combat.
To parry blaster bolts, the Sith may use Lightwhip Combat. To do this, the character must declare that he is parrying that round, using his lightwhip skill as normal. The Sith may also attempt to control where the deflected blaster bolt goes, although this counts as an additional action. The Sith must declare which specific bolt he is controlling, with difficulties as per Lightsaber Combat.
Precipitate
Sense Difficulty: Difficult
Alter Difficulty: Heroic, Modified by Proximity
Time to use: one minute per cubic meter
Required Powers: Telekinesis, Magnify Senses, Shift Sense
Effect: This power allows the Jedi to selectively separate an element or molecule from an area. This, of course, could be used to make it rain, remove all oxygen from an inferno (to put it out), or remove all iron from a life form (would give a Dark Side Point.)
Remove Force Imprint
Sense Difficulty: Moderate
Alter Difficulty: Moderate
Required Powers: Hibernation trance, post-cognition, sense force
Time To Use: 20 minutes for less than or equal to 1 cubic meter; 4hours for 10 cubic meters; 1 week for 100 cubic meters; 1 year for 1cubic kilometer; +1 year for each additional 0.5 cubic kilometer
Note: This power must be kept “up” until the removal meditation is completed or given up on.
Effect: This power removes the Force imprint left by a Force user (or the ambient imprint) on an object or area. When another Force user tries to “Sense Force” on the affected object or area, add +10 or the Alter roll, whichever is higher, to the difficulty.
This power requires intense meditation and the Jedi must go into a trance to erase all of the imprint over long periods of time. Short breaks may be taken every week to eat and drink, but the power must be “kept up.” and the delay must not be more than 10 minutes. While in the Remove Force Imprint trance, the Jedi must not be distracted by any large stimulus (e.g. a loud bang or shout, a slap, an extremely strong smell, etc.).
After finishing, the Jedi should leave the vicinity of the object or area, preferably within 24 hours. Contact longer than this increases the probability of a new Force imprint being created. Using the Force near the object or area, after erasing the imprint (convert cubic meters to meters of distance, e.g. 100cubic meters=100 meters from the object or place is considered “near”) creates a new imprint.
Removing the Force imprint of a Force Nexus, especially a Dark Side Nexus (like the Dagobah Cave) is extremely dangerous for your mental health (GM to arbitrate specific results). Naomi asked about this one, so I decided to type it up.
Sense Weight
Sense Difficulty: Very Difficult
Alter Difficulty: Moderate; Modified by Proximity
Required Powers: Telekinesis
Time to use: one round
Effect: This allows the Jedi to sense the weight of an object down to the nearest 0.001 milligram.
Sensory Overload
Sense Difficulty: Very Easy = Target’s Per = 1D - 2D
Easy = Target’s Per = 3D - 4D
Moderate = Target’s Per = 5D - 6D
Difficult = Target’s Per = 7D+
Alter Difficulty: Target’s Stamina roll modified by Relationship.
Required Powers: Magnify Senses, Projective Telepathy
Effect: Causes the target to experience a huge influx of stimuli,
causing him to pass out.
Storytelling
Sense Difficulty: Very Easy by Relationship (+2 for every person, after the first, through tenth... +1 every five people thereafter. People tend to act as those around them. If 10 people are really moved so will the 11th).
Alter Difficulty: Very Easy = One Sense (a howl is heard)
Easy = Two Senses
Moderate = Three Senses
Difficult = Four Senses
Very Diff = Five Senses (holographic)
Heroic = The viewers are in the story!
This power may be kept up.
Required Powers: Projective Telepathy
Effect: This power is used to entertain, educate or just make a point. While a Jedi tells a story the very reality around him warps to accommodate the theme of the story. Wind will pick up, lights will flash, unusual sounds will be heard, etc. Whatever could enhance the experience of the viewer.
Thermogenesis
Sense Difficulty: Moderate
Alter Difficulty: Easy, modified by target Strength.
Prerequisites: Telekinesis
Effect: The Jedi is able to start a fire anytime, anywhere there is enough oxygen and fuel to support the flame. If need be, even starship hull plating can be ignited. When used in conjunction with Transmutation, a fire may even be ignited under water or in space. If used as an attack, the Jedi receives a Dark Side Point (unless he has one hell of a good excuse!). To figure damage: Roll target's Strength against the Alter roll. A result of a 4 or better gets through to the target and ignites it. _________________ Rebel Uprisings
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darthomer09 Commodore
Joined: 10 Jan 2005 Posts: 1392 Location: Virginia, USA
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Control, Sense, & Alter Powers
Affect Mind
Control Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions. Modified by proximity.
Sense Difficulty: The target's control or Perception roll.
Alter Difficulty: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the character doesn't care one way or another. Easy for brief, visible phenomena, for memories less than a year old, or if the character feels only minor emotion regarding the conclusion he is reaching. Moderate for short hallucinations, for memories less than a day old, or if the target has strict orders about the conclusion. Difficult for slight disguises to facial features, hallucinations witch can be sensed with two senses (sight and sound, for example), for memories less than a minute old, or if the matter involving the conclusion is very important to the target. Very Difficult for hallucinations which can be sensed by all five senses, if the memory change is a major one, or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
Effect: This power is used to alter a character's perception so that he senses an illusion or fails to see what the user of the power doesn't want him to see. This power is used to permanently alter a character's memories so that he remembers things incorrectly or fails to remember something. This power can also be used to alter a character's conclusions so that he comes to an incorrect conclusion.
Before making skill rolls, the character must describe exactly the effect he is looking for. The power is normally used on only one target; two or more targets can only be affected if the power is used two or more times.
A character believes he is affected by any successful illusions - a character who thinks he is struck by an illusory object would feel the blow. If he thought he was injured, he would feel pain, or if he though he had been killed, he would go unconscious. However, the character suffers no true injury.
This power cannot affect Droids or recording devices.
Doppelganger
Control Difficulty: Very Difficult
Sense Difficulty: Very Difficult
Alter Difficutly: Heroic
Required Powers: Control pain, emptiness, life detection, life sense, magnify senses, receptive telepathy, sense force, telekinesis, projective telepathy, control another's pain, transfer force, affect mind, dim other's senses
This power must be kept up!
Warning: A character who uses this power receives a Dark Side Point
Time To Use: Five minutes
Effect: This power create a doppelganger of the Force-user, the doppelganger is a illusion, but to those who interact with it, it seems real. The user can sense all normal senses through the doppelganger, and the duplicate seems to have form and substance: the doppelganger registers as normal on all droid audio and video sensors. Those with the doppelganger believe it to be a real person. The doppelganger acts with half the skill dice of the person using the power. The user must roll once every five minutes to maintain the doppelganger; if the Jedi stops using the power or the doppelganger is fatally injured, it simply fades into nonexistence
Control Mind
Warning: Any Jedi who uses this power automatically receives a Dark Side Point, plus and additional Dark Side Point for each action she forces a victim of this power to undertake.
Note: This power is so inherently corrupt that its difficulties are substantially reduced for those who have given themselves over to the dark side.
Control Difficulty: Moderate, as modified by relationship. Target with an affinity for the Force (i.e. have Force skills or Force Points) may make opposed control or Perception rolls, Selecting either their roll or the base difficulty to resist.
Sense Difficulty: Easy for a Jedi who has turned to the dark side, as modified by proximity. Moderate for a Jedi who is of the light side, as modified by proximity.
Alter Difficulty: Variable, depending on the number of targets being controlled and whether or not they are willing. Targets with an affinity for the Force may make opposed rolls, choosing either their roll or the difficulty, whichever is higher.
For a Jedi who has turned to the dark side:
Number Willing Unwilling
1 Very Easy Easy
2 Easy Moderate
3 Moderate Difficult
4 - 5 Difficult Very Difficult
6 - 8 Very Difficult Heroic (31+)
For a Jedi who is of the light side:
Number Willing Unwilling
1 Moderate Difficult
2 Difficult Very Difficult
3 Very Difficult Heroic (31+)
Effect: The use of this power allows a Jedi to take control of another person, turning him into a puppet who must obey the Jedi's will. When used successfully, a Jedi can control the actions of others, making them serve his will like automations. The power may be kept up to allow the user to maintain control of his target's mind - the Jedi must make a new roll if a new target is to be added.
Characters versed in the ways of the Force (with a Force Skill) can actively resist by rolling a control or Perception total. A character with an inherent affinity for the Force may resist by rolling a Perception total. The character may choose either the difficulty for the power use or his own roll. If the Jedi attempts to control more than one such Force-Sensitive character at the same time, for all characters beyond the First, add +1 for each die code of Perception or control (as per "combing rules"). The Jedi must make a new power roll whenever he attempts to take over a new target. Targets may be released without a roll.
Control mind cannot be used to control droids or computers.
Enhanced Coordination
Control Difficulty: Moderate, as modified by proximity
Sense Difficulty: Difficult
Alter Difficulty: Dependent upon the number of individuals being affected by the power.
Number of Individuals to be Affected Difficulty
1 -10 Very Easy
11 - 100 Easy
101 - 500 Moderate
501 - 5,000 Difficult
5,001 - 50,000 Very Difficult
50,001 - 500,000 Heroic (31+)
Effect: This power allows a Jedi to coordinate the activities of a group to increase the group's effectiveness at a given task. The power was often used by the Emperor to increase the fighting ability of his troops, mentally driving them on and supplementing their will to fight. this power may only be used on individuals who are in agreement with the intent of the Jedi, and it in no way grants the Jedi mental control over the troops affected. Instead, it links the troops on a subconscious level, allowing them to fight more proficiently and with better organization. If the power is successfully called upon, the Jedi picks three specific skills. The skill must be the same for the entire group. For every 3D (round down) in those skills that the troops have, they receive a bonus of +1D.
The Jedi may keep this power up, although he must make a new power roll whenever new troops are added to the power's sphere of influence, or whenever the skills affected are changed. The Jedi may only affect Dexterity, Technical, and Strength Skills.
Telekinetic Kill
Control Difficulty: Easy. Modified by Proximity.
Sense Difficulty: Easy. Modified by Proximity.
Alter Difficulty: The target's Control or Perception roll
Required Power: Control Pain, Inflict Pain, Injure / Kill, Life Sense
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: This power is used to telekinetically injure or kill a target. When the user makes his alter roll against the character's control or perception total to determine damage. The exact method used to kill the target varies: collapse the trachea, stir the brain, squeeze the heart, or any number of other methods.
Battle Meditation
Control Difficulty: Varies based on the number of targeted individuals:
Number of Individuals Difficulty
1 - 2 Very Easy
3 - 20 Easy
21 - 100 Moderate
101 - 1,000 Difficult
1001 - 10,000 Very Difficult
10,001+ Heroic
Sense Difficulty: varies based on the number of targeted individuals:
Number of Individuals Difficulty
1 - 2 Very Easy
3 - 20 Easy
21 - 100 Moderate
101 - 1,000 Difficult
1001 - 10,000 Very Difficult
10,001+ Heroic
Alter Difficulty: Varies based on the number of targeted individuals:
Number of Individuals Difficulty
1 - 2 Very Easy
3 - 20 Easy
21 - 100 Moderate
101 - 1,000 Difficult
1001 - 10,000 Very Difficult
10,001+ Heroic
This power can be kept up
Time to use: Five minutes
Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, Strengthening her allies and at the same time weakening her enemies. Before initiating the power the Jedi must state which effect she wishes to use.
The targets of this power must have initiated combat for the effects to take hold. In game terms, a Jedi may only use this power effectively on or after the first round of combat, not before. Enemies are defined as those who seek to oppose the Jedi's immediate goal (rescuing a prisoner, defeating a group of dark siders. et cetera); allies are defined as those who seek to uphold and forward the Jedi's goal.
When attempting to turn attackers against each other, the Jedi's highest skill roll (control, sense, alter) to activate the skill becomes the difficulty the targets must beat to avoid the effect. Otherwise they immediately see their allies as the "true" enemy and attack. The Jedi must maintain the effect each round for the combatants to continue fighting. Once the power is dropped, its effects wear off instantly.
On a successful roll to change the balance of the battle in the Jedi's allies' favor (the power's second function), the Jedi's enemies lose 1D for every 4D she has in her best force skill, In a skill determined by the Jedi (i.e. strength, dexterity, et cetera) to a minimum of 1D while her allies receive a bonus of the same value to an attribute of her choosing.
Alchemy
Control Difficulty: Moderate.
Sense Difficulty: Moderate.
Alter Difficulty: Varies (see below).
Required Powers: Accelerate Another's Healing, Control Another's Pain, Control Pain, Enhance Attribute, Enhance Another's Attribute, Feed on Dark Side, Hibernation Trance, Injure/Kill, Life Detection, Life Sense, Place Another in Hibernation Trance, Sense Force, Sith Sorcery, Transfer Force.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: Using ancient Sith equipment and arcane formulae, a character with this Force power can alter the molecular composition of living beings, creating Dark Side mutants. All changes made to a being with this power create horrific physical mutations. Altering multiple aspects requires multiple rolls, with each roll taking one minute and granting an additional Dark Side Point. To use this power successfully requires thousands of credits worth of alchemical equipment and raw materials (as well as a subject). Each alteration made inflicts 4D damage against the subject. This power can also be used to reshape inanimate matter.
Alteration Alter Difficulty
Add Claws or Fangs (strength +2 damage) Difficult
Add Horns (strength +1D damage) Difficult
Add Natural Armor (+1D versus energy)* Heroic
Add Natural Armor (+1D versus physical)* Very Difficult
Alter Physical Appearance (+1D to Intimidation)* Moderate
Grant Darkvision (20') Very Difficult
Increase Attribute (+1 pip) Heroic
Increase/Decrease Size By Half* Heroic
Increase Move Score +2 ( up to twice original score) Very Difficult
Make Target Obedient (-1D to Willpower) Very Difficult
*Each additional use of this alteration on the same target increases the Alter difficulty by 5 points and grants an additional Dark Side point.
Illusion
Control Difficulty: Moderate, modified by proximity.
Sense Difficulty: Moderate, modified by proximity.
Alter Difficulty: Target's Control or Perception roll.
Required Powers: Affect Mind, Dim Another's Senses, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Sense Force.
This power may be kept up.
Effect: Characters with the power of Illusion can manifest images that seem completely real to those who perceive them. These illusions cannot cause physical harm, though they might cause others to make mistakes if they do not realize their true nature. The maximum range for an illusion is 10,000 meters from the user. Maintaining an illusion takes complete concentration.
Sever Force
Control Difficulty: Difficult.
Sense Difficulty: Varies (see below).
Alter Difficulty: Target's Control or Willpower roll.
Special: Anyone using this power must spend 1 Force point.
Required Powers: Affect Mind, Battle Meditation, Concentration, Emptiness, Force Harmony, Force of Will, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Potential.
Note: This power seems to be extremely unbalancing, as written in the d20 rules. I've made an attempt to adapt it, while maintaining the flavor of the power. Individual GMs may not wish to allow players access to this power, for obvious reasons.
Effect: This power severs a Dark Sider's ties to the Force, preventing him from using any Force skills. It is not effective against a character who has less than 4 Dark Side points, and anyone with more than 3 Dark Side points cannot use this power at all. The effects of Sever Force are permanent, and the only way for a target to reverse the effects are to reduce the number of Dark Side points he has below 4. The power's Sense difficulty depends on the number of Dark Side points possessed by the target. The Sense difficulty is Difficult if the target has 4 or more Dark Side points, and is Moderate if the target has 7 or more Dark Side Points. The amount by which the character using Sever Force makes his Alter skill roll determines how effective this power is at severing his target's connection to the Force. If successful, the target of this power must roll a Control check each time he attempts to use a Force power. The base difficulty of this roll is detailed on the following chart:
Alter Roll > Force Use
Difficulty By: Difficulty
0-10 Moderate
11-20 Difficult
21-35 Very Difficult
36-50 Heroic
51+ Heroic +5
The base difficulty for the target to use Force powers is further modified by the number of Dark Side points he possesses. If the target reduces his Dark Side point total below three, he no longer needs to make this roll.
Aiki Combat
Control Difficulty: Difficult
Sense Difficulty: Moderate
Alter Difficulty: Easy
Note: This Power is exclusively used by the Aiki Order.
This power can be kept up.
Effect: This power allows a Jedi to use his body as a weapon. He controls his own Force to allow for precise movements and senses the flow of the Force within his opponent to find his weak spots and predict his actions. He is effectively using the Force to augment his martial arts training. However, this power can only augment his abilities. When he doesn't know how to fight, he will not gain any bonuses - that's why this power is used mainly by Aiki Jedi. After all, the Force may guide you, but it will not replace the need for long training - the quick and easy path is the path to the Dark Side. Using this power, the Jedi also alters the flow of the Force around him to create a protective shield around himself.
Game Effect: Add 1/2 of Control and 1/2 of Sense dice to Martial Arts pool. However, skill bonus cannot exceed Brawling + Martial Arts (you need to know how to fight, and not rely solely on Force. Force will guide you, but the easy path is the path of the Dark Side...). Also, he may add 1/4 of Sense and 1/4 of Control (round down) to damage (stun only - to increase physical damage, use dice from MA pool). Finally, he uses Alter to create a protective shield around him.
This has 2 advantages:
* Absorb/Dissipate Energy difficulty is Easy + damage roll (however, remember about the penalty from keeping C,S&A power of Aiki Combat up).
* The greatest concentration of the Force is around his hands. He may Brawling Parry blaster shots with his Sense skill (but he may allocate dice from MA pool) without any consequences. He may also parry or even catch a lightsaber blade. However, deflecting the lightsaber blade is relatively easy (use sense skill and allocate dice from MA pool) and harmless (unless the Jedi will roll 1 on the Wild Die for the parry roll - in this case he must resist lightsaber's 5D energy damage to his hand), then catching it is pretty difficult stunt (roll 1/2 sense dice, and allocate dice from MA pool at 1 to 2 ratio). Basically, each round roll Control dice against normal lightsaber damage - 5D + Control. Remember, that this is damage to the hand, so it won't kill you. Treat Incapacitated and above as Maimed - you loose your hand and you're left at Wounded).
Block Force Ability
Control Difficulty: Duration Desired 1 Round Easy - 10
2 Rounds Moderate - 15
Up to 5 Rounds Difficult - 20
Up to 15 Rounds Very Diff - 25
Up to 3 Hours Very Diff - 30
Up to 1 Day Heroic - 40
Up to 1 Week Heroic - 45
Up to 1 Month Heroic - 50
Up to 1 Year Heroic - 60
Up to 5 Years Heroic - 70
Up to 15 Years Heroic - 80
Permanent Heroic - 100
Sense Difficulty: Targets Control + Proximity
Alter Difficulty: Type of Force to Block: Single, Specific Use Difficult - 17
Single Skill Power Very Diff - 27
2 Skill Power Heroic - 39
3 Skill Power Heroic - 52
Entire Skill Heroic - 76
This power may be kept up.
Time to use: One Round for every level of duration.
Required Powers: Hibernation Trance, Life detection, Sense Force, Projective Telepathy, Transfer Force(?) Affect Mind, Control Mind, Control Pain, Control Another's Pain
Effect: In game terms this is a most devastating power. This power can be activated as a reaction to a specific force power used by another Jedi, or it can have a more premeditated use.
When used, the user suffers a -1D to all Force Skills for 2 times the duration called for. For instance if Dark Jedi used this power to stop Light Jedi from using Absorb/Dissipate *at one specific instance*, then Dark Jedi, regardless of his success or failure, suffers a -1D to all his force Skills for 2 Rounds(because the shortest duration is one round). If Dark Jedi decided to try to block Light Jedi's ability to use Absorb/Dissipate permanently, then Dark Jedi would suffer that -1D for twice as long. Any dice lost this way can, of course, be recovered through the spending of character points.
And Character who has had all three Skills(Control, Sense and Alter) blocked will appear to any mode of detection as non-force sensitive. The user of this power can use it on himself.
Bloodlust
Control Difficulty: Moderate
Sense Difficulty: Easy => 1 - 2 Targets
Moderate => 3 - 20 Targets
Difficult => 21 - 100 Targets
Very Diff => 101 - 1,000 Targets
Heroic => 1,000 - 10,000 Targets
Alter Difficulty: Easy plus target’s Perception, Willpower or Control roll.
This power may be kept up.
Required Powers: Affect Mind, Rage, Project Force, and Anger
Warning: The user of this power gains a Dark Side Point.
Notes: Target’s with Dark Side Points receive a penalty to resist equal to the bonus granted by their Dark Side Points. For example, a Jedi has one Dark Side point from embracing the Dark Side (see Part II: The Dark Side) which usually gives a +2D bonus to all Force Skills. When using this power he rolls Control, Sense, and Alter with a +3D bonus (+2D from his earlier Dark Side Points plus an additional +1D from the new Dark Side Point gained from attempting this power). When the same Jedi attempts to resist this power, the Alter difficulty (for the user) becomes Easy plus Control (or Willpower, or Perception) minus 2D. Since he has already been touched by the Dark Side it is harder for him to refuse it.
When a Jedi of the Light is under the influence of this power it is likely he will commit evil acts. Such a Jedi does not receive Dark Side points for Action (striking first, aggressively, or out of anger), but does take Dark Side Points for Inaction (the guilt he feels for not being able to control himself).
Effect: When this power is used, the Jedi radiates the Dark Side of the force, sending waves of anger and hatred washing over his targets. The game affect of this power is that all targets go into a berserker state, granting a +2D bonus to all combat actions (attacks and parries/dodges), but they may make no other actions in the same round. Also, record all wound results of "stunned" or "wounded" but do not invoke any die penalties for those under the influence of this power. A target may roll their resistance once per round against the Jedi's standing Alter roll, to break free. Each failed resistance attempt incurs a -5 penalty on the next attempt (cumulative).
Cleansing, The
Control Difficulty: Moderate
Sense Difficulty: Own Perception ability value
Alter Difficulty: Very Difficult
Note: This Power is exclusively used by the Baadu.
Effect: This power is used to preserve neutrality in a Baadu. It makes them better able to control the Force within them at early levels. In later levels of ability, advancement becomes VERY difficult, as the two sides of the force become further apart. By using The Cleansing, Baadu are better able to resist the temptation of the Dark Side, but are much more limited in their advancement in the study of the Force. When a character uses the Cleansing, they become Baadu in all respects. Whichever side of the Force is lesser (DS points or LS points) is subtracted from whichever side of the Force is greater. The lesser of the two is set to zero.
Example: Birtaa Baadu has 7 Dark Side Points and four Light Side Points (it's been a long time since his last cleansing, and he's been a bad boy!). Once he is done using the power, he will have 3 Dark Side Points (7 DSP - 4 LSP = 3 DSP), and he will be left with 0 Light Side Points (4 LSP - 4 LSP = 0)
Note: Players of Baadu can't use the cleansing for an easy way out of being neutral; they must actually BE neutral. A Baadu cannot be more evil than good, or vice versa, or their neutrality will be disrupted.
Conduit
Control Difficulty: Moderate = Computer, Electric kettle.
Difficult = Lightsaber, Blaster.
Very Diff = Repulsorlift vehicle.
Heroic = Starship.
Sense Difficulty: Moderate = Electric kettle.
Difficult => Lightsaber, Blaster.
Very Diff => Vehicle (all scales).
Heroic => Computer.
Alter Difficulty: Difficult.
Required Powers: Absorb/Dissipate Energy
This power may be kept up.
Effect: This power enables a force user to convert force energy into some other form of energy. This enables the user to fire a blaster or wield a lightsaber which has a dead power pack. Of course if an item is overpowered, it could burn out or even explode, under power the item and it may fail to function or function inefficiently. If the control roll is failed by 5 or less then the item is under powered. If the sense roll is failed by 5 or less and the control roll succeeded by greater than 5 then the item has been over powered. Note that this power is not restricted to electrical energy, any kind of energy can be produced, but this power does not enable the user to do force lightning, project heat from their eyes a la superman or even project a beam of light from an open palm. It can only be used to power some sort of powered item. The user of this power must be in contact with the thing being powered.
Control Animal
Control Difficulty: Moderate by Proximity
Sense Difficulty: Target’s Perception by Relationship
Alter Difficulty: Easy => Trekkies
Moderate => Insect
Difficult => True Animal (Beaver/Hawk)
Very Diff => Kinda Smart (Dog/Ape)
Heroic => Truly Alien
This power may be kept up.
Required Powers: Eyes of Eagle
Effect: You take total control of an animal’s mind/body.
Corporeal Translocation
Control Difficulty: Heroic + (2x proximity)
Sense Difficulty: Difficult
Alter Difficulty: Heroic + (2x proximity)
Required Powers: Absorb/dissipate energy, accelerate another’s healing, accelerate healing, control another's pain, control pain, Doppelganger, emptiness or rage, farseeing, force of will, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, mental translocation, projective telepathy, receptive telepathy, remain conscious, return another to consciousness, sense force, shift sense, telekinesis, transfer force
Time To Use: 1 round to prepare + duration of power + 1 round for “reassembly.”
Note: This power assumes that Doppelganger should not be a power that grants a Dark Side Point and thus both Doppelganger and this power should be usable by all Force users, and not just Dark Side users.
Effect: This power effectively transports the Jedi over long distances. This is one of the most difficult powers a Jedi can learn. This power allows disassembly of the Jedi's constituent molecules. The power then transports them a given distance and reassembles them. The Force user effectively enters hyperspace (although this is not actually known) and can move the constituent atoms as a 10xhyperdrive. Note that nearby gravity wells have no effect on this power. A different mechanism seems to be used for short distances (on a planet for example). For these short distances, treat as 10km/rnd.
The proximity modifier is based on the furthest extent of intended distance, declared before the skill roll is made. Generally, the user must be familiar with the destination, preferable having visited and studied it before. If the Jedi is not familiar with the destination(it was described to the Jedi, the Jedi only visited it for a few minutes, etc., GM to arbitrate), there is a +20 modifier to the control roll.
Failure of the Control roll affects the location of reassembly. Roll 1D for the direction of failure. 1=forwards, 2=right, 3=left, 4=backwards, 5=up, and 6=down.
These directions are relative to the desired position of the Jedi at the destination. Use of a character point before this roll gives a-1 modifier to the direction roll.
The distance moved in the indicated direction is 2D% of the intended distance traveled. Attempting (intentional or accidental) reassembly in a space already occupied by another object results in the death of the Jedi in most instances.
Designer's Notes: This one raises lots of questions: How much stuff can the Jedi take with him? Can the Jedi transport another being? If “forward” on the direction failure roll relative to the planet’s surface, or is it a tangent? You'll have to decide these on your own.
Create Gravity Well
Control Difficulty: Heroic
Sense Difficulty: Heroic
Alter Difficulty: Heroic
Required Powers: Absorb/Dissipate Energy, Null Gravity, Concentration, Emptiness, Instinctive Astrogation
Time to Use: 1 hour of meditation
This power may be kept up.
Effect: Through using this power a Jedi is able to create a gravity well in real space, much like the interdictor class capital ship, which projects a giant shadow into hyperspace. Any ship traveling through hyperspace in the vicinity of the Gravity Well is ripped out of hyperspace by the craft’s computers to avoid collision with the imaginary shadow. This power may not be activated in an atmosphere. Doing so would be suicide. When used in the vacuum of space, all nearby craft must slow to atmospheric speeds to compensate for the new gravity.
Create Homunculus
Control Difficulty: Difficult
Sense Difficulty: Very Difficult
Alter Difficulty: Heroic
Required Powers: Absorb/dissipate energy, affect mind, control mind, control pain, farseeing, life detection, life sense, projective telepathy, receptive telepathy
Time To Use: 1 hour (deep meditation)
Note: The creation of the Assassin homunculus requires an element of hatred and anger to be used. For this reason, and for the associated evil intent, creators of an Assassin Homunculus automatically receive a Dark Side Point at the time of power use.
Effect: Creates a Force construct that can be controlled by the Jedi, yet also has some degree of “free will.” One of three types of homunculi (Assassin, Scout, and Burden) can be created (for stats, see below).
One the homunculus is created, this power need not be kept “up.” However, a Difficult Sense roll is necessary to use the creature’s senses as the Jedi's own. This done, a moderate Control roll allows communication/command of the homunculus.
Any life force the creature may seem to have is simply a physical manifestation of the Force and while the homunculi are capable of limited independent thought, they tend to simply follow the last command given.
When the creature suffers damage greater than a wound, it begins to disintegrate, then fade, and finally returns to the dust its physical form was created from.
Types Of Homunculi:
Note: Use of character points during creation of the homunculus increases one skill one pip over attribute and beyond base skill level listed below. Note that all homunculi have the same number of base attribute and skill dice (+/-).
Type: Assassin Homunculus
DEXTERITY 3D
Dodge 5D, melee combat 4D
1KNOWLEDGE 2D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 2D
TECHNICAL 1D
Special Abilities: Poison Claw
Glands: Secrete a poison onto claws. Roll 2D vs. victim’s STR for effects. If poison higher, all stats -1D per point (if any stat equals or drops below 0 then character is unconscious). The effects of the poison last 3 hours.
Move: 10 walking, 15 gliding
Size: 50cm
Scale: Character
Description: Bat-like wings, sharp teeth & claws, long tail, dark brown, green, or gray skin. Like a pterodactyl with a stubby jaw.
Type: Burden Homunculus
DEXTERITY 2D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 4D
Lifting 6D, stamina 5D
TECHNICAL 1D
Special Abilities: Climbing Claws: Add +2D to climbing skill.
Webbed Digits: Add +1D to swimming skill.
Move: 10Size: 100cm
Scale: Character
Description: Flat back, furry, stubby stout legs, set low to ground, small dull teeth, muscular, fingers have climbing claws.
Type: Scout Homunculus
DEXTERITY 2D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 3DSearch 5D, sneak 4D
STRENGTH 2D
TECHNICAL 1D
Special Abilities: Acute Vision: Add +2D to visual searches.
Auditory Sensitivity: Add +1D to audio searches.
Move: 10 walking, 20 flying
Size: 50cm
Scale: Character
Description: Feathered wings, dull beak, short claws, broad tail, color determined by creator.
CyberLocke
Control Difficulty: Very Easy by Proximity
Sense Difficulty: Easy By Relationship
Alter Difficulty: Moderate => +1D to Technical Skills
Difficult => +2D to Technical Skills
Very Diff => +3D to Technical Skills
Heroic => +4D to Technical Skills
Required Powers: Speak With Machines
This power may be kept up.
Effect: Through using this power a Jedi becomes one with a machine. When successful a Jedi enters a state where he thinks like the computer, thus allowing him greater skill with which to manipulate it.
This skill may also be used to negate side effects from cybernetic replacements. When doing so, the Jedi rolls his Alter as usual to determine the amount of dice to roll versus difficulty gained by cyber points.
Example: If a character has 7 cyber points, all difficulties are raised by 21 points (3 points per cyber point). If he wishes, he may activate CyberLocke on himself (with no added difficulty from cyber points) in an attempt to strengthen his connection with the Force. If he rolls a 16 (Difficult) for Alter, the difficulty added to Force Skills from cyber points is reduced by 2D (per the table above). He then rolls the 2D and gets 7. The new difficulty added to Force Skills is 14.
A Jedi may also reach out to a machine and order it to do his bidding (difficulty vs. computer programming).
Example: Ordering a blaster to lock up or a sensor to give a false reading.
Dark Side Dissipation
Control Difficulty: Size of Target: Very Easy => Small Pouches
Easy => Regular Boxes
Moderate => Land Vehicles
Difficult => Walkers and Sentient Beings
Very Diff => Starships
Heroic => Huge Amounts of Dark Side Energy
Sense Difficulty: Object’s Strength or Person’s Control/Perception plus amount of Dark Side Points.
Alter Difficulty: Length of Duration: Very Easy => 1-2 rounds
Easy => 2-3 rounds
Moderate => Several minutes
Difficult => 1 hour to a couple days
Very Diff => Several days to a few weeks
Heroic => A few weeks to a month
Required Powers: Absorb/Dissipate Energy, Emptiness, Sense Force, Projective Telepathy, Transfer Force, Magnify Senses, Strengthen Object, and Concentration.
Warning: The character using this power must use Absorb/Dissipate Energy before attempting because of the unleashing of huge amounts of Dark Force energy. The damage taken if Absorb/Dissipate is not used is 8D and possible Dark Side corruption.
Effect: This power is a very rare ability. The user must activate Absorb/Dissipate Energy to protect them from the harsh effects of what they're about to do. After this is done (Difficulty is based on the object, its contamination and its own energy source), the user focuses on the target (a Dark Side Corrupted object) and begins to glow and hum very audibly. Then, a large, bright beam shoots from the user. Like a plasma torch burning through metal, it penetrates the Dark Side object, drawing Dark Side points away and decontaminating the object. Usually, with a normal object, this will cause a small explosion at the beam's point and cause minor damage to the object, but very little. If used on a person, the user's personal Force will transfer into the Dark Side person and begin to drain their Dark Side Points and their corruption of the Dark Side. The target must make a Control or Perception roll every round to see if they break free of the light Jedi's atonement power. If they do, a massive explosion erupts, knocking both people backwards, causing damage to whoever isn't protected. The unfortunately if the hold is broken, the person being redeemed will regain all of his lost Dark Side points and abilities. If facing something of enormous Dark Side power, such as Palpatine or a Force Storm, and explosion will occur when the Light energy has broken through the Dark.
Note: Force-users with all abilities at least 8D and up can do the above in one-half to three quarters the usual time and if they've had experience before. GM's decision.
Discharge Spirit
Control Difficulty: Heroic
Sense Difficulty: Heroic
Alter Difficulty: Heroic
Note: User MUST have RELEASE SPIRIT or TRANSFER LIFE to get back to a living body.
Time to use: 10 minutes
Effect: User leaves his body and puts his spirit into a Sohn-Ja (or “soul jar” to the uneducated). The object must have great significance to the user and specifically designed for this action. Materials for the Sohn-Ja usually cost $100,000 to $1,000,000 (Sohn-Jae may only be crafted from the finest materials, and even the slightest imperfection could cause damage to the spirit within). While a body is vacant of a soul it will begin to deteriorate as if in a coma. Without proper assistance, the body will shortly die.
Eclipse
Control Difficulty: Moderate
Sense Difficulty: Special, See Below
Alter Difficulty: Easy = Passers-by don't notice you (Not Moving)
Moderate = Passers-by don't notice you (Walking)
Difficult = Passers-by don't notice you (Running)
Very Diff = Passers-by don't notice you (Naked at Church)
Required Powers: Hibernation trance, Affect Mind, Projective Telepathy.
This power can be kept up.
Effect: This power enshrouds a Jedi in a camouflaging veil. The ability allows a force user to avoid drawing attention to himself from casual observers. When no one is looking for the Jedi (or for similar trouble) the Sense roll is moderate (don't modify by Relationship), but when someone is searching for the user the Sense Difficulty becomes the subject's Search (or Perception... whatever's most relevant) Roll +5 if the subject has little knowledge of the user (Stormtrooper who heard an alarm go off), +10 if the subject has seen the user (Same trooper saw the user on a vid screen, +15 if subject knows much of user through reputation (Luke Skywalker has been reported on the premises) and +20 if subject knows user personally (Sneaking past Aunt Beru after an all night Rager).
This power does not affect electronic life-form sensors but may affect people viewing vid screens (GM's discretion).
Force Bolt
Control Difficulty: Moderate = Spray (1/2 Range & Damage)
Difficult = Normal Blaster
Very Difficult = Laser Torch (Cutting)
Sense Difficulty: As per blaster skill.
Alter Difficulty: Very Easy = 2D Dam
Easy = 3D Dam
Moderate = 4D Dam
Difficult = 5D Dam
Very Diff = 6D Dam
Heroic = 7D Dam
Heroic +10 = 8D Dam Etc.
Required Powers: Absorb/Dissipate Energy
Effect: The Jedi focuses the force into a coherent blast of energy with the same properties of a blaster (i.e. it can be reflected by a lightsaber). Control is used to call forth the power and determine how well defined the blast is. Use Sense as if it was your Blaster skill and Alter dictates the damage (see above). As with most force powers, the skill in itself is not evil, therefore a character does not take a Dark Side Point just for using it. Its *how* a Jedi uses the power that matters.
FZOOOK
Control Difficulty: Heroic +10
Sense Difficulty: Heroic +10
Alter Difficulty: Heroic +10
Modified by Relationship and Proximity.
Required Powers: Leap
Effect: A fast moving bar of white steel. Liquid fire. If it hits a target, he never existed. If it misses it keeps going 'till it hits a living being. Like a dog, a person, your little
brother. All objects in it’s path are destroyed until it hits a living being (who is then ultimately nullified). This power has only been used by the great Empress Jae, and who her targets were . . . well . . . I can’t seem to remember.
Leap
Control Difficulty: Very Difficult (to enter)
+5 difficulty (to exit)
[Must make two separate Control rolls*]
Sense: Heroic, modified by proximity to LZ
Alter: Heroic, modified by proximity to LZ (x2)
+5 for every 10kg of material carried over 10kg.
Required Powers: Absorb/dissipate Energy, Accelerate Healing, Combat Sense, Concentration, Control Another's Pain, Detoxify Poison, Doppelganger, Emptiness, Enhance Attribute, Farseeing, Force of Will, Hibernation Trance, Instinctive Astrogation, Lesser Force Shield, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Remain Conscious, Remove Fatigue, Sense Force, Shift Sense, Strengthen Object, Telekinesis, Transfer Force, Transmutation, Warp Matter.
Note: Time travel is possible with this power. Modify the listed difficulties by the number of weeks that one wishes to travel (+3@week or +30, which ever is greater). A Willpower roll must be made equal to the modifier, or the Jedi's exposure to "Jedi-Space" warps his or mind.
Time to use: 10 rounds, +1 round for every day's worth of time being leapt across.
Effect: This is one of the rarest of Jedi powers, having been developed at the tai end of the Clone Wars. This power allows Jedi to "leap" through space, or father the Force, without the use of a spaceship. In its more mundane applications, it allows the Jedi to jump across continents in a matter of microseconds.
Leap allows a Jedi to move his physical being through the Force as readily as his mind. Because of this, he is able to move from point to point almost instantly. The only real time lag that exists is when the Jedi is reentering Real Space. Not all Jedi did return to the normal universe, and have been unseen since. No Jedi had any idea where the lost ones are, or even if they are still alive. It has even been said that even time may be twisted in the "Jedi-space".
Lightbo Combat
Control difficulty: Difficult (20)
Sense difficulty: Moderate (15)
Alter difficulty: Difficult (20)
Prerequisites: Lightsaber combat, telekinesis, combat sense.
Effect: Using a lightbo without this power is almost impossible - it holds both handles in one line using Telekinesis, and moves them where needed. In all other aspects, it is identical to Empowered Lightbo Combat and Lightsaber Combat.
Light Boomerang Combat
Control Difficulty: Moderate
Sense Difficulty: Moderate, +1D difficulty per additional target
Alter Difficulty: Easy, +1D for every additional target, +2D for every additional target after the third. Must make a Very Easy roll to catch.
Required Powers: Lightsaber Combat, Telekinesis
This power maybe kept up.
Effect: This is the power that lets a Jedi pick up, much less throw a Light Boomerang. This power controls all aspects of the strike, from the throw to the hit to the catch. Without this power, no one should ever pick up a light boomerang, much less try to throw it.
If the Alter roll fails, the boomerang just does not ignite, and clatters to the ground, a lifeless hunk of metal. Alter also effects how many of his targets the Jedi actually hits. The difficulty for each of the desired strikes must first be determined. If the roll is under the total difficulty, then only the strikes that are possible under the actual roll hit. When the hittable targets are struck, the boomerang makes a direct line to the Jedi, who must make a Very Easy Alter roll to deactivate the boomerang or be struck with it.
Like the Lightsaber, Light Whip and Blaster Combat skills, this
skill improves the capabilities of the thrower and of the weapon. The Jedi may add or subtract any number of his Control dice to the damage roll of the boomerang. He may also add HALF the number of his Sense dice to his the dice he rolls for his physical skill to determine if he hits. The light boomerang may be used to intercept blaster bolts, but the physical skill and Alter skills are increased by +10 (due to the reaction time involved), and the Sense and Control powers are the same as for Lightsaber Combat.
Mind Sand
Control Difficulty: Easy
Sense Difficulty: Target's Control or Perception Roll (whichever is higher).
Alter Difficulty: Moderate
Note: This Power is exclusively used by the Shadow Dragons.
Required Powers: Affect Mind
Effect: This power is designed to cripple the abilities of opposing Jedi. When invoked, and the target's roll is lower than the sense roll, the target can no longer use the force skill of Sense, and any powers based on that skill. When he tries to do so, all he will see is a featureless grey field. If he tries, he can make an opposed roll every round to break the control, though that does count as an action. All other Force Powers can still be used normally. This power can be kept up from round to round. It is particularly vulnerable to "The Clouds, Parting" as a successful invocation of that power will not only negate the effects of this power, the person holding the "Mind Sand" power will still believe that the power is up, and can expend effort trying to keep it up with no effect.
Pacifism
Control Difficulty: Moderate
Sense Difficulty: Easy => 1 - 2 Targets
Moderate => 3 - 20 Targets
Difficult => 21 - 100 Targets
Very Diff => 101 - 1,000 Targets
Heroic => 1,000 - 10,000 Targets
* Modified by single highest individual proximity
Alter Difficulty: Easy plus target’s Perception, Willpower or Control roll.
Required Powers: Affect Mind, Emptiness, Calm, and Project Force
This power may be kept up (see below).
Note: The bonuses usually granted to a Jedi for having Dark Side Points (See Part II: The Dark Side) become penalties when using this power. For example, If a Jedi has two Dark Side Points from embracing the Dark Side (which usually grants a +4D bonus when using Force Skills), suffers a -4D penalty to all rolls when activating or keeping up this power. Also, it is impossible for any character with six or more Dark Side Points to manipulate the Light Side enough to use this power.
Effect: A Jedi using this power radiates the light side of the force, sending waves of peace and happiness washing over his targets. Unwilling targets resist with either Willpower, Perception, or Control (whichever is higher), with a +2 to their resistance for each Dark Side Point they possess. The game affect of this power is that all targets may not make any violent or angry actions (attacks etc..) while under its influence. People under the influence of this power lose one Dark Side Point for every hour. A target may attempt to break the influence of this power by rolling their resistance once a round, against the Jedi's Alter roll (from when the power was activated). Each failed resistance attempt incurs a -3 penalty on the next attempt (cumulative).
Editorial Note: Like everything else in this Handbook, the effects of this power are up to each individual GM. I personally, think there is a great distinction between calming down and washing away sin. Therefore, I would not allow use of this power to eliminate Dark Side Points. Evil acts should be atoned for through great sacrifices and hardships, but it is really up to each individual GM to decide how it effects their game.
Release Spirit
Control Difficulty: Very Difficult modified by relationship
Sense Difficulty: Heroic
Alter Difficulty: Heroic
Time to use: 30 minutes
Effect: Allows user to release a spirit contained in a Sohl-Ja (see Discharge Spirit). Upon release, the spirit may attempt to re-enter its own body or use Transfer Life to take over another body. Failure causes the spirit to dissipate at the rate of 5 character points per turn. When the spirit has reached 0 character points, it must “sell off” attribute dice to sustain life. When any attribute drops below 1D, the spirit has dissipated.
Transmutation
Control Difficulty: Heroic, modified for range
Sense Difficulty: Very Difficult, modified for complexity of (i.e.- none for combining oxygen and hydrogen into water; +10 for Hydrogen into Oxygen; + 40 for making carbon, hydrogen, nitrogen and oxygen into nitroglycerin)
[it really helps to have periodic table and some basic chemistry knowledge to eyeball the difficulties]
Alter Difficulty: Moderate => 500g
Difficult => 1kg
Very Diff => 5kg
Heroic => 10+kg
Time to Use: One minute.
Prerequisites: Absorb/Dissipate Energy, Concentration, Hibernation Trance, Magnify Senses, Sense Force, Strengthen, Telekinesis, Warp Matter.
Effect: This power allows a Jedi to change the atomic structure of matter, allowing fission and fusion to occur in a controlled manner and forming and deforming compounds, with the Jedi absorbing the energy release. Only relatively simple compounds may usually be formed, with such things as DNA, explosives and most medicines being outside the range of all but the most powerful Jedi. The (theoretical) maximum amount of matter that may be converted is 10kg of starting mass. The process always involves the loss of 10% of the original starting mass (their lost quantity is converted into pure E=mc˛, and absorbed by the Jedi). The energy flare may be detected from several kilometers away by such simple instruments as a magnetic compass or a human eye.
Vampirism
Sense Difficulty: Moderate
Control & Alter Difficulties: Per the following table (the vampires are considered Human, if they are not Human, reallocate the table as necessary):
Human: Difficult
Near-human: Very Difficult
Alien: Heroic
Force-sensitive: +10
Non-carbon based: +10
WARNING: The user of this power gains a Dark Side Point. This power will drain the life from any organic based living form, or the life from any sentient being, whether carbon-based or not. Only very alien races might be immune to this power (GM's decision). This life is determined as the Strength and Knowledge of the being. The power can be kept “up.”, with the normal difficulties. A Moderate Control roll is required in any round this power is kept “up.” (i.e., not the first round).
To determine game effects: Roll Strength and Knowledge. Use the Alter result of the aggressor (i.e. Force user) as an attack vs. the combined dice. Consult the damage chart.
No effect: The vampire could not Drain the life from the being this round. The vampire can re-initiate the power next round, or keep the power “up.” (which would necessitate resisting the same Alter result, but with a reroll of dice), or try another attack.
Stun result: The vampire has drained Character Points from the character. The vampire can drain max. number of Character Points as the vampire has dice in Alter (i.e. 8D+2 = 8 character points).
Wound result: As per Stun, only that the vampire also drains Force Points from the character, at a rate of 1 per 15 or fraction there of rolled on the Alter dice.
Incapacitated: As per Wound, but the vampire also permanently drains a pip from both Strength and Knowledge.
Kill: The vampire can drain all Character Points and all Force Points from the character. Strength and Knowledge stats are drained to 0. The vampire can use the Character and Force Points drained as per the normal rules. The pips drained from Strength and Knowledge raises the respective dice codes of the vampire temporarily (like, 2d6 rounds or something). The vampire can decide to forgo this boost in order to heal itself one wound category (i.e., Kill -> Incapacitated -> Wound-> Stun -> No Effect). _________________ Rebel Uprisings
In Soviet Russia, RPG plays you!! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Wed Jul 26, 2006 9:31 am Post subject: |
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Wow. That's quite a lot.
I'm still working on revising the Force Power document. I haven't decided whether or not to put any home-brew ones in or not. Do you mind if I include any of these in the document once I'm a little closer to finished (or to deciding). |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Wed Jul 26, 2006 10:50 am Post subject: |
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Nice set of powers, homer!
If these are ever listed into a single document, let me know. I want a copy, but I want ALL of them. Unfortunately I don't have the time to transcribe them from here, or I'd just do it. |
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darthomer09 Commodore
Joined: 10 Jan 2005 Posts: 1392 Location: Virginia, USA
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Posted: Wed Jul 26, 2006 12:06 pm Post subject: |
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I do have them all in a PDF file but it's in a very bland format. Pretty much just text. _________________ Rebel Uprisings
In Soviet Russia, RPG plays you!! |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Wed Jul 26, 2006 12:18 pm Post subject: |
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I believe we've already discussed this. But I'm game to doing a nice edit job on a new Force Powers book, once all the material has been compiled. I think we should include all the official powers in one chapters, all d20-converted powers in another, and all home-brew powers in another. _________________ "He's Gry Sarth, of course he has the stats for them." |
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darthomer09 Commodore
Joined: 10 Jan 2005 Posts: 1392 Location: Virginia, USA
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Posted: Wed Jul 26, 2006 12:26 pm Post subject: |
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These are all a strange mix of all of those. Although the only homebrews are from the Jedi Handbook.
And sure you can Cheshire _________________ Rebel Uprisings
In Soviet Russia, RPG plays you!! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Wed Jul 26, 2006 7:29 pm Post subject: |
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Okay then, I'll continue my work on the Force powers book and include the Jedi Handbook Powers in a separate section allong with the TPM sourcebook powers. When I'm closer to completion I'll ask for additional submissions. |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Thu Jul 27, 2006 11:59 am Post subject: |
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And cheers to Gry Sarth for being willing to put it all together in yet another of his fantastic compilations!
WOOT! |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Thu Jul 27, 2006 1:10 pm Post subject: |
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Thanks Sky.
I just wonder how fancy we would like it. Do you think it should contain pictures representing the powers, or should we keep it light and more printer-friendly by only organizing the text? _________________ "He's Gry Sarth, of course he has the stats for them." |
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