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Force Powers book re-edit
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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Thu Feb 24, 2011 12:49 pm    Post subject: Force Powers book re-edit Reply with quote

In the spirit of Gry's re-edit of all the PDFs, As some of you may know, I am currently going through the various books and merging the Force Powers into a single book. Please let me know if you know of any mistakes that were written (I have fixed the Combat Sense from +2 to +2D), or if you notice any errors in the list below. As well, please let me know if you know of any missing powers.

Finally is the Fan Made Section. I would like to expand that out a bit. So if you remember your favourite fan made powers, please link to the place where it was discussed, and post the power itself here.

I have listed the powers sorted by category below, and alphebetical list can be found here

Thank you in advance for your help!

JEDI POWERS
CONTROL POWERS
Absorb/Dissipate Energy
Accelerate Healing
Concentration
Contort/Escape
Control Disease
Control Pain
Detoxify Poison
Emptiness
Enhance Attribute
Force of Will
Hibernation Trance
Instinctive Astrogation Control
Rage
Reduce Injury
Remain Conscious
Remove Fatigue
Resist Stun
Short-Term Memory Enhancement

SENSE POWERS
Beast Languages
Combat Sense
Danger Sense
Instinctive Astrogation
Life Detection
Life Sense
Life Web
Magnify Senses
Merge Senses
Postcognition
Predict Natural Disaster
Receptive Telepathy
Sense Force
Sense Force Potential
Sense Path
Shift Sense
Translation
Weather Sense

ALTER POWERS
Injure/Kill
Telekinesis

CONTROL AND SENSE POWERS
Farseeing
Life Bond
Lightsaber Combat
Projective Telepathy

CONTROL AND ALTER POWERS
Accelerate Another's Healing
Control Another's Disease
Control Another's Pain
Control Breathing
Detoxify Another's Poison
Feed on the Dark Side
Force Lightning
Inflict Pain
Place Another in Hibernation Trance
Remove Another’s Fatigue
Return Another to Consciousness
Transfer Force

SENSE AND ALTER POWERS
Dim Another's Senses
Lesser Force Shield

CONTROL, SENSE AND ALTER POWERS
Affect Mind
Battle Meditation
Control Mind
Create Force Storms
Doppleganger
Drain Life Essence
Enhanced Coordination
Force Harmony
Projected Fighting
Telekinetic Kill
Transfer Life

SPECIAL POWERS
Force Scream

SITH POWERS
ALTER POWERS
Bolt of Hatred
Dark Side Web

CONTROL AND ALTER
Aura of Uneasiness
Electronic Manipulation
Waves of Darkness

SENSE AND ALTER POWERS
Force Wind

CONTROL, SENSE AND ALTER POWERS
Drain Life Energy
Memory Wipe

CONVERTED POWERS
CONTROL POWERS
Burst of Speed
Channel Rage
Pall of the Dark Side
Resist Force
Up the Walls

SENSE POWERS
Force Shot
Guided Attack
Illusion Bond
Nature Affinity
Sense Surroundings
Shatterpoint Sense
Shatterpoint Strike

ALTER POWERS
Ballistakinesis
Bolt of Corruption
Combustion
Cryokinesis
Empower Force
Enlarge Force
Extend Force
Force Blast
Force Flight
Force Light
Force Whirlwind
Force Strike
Grenade Defense
Inspire
Kinetic Combat
Maximize Force
Repulse
Shadow Bomb
Split Force

CONTROL AND SENSE POWERS
Battle Meld
Enlighten
Perfect Telepathy
Shield Gauntlet Defense
Sith Sorcery
Sith Sword Combat

CONTROL AND ALTER POWERS
Create Force Talisman
Dark Transfer
Drain Energy
Enhance Another’s Attribute
Fear
Force Repair
Force Weapon
Hatred
Lightning burst
Link
Memory Walk
Morichro
Phase
Plant Surge
Slow
Thought Bomb

SENSE AND ALTER POWERS
Fold Space
Friendship
Detonate
Obscure
Cloak
Malacia

CONTROL, SENSE AND ALTER POWERS
Alchemy
Illusion
Masquerade
Rend
Sever Force
Technometry

FAN MADE POWERS
SENSE POWERS
Direction Sense

CONTROL AND SENSE POWERS
Lifemerge

CONTROL AND ALTER POWERS
Force Jump
Redirect Energy

CONTROL, SENSE AND ALTER POWERS
Drain Life

SENSE AND ALTER POWERS
Force Blinding

PS, once I am done here, I will be adding the Force Powers to the Databank in a search-able fashion, similar to that of the alien species Smile
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vong
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PostPosted: Thu Feb 24, 2011 12:50 pm    Post subject: Reply with quote

Here are two Force powers that I am using. I cannot find where they were discussed, but I am using them in Hellcat's and Jamfke's game respectively here on the board.

Quote:
Instinctive Piloting
Required Powers: Combat Sense
Sense Difficulty: Easy for non-combat situation, Moderate for combat situation
This power may be kept up
Effect:
A Jedi immerses himself in the Force, getting a read on his surroundings and other pilots actions. A Jedi gets a sense of what is happening around him. In battle a Jedi gets a sense of what his opponents are doing, sometimes even before they know. A Jedi can add his Sense roll to his piloting roll.


vong wrote:
Life Mask

Control/Sense/Alter
Control Difficulty: Difficult if Jedi is relaxed and at peace, Very Difficult if Jedi is exerting himself, Heroic if Jedi is under duress.
Sense Difficulty: Easy if Jedi is relaxed and at peace, Moderate if Jedi is exerting himself, Very Difficult if Jedi is under duress.
Alter Difficulty: Very Difficult if at Peace, Heroic if the Jedi is exerting himself, or Heroic+ if under duress
This Power may be kept up.

Required Powers: Hibernation Trance, Emptiness, Sense Force

Effect:
The Jedi using this power attempts to mask his presence in the force. To bring this power up, a Jedi must roll a successful Sense and Control roll. When the Jedi uses the force while this power is up he must make a successful alter roll to keep the power up.

A Jedi who has successfully brought the power up, does not make any ripples in the force. Another Jedi passively searching the area for life forms will not register the user of this power as alive, but he would exists in the force like a droid would. Another Jedi actively sensing the user of this power must make a sense roll opposed to the users control roll to know that he is in fact alive, and not an inanimate object. A Jedi using this power is similar to a Jedi in an emptiness trance, but he may take actions he wishes.

A Jedi may use other Force Powers while using Life Mask, but must make another Control roll to maintain the effects of Hide Force when doing so. Any Force user who would normally sense the Jedi's use of the Force may make a Sense roll versus the Jedi's Control roll to detect the Jedi's use of the Force.

Examples:
A Jedi using Life Detection to find a character with Life Mask active will not detect the character. A Jedi using Life Sense or Sense Force (if the user is using the force actively) can make an opposed sense check against the user's Control check.

If the user of this power uses Lightsaber Combat, they must make a Very Difficult control roll to keep the power up; if the user fails this roll Life Mask immediately drops and other force users will sense their presence in the force. If the check succeeds, other Force users may make their opposed Sense roll as described above.

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Bren
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PostPosted: Thu Feb 24, 2011 2:36 pm    Post subject: Reply with quote

Here are some home brew powers. Some are ones we designed. Some are ones I found that others designed. An NPC Force user had the fourth power. The fifth power was never used in play.

Alter Temperature
Alter Difficulty: (see below) modified by proximity.
Required Power: Telekinesis.
Effect: By speeding up or slowing the molecular motions of a substance, the Jedi can change the temperature of an object. Difficulty is based on the desired temperature change, size and composition of the object, and its motion relative to the Jedi.


Telekinetic Shield
Alter Difficulty: Rain -- Very Easy; hail -- Easy; violent dust storm -- Moderate; hurricane of debris -- Difficult. Characters may use this power for kinetic attacks, such as arrows or bullets and telekinetically hurled objects -- the difficulty is Moderate plus the damage roll from the attack.
The power may be kept "up" as long as the source of kinetic energy is constant -- it may not be kept "up" for bullets, arrows, or telekinetically hurled objects.
Required Power: Telekinesis
Effect: Actually a variation on telekinesis, this power allows the Jedi to absorb or dissipate kinetic energy, including various thrown or projected objects. A successful alter roll means that the energy is dissipated. If the user fails the roll, he takes full damage from the missile.
The character must activate the power in the same round to absorb the fired or hurled missile -- the character must be able to roll the power before the attack lands. He can't use this power after the attack has hit.


Eyes of the Beast*
Control Difficulty: Moderate. Modified by relationship and proximity.
Sense Difficulty: Moderate. Modified by relationship and proximity.
This power may be kept up.
Required Power: Call animal, magnify senses,( life sense)
Time To Use: At least one minute.
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.
*Versions of this power are often specific to a type of animal, e.g. Eyes of the Eagle gives power over birds.


Control Animal
Control Difficulty: Moderate. Modifed by proximity.
Sense Difficulty: The target's Perception. Modified by relationship.
Alter Difficulty: Based on the animal’s intelligence
    Intelligence of animal............Difficulty
    Very low [insects]....................Easy
    Low [reptiles]..........................Moderate
    Average [mammals & birds].....Difficult
    High [dogs & mimicing birds]....Very Difficult
    Very high [dolphins & apes].....Heroic
This power may be kept up.
Required Power: Eyes of the Eagle
Effect: You take total control of an animal's mind and body.


Mental Translocation
Control Difficulty: Difficult. Modifed by 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).
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 his 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 Jed in this manner is nearly always accidental.
The user's body dehydrates and hungers at twice the normal rate. 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).
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Raven Redstar
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PostPosted: Thu Feb 24, 2011 3:09 pm    Post subject: Reply with quote

Quote:
difficulty is Moderate plus the damage roll from the attack.


Quote:
The character must activate the power in the same round to absorb the fired or hurled missile -- the character must be able to roll the power before the attack lands. He can't use this power after the attack has hit.


How would one know the damage from the attack roll, unless the attack has "hit"?
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Bren
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PostPosted: Thu Feb 24, 2011 3:24 pm    Post subject: Reply with quote

Raven Redstar wrote:
Quote:
difficulty is Moderate plus the damage roll from the attack.


Quote:
The character must activate the power in the same round to absorb the fired or hurled missile -- the character must be able to roll the power before the attack lands. He can't use this power after the attack has hit.


How would one know the damage from the attack roll, unless the attack has "hit"?

One wouldn't.

To activate the power is moderate. The difficulty to successfully resists the damage may be higher (as indicated).

The power is designed to be an Alter-based imitation of Absorb/Dissipate Energy, but for kinetic attacks like bullets, rocks, and arrows. It could also keep you dry in the rain.
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vong
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PostPosted: Thu Feb 24, 2011 3:50 pm    Post subject: Reply with quote

Thanks for posting those! I will provide my review of the powers below.

Bren wrote:
Alter Temperature

this power is the same as Combustion and Cryokinesis combined

Bren wrote:
Telekinetic Shield

This power is like lesser and greater force shield

Bren wrote:
Eyes of the Beast

This power is like Merge Senses

Bren wrote:
Control Animal

This power is a more powerful version of Friendship. Could be interesting, but I think needs some tweaking. Probably a new name would be Control Creatures (for the creature book). Defiantly increasing the prerequisites (merge senses, friendship, probably a few others)

Bren wrote:
Mental Translocation

Very interesting power.. Basically astral projection for the Force. I think the power needs some tweaking though (like adding Sense Surroundings as a pre-req is my first thing)

Thanks again for posting these Smile
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Bren
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PostPosted: Thu Feb 24, 2011 4:21 pm    Post subject: Reply with quote

vong wrote:
Bren wrote:
Alter Temperature

this power is the same as Combustion and Cryokinesis combined

I'm unfamiliar with those powers. Where are they from?

Quote:
Bren wrote:
Telekinetic Shield

This power is like lesser and greater force shield
Probably true. Though you might note that greater force shield isn't actually in your list. Wink

Quote:
Bren wrote:
Control Animal

This power is a more powerful version of Friendship. Could be interesting, but I think needs some tweaking. Probably a new name would be Control Creatures (for the creature book). Defiantly increasing the prerequisites (merge senses, friendship, probably a few others)

Now that you mention it, I like control creature or control beast (to match beast languages) better than Control Animal.
I'm unfamiliar with Friendship. Is it a D6 power or a conversion from D20?

Quote:
Thanks again for posting these Smile
You are welcome. Feel free to tweak away.

One thing that would be really nice would be an appendix listing the source for the powers e.g. 2nd Edition RAE, Jedi Academy D6, Conversion from xxxx D20 sourcebook, Homebrew designed by John Doe or anonymous, etc.
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cheshire
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PostPosted: Thu Feb 24, 2011 4:55 pm    Post subject: Reply with quote

Bren wrote:
vong wrote:
Bren wrote:
Alter Temperature

this power is the same as Combustion and Cryokinesis combined

I'm unfamiliar with those powers. Where are they from?

They were in the d20 conversion guides somewhere. I know that Combustion was from the Legacy Guide, though I don't remember off the bat where Cryokinesis is from, though it may also be from Legacy.
Quote:


Quote:
Bren wrote:
Control Animal

This power is a more powerful version of Friendship. Could be interesting, but I think needs some tweaking. Probably a new name would be Control Creatures (for the creature book). Defiantly increasing the prerequisites (merge senses, friendship, probably a few others)

Now that you mention it, I like control creature or control beast (to match beast languages) better than Control Animal.
I'm unfamiliar with Friendship. Is it a D6 power or a conversion from D20?

It's a conversion from one of the RCR books. Gry has it posted in the Force Powers PDF.
Quote:
Thanks again for posting these Smile


Quote:

One thing that would be really nice would be an appendix listing the source for the powers e.g. 2nd Edition RAE, Jedi Academy D6, Conversion from xxxx D20 sourcebook, Homebrew designed by John Doe or anonymous, etc.


Yeah, the sources are listed directly under the powers in the PDFs, though you would have to open individual PDFs to see the sources.
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vong
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PostPosted: Thu Feb 24, 2011 5:12 pm    Post subject: Reply with quote

cheshire wrote:
though I don't remember off the bat where Cryokinesis is from, though it may also be from Legacy.

its from the Jedi Academy Training Manual


Bren wrote:

One thing that would be really nice would be an appendix listing the source for the powers e.g. 2nd Edition RAE, Jedi Academy D6, Conversion from xxxx D20 sourcebook, Homebrew designed by John Doe or anonymous, etc.


Yes, in the published version each power will list its source. Currently I have 3 sections.
Jedi/Sith powers: These are from the Core book, and various other D6 sources
Converted Powers: These are converted from various sources, mainly d20 if I am correct
Homemade Powers: these will be sourced as best they can, but these are all powers the community at large made up from something they saw in the movies/books/comics or just wanted to make a power up. Im going to try to go through these with a fine tooth comb, and only include those that I (and other reputable people) feel like they should belong. This section can easily get waayyyy out of hand, so going to try to ensure it stays in balance with the other sections.
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PostPosted: Thu Feb 24, 2011 6:03 pm    Post subject: Reply with quote

vong wrote:


Homemade Powers: these will be sourced as best they can, but these are all powers the community at large made up from something they saw in the movies/books/comics or just wanted to make a power up.


Yeah, that was an issue when we first started compiling the homebrew powers. It was kind of a mess because a few people felt like they should get credit. However, there were literally six different people contributing to the mechanics of one power alone. To try to credit everyone for all of their input makes the project get out of control really fast. Also, sometimes the power might have been adapted from something we found in another forum where an anonymous user helped out. At that point, we just kind of said we all helped, we can all take credit, and left out individual names.
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vong
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PostPosted: Thu Feb 24, 2011 6:20 pm    Post subject: Reply with quote

cheshire wrote:
vong wrote:


Homemade Powers: these will be sourced as best they can, but these are all powers the community at large made up from something they saw in the movies/books/comics or just wanted to make a power up.


Yeah, that was an issue when we first started compiling the homebrew powers. It was kind of a mess because a few people felt like they should get credit. However, there were literally six different people contributing to the mechanics of one power alone. To try to credit everyone for all of their input makes the project get out of control really fast. Also, sometimes the power might have been adapted from something we found in another forum where an anonymous user helped out. At that point, we just kind of said we all helped, we can all take credit, and left out individual names.


I see how it can get out of control. Good to have the voice of experience on the project!
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PostPosted: Thu Feb 24, 2011 6:26 pm    Post subject: Reply with quote

Thanks Vong and Cheshire for the responses. I hadn't heard of those powers so I kind of suspected they were D20 conversions. Plus some of the names were kind of a giveaway. Wink

We had the home brew powers well before D20 appeared. I think the only things we ported over were from D20 were Force Push and Force Jump, which I believe we got from the playtest version of WotC D20.

I understand the desire to limit the number of similar powers in the list. I am pleased that you will be able to provide attribution for the D6 and converted powers.
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PostPosted: Thu Feb 24, 2011 6:32 pm    Post subject: Reply with quote

It's not my intention to toot my own horn, but I've been working on some "upgraded" versions of the existing WEG powers, offering a broader scope to better reflect what we see in the canon. Perhaps an additional section for Optional Rules Force Powers?
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vong
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PostPosted: Thu Feb 24, 2011 6:53 pm    Post subject: Reply with quote

crmcneill wrote:
It's not my intention to toot my own horn, but I've been working on some "upgraded" versions of the existing WEG powers, offering a broader scope to better reflect what we see in the canon. Perhaps an additional section for Optional Rules Force Powers?


I have seen what you have been writing, but I understood that you were not finished yet. I am more then willing to compile all your stuff into a PDF for you when you are complete Smile

I havent had the time to read it in detail, but it looks like you have been putting a lot more details in it Smile
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PostPosted: Thu Feb 24, 2011 7:15 pm    Post subject: Reply with quote

I've been working on a compendium of sorts for a number of powers that have appeared in the novels and comics, but haven't been documented or converted yet to my knowledge. I've listed a number of them in the Legacy of the Force fan sourcebook thread, so you can go there and see what I've come up with. I will also say that I believe Leia used mental translocation in Children of the Jedi.
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