Methedor Lieutenant Commander
Joined: 24 Sep 2012 Posts: 110 Location: Zeltros
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Posted: Sun Oct 28, 2012 6:30 pm Post subject: Shapers of Kro Var |
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(http://starwars.wikia.com/wiki/Shapers_of_Kro_Var)
This is the force group that has the ability to manipulate or "bend" elements with the force. I'm trying to work on a force list for this group. One thought was to make broad abilities, like "Shape Water" to cover all water manipulations, but that seems a bit much compared to other abilities and may be hard to police. The second thought was to make a semi-broad list.
Current thought on the secondary method is to break down each element and perhaps aspect into Defense, Manipulation, and Offense. The element breakdown I'm currently thinking of is Water (sub Ice), Earth, Fire, Air. Now the problem for me is not making too much overlap or imbalance. For example Air Manipulation could be used as Force Wind without the DSP.
Manipulate (Element)
Control: Moderate
Sense: Easy (Modified by Proximity)
Alter: Easy
Modifiers
Objects may be moved at 10 meters per
round; add +5 per additional 10 meters per
round. The target must be in sight of the Jedi.
Increased difficulty if the object isn’t moving
in simple, straight-line movement:
+1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 or more for complex maneuvers
This is the basic rundown any thoughts on either method?
Thanks |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Oct 28, 2012 9:10 pm Post subject: |
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I'm not seeing how this rule is any different from the RAW for TK. At the very least, you would need rules for what happens when the various elements are moved, insofar as what sort of effect you are looking for.
I would suggest looking at D&D spell lists, or maybe the Elemental Control superpowers from Palladium's Heroes Unlimited game for some specific ways in that elements can be manipulated. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Methedor Lieutenant Commander
Joined: 24 Sep 2012 Posts: 110 Location: Zeltros
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Posted: Mon Oct 29, 2012 12:46 am Post subject: |
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Here is the complete versions. One is mine and the other is an alternate version after talking with one of my players. Looking foward to comments
Element Shaping (Earth, Water, Fire, Air)
Alter: special (Modified by special)
Description: The ability of the Shapers of Kor Va is to manipulat the elements. Most people are aspected at birth to a particular element, though master shapers can cross the boundaries between elements. Training is started at the beings birth element on a planet completely made of that element.
Game Effect: Each element is a different manipulation power.
Earth:
Weight Very Easy for objects
weighing one kilogram or less
Easy for objects
weighing one to ten kilograms
Moderate for
objects 11 to 100 kilograms
Difficult for 101
kilograms to one metric ton
Very Difficult for
1,001 kilograms to ten metric tons
Heroic for
10,001 kilograms to 100 metric tons.
Earth can be used for many things including raising walls. The strength and cover rating of the earth depends on amount and density. As earth (and stone) are solid structures they provide great protection against solid objects, however energy has a tendency to destroy that matter more easily (Protection value is lowered by 1D against energy). An easy roll for earth can provide 1/4 cover with a rating of 1D strength, a moderate roll can provide ½ cover at 2D strength. Difficult can provide Full cover at 3D strength, Very Difficult and Heroic provide full cover and provide 4D and 5D strength of protection respectively. The protection strength can be increased up to +1D+2 at +3 per pip (+9 per +1D). Remember that amount is a factor and a heroic roll in a garden will not give you the same ratings. Using an earth wall as a reaction can be done if an Easy + Hit roll is made against ranged or Moderate + hit roll against melee. The protection value cannot be increased as a reaction.
Water:
Weight Very Easy for objects
weighing 1 liter or less
Easy for objects
weighing 2 liters to 2.5 gallons
Moderate for
objects 3 gallons to 26.5 gallons
Difficult for 27
gallons to 264.5 gallons
Very Difficult for
265 gallons to 2,646 gallons
Heroic for
2,647 gallons to 26,466 gallons
Water can also be frozen into ice and melted into water. Freezing the water and melting Ice to cold liquid adds +3 to the Alter difficulty, making slush is +1. Heating the water is also possible. With an increase of +5 difficulty the water can be heated to scolding temperature inflicting 1D+1 of damage, +10 difficulty increased damage to 2D+1 and +15 increases damage to 3D+1. Heating beyond this would evaporate the water. The quantity of water past 3 gallons (see difficulty) increases the burning damage by +1D at 10 gallons and above non-selaed armor (Those without a helmet or other obviously open areas) do not provide protection if the Shaper hits by more than 10.
Frozen water, Ice, can be used for many things including raising walls. The strength and cover rating of the earth depends on amount and density. As ice is crystalline it provides great protection against energy being able to diffuse it, however ice has a tendency to brittle when faced with force and vibrations. (Protection value is lowered by 1D against physical). An easy roll for earth can provide 1/4 cover with a rating of 1D strength, a moderate roll can provide ½ cover at 2D strength. Difficult can provide Full cover at 3D strength, Very Difficult and Heroic provide full cover and provide 4D and 5D strength of protection respectively. The protection strength can be increased up to +1D+2 at +3 per pip (+9 per +1D). Remember that amount is a factor and a heroic roll in a mall fountain will not give you the same ratings. Using an ice wall as a reaction can be done if an Easy + Hit roll is made against ranged or Moderate + hit roll against melee. The protection value cannot be increased as a reaction.
Fire:
This can be generated from one's self rather than manipulated. To manipulate fire from a distance use proximity rules with an very easy difficulty for small fires, Easy for bonfires and Difficult for forest fires. Generating fire from the Shaper's self is moderate and aimed with the throwing skill. The damage is equal to 3D at easy difficulty and an additional Dice of damage per +5 difficulty. If the Shaper wants to create plasma (Energy) then the difficulty to generate the flame is increased by +5. For each increase in scale the difficulty of the Alter roll is increased by +5. The flame generation is emitted from the Shaper.
Moving Flame
Very easy Campfire
Easy Bonfire
Very Difficult Forest Fire
Generating Fire
Moderate 2D Damage
Difficulty +3\Die +1D Damage
Difficulty +5\Scale Increase Scale
Difficulty +5 Plasma (damage against energy)
Increasing the temperature of surrounding fire is also possible. At the cost of using the fuel of the fire quicker illumination can be increased at an easy roll. The fire sources can also be made to explode in flame with a Moderate roll. A small candle does 2D damage in it's immediate area (a meter in all directions), while a campfire does 4D to the surrounding three meters and a bonfire does 7D/4D to the surrounding 10-6 and 5-0 meters respectively.
Air:
Volume of air Air Manipulated
Very Easy is equivalent to a full locker Base Damage 2D
Easy is equivalent to a medium closet Base Damage 3D
Moderate is equivalent to a small room Base Damage 4D
Difficulty is equivalent to a Small Building Base Damage 6D
Very Difficulty is equivalent to a Large Building Base Damage 8D
Heroic is equivalent to a Stadium Base Damage 12D
Air can be used to stun or kill depending on the shape of the air, a gust or a confined blade. As a gust the air causes stun damage, but compressed into a blade the damage is lethal. The damage of the air blasts can be increased with an increase of +3 difficulty per Dice Damage. As a gust multiple targets can be hit at an increased difficulty of +3 per target, but is dependent on the amount of air, though a skilled enough practitioner can increase his target with an increased difficulty of +4 per target.
Gust Multi-target and amount of air
Very Easy is equivalent to a full locker Max Targets 3
Easy is equivalent to a medium closet Max Targets 6
Moderate is equivalent to a small room Max Targets 10
Difficulty is equivalent to a Small Building Max Targets 15
Very Difficulty is equivalent to a Large Building Max Targets 24
Heroic is equivalent to a Stadium Max Targets 40
Levitated physical elements (Earth\Water\Ice) can be used to attack
other characters, but this automatically gives the
Shaper a Dark Side Point, though water and blunted air can convert damage to bludgeoning stun for a +3 difficulty and avoids the DSP. Such objects do up to 1D
damage if under one kilogram (1 liter), 2D if one to ten
kilos (2 liters – 2.5 gallons), 4D if 11 to 100 kilos (3 – 26.5 gallons), 3D Speeder-scale if one
to ten tons (27 – 264.5 gallons), 5D Starfighter-scale if 11 to 100 tons (265 – 2,646 gallons).
Such attacks require an additional Throwing roll
by the Shaper, which would be this hit roll against the target’s dodge. If the character doesn’t dodge
the attack, the difficulty if Easy.
Elements may be moved at 10 meters per
round; add +5 to alter difficulty per additional 10 meters per
round. The target must be in sight of the Shaper. Increased Alter difficulty if the element isn’t moving
in simple, straight-line movement:
+1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 or more for complex maneuvers, like remotely attacking with an ice blade or earth staff.
Exotic Uses
Quick and dirty weapons can be made with earth and ice. An easy roll can make a weapon with STR+2. To get a higher damage a Technical or appropriate repair roll would have to be made to make the equivalent weapon.
Elemental Shaping
Version 2
All the elements except fire require external sources and cause physical Alter Dice damage. However generating these damaging effects are easier or harder depending on the element.
For damage effects
Water Easy
Air Easy
Earth Easy
Fire Moderate
Elements may be moved at 10 meters per
round; add +5 to alter difficulty per additional 10 meters per
round. The target must be in sight of the Shaper. Increased Alter difficulty if the element isn’t moving
in simple, straight-line movement:
+1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 or more for complex maneuvers, like remotely attacking with an ice blade or earth staff.
Base difficulty for movement is dependent on the element:
Earth:
Weight Very Easy for objects
weighing one kilogram or less
Easy for objects
weighing one to ten kilograms
Moderate for
objects 11 to 100 kilograms
Difficult for 101
kilograms to one metric ton
Very Difficult for
1,001 kilograms to ten metric tons
Heroic for
10,001 kilograms to 100 metric tons.
Water:
Weight Very Easy for objects
weighing 1 liter or less
Easy for objects
weighing 2 liters to 2.5 gallons
Moderate for
objects 3 gallons to 26.5 gallons
Difficult for 27
gallons to 264.5 gallons
Very Difficult for
265 gallons to 2,646 gallons
Heroic for
2,647 gallons to 26,466 gallons
Air:
Volume of air Air Manipulated
Very Easy is equivalent to a full locker Base Damage 2D
Easy is equivalent to a medium closet Base Damage 3D
Moderate is equivalent to a small room Base Damage 4D
Difficulty is equivalent to a Small Building Base Damage 6D
Very Difficulty is equivalent to a Large Building Base Damage 8D
Heroic is equivalent to a Stadium Base Damage 12D
Moving Flame
Very easy Campfire
Easy Bonfire
Very Difficult Forest Fire
There are also some additional affects that can be accomplished:
Frozen water, Ice, can be used for many things including raising walls. The strength and cover rating of the earth depends on amount and density. As ice is crystalline it provides great protection against energy being able to diffuse it, however ice has a tendency to brittle when faced with force and vibrations. (Protection value is lowered by 1D against physical). An easy roll for earth can provide 1/4 cover with a rating of 1D strength, a moderate roll can provide ½ cover at 2D strength. Difficult can provide Full cover at 3D strength, Very Difficult and Heroic provide full cover and provide 4D and 5D strength of protection respectively. The protection strength can be increased up to +1D+2 at +3 per pip (+9 per +1D). Remember that amount is a factor and a heroic roll in a mall fountain will not give you the same ratings. Using an ice wall as a reaction can be done if an Easy + Hit roll is made against ranged or Moderate + hit roll against melee. The protection value cannot be increased as a reaction.
Earth can be used for many things including raising walls. The strength and cover rating of the earth depends on amount and density. As earth (and stone) are solid structures they provide great protection against solid objects, however energy has a tendency to destroy that matter more easily (Protection value is lowered by 1D against energy). An easy roll for earth can provide 1/4 cover with a rating of 1D strength, a moderate roll can provide ½ cover at 2D strength. Difficult can provide Full cover at 3D strength, Very Difficult and Heroic provide full cover and provide 4D and 5D strength of protection respectively. The protection strength can be increased up to +1D+2 at +3 per pip (+9 per +1D). Remember that amount is a factor and a heroic roll in a garden will not give you the same ratings. Using an earth wall as a reaction can be done if an Easy + Hit roll is made against ranged or Moderate + hit roll against melee. The protection value cannot be increased as a reaction. |
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