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Liquidprism
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Brave New Empire - Force Powers

Post by Liquidprism »

Okay, here are the powers and their Tiers. The way this works is that once a character has the appropriate die code in a Force Skill, he can use any of the listed powers, which use that skill for their activation. This does not mean a character will necessarily be able to make all the required rolls, just that he understands how the power works, and may attempt to utilize its effect(s).

Many powers require a specialty to use. This means a character must purchase a specialty skill in at least one of the Force Skills used to activate that power. A character may buy a specialty for any Force Power, for most it is not required however. EX: Darth Rambo wants Lightsaber Combat. In order to get LS Combat he must have at least 4D in either Control or Sense. Then he must purchase a specialty for one of those skills called Lightsaber Combat. The skill is purchased at half the cost of the parent skill (which is Complex for Force Force skills, so a specialty in a power costs the same amount as a Basic skill). Darth Rambo then has access to Lightsaber Combat at +1 pip higher than the Force Skill he buys it under.

The specialty die code for a Force Power only adds to the activation roll of that power. For some powers this is an effective bonus, for others it isn't.

You may have noticed that there are two different progression charts for Force powers, a Light Side progression, and a Dark Side progression. This represents the different ways in which characters learn to use the Force. The Dark Side progression is much more aggressive than the Light Side progression sacrificing a bit of utility for raw combat benefit. However, at the final tier of the Dark Side progression this weakness is overcome. It should be noted that Dark Side users rarely live long enough to utilize such mastery.

Characters normally use the Light Side Tier Tree to choose and determine the powers available to them. In order to begin using the Dark Side Tier Tree a character must gain one Dark Side Aspect Level. Once a character has gained at least one Dark Side Aspect Level, that character begins to use the Dark Side Tier Tree instead of the Light Side Tier Tree. A character may not use the Light Side Tier Tree until they have no Dark Side Aspect Levels.

In addition Dark Side powers may cause a character to gain Dark Side points when they are used. A character that activates one of these powers automatically receives a Dark Side point if the tier at which the character gained access to the power is greater than the characters levels on the Dark Side path progression.
For example Darth Rambo activates Force Lighting (a tier 2 power for a Dark Side character), but he only has 1 level of the Dark Side Aspect Path. Thus, Darth Rambo receives a Dark Side Point. This means that a character with 5 Dark Side Aspect Levels never gains Dark Side Points from simply activating a power (he may still gain DSP if the effect of those powers is sufficiently evil however).

Light Side Tree

Tier 1/ Initiate: Must have 1D-3D in skill. (10 Powers, 0 Specialties)
-(C)- Boost Movement
-(C)- Concentration
-(C)- Hibernation Trance
-(C)- Remove Fatigue
-(C)- Resist Stun
-(S)- Life Detection
-(S)- Life Sense
-(S)- Magnify Senses
-(S)- Sense Force
-(A)- Telekinesis

Tier 2/ Padawan: Must have 4D-6D in skill. (17 Powers, 5 Specialties)
-(C)- Accelerate Healing
-(C)- Control Disease
-(C)- Contort/Escape (Specialty)
-(C)- Detoxify Poison
-(C)- Emptiness
-(C)- Enhance Attribute
-(C)- Force of Will
-(C)- Remain Conscious
-(C)- Short-Term Memory Enhancement
-(S)- Danger Sense
-(S)- Receptive Telepathy
-(S)- Weather Sense
-(A)- Force Push
-(C/S)- Augmented Close Combat (Specialty)
-(C/S)- Augmented Ranged Combat (Specialty)
-(C/S)- Lightsaber Combat (Specialty)
-(S/A)- Dim Another’s Senses (Specialty)

Tier 3/ Knight: Must have 7D-10D in skill. (29 Powers, 22 Specialties)
-(C)- Absorb/Dissipate Energy (Specialty)
-(C)- Augment Physical Prowess (Specialty)
-(C)- Augment Mental Faculty (Specialty)
-(C)- Control Pain
-(C)- Reduce Injury (Specialty)
-(S)- Beast Languages (Specialty)
-(S)- Combat Sense (Specialty)
-(S)- Postcognition
-(S)- Sense Force Potential
-(S)- Sense Path
-(S)- Shift Sense
-(S)- Translation
-(A)- Precision Telekinesis
-(C/S)- Farseeing (Specialty)
-(C/S)- Life Bond (Specialty)
-(C/S)- Projective Telepathy (Specialty)
-(C/A)- Accelerate Another’s Healing (Specialty)
-(C/A)- Control Another’s Disease (Specialty)
-(C/A)- Control Breathing (Specialty)
-(C/A)- Detoxify Poison in Another (Specialty)
-(C/A)- Lightsaber Throw (Specialty)
-(C/A)- Remove Another’s Fatigue (Specialty)
-(C/A)- Return Another to Consciousness (Specialty)
-(S/A)- Force Impediment (Specialty)
-(S/A)- Lesser Force Shield (Specialty)
-(C/S/A)- Affect Mind (Specialty)
-(C/S/A)- Projected Fighting (Specialty)

Tier 4/ Master: Must have 11D+ in skill. (8 Powers, 8 Specialties)
Allows a character access to all Force Powers at lower tiers including those that normally require a specialty.
-(S)- Life Web (Specialty)
-(A)- Force Repulse (Specialty)
-(C/A)- Control Another’s Pain (Specialty)
-(C/A)- Place Another in Hibernation Trance (Specialty)
-(C/A)- Transfer Force (Specialty)
-(C/S/A)- Enhanced Coordination (Specialty)
-(C/S/A)- Force Harmony (Specialty)
-(C/S/A)- Telekinetic Lightsaber Combat (Specialty)

Dark Side Powers

As long as a character maintains his dark alignment he gains access to these abilities. Even if he later turns away from the Dark Side he may still use these powers as normal. As long as a character is following the Dark Path he may not gain access to new tiers of the regular Force Powers. In effect he is replacing those tiers with those of the Dark Side. However, he does not lose access to regular powers he could already use. A character on the Dark Path may not buy specialties in powers from the normal lists, though he may continue to increase those he already possesses.

Tier 1/ Initiate: Must have 1D-3D in skill. (12 Powers, 0 Specialties)
-(C)- Boost Movement
-(C)- Contort/Escape
-(C)- Enhance Attribute
-(C)- Hibernation Trance
-(C)- Rage
-(C)- Remain Conscious
-(C)- Remove Fatigue
-(C)- Resist Stun
-(S)- Magnify Senses
-(S)- Sense Force
-(A)- Injure/Kill
-(A)- Telekinesis

Tier 2/ Disciple: Must have 4D-6D in skill. (17 Powers, 8 Specialties)
-(C)- Augment Physical Prowess (Specialty)
-(C)- Combat Sense
-(C)- Control Disease
-(C)- Control Pain
-(C)- Detoxify Poison
-(C)- Remain Conscious
-(S)- Combat Sense
-(S)- Danger Sense
-(A)- Force Choke
-(A)- Force Push
-(C/S)- Augment Close Combat (Specialty)
-(C/S)- Augment Ranged Combat (Specialty)
-(C/S)- Lightsaber Combat (Specialty)
-(C/A)- Force Lighting (Specialty)
-(C/A)- Inflict Pain (Specialty)
-(S/A)- Telekinetic Kill (Specialty)
-(C/S/A)- Projected Fighting (Specialty)

Tier 3/ Warrior: Must have 7D-10D in skill. (29 Powers, 21 Specialties)
-(C)- Absorb/Dissipate Energy (Specialty)
-(C)- Augment Mental Faculty (Specialty)
-(C)- Force of Will
-(C)- Reduce Injury
-(C)- Short-Term Memory Enhancement (Specialty)
-(S)- Postcognition
-(S)- Receptive Telepathy
-(S)- Sense Force Potential
-(S)- Sense Path
-(S)- Shift Sense
-(S)- Translation (Specialty)
-(A)- Bolt of Hatred (Specialty)
-(A)- Force Crush
-(A)- Force Repulse (Specialty)
-(A)- Precision Telekinesis (Specialty)
-(C/S)- Dark Rage (Specialty)
-(C/S)- Farseeing (Specialty)
-(C/S)- Projective Telepathy (Specialty)
-(C/A)- Aura of Uneasiness (Specialty)
-(C/A)- Electronic Manipulation (Specialty)
-(C/A)- Waves of Darkness (Specialty)
-(C/A)- Lightsaber Throw (Specialty)
-(S/A)- Feed on Dark Side (Specialty)
-(S/A)- Force Cloak (Specialty)
-(S/A)- Lesser Force Shield (Specialty)
-(C/SA)- Affect Mind (Specialty)
-(C/S/A)- Doppleganger (Specialty)
-(C/S/A)- Drain Life (Specialty)
-(C/S/A)- Drain Life Energy (Specialty)

Tier 4/ Lord: Must have 11D+ in skill. (11 Powers, 11 Specialties)
Allows character access to all lower tier Force Powers from both the Dark Side and normal lists (except those which require a specialty to learn). A Lord may purchase specialties from any list of powers (except tier 4 powers from the normal list).

-(S)- Life Web (Specialty)
-(A)- Dark Side Web (Specialty)
-(S/A)- Force Wind (Specialty)
-(C/S/A)- Control Mind (Specialty)
-(C/S/A)- Create Force Storms (Specialty)
-(C/S/A)- Death Field (Specialty)
-(C/S/A)- Drain Life Essence (Specialty)
-(C/S/A)- Enhanced Coordination (Specialty)
-(C/S/A)- Memory Wipe (Specialty)
-(C/S/A)- Telekinetic Lightsaber Combat (Specialty)
-(C/S/A)- Transfer Life (Specialty)

Here is the Power Success Chart, which is referred to when using certain powers...

Power Success Chart
1-2: +1
3-4: +2
5-7: +1D
8-11: +1D+1
12-15: +1D+2
16-20: +2D
21-25: +2D+1
26-30: +2D+2
31-40: +3D
41-50: +3D+1
51-60: +3D+2
61+: 4D
Last edited by Liquidprism on Sat Nov 28, 2009 2:25 am, edited 9 times in total.
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Post by Liquidprism »

CONTROL POWERS

Name: ABSORB/DISSIPATE ENERGY
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: YES
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Very Easy, plus the amount of energy damage being absorbed.
Modifiers: NA
Description:
This power is activated in response to a situation, or attack that is energistic in nature. The character rolls his Control, and as long as he beats the difficulty, takes no damage. If the roll to activate the power fails the character takes full damage from the attack. A character may not attempt to avoid the damage in any other way if he decides to use this power.
This power may be Kept Up for persistent effects, which may affect the character over time (such as a solar storm), but if the intensity of the effect increases a new roll must be made. When using this power against a ranged energy attack the difficulty is Very Easy plus the damage dealt by the attack. This power is activated in response to an attack roll, before the damage is actually dealt.

Name: ACCELERATE HEALING
Prerequisites: Light- Tier 2, Dark Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Easy if wounded; Moderate if incapacitated; Difficult if mortally wounded.
Modifiers: NA
Description:
Successful activation of this power allows the character to make two natural healing rolls for the current day. This is done immediately, and with a flat bonus equal to the number of whole dice in the character’s Force Attribute to each roll. Furthermore, a characters condition may not worsen due to these rolls.

Name: AUGMENT PHYSICAL PROWESS
Prerequisites: Light- Tier 3 (Specialty), Dark Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Moderate
Modifiers: NA
Description:
This is a more powerful form of the Enhance Attribute power, which affects a character’s physical stats only (Dexterity, and Strength). The character rolls Control, and then consults the power success chart to get his result. The bonus to the attribute lasts for a number of rounds equal to the number of whole dice in the character’s Force Attribute.
Unlike Enhance attribute this power may be activated more than once, granting a bonus for multiple attributes. Also, this power may be Kept Up should the character to choose, this extends the duration of its effect indefinitely.

Name: AUGMENT MENTAL ACUITY
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Moderate
Modifiers: NA
Description:
This is a more powerful form of the Enhance attribute power, which affects a character’s mental stats only (Knowledge, and Perception). The character rolls Control, and then consults the power success chart to get his result. The bonus to the attribute lasts for a number of rounds equal to the number of whole dice in the character’s Force Attribute.
Unlike Enhance attribute this power may be activated more than once, granting a bonus for multiple attributes. Also, this power may be Kept Up should the character to choose, this extends the duration of its effect indefinitely.

Name: BOOST MOVEMENT
Prerequisites: Light- Tier 1, Dark- Tier 1
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Easy
Modifiers: NA
Description:
When this power is successfully activated the character gains bonus to his normal movement speed. A character using this power doubles his base movement in each movement ‘mode’ (after all other modifiers are made), and adds the amount rolled over the base difficulty to activate this power as a bonus to any rolls made to move over terrain.

Name: CONCENTRATE
Prerequisites: Light- Tier 1, Dark- Tier 2 (Specialty)
Reaction: NO
Focus: Special
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Easy if relaxed; Difficult if full of negative emotions; Very Difficult if acting on negative emotions.
Modifiers: NA
Description:
The character must focus on the task he wishes to perform when using this power. A successful roll grants the character a bonus equal to his Force attribute die code to his next action. Activating this power does not accrue a multiple actions penalty, however a character using this power may do nothing other than activate the power, and perform the action receiving the bonus during the round this power is used.

Name: CONTORT/ESCAPE
Prerequisites: Light- Tier 2 (Specialty), Dark- Tier 1
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Very Easy for loose bonds; Easy for hand binders; Moderate for serious restraints; Difficult to Heroic for maximum security (storytellers discretion).
Modifiers: NA
Description:
This power allows the character to distort and contort her body to escape physical restraints and bonds. If the activation is successful the character’s body becomes able to bend, in move in extreme (but still physically possible ways). This power also allows the character to block out most of the pain associated with this process allowing her to focus on the task.

Name: CONTROL DISEASE
Prerequisites: Light- Tier 2, Dark- Tier 2
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 30 Minutes, and may require multiple uses depending on severity of disease.
Dark: NO
Difficulty:
Control: Very Easy for a mild infection/illness (cold); Easy for a modest infection/illness (flu); Moderate- For a severe infection/illness (gangrene or hive virus), Difficult for a life-threatening infection/illness; Very Difficult for a massive long-term disease; Heroic for a rapid-acting life-threatening disease.
Modifiers: NA
Description:
A character may use this power to attempt to fight off a disease, which is affecting her body. A successful activation roll means the sickness is cured however, especially virulent diseases may require multiple activations of this power over a period of time. In these situations the exact number of rolls, and the length of time taken are decided by the storyteller.

Name: CONTROL PAIN
Prerequisites: Light- Tier 3, Dark- Tier 2
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Easy if wounded, or stunned; Moderate if incapacitated; Difficult if mortally wounded.
Modifiers: NA
Description:
When this power is successfully activated (usually on the round after the character has taken damage) the character may begin to act as though unaffected by his wounds. This means he does not suffer the die code penalties normally incurred from damage. As long as this power is being Kept Up any time the character would receive more damage, he can make a new roll with his new level of injury as the difficulty. This power allows a character to automatically ignore any stunned results. As long as the character continues to make these rolls he does not suffer any modifiers from his injuries.
This power does not heal the damage the character receives however, and should the character be killed he is in fact dead. Also as soon as this power drops the full effect of the character’s wounds begin to affect him.

Name: DETOXIFY POISON
Prerequisites: Light- Tier 2, Dark- Tier 2
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 5 Minutes
Dark: NO
Difficulty:
Control: Very Easy for a really mild poison; Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Modifiers: NA
Description:
This power allows a character to detoxify and purge any toxin, which has entered her body, upon successful activation. As long as the activation roll succeeds the toxin in question has no affect upon her.

Name: EMPTINESS
Prerequisites: Light- Tier 2, Dark- NA
Reaction: NO
Focus: Special
Kept Up: YES
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Moderate
Modifiers: May not have any Dark Side Aspect Levels.
Description:
Using this power places the character in a deep trance, which allows him to feel the Force flowing through him. A character using this power appears to be meditating and is oblivious to the world around him. He may not take any actions other than those taken to emerge from this state.
While in this state any attempt to affect or sense the character with Force Powers has the character’s roll to enter Emptiness added to the difficulty of those attempts. This happens whether the character would normally want it to or not.
To enter emptiness the character must first choose how long he will maintain his meditation. A character in emptiness may only come out of emptiness under the following circumstances:
-The stated time has past.
-Once each hour beyond the original time limit.
-The character takes physical damage greater than stun.
In order to leave emptiness a Difficult Control roll is required. While in emptiness the character dehydrates and needs food as normal. If a character stays in emptiness to long he could die.
Once the character successfully disengages from his meditation he receives a bonus to any rolls made to activate non-Dark Side Force powers for an amount of time equal to that he spent in the trance. Consult the Power Success chart to determine the character’s actual bonus to his rolls. A character with Light Side Aspect levels adds +1 pip to his bonus for each of those levels. A Character with Dark Side points subtracts a pip from his bonus for each Dark Side point he currently has, and a character with even one Dark Side Aspect level does not gain any bonus from this power.

Name: ENHANCE ATTRIBUTE
Prerequisites: Light- Tier 2, Dark- Tier 1
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Moderate
Modifiers: NA
Description:
Successful activation of this power allows a character to increase an attribute of her choosing (except Force) with a bonus determined by how much her Control roll beat the difficulty. This power may only be used to enhance one attribute at a time. Any skills under the enhanced attribute are likewise enhanced. Also, the character may choose to spend Character Points to increase the duration of this power. Each Character Point spent increases the duration of the power by one more round.
Roll > Difficulty By / Attribute Increase / Duration of Increase
0-13 / 1D / 3 rounds
14-25 / 2D / 2 rounds
26+ / 3D / 1 round

Name: FORCE OF WILL
Prerequisites: Light- Tier 2, Dark- Tier 3
Reaction: YES
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Easy
Modifiers: NA
Description:
Successful activation of this power allows a character to bolster is mind, and spirit against hostile Force powers. A character using this power adds his Willpower to his Control, or Savvy when opposing Force effects that target his mind and/or body directly.
If a hostile power beats his Control score, but not his total protection value, the character’s will is considered battered. Further defensive rolls are made at a -1D penalty to Willpower. If the character’s Willpower ever drops to 0D then this power drops, and the character may only continue to defend as he normally would against such attacks.
It takes a character one full day of recovery per 1D of Willpower he wants to get back. This power does not work against external effects, such as Force Lighting, and Force Storm, or objects being hurled with Telekinesis. It will protect a character from being hurled by Telekinesis, or powers, which attempt to harm him internally such as Force Choke.

Name: HIBERNATION TRANCE
Prerequisites: Light- Tier 1, Dark- Tier 1
Reaction: NO
Focus: Special
Kept Up: YES
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Difficult
Modifiers: NA
Description:
Successful activation of this power allows a character to enter a deep trance, slowing his bodily functions, and slowing his breathing, before falling unconscious. Before entering this trance the character must declare how long he will be in it, and under what circumstances he will awaken. A character may heal naturally while in the trance, but may not use any skills, or Force powers.
While in the trance a character’s physical needs are greatly reduced, and they are essentially dead to the casual inspection. Such a character uses only about one tenth the normal amount of oxygen he would while sleeping, and can hibernate for up to a week in a dry climate or one month in a wet one before dying from dehydration.
Anyone coming into contact with the character will assume he is dead, unless they make a point of determining otherwise. Characters using Force powers to detect life force, can still sense he is alive.

Name: RAGE
Prerequisites: Light- NA, Dark- Tier 1
Reaction: No
Focus: Special
Kept Up: YES
Time To Use: 1 Minute
Dark: YES
Difficulty:
Control: Moderate
Modifiers: NA
Description:
Successful activation of this power allows a character to enter a deep trance in which his anger consumes him. While in this state the character is oblivious to the world around him, and may not take any actions but those used to stay in Rage.
Unlike Emptiness characters in Rage exude Dark Side energy, which grants the character protection from Force powers. Add the character’s Control roll to enter Rage to the difficulties of rolls used to attack him with the Force while he is in this state. This is only against powers, which would harm him. Powers that are used to detect the character’s presence instead gain a bonus to their rolls of a similar amount.
Before entering Rage a character must determine how long he wishes to stay in the trance. Barring an attack on his person or the arrival of another specified individual the character stays in Rage for the duration. A character using Rage must make a Difficult Control roll every 4 hours to stay in the trance. Characters in Rage dehydrate, and hunger twice as quickly as they normally would, and have a -1D to their Strength to resist damage. Characters planning on an extended trance may want to arrange for intravenous nourishment. Furthermore, a character entering Rage can designate a single individual whose arrival will trigger an end to the meditation trance. When the chosen character enters within 5 meters of the character he need only make an Easy Control roll to awaken.
When the character is released from Rage he receives a bonus to any rolls made activate Force powers for an amount of time equal to that he spent meditating. Consult the Power Success chart to determine the characters actual bonus to his rolls. A character with Dark Side Aspect levels adds +1 pip to his bonus for each of those levels. A character with Light Side points subtracts 1 pip from his bonus for each of those points. A character with Light Side Aspect levels that uses Rage receives 2 Dark Side points immediately. After the effects of Rage wear off the character takes 1D of damage for every 2 hours he gained a bonus.

Name: REDUCE INJURY
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3
Reaction: YES
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Moderate for an incapacitated result; Difficult for a mortally wounded result; Very Difficult for a dead result.
Modifiers: NA
Description:
Successful activation of this power allows a character to modify the results of a single injury down to a Wounded result. This power is activated in response to the results of a failed roll to resist damage, after the results have been determined. A character using this power must spend a character point in addition to the other costs. If the result of the injury was a Killed result then the character must choose a suitable permanent injury that he suffers instead. If he is unable to come up with one the storyteller must decide instead. If a character wishes he may spend a Force Point instead of a character point. If he does so the Force Point is lost, but he does not receive a permanent injury.

Name: REMAIN CONSCIOUS
Prerequisites: Light- Tier 2, Dark- Tier 1
Reaction: YES
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: No
Difficulty:
Control: Easy for a stunned result; Moderate for an incapacitated result; Difficult for a mortally wounded result.
Modifiers: NA
Description:
Upon successful activation of this power a character will not pass out do to injuries he has suffered, but will remain conscious instead. This power is activated in response to an injury or effect, which would normally cause him to lose consciousness. As long as the roll is successful the character remains conscious, but loses all his other actions in the round this power is activated. Unless the character does something (such as activate Control Pain) to alleviate his condition he will lose these benefits, and pass out at the end of the next round. A character may only take a single action each round he has this power kept up due to the immense amount of strain it puts on his mind.

Name: REMOVE FATIGUE
Prerequisites: Light- Tier 1, Dark- Tier 1
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Moderate
Modifiers: NA
Description:
Upon successful activation of this power a character gains superior endurance and stamina through the Force. A character under this powers effects needs only make a single Stamina check each day of labor, and must fail 2 Stamina checks before becoming fatigued. He still requires proper nourishment while using this power. A character that fails 2 Stamina checks and becomes fatigued suffers a -1D penalty to all attributes (and skills) for 1D hours.

Name: RESIST STUN
Prerequisites: Light- Tier 1, Dark- Tier 1
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 minute
Dark: NO
Difficulty:
Control: Easy
Modifiers: NA
Description:
Upon successful activation of this power a character is able to resist the effects of being stunned, except for unconsciousness, and normal injuries. An unconscious result forces the character to drop this power, and become stunned for the round. This power has no effect on injuries such as being wounded, or incapacitated.

Name: SHORT-TERM MEMORY ENHANCEMENT
Prerequisites: Light- Tier 2, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Difficult
Modifiers: NA
Description:
This power allows a character to reexamine memories from his recent past with crystal clarity. This allows him to scrutinize, and understand the events, people, and things in those memories better. Even the most miniscule details are pictured in the memory as though the character were standing there viewing them.
Basically, this power can be used to find clues, and reexamine events form the immediate past. It is a good tool for allows the storyteller to key a character in on certain clues he may have missed before. It is also useful for remembering details from earlier on in an adventure.
How far back the character can effectively remember is determined by the amount by which his control roll exceeds the difficulty: 0-8 through the current session; 9-20 through the last session; 21+ through the last two sessions; 31+ through the last three sessions.
Last edited by Liquidprism on Mon Dec 14, 2009 6:39 pm, edited 3 times in total.
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Post by Liquidprism »

SENSE POWERS

Name: BEAST LANGUAGES
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Easy if animal is domesticated/friendly; Moderate to Difficult if animal is wild/non-aggressive; Very Difficult to Heroic if animal is a wild/aggressive predator.
Modifiers: NA
Description:
Successful activation of this power allows a character to understand and speak with an animal. This is largely accomplished by body language, empathy, and various vocal emanations. Using this power also allows a character to add the outcome of the roll to his Beast Riding checks when overcoming Orneriness.

Name: COMBAT SENSE
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 2
Reaction: NO
Focus: Special
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Moderate for one opponent. Add +2 to the difficulty for each additional opponent.
Modifiers: NA
Description:
Activating Combat Sense allows a character to focus with heightened clarity on the battle around him. Targets become highlighted through the Force, and his reactions gain unnatural precision. The effects of this power last a number of rounds equal to the number of whole dice in the character’s Sense skill die code. Using this power does not count as an action, nor does it need to be Kept Up.
At the start of any round after this power is activated, the character can decide at what point in the initiative order he wants to act. If more than one character is using this power use each character’s Sense die roll to activate this power to determine the order in which they act (with the highest roll going first).
Also a character’s attack, and defense rolls receive a bonus depending on the amount by which the activation roll exceeded the difficulty. Consult the Power Success chart to determine this bonus.

Name: DANGER SENSE
Prerequisites: Light- Tier 2, Dark- Tier 2
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Moderate, or attacker’s Control
Modifiers: NA
Description:
Successful activation of this power allows a character to sense any attacks upon his person or in his immediate area the round before they are made. This allows the character to react to those actions even if he normally would not be able to.
Functionally, this power eliminates an enemies’ ability to gain surprise actions against the character. It also means that opponents must declare attacks against the character 1 round in advance. Characters wishing to affect the character with Force Powers may add their Control to the difficulty of activating this power.

Name: LIFE DETECTION
Prerequisites: Light- Tier 1, Dark- Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Easy, or Control/Savvy for Force-Sensitive targets.
Modifiers: Proximity.
Description:
This power allows a character to detect living sentient beings within the given area. This power works against even those beings that might be hiding. When the power is activated it reveals the location of any targets within a number of meters equal to 10x the number of whole dice in the character’s Sense skill die code. It also lets the character no if any sentient beings enter this powers area of effect.
Sentient creatures that wish to stay hidden may resist the effects of this power using either Control or Savvy. Thought those individuals do not necessarily know they are doing so. Force Sensitive characters will know they are being affected, while non-Force Sensitive creatures with not. These rolls are not considered to be actions and don’t carry any penalties for taking multiple actions. The character wins ties when being opposed in this way.
If the character using this power beats a targets roll to resist by 10 or more, then the character knows whether or not the target is Force Sensitive, if that character has any Force Skills, if they have met the character before, and if yes, the targets identity.

Name: LIFE SENSE
Prerequisites: Light- Tier 1, Dark- Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark:
Difficulty:
Sense: Very Easy, or target’s Control if resisted.
Modifiers: Relationship, and proximity.
Description:
This power allows a character to find, and know the condition of a being for whom he searches. Successful activation tells the character if the target is hurt, or sick, and the targets general mental/emotional state.
A target may resist this power by rolling Control and adding that roll to the base difficulty to activate this power. A Force-Sensitive character will know if this power is being used to find him.

Name: LIFE WEB
Prerequisites: Light- Tier 4 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: Special
Time To Use: 2 Days, may take longer.
Dark: NO
Difficulty:
Sense: Special
Modifiers: Proximity, and must choose a specific race.
Description:
This power is used to detect large concentrations of a specific species. A character with this power may choose up to a number of species equal to the number of whole dice in his Sense skill, which he may use this power to find. When used successfully this power tells the character in what general direction the population lies and if the activation roll succeeded by 10 or more precisely how far away it is.
The base difficulty of this power is determined by the size of the population being sensed: Easy- Billions; Moderate- Hundreds of millions; Difficult- Tens of millions; Very Difficult- Millions, Heroic- Hundreds of thousands. This power may not be used to detect populations smaller than 100,000 individuals. For every 2 days of additional concentration beyond the required amount of time add +1D to the character’s Sense roll to activate this power.
When a character is choosing the species he is able to search out with this power he must provided a valid reason as to why he is attuned to that species life force. It is possible that a character may not readily be able to pick the full number of species his die code allows. A character must spend time with a member or members of a species in order to become familiar with their kinds particular aura.

Name: MAGNIFY SENSES
Prerequisites: Light- Tier 1, Dark- Tier 1
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: NO
Difficulty:
Sense: Very Easy
Modifiers: Proximity
Description:
Successfully activating this power allows a character to detect sensory stimuli beyond his normal sensory ranges. This includes hearing sounds over longer distances, seeing far off objects as though using macrobinoculars, and smelling faint odors normally beyond his olfactory perception range. This power does not allow the character to hear beyond normal frequencies of sound, or see spectrums of light he wouldn’t normally detect. It only expands the effective distance of his normal range of senses.

Name: POSTCOGNITION
Prerequisites: Light- Tier 3, Dark- Tier 3
Reaction: NO
Focus: YES
Kept Up: Special
Time To Use: 5 Minutes; This time maybe cut by adding +10 to the difficulty for each minute cut. The minimum time required to use this power is 1 minute.
Dark: NO
Difficulty:
Sense: Easy if seeing less than 2 hours back; Moderate if seeing more than 2 hours, but less than a week back; Difficult for seeing more than a week, but less than 6 months back; Very Difficult for seeing more than 6 months, but less than a year back; Heroic for seeing more than a year, but less than 2 back. Add +10 for each additional year farther back.
Modifiers: NA
Description:
This power allows a character who is handling an object to sense imprints through the Force left on that object in times past (much like memories). To use this power the character must declare how far back he wishes to try and sense, before making the activation roll. If successful the character can determine who has touched and handled the object, and what events have transpired around it. The character may look for specific events or simply glean a general overview of its history.
If the activation roll is equal to or higher that three times the original difficulty the character sees this history as though he were right beside the object the whole time. IF the activation roll is merely twice as high as the difficulty the character gains sensory impressions of the events, with his primary sense muddled to some degree. If the activation roll is simply greater than the required difficulty the sensory impressions are muffled, dulled, indistinct or mixed up. This leaves the character with only a vague sense of events.

Name: RECEPTIVE TELEPATHY
Prerequisites: Light- Tier 2, Dark- Tier 3
Reaction: NO
Focus: YES
Kept Up: Yes
Time To Use:
Dark: NO
Difficulty:
Sense: Very Easy for friendly, non-resistant targets, or Control/Savvy for resistant targets.
Modifiers: Proximity, and relationship.
Description:
Upon successful activation of this power the character can read the surface thoughts and emotions of his target, essentially ‘hearing’ what the target is thinking. This power does not allow the character to probe deeper. Force-Sensitive targets are aware this power is being used against them.
The character’s Sense roll doubles the difficulty number then he may sift through any of the targets memories no older than 24 hours. The character must wait till the next round to do this, and it requires a full round to accomplish.
A character may use this power against several targets at once, with each target requiring separate rolls, and each instance of this power being Kept Up separately. This power may be used on any creature even non-sentient ones in order to glean something about their immediate mental state, and thoughts. This power has no effect on droids.

Name: SENSE FORCE
Prerequisites: Light- Tier 1, Dark- Tier 1
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: No
Difficulty:
Sense: Moderate for an area; Difficult for a detail-oriented search.
Modifiers: Proximity
Description:
This power is used to sense the ambient Force energy within a place or object. Successful activation of this power allows the character to know the strength of an area/items Force concentration, the nature of the Force energy present (light or dark), and whether there are Force Sensitive creatures in the area, but not how many, or their exact location within the area. Nor will it give the character any details about those creatures.

Name: SENSE FORCE POTENTIAL
Prerequisites: Light- Tier 3, Dark- Tier 3
Reaction: NO
Focus: YES
Kept Up: Special
Time To Use: 5 Minutes
Dark: NO
Difficulty:
Sense: Moderate for friendly, non-resistant targets, or Moderate plus Control/Savvy for unwilling targets.
Modifiers: Proximity
Description:
This power allows a character to sense the innate Force potential of another creature. A Force-Sensitive individual knows when this power is being used against it. Upon successful activation of this power the character knows if an individual is Force-Sensitive, and that individuals Force attribute die code. It also lets the character know if an untrained character has the potential to be strong in the Force.
Due to the nature of a Force-Sensitive individual’s subconscious defenses this power is not without risk. A character using this power against another individual takes damage as though from an attack equal the targets Force attribute die code. This damage is stun damage, but can be resisted by the character’s Control/Savvy. If the character takes damage from this attack he is knocked prone.

Name: SENSE PATH
Prerequisites: Light- Tier 3, Dark- Tier 3
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Moderate
Modifiers: NA
Description:
This power allows a character to sense the nature of his recent activities in the context of good/bad, right/wrong, or light/dark. It can also show a character certain events which have, or will be important to his choices and life. This power is not an accurate, or detail picture of events, instead it should serve more as an allegory. It is also possible for a storyteller to use this power as a plot device to send a character visions or important events.
This power never gives definite answers, and is always vague as to its exact intentions. Also different characters receiving the same vision with this power, would perceive that vision in a different way depending on their personality. While such visions are vague they should never be taken lightly as what they show can have far ranging consequences for the character or those around him. It is of course very possible for a character given over to the Dark Side to twist his visions to suit his own ends.

Name: SHIFT SENSE
Prerequisites: Light- Tier 3, Dark- Tier 3
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Moderate for simple phenomena (heat/smell); Difficult for uncommon phenomena (comm frequencies, infrared radiation); Very Difficult for specific/complex phenomena (olfactory nerves to detect Tibanna Gas).
Modifiers: NA
Description:
This power allows a character to perceive sensory stimuli above and beyond his normal sense ranges, and types. This includes different light spectrums, olfactory chemical combinations, or even sound frequencies he couldn’t normally hear.

Name: TRANSLATION
Prerequisites: Light- Tier 3, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Moderate for humans, and sentient aliens; Very Difficult for droids. If the target is being cryptic add +5, and if the language is written add +20.
Modifiers: NA
Description:
Successful activation of this power allows a character to translate, and speak any language. He can discern body language, spoken words, and even text while this power is active. This power allows a character to speak with droids.
Because this power does not allow a character to learn the language its effects wear off as soon as the power is no longer being Kept Up. However, this power can make it easier to learn a language permanently.

Name: WEATHER SENSE
Prerequisites: Light- Tier 2, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Minute
Dark: NO
Difficulty:
Sense: Easy
Modifiers: Relationship with area, and current weather conditions.
Description:
This power allows a character to attune to the local weather patterns of an area. Thus making it easy to predict meteorological events, and behavior. It may take a character several weeks to adjust himself to the weather in an area, however once he has done so this power can be used at any time. Successful use of this power allows the character to predict the course of the weather for a number of hours equal to the number of dice in his Sense skill. Also a character may voluntarily increase the difficulty to activate this power by one level, in which case his prediction is good for
Last edited by Liquidprism on Sun Nov 15, 2009 6:24 pm, edited 1 time in total.
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Post by Liquidprism »

ALTER POWERS

Name: BOLT OF HATRED
Prerequisites: Light- Tier 4 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Alter: Moderate
Modifiers: Must have line of sight to target.
Description:
This power manifests as a radiant ball of pure hatred in the users hand. The ball can be thrown at any target within line of sight. The character rolls his Alter skill create the effect, in order to hit a target he must use his Thrown Weapons skill with a flat bonus to the roll equal to the number of dice he has in Alter. The target may react as though it were a grenade or thrown weapon. If the bolt hits the victim it does an amount of damage equal to the character’s Force attribute die code, and the victim loses a character point permanently.

Name: DARK SIDE WEB
Prerequisites: Light- Tier NA, Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: YES
Difficulty:
Alter: Difficult, or Control/Physique (only use physique if the power is used to affect that attribute)
Modifiers: Must have line of sight to target. Must have at least one Dark Side Aspect Level to even attempt.
Description:
Upon successful activation of this power the character summons strands of tangible Dark Side energy to wrap and ensnare his victim. This energy web not only binds the victim physically, but also blocks any connect that character may have with the Force, and slowly saps away his strength. A victim of this power loses a number of Force Skill dice to this character’s Alter (divided as this character wishes, this does not mean that this character automatically knows how many dice the victim has in those skills however). If the character desires he may also apply part, or all of this effect to the victim’s Physique score. This power requires the character do nothing else during the round it is first used.

Name: FORCE CHOKE
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 2
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: YES
Difficulty:
Alter: Easy, plus the target’s Control/Physique.
Modifiers: Proximity, and needs to see the target.
Description:
This power allows a character to reach out through the Force, and strangle his victim. This power only works on living creatures that need to breath in a way, which is similar to humans. Creatures that breathe through their skin, or other anomalous physiologies are unaffected, also droids can not be harmed with this power. The alarming aspect of this power is that a character doesn’t need to be near the victim to use it. The only requirement is that the target must be seen (this includes the use of electronic devices).
To activate this power the character makes an Easy Alter roll plus the victim’s Control or Physique. If successful the victim falls prone, and is unable to do anything but resist the power that round. Damage is dealt by taking the amount by which the Alter roll exceeded the resistance roll. Armor does not help against the effects of this power.
As long as this power is Kept Up the victim continues to struggle each round. While the character, and his victim are locked in this contest neither may take any other actions, though the character may still have other powers Kept Up. Each round on this character’s turn he rolls Alter again, and the victim may roll to resist. The characters second roll and all subsequent rolls are made only against the victim’s resistance (he doesn’t need to activate the power again). The victim’s new resistance roll is made with a -1D penalty for each round (after the first) he has been affected by the power. If the victim fails he takes damage as before.
A victim that manages to resist the effects of this power is freed, but continues to act as though stunned for the rest of the round, and the next. The character can release his victim at any time in order to make a reaction roll. If he does this both he and his victim begin to act normally (though probably with penalties for multiple actions, and the victim is still treated as being stunned).

Name: FORCE CRUSH
Prerequisites: Light- Tier 4 (Specialty), Dark- Tier 3
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: YES
Difficulty:
Alter: Moderate, plus the target’s Control/Physique/Hull.
Modifiers: Proximity, and line of sight to target.
Description:
This power allows a character to reach out through the Force and telekinetically crush objects within range. Not even vehicles or large structures are immune to this power’s effects.
When this power is activated the character rolls Alter against the difficulty. The damage dealt is equal to amount by which the Alter roll exceeds the difficulty. If this power is being Kept Up, on each subsequent action the character may roll again, and add the resulting damage to the last roll’s damage, which is then applied as a new total. Each subsequent action continues to add upon the old damage total and apply that damage as a new amount. As long as this power is being Kept Up the character need not activate it again against the same target (this will reduce the difficulty of subsequent rolls as the character will only be rolling against the targets resistance).

Name: FORCE PUSH
Prerequisites: Light- Tier 2, Dark- Tier 2
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Alter: Easy for Point Blank; Moderate for Short Range; Difficult for Medium Range; Very Difficult for Long Range. Target may resist with Control/Alter (Alter may be used if the target can use this), which replaces the standard difficulty. Add +5 to the difficulty for every additional target.
Modifiers: Proximity, and line of sight to target.
Description:
This power is a specialized form of telekinesis, which allows the character to manifest a quick burst of energy to knock a target or targets away. A character that uses this power sends a surge of force toward a target. A character may hit more than one target with this power at a time.
Each target successfully affected with this power is pushed back a number of meters equal to the amount by which this character’s Alter roll exceeded the difficulty. In addition those targets take a point of stun damage for each meter they are hurled. If they are stopped prematurely by a wall, or similar object they may take more, or the damage may be lethal instead (as the storyteller chooses). Characters that are affected by this power are knocked prone. A character may choose to make the damage dealt lethal, if a character does so the power counts as having the Dark tag.
In addition to other characters this power can be made to affect objects, and even vehicles. Apply scale adjustment modifiers when targeting vehicles, and subtract that amount from the distance the object is moved as well. Creatures with a Physique of 7D or better count as speeder scale, while 9D or higher are treated as walker scale targets.
Targets that successfully resist this power using Alter may cause the surge to be redirected back at the character. In which case the character is affected by the difference between the two rolls just as his victim would have been.

Name: FORCE REPULSE
Prerequisites: Light- Tier 4 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Alter: Moderate, or targets’ Control/Alter.
Modifiers: Proximity.
Description:
This power allows a character to send out a massive wave of telekinetic power in all directions from his body. This surge is more powerful than a Force Push, but it doesn’t have nearly the range. It can be used against any targets up to speeder scale in size, larger targets, and creatures with a Physique of 8D or better (such as rancor) are simply too bulky to care. Basically roll the adjusted scale modifier dice and subtract that amount from both the damage and distance moved for these larger targets.
To activate this power the character makes a Moderate Alter roll. Each target being affected by the power rolls to resist individually (if it can). This power affects all possible targets within 1 meter for every die in the characters Alter skill die code. Those targets that do not successfully resist are hurled back a number of meters equal to the difference between the resistance roll and the activation roll. Each victim is considered prone, and takes stun damage equal to the number of meters they were hurled away. Targets that have their movement abruptly halted such as by a wall, may take more, or the damage may become lethal (if the storyteller chooses).

Name: INJURE/KILL
Prerequisites: Light- Tier 2 (Specialty), Dark- Tier
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Alter: Target’s Control/Savvy
Modifiers: Must be touching the target.
Description:
This power allows a character to touch his victim, and then use the Force to cause raw physical damage to that target. This power can only be used against living creatures the character can touch. Before a roll to activate this power can be made the character needs to succeed at either a Brawling Combat or Martial Arts skill roll to touch a target in combat. If successful the character may then activate this power as part of the same action.
To use this power a character rolls his Alter skill against the victim’s Control/Savvy. If the character’s roll beats the targets reaction roll then figure damage as though the activation roll was the damage total, and the resistance roll was Physique. This resistance roll does not require the victim to spend an action it happens automatically.

Name: PRECISION TELEKINESIS
Prerequisites: Light- Tier 3, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Alter: Easy for small objects or applying only a few pounds of pressure; Moderate for single tiny objects and/or precise control; Difficult for a dozen tiny objects; Very Difficult for large amounts of tiny objects. Apply a -10 penalty to the difficulty if the objects are being manipulated in different way. Apply another -5 difficulty if using a skill in conjunction with this power.
Modifiers: Proximity, and must be able to sense/see the objects being manipulated.
Description:
This power allows a character highly precise telekinetic manipulation of objects. This power can only be used to functionally do one thing at a time, such as remotely driving a vehicle or unscrewing all the connecting bolts on a droid. However, driving more than one vehicle is impossible. Thus, any tack requiring a character to divide his attention too much many not be accomplished using this power.
Upon successful activation of this power the character reaches out and manipulates the object, or objects in question, as though he were using his own limbs to perform the task. Once activated this power can be Kept Up in order to accomplish tasks, which might require a bit of time to complete. A character may use a skill in conjunction with this power if it is applicable. The storyteller has final say on what skills he will allow a character to use in this way, thought they should be confined to skills which rely on basic coordination, and finite control. When doing this, the character replaces the skills governing attribute with his Force attribute an takes -5 to any rolls while using the skill this way.

Name: TELEKINESIS
Prerequisites: Light- Tier 1, Dark- Tier 1
Reaction: YES
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: NO
Difficulty:
Alter: Very Easy for one kilogram or less; Easy for 1-10 kilograms; Moderate for 11-100 kilograms; Difficult for 101 kilograms to 1 metric ton; Very Difficult for 1001 kilograms to ten metric tons; Heroic for 10,001 kilograms to 100 metric tons. Add +5 for every additional 10 meters of movement/round desired. Further modifiers for complexity of movement may be added (see text). Also, unwilling characters may resist by adding Alter/Savvy to the difficulty.
Modifiers: Proximity, and complexity/speed of movement.
Description:
This power allows a character to pick up and move objects, or creatures with his mind alone. If the activation roll is successful the target object moves, as the character desires. Several objects can be manipulated simultaneously, but a new activation roll is required for each target. This power can also be used to levitate the character, or other creatures, and as a primitive space drive in emergencies. Characters targeted with this power may add Savvy or Alter to the difficulty of the activation roll.
Objects hurled as weapons with this power deal damage according to their size for the most part: Under a kilogram 1D; 1-10 kilos 2D; 11-100 kilos 4D; 101 kilos-1 ton 3D speeder scale damage; 1-10 tons 3D starfighter scale, 11-100 tons 5D Starfighter scale damage. The Alter roll used to manipulate the object is also used as the attack roll.
Telekinesis may be used as a reaction, to respond to incoming objects, and telekinetic attacks (such as with Force Push, and Telekinesis). A character need only roll his Alter and beat the opponents skill roll. If successful the attack is neutralized. If the roll succeeds by 10 or more the opponent is affected as though hit by Force Push. If both rolls tie then any hurled objects are flung away without effect, and both characters are hurled a number of meters away from each other equal to the result (taking an amount of stun damage as though affected by Force Push). If the reaction roll is unsuccessful the attack hits as normal.
If used against a fired or thrown projectile (only objects like grenades, knives, and missiles may be affected, bullets don't count) the character must exceed the difficulty of the opponents skill roll plus a modifier based in size (see the called shots table). If successful the object is hurled away. If the character beats the opponent by 10 or more the object is hurled back at the attacker who takes damage as normal.
Last edited by Liquidprism on Sun Dec 13, 2009 2:46 pm, edited 4 times in total.
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Post by Liquidprism »

CONTROL/SENSE

Name: AUGMENTED CLOSE COMBAT
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Moderate
Sense: Moderate
Modifiers: NA
Description:
With this power a character gains the ability to augment his very body for the rigors of hand-to-hand fighting using the Force. A successful activation roll allows a character to add 1D for every 2D in his Control die code to his Brawling, Martial Arts, Melee skills, and Dual Wielding Close Combat skills, and 1D for every 2D in his Sense die code to his Acrobatics, Dodge, Melee Combat, and Dual Wielding Close Combat die codes. In addition his barehanded attacks my cause lethal damage if the character chooses. This power effectively increases the character ability to function in close quarters fighting without a lightsaber. This power may not be used in conjunction with the Lightsaber Combat Force power, but otherwise works exactly like that power in every other way.
Finally a character using this power may parry ranged attacks using a Melee weapon, and the damage bonus granted by this power adds to that weapons hardness when resisting damage. Also, the full damage bonus from this power is added even if the weapon being used is doing its maximum damage listed.

Name: AUGMENTED BLASTER COMBAT
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Moderate
Sense: Moderate
Modifiers: NA
Description:
This power allows a character to augment his ability with ranged weapons using the Force. Upon being successfully activated the power grants the character several benefits to the appropriate skills. The character adds 1D for every 2D in his Sense die code to his Dodge, Blaster, and Firearms skill die codes. The character also gets to add his Control die code to the damage of any weapons used with these skills. This power works just like Lightsaber Combat in respect to damage, and activations, however it may not be used in conjunction with that power.

Name: DARK RAGE
Prerequisites: Light- NA, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Moderate
Sense: Moderate
Modifiers: Must have at least one Dark Side Aspect Level to attempt.
Description:
This power lets a character draw upon the darkness within himself, and use that energy to enhance his body, and spirit. When activating this power a character gains a flat bonus equal to his number of Dark Side Aspect levels.
Upon successful activation the character gains adds a bonus to his Coordination, and Physique attributes. Determine the bonus granted by consulting the Power Success Chart. Further more the character gains a bonus equal to his number of Dark Side Aspect Levels to rolls to activation rolls for Force powers, which have the Dark tag.
While seemingly powerful this power is not without its drawbacks however. For each round it is Kept Up the character subtracts -1D from his Savvy attribute. If his Savvy reaches less than 1D (the power stops automatically at this point), or the power is dropped willingly the character suffers -1D from all his attributes for each -1D penalty to his Savvy. This penalty lasts a number of hours equal to the number of rounds he spent using the power. If a character’s Physique falls below 1D due to use of this power, that character dies from the strain.

Name: FARSEEING
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: Special
Time To Use: At least 1 Minute
Dark: NO
Difficulty:
Control: Very Easy. Add +5 to +20 if the character wishes to very the past (the difficulty is higher the further back he wishes to see). Add +10 to +30 to see into the future (the difficulty is higher the farther forward he wishes to see).
Sense: Very Easy, or target’s Control/Savvy.
Modifiers: Control by proximity, and Sense by relationship.
Description:
This power allows a character to see a designated person, place, or thing as it exists when he is viewing it. This power also allows the character to see the immediate surrounds and thus can tell if a friend is danger for example. A Force-Sensitive creature will know if this power is being used to view it.
To use the power a character must have calm conditions, and time to meditate. It takes at least one minute to begin, but usually takes longer. If the character is emotional stress when using this power the vision may not accurate or clear.
The following chart is used to gage roughly how accurate the vision being received is. A character will have an innate understanding of this accuracy, basically how close to truth it really is. While the past and present are fairly stable the future is a fluid medium in a state of constant change. This makes viewing the future not only harder, but also more likely to be inaccurate. Even with an outstanding result a vision of the future may be subject to change.
The amount by which the Sense roll beats the activation difficulty determines how accurate the vision is: 0-10 indicates 25% accuracy; 11-20 indicates 50% accuracy; 21-30 indicates 75% accuracy; 31+ indicates roughly 99% accuracy.

Name: LIFE BOND
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 3 Weeks
Dark: NO
Difficulty:
Control: Moderate
Sense: Special
Modifiers: Sense by proximity, and relationship.
Description:
This power allows a character to form a permanent mental, and spiritual link with another sentient creature. This bond has both benefits, and detriments for both the characters involved. A life bond may only be formed between two willing sentient life forms. If both the characters involved in the bond have the Life Bond power reduce all the difficulties to activate, and use this by one level.
A Life Bond has two different ways it may be utilized depending on whether the bonded characters are close to one another or not. The close proximity range of life bond is a number of miles equal to the number of while dice in the highest of the two character’s Sense skill die codes. So if two characters had respective Sense die codes of 6D and 4D+2 the effective close proximity of their life bond would be 7 miles.
Once the characters are separated beyond this distance some of the benefits get harder to use. This is called the distant proximity range.
Characters within their close proximity range may use Receptive, and Projective Telepathy between themselves by making an Easy Sense roll (this roll is not considered an action, and does need to be Kept Up) if they don’t have those powers. Characters may also sense through the others sense should they so choose. If one of the characters is unwilling these abilities simply won’t work.
As long as the characters are within the close proximity range, each character automatically knows the general physical, and mental condition of the other. This does not require a roll, and is automatic whether both characters want it to or not.
Once the characters leave their close proximity range they may still use the abilities listed above, but they have to start rolling. These rolls are modified by proximity. The Sense roll to initiate any of the above abilities is easy, and is modified by range.

As long as the characters are sharing mental contact either character may give the other a character point to enhance an action. This may be done once per session.
One draw back to a life bond occurs if either of the characters within close proximity of the other suffers an injury. When this happens the uninjured partner suffers an equal amount of damage, but which acts as stun damage instead. If one of the partners dies the other is horribly traumatized by the event as the death can be felt across any distance. The an instance of death to one partner, no matter the distance between them, the remaining partner falls into a catatonic state of shock for 1D days. After that chracter awakens he or she receives -1D to all his or her die codes for an amount of time equal to the time he or she shared in the life bond.
Also whenever one character in a life bond gains an Aspect Point (of either type) the other character gains a similar point as well.

Name: LIGHTSABER COMBAT
Prerequisites: Light- Tier 2 (Specialty), Dark- Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Moderate
Sense: Easy
Modifiers: NA
Description:
This power allows a character to wield a lightsaber using the Force, and to augment his ability with that weapon to unequalled heights of prowess. This power can be called upon at the start of battle, and may be Kept Up until the character receives a wounded, or worse injury result. If this happens it must be reactivated to gain its benefits.
Successful activation of this power allows a character to add his Sense die code to his Lightsaber skill die code, and either add or subtract his Control die code to/from his lightsaber’s damage.
Finally with this power a character may use Lightsaber to parry incoming projectiles such as blaster bolts, and bullets. He may also attempt to redirect energy based attacks back at the attacker this counts as an additional action (however it is preformed immediately after a successful parry). The character makes a Control roll with the either a standard difficulty for a ranged attack to the targets reaction roll. The damage dealt is as per the weapon that made the attack.

Name: PROJECTIVE TELEPATHY
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: NO
Difficulty:
Control: Easy
Sense: Very Easy for a non-resisting friendly target, or Control/Savvy if the target is resisting.
Modifiers: Control by proximity, and Sense by realtionship.
Description:
Upon successful activation of this power the character can project his thoughts, and feelings upon a living target. The target understands these are not its own thoughts, and feelings, and those sensations belong to another being. Unless the character identifies himself to the target that target will not know who is creating the link. A Force-Sensitive target that resists this power by more than double the character’s roll, will automatically know who is attempting to create the link.
Last edited by Liquidprism on Sun Nov 15, 2009 8:43 pm, edited 2 times in total.
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Post by Liquidprism »

CONTROL/ALTER

Name: ACCELERATE ANOTHER’S HEALING
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Very Easy
Alter: Very Easy
Modifiers: Must be touching the target.
Description:
This power works just like Accelerate Healing, but it allows the character to apply the benefits of that power to another living creature.

Name: AURA OF UNEASINESS
Prerequisites: Light- NA, Dark- Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Easy
Alter: Easy
Modifiers: Limited range.
Description:
This power allows a character to project a field of Dark Side energy about his body, which causes non-sentient creatures to avoid him. The field affects everything within a number of meters equal to the number of dice the character’s Alter attribute die code. While this power is up non-sentient creatures simply will not go near the character. Sentient creatures grow very uneasy while within this field of energy, granting the character a +1D to his intimidation rolls.

Name: CONTROL ANOTHER’S DISEASE
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Very Easy
Alter: Very Easy
Modifiers: Must be touching the target.
Description:
This power works just like Control Disease, except that it allows the character to apply the benefits of that power to another living creature. As with Control Disease an extremely potent sickness may require multiple uses of this power (the storyteller has final say on what is appropriate).

Name: CONTROL ANOTHER’S PAIN
Prerequisites: Light- Tier 4 (Specialty), Dark- NA
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Very Easy
Alter: Easy if the target is wounded; Moderate if the target is incapacitated; Difficult if the target is mortally wounded.
Modifiers: Must be touching the target. Must have at least 1 Light Aspect Level to attempt.
Description:
This power works just like Control Pain except it allows the character to apply the benefits of that power to another living creature.

Name: CONTROL BREATHING
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: Special
Time To Use: 1 Round
Dark: NO
Difficulty:
Control: Moderate
Alter: Difficult
Modifiers: NA
Description:
This power allows a character to control the surrounding atmosphere, and the amount of oxygen flowing in to his body through skin, and lungs. Effectively allowing the character to breath underwater, and even in hostile atmospheres as long as oxygen is present. Species that breath water, or some other medium in order to survive can use this power to essential breath in environments they could not, as long as the necessary chemicals are present in the atmosphere. A character may not use this power to survive a vacuum. It can be Kept Up until the character takes up to an incapacitating injury.

Name: DETOXIFY POISON IN ANOTHER
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 5 Minutes
Dark: NO
Difficulty:
Control: Very Easy
Alter: Very Easy for a very mild poison; Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Modifiers: Must be touching the target.
Description:
This power works just like Detoxify Poison except it allows the character to apply the benefits of that power to another living creature.

Name: ELECTRONIC MANIPULATION
Prerequisites: Light- Tier 4 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Easy for non-sentient machines; Moderate for sentient machines; Difficult for hostile sentient machines.
Alter: Easy for slight alterations; Moderate for significant changes to programming; Difficult for major reprogramming.
Modifiers: Must be touching the target.
Description:
To use this power a character must embrace his anger and lash put with Dark Side energy. This allows him to reformat the electronic circuits in a computer, droid, or machine, and essentially reprogram it by manipulating its physical/electrical components. Doing this only really restores the machine to its original program baseline without any alterations. It cannot be used to rewrite the software or change the hardware into functionally different parts. A character must embrace his anger, and lash out with dark side energy in order to successfully use this power.

Name: FORCE LIGHTING
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Difficult
Alter: Control/Savvy of target
Modifiers: Must have line of sight to target(s).
Description:
This power lets a character draw on the Force to create blinding webs of energy and sending them surging forth from his hands. This powerful technique renders targets immobilized with pain, and wrecks havoc on electrical systems. A character may choose 1 target for every 3D he has in Alter, which he can effect with this power at once.
To use this power the character designates his targets, and makes his activation roll. Targets may resist using Alter, or Savvy as they choose, and they must each roll separately. If the character’s Alter roll beats the target’s resistance roll then the power works with a number of effects. Firstly the damage dealt by this power is equal to the amount by which the Alter roll beats each targets defense, plus the character’s Force attribute die code. Droid characters, and vehicles may roll physique/hull (respectively) to try and absorb the damage, but they do not get a resistance roll (which means they have a lot of damage to deal with). Other targets may roll physique as normal, but they may not add any armor bonuses. Characters that take any damage at all are considered stunned, even if they are using Force powers that would normally resist or ignore such injuries.
A character may use Absorb/Dissipate to resist this power, and characters with a lightsaber may use their Lightsaber skill to parry attacks made with this power.

Name: INFLICT PAIN
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Very Easy
Alter: Control/Savvy of target.
Modifiers: Control and Alter by proximity, and must have line of sight to target.
Description:
Successful activation of this power allows the character to inflict a sensation of pure agony upon his victim. If the rolls to activate this power are successful, the character rolls his Alter (as damage) against the victims Savvy. Any damage dealt is treated as stun damage, however, if the target takes damage at all he falls prone, and his unable to act for the remainder of the round. The Control Pain neutralizes the effects of this power completely.

Name: LIGHTSABER THROW
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Moderate.
Alter: Targets’ Evasion, or Parry.
Modifiers: Must have line of sight. Alter by proximity to target(s).
Description:
This power allows a character that is using Lightsaber Combat to hurl his lightsaber toward a target, or targets with unerring accuracy, and power. The character may attack one target for every 3D he has in his Sense skill with this power. Each target rolls to evade or parry the attack separately.
Upon activating this power the character lets his lightsaber fly out striking the desired target(s) for the lightsaber’s full damage (including bonus damage from Control). Whether the attack hits all, some, or none of the targets, the characters lightsaber returns to his hand at the end of the attack. If one of the targets parries the attack with a lightsaber or melee weapon successfully, the lightsaber returns to the character without hitting any further targets.

Name: PLACE ANOTHER IN HIBERNATION TRANCE
Prerequisites: Light- Tier 4 (Specialty), Dark- NA
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 5 Minutes
Dark: NO
Difficulty:
Control: Very Easy
Alter: Very Easy
Modifiers: Must be touching the target, and Alter by relationship.
Description:
This power works similarly to Hibernation Trance except that it allows the character to applies the effects of that power to another living creature. This power may only be used on willing targets. This power can also be used to bring another character out of a hibernation trance, but the Alter difficulty is increased by +10.

Name: REMOVE ANOTHER’S FATIGUE
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Easy
Alter: Moderate
Modifiers: Must be touching the target.
Description:
This power allows a character to remove the effects of fatigue from another living creature much like the Remove Fatigue power. However, unlike that power, the character must wait until his target is already fatigued.

Name: RETURN ANOTHER TO CONSCIOUSNESS
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Easy
Alter: Easy for an incapacitated target; Difficult for a mortally wounded target.
Modifiers: Must be touching the target.
Description:
This power allows the character to return another living creature to consciousness. The target must obey the same rules as a character that uses the Remain Conscious power.

Name: TRANSFER FORCE
Prerequisites: Light- Tier (), Dark- Tier ()
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute
Dark: NO
Difficulty:
Control: Easy
Alter: Moderate
Modifiers: Must be touching the target, and Control by relationship.
Description:
This power allows a character to forestall the effects of death, temporarily, on another living creature. The target of this power must be willing. When this power is used the character spends a Force Point, and makes the activation rolls. If successful the target is placed in a suspended hibernation state for a number of weeks equal to the number of whole dice in this character’s Alter skill die code. As long as the target is not injured again he will not die, and the effects of his injuries will not worsen.

Name: WAVES OF DARKNESS
Prerequisites: Light- NA, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Moderate for 1-2 meter area; Difficult for a 3-10 meter area; Very Difficult for an 11-20 meter area; Heroic for a 21-30 meter area.
Alter: See Control.
Modifiers: Must have at least one Dark Side Aspect Level to even attempt.
Description:
This power lets a character dredge up all his negative emotions, and blanket an area in Dark Side power. This causes dissonance in other creatures, making them uncertain, confused, and afraid.
When this power is activated any characters inside the area (or entering the area later) must make a Savvy roll against the Alter roll used to activate this power, to resist its effects. Any character that fails becomes disoriented, and afraid. This means on the first round they fail the roll they lose all their actions, and on the next round must try to escape the area affected. Even characters that make succeed in the roll to resist, may not take more than a single action each round. Also characters caught in this field may only have one Force power Kept Up at a time. These effects end once a victim leaves the radius of effect. A character that is able to roll more than double this powers Alter activation roll suffer no ill effects from it. Finally characters with more Dark Side Aspect levels than the character activating this power are not affected by it.
Last edited by Liquidprism on Sun Nov 15, 2009 6:29 pm, edited 1 time in total.
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Post by Liquidprism »

SENSE/ALTER

Name: DIM ANOTHER’S SENSES
Prerequisites: Light- Tier 2 (Specialty), Dark- Tier 3(Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Easy
Alter: Targets’ Control/Savvy.
Modifiers: Must be able to see target.
Description:
This power allows a character to reach out through the Force and blind other creatures. The target suffers a penalty based on how much the Alter activation roll exceeds its resistance: 0-5- -1 pip to Savvy; 6-10- -2 pips to Savvy; 11-15 -1D to Savvy; 16-20; -2D to Savvy; 21-25 -3D to Savvy; 26+ -4D to Savvy. The duration of the effect is 1 round per whole die in the character’s Alter skill die code. Targets may spend on action per round attempting to rest this power with the original roll as the difficulty.
This power may be used against multiple targets by adding +3 to the Sense activation roll for each additional target after the first. Each target rolls to resist independently. The actual mechanical penalties are up to the player to roll play out, but continuing to fight becomes nearly impossible. Basically the penalty to their Savvy should be applied to attack, and reactions rolls they make. This power will also make characters more vulnerable to Force powers.

Name: FEED ON DARKSIDE
Prerequisites: Light- NA, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: YES
Difficulty:
Sense: Moderate, must be made each time a dark side point is potentially gained.
Alter: Difficult
Modifiers: Sense by proximity to target. Must have at least one Dark Side Aspect Level to even attempt.
Description:
This power allows a character to feed on the negative emotions of others (especially those they are creating). As long as this power is being Kept Up any time another creature with Light Side Aspect Levels, near the character, gains a Dark Side point, this character gains both a Dark Side point, and a Force Point. A creature with more Dark Side Aspect levels than this character may chose not allow him to gain this bonus. These points must be spent within a number of rounds equal to the number of whole dice in this character’s Force attribute die code or they are lost.

Name: FORCE IMPEDIMENT
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Moderate
Alter: Targets’ Control/Savvy.
Modifiers: Must have line of sight, and Control by Proximity.
Description:
This power allows a character to reach out with the Force, and physically impead a target. This power may be used against multiple targets, but each target after the first adds +3 to the Sense difficulty to activate this power. Each target resists separately when this power is used to affect multiple victims.
When the power is successfully activated consult the Power Success Chart, the listed bonus is instead applied as a penalty to each victim’s Coordination, and Physique attributes (this affects the skills governed by those attributes as well). Furthermore, each victim’s movement value is reduced by 5 for every 1D penalizing that victim’s Physique (a victim with less than 1D in Physique is held immobile no matter what). The effects of this power last for a number of rounds equal to the number of whole dice in the character’s Alter die code. Targets of this power may attempt to break free of its hold once per round. The roll is made against the original Alter roll to activate the power.
It is important to note that this power does not reduce a target’s Physique attribute for purposes of resisting damage.

Name: FORCE CLOAK
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: SPECIAL
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Moderate
Alter: Moderate
Modifiers: NA
Description:
This power allows a character to use the Force, and create a bubble of transparent energy about its form. This effectively cloaks the character from being perceived. This power works against technology, and natural senses, and can fool even those that detect heat, motion, or ultra violet light.
When this power is successfully activated the character receives a bonus to his Stealth based on the Alter roll. Consult the Power Success Chart to determine the bonus granted. Characters attempting to detect the character do so normally, but may not use special senses or technological sensors to help (as they don’t work). This power cloaks the character against the whole range of senses.
The character remains undetected until the power is dropped. Force powers used to detect Force energy, or life will detect the character, however, unless those powers pinpoint the location of their targets they don’t automatically show where the character is. Force powers such as danger sense tells where the character will attack. Other characters that manage to detect the character using this power see through the cloak, but are penalized as though he had 2D of cover.
Due to the intense Focus of this power a character taking strenuous actions may not have this power Kept Up. Instead it last for a round each time it is activated, dropping at the end of the round, and having to be activated again as an action. As long as the character is able to stay calm, and maintain focus this power can be Kept Up.

Name: FORCE WIND
Prerequisites: Light- NA, Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: YES
Difficulty:
Sense: Difficult
Alter: Moderate to affect a 5 meter area; Difficult to affect a 10 meter area, Very Difficult to affect a 15 meter area, Heroic to affect a 20 meter area.
Modifiers: Must have line of sight to area affected. Must have at least one Dark Side Aspect Level to even attempt.
Description:
This power allows the character to create power, destructive cyclones in a given area. These tornadoes do the character’s Alter die code in damage, and fling any victims or objects caught in their path a number of meters equal to the damage dealt. Vehicles larger than speeder scale are unaffected by these winds, neither are creatures with a Physique of 8D or higher.

Name: FORCE BARRIER
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Sense: Easy
Alter: Moderate
Modifiers: NA
Description:
This power allows the character to erect a barrier of tangible Force energy around his body as a form of protection. To activate this power the character rolls both Sense and Alter. To determine the bonus gained consult the Power Success Chart with the amount the Alter roll exceeds the activation difficulty.
This barrier acts like an armor bonus for purposes or letting the character shrug off damage. The barrier will protect the character from the effects of even Force Lightning. However, each time the barrier gets hit with damage its rating decreases by -1 pip. The barrier may be Kept Up, but it drops instantly if the character is incapacitated, or worse.

Name: TELEKINETIC KILL
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Sense: Easy
Alter: Target’s Control/Savvy
Modifiers: Must have line of sight to target, and Sense by proximity.
Description:
This power is used to reach out through the Force and deal damage directly to a target. When this power is successfully activated the amount by which the Alter roll exceed the targets defense is applied as damage. This works much like Injure/Kill but is not limited to touch. Armor doesn’t help against the effects of this power, however only living creatures may be affected.
Last edited by Liquidprism on Sun Nov 15, 2009 6:31 pm, edited 1 time in total.
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Post by Liquidprism »

CONTROL/SENSE/ALTER

Name: AFFECT MIND
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: NO
Difficulty:
Control: Very Easy for perceptions: Easy for memories; Moderate for conclusions.
Sense: Target’s Control/Savvy
Alter: Very Easy for slight, momentary misperceptions, minor changes to old memories, or if the target doesn’t care; Easy for brief, visible phenomena, memories less than a year old, or if the target has only minor regard toward the conclusion; Moderate for short hallucinations, memories less than a day old, or if the target has a commitment to the conclusion; Difficult for slight disguises, hallucinations which affect two senses, memories less than a minute old, or if the conclusion is important to the target; Very Difficult for hallucinations to all senses, major memory changes, or if the conclusion is virtually impossible to come to logically.
Modifiers: Must have line of sight to target, and target must be able to see the user.
Description:
This power allows the character to alter another living creatures perceptions. It allows the character to create illusions, blind senses entirely, and cause the target to come to false conclusions about a situation. It can also cause a permanent change in the way a target remembers something.
Before activating this power the character needs to describe the effect he is attempting to cause. It may only be used against one target at a time, but may affect several targets during the course of an event. A successful roll means the target believes the illusions created (be they sensory, or otherwise). This power can make a target think it is hurt, and it will believe it is feeling pain and/or suffering however it does not take any real damage.

Name: CONTROL MIND
Prerequisites: Light- NA, Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: YES
Difficulty:
Control: Moderate, or target’s Control/Savvy.
Sense: Moderate
Alter: Easy for willing targets; Moderate for unwilling targets, or targets Control/Savvy. Add +5 to the difficulty for every target after the first.
Modifiers: Must be able to see target, Control by relationship, and Sense by proximity. Add +10 to all difficulties for characters without a Dark Side Aspect Level.
Description:
This power allows the character to take control of the target or targets mind(s). Upon successful activation of this power each target so enthralled is forced to obey the character’s desires. Targets will know when this power is turned against them. Force-Sensitive creatures may roll to break free of this power once per round. This does not require an action for either the character or the victim, but new rolls must be made. The roll is the character’s Alter vs. the target’s Control/Savvy with no other modifiers, except a -5 from the character’s Alter roll for each victim this power is being used on. A new roll is also required each time a new target is affected.

Name: CREATE FORCE STORM
Prerequisites: Light- NA, Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: YES
Difficulty:
Control: Very Difficult
Sense: Very Difficult
Alter: Very Difficult, add +5 for storms of 100 meters or less, +10 for storms of 100 meters to 1 kilometer, +15 for storms of 1 kilometer, and +2 for every kilometer more. Add +5 for every extra die of damage. Must make a Heroic roll each round to control the storm, or character takes its damage. It requires a Very Difficult roll with the original size, and damage modifiers to dissipate a Force Storm. Add +10 to the difficulty when attempting to move or control the storm in an unusual fashion.
Modifiers: Proximity to affected area. Must have at least one Dark Side Aspect Level to attempt.
Description:
This is perhaps the single most destructive Force power known to exist. It warps the space/time continuum to create massive storms of pure energy using Dark Side energy. This power also allows some limited control of these storms letting a character swallow entire fleets of spaceships, or devastate a world’s surface. If the character who created the storm is killed the storm dissipates within a number of rounds equal to the number of dice in that characters Force attribute.
Before activating this power the character must determine the size of the storm, and its level of destructive power. Each die of damage is considered capitol scale. If the character fails even a single roll when creating a storm the storm is still created, but it attempts to consume only the character.

Name: DEATH FIELD
Prerequisites: Light- NA, Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: YES
Difficulty:
Control: Very Difficult
Sense: Very Difficult
Alter: Heroic
Modifiers: Must have at least one Dark Side Aspect Level to even attempt.
Description:
This horrific power allows a character to draw on the Dark Side to create a palpable field of energy in which the life force of other creatures is drained, and funneled into the his body. This energy sustains, and protects him from physical injury, and damage.
Upon activating this power a tangible field of dark energy envelops the area around the character. This field has a radius of one meter for every 2D in the character’s Force attribute die code, centered on the character. Any other living being caught in the field immediately takes 1D of damage for every 2D the character has in Alter. The character may then make a natural healing roll, for each victim who suffers damage. The character adds a flat bonus equal to his number of Dark Side Aspect Levels to the roll, and his condition may not be worsened. Each round every creature inside the field suffers this powers damage, and potentially allows the character to heal again.
Force-Sensitive victims may resist this power using Control. If the Control roll beats the initial activations roll total, that creature is unaffected by this power for the rest of its duration. Creatures may try and resist once per round.

Name: DOPPLEGANGER
Prerequisites: Light- NA, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 5 Minutes
Dark: YES
Difficulty:
Control: Very Difficult
Sense: Very Difficult
Alter: Very Difficult
Modifiers: NA
Description:
This power allows a character to create a tangible doppelganger of the character. The phantasm is an illusion, but to those that it interacts with it seems real. The character can sense, with all his normal senses through the doppleganger, and it appears to have form and substance (thus registering as the character on electronic devices, and droids sensors)
The doppleganger acts with half the characters skill dice, but its full attributes if necessary. If the doppleganger sustains any injury greater than wounded it disperses. A roll must be maintained every 5 minutes to maintain the phantasm, and it can be let go at any time.

Name: DRAIN LIFE
Prerequisites: Light- NA, Dark- Tier 3 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Moderate
Sense: Moderate
Alter: Control/Savvy of target.
Modifiers: Must have line of sight to target, also Sense by proximity. Must have at least 1 Dark Side Aspect level to even attempt.
Description:
This power allows a character to drain the life energy from a single victim and use that energy to bolster his body. Upon successful activation of this power the target takes an amount of damage equal to the amount by which the Alter roll succeeded the resistance roll. This character then heals his highest level of damage, effectively dropping to the next lowest damage result. So a character who used this power successfully while ‘wounded twice’, would simply be ‘wounded’ once the power had taken effect.

Name: DRAIN LIFE ENERGY
Prerequisites: Light- NA, Dark- Tier 3 (Specialty)
Reaction: No
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Easy
Sense: Easy
Alter: Easy
Modifiers: Proximity to non-sentient victims. Must have at least 1 Dark Side Aspect Level to even attempt.
Description:
This power allows a character to feed of the life energy of nearby creatures in order to nourish his body, effectively allowing him to go without rest, or sleep. As long as this power is active, and there is an abundance of life around him, the character will not fatigue or need sleep. This power draws its energy from all the small animals and creatures within a number of meters equal to the number of dice in the character’s Sense attribute die code. This power does not work in sentient beings. The storyteller has final say as to whether, or not there is sufficient life energy around for this power to work.

Name: DRAIN LIFE ESSENCE
Prerequisites: Light- NA, Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: Special
Dark: YES
Difficulty:
Control: Heroic
Sense: Very Easy for 1-5 victims; Easy for 6-50 victims; Moderate for 51-1,000 victims; Difficult for 1,001-50,000 victims; Very Difficult for 50,001-1 million victims; Heroic for 1-10 million victims.
Alter: Easy for willing followers; Difficult for ambivalent individuals; Heroic for enemies. Add +10 to difficulty if individuals are imbued with the Light Side.
Modifiers: Control by Inverted relationship modifier and proximity to population being affected. Must have at least one Dark Side Aspect Level to even attempt.
Description:
This power allows the character to draw on the excess energy created by a group of creatures nearby. Because it isn’t drawing out energy those creatures actively need it does them very little actual harm. Force Sensitive creatures being affected by this power will actively feel its effects, and know it is draining energy from them. This power must be Kept Up for its effects to work.
The amount of energy the power draws upon depends on both the number of creatures being affected, and the period of time those creatures have been subjected to this power.
For creatures who have been affected for less than 1 week or longer than 1 month:
1-5 Individuals- 1 Force Point/week; 6-50 individuals- 1 Force Point/5 days; 51-1,000 individuals- 1 Force Point/3 days; 1,001-50,000 individuals- 1 Force Point/2 days; 50,001-1 million individuals- 1 Force Point/day; 1 million+ individuals- 1 Force Point/12 hours.
For creatures who have been affected for more than a week, but less than a month:
1-5 individuals- 1 Force Point/5 days, +1D to Force Skills; 6-50 individuals- 1 Force Point/3 days, and +2D to Force Skills; 51-1,000 individuals- 1 Force Point/2 days, and +3D to Force Skills; 1,001-50,000 individuals- 1 Force Point/day, and +3D+1 to Force Skills; 50,001- 1 million individuals- 1 Force Point/12 hours, and 4D+1 to Force Skills; 1 million+ individuals- 1 Force Point/6 hours, and +5D to Force Skills.
These bonuses only affect the character while this power is being Kept Up. Once the power is dropped, or the character leaves the range of the powers affect he retains the bonus granted to his Force Skills for 1 hour per day he had the power active.

Name: ENHANCED COORDINATION
Prerequisites: Light- Tier 4 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: NO
Difficulty:
Control: Moderate
Sense: Difficult
Alter: Very Easy for 1-10 individuals; Easy for 11-100 individuals; Moderate for 101-500 individuals; Difficult for 501-5,000 individuals; Very Difficult for 5,001-50,000 individuals; Heroic for 50,001-500,000 individuals.
Modifiers: Must be able to see targets, and Control by proximity.
Description:
This power lets the character bolster the effectiveness of a group of willing, living creatures. It does not grant the character mental control of those beings, but rather links all the minds involved allowing them to share data on a subconscious level.
Upon successful activation the character chooses 1 skill per die he has in his Force attribute. These skills must be the same for the entire group being affected. For every 3D an individual has in one of those skills, that individual receives an extra +1D to that skill.
This power may be Kept Up, but a new roll must be made each time the character adds more creatures to the affect. The character may only affect Coordination, Physique, and Technical skills with this power. If the character sustains more than a wounded injury this power is dropped automatically.

Name: FORCE HARMONY
Prerequisites: Light- Tier 4 (Specialty), Dark- NA
Reaction: YES
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: NO
Difficulty:
Control: Difficult
Sense: Difficult
Alter: Moderate
Modifiers: Control by proximity, Sense by relationship to character’s affected. Must have at least 1 Light Side Aspect Level to attempt. Must have line of sight to Dark Side powers being disrupted.
Description:
This power allows several characters acting in unison to harness pure Light Side energy as a protective shield. Each character attempting this power must have at least one Light Side Aspect Level. It takes at least two characters to use this power.
In order to activate this power one character is chosen as the primary focus, and each other character contributes to the focuses die rolls. Each character helping adds a flat bonus equal to the number of dice in their Control to one of the skill rolls. The focus also gains a flat bonus equal to his number of Light Side Aspect Levels to each skill roll. The number of total individuals who can join in this power is equal the number of dice the focus has in his Sense skill die code.
If successful every character gains a bonus to rolls when resisting the effects of hostile Force powers. Consult the Power Success Chart to determine this bonus. This power may also be used to interrupt the effects of a Dark Side power. When used in this way as long as the Control, and Sense rolls to activate this power are greater than the activation rolls of the Dark Side power the power falters. In this instance it may be used as a reaction, with all the characters involved using an action to respond to the Dark Side power.

Name: MEMORY WIPE
Prerequisites: Light- NA, Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute
Dark: YES
Difficulty:
Control: Moderate
Sense: Easy, plus Target’s Control/Savvy.
Alter: Easy, plus Target’s Control/Savvy.
Modifiers: Proximity: Must be touching the target, also Sense, and Alter by relationship.
Description:
This power allows the character to sift through a creatures mind, and destroy its memories of an event, or even a skill. The target knows it is being affected, and will feel residual trauma from its use. Only one memory maybe wiped per use of this power. If this power is used to wipe out a skill, each successful use of this power removes a single die from the chosen skill’s die code.

Name: PROJECTED FIGHTING
Prerequisites: Light- Tier 3 (Specialty), Dark- Tier 2 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Moderate
Sense: Moderate
Alter: Moderate
Modifiers: Must have line of sight to target. Alter, and Control by proximity to target.
Description:
This power allows a character to essentially use his hand-to-hand training at range. This power may be Kept Up and used against the same target over the course of several actions as long as that target doesn’t change his distance drastically from the character. A character may elect to do stun damage with this power.
As long as the activation rolls are successful the character can begin attacking immediately. He uses Brawling Combat or Martial Arts to hit with his attacks, and damage is figured using the character’s Physique plus 1D for every 3D he has in Alter. These attacks work just like normal close combat attacks, but reactions to these attacks are made at a -5 penalty (this is in addition to other penalties from using skills to react, if applicable).

Name: TELEKINETIC LIGHTSABER COMBAT
Prerequisites: Light- Tier 4 (Specialty), Dark- Tier 4 (Specialty)
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: NO
Difficulty:
Control: Moderate. Add +5 to the difficulty for each lightsaber after the first.
Sense: Moderate. Add +5 to the difficulty for each lightsaber after the first.
Alter: Moderate. Add +5 to the difficulty for each lightsaber after the first.
Modifiers: Must have line of sight to lightsaber’s being used.
Description:
Upon successful activation of this power the character’s lightsaber(s) begin to float around his body. These weapons each receive a basic skill die code equal to the character’s Sense, and have a damage rating equal to the character’s Control + Base damage of the saber. The character may use 1 lightsaber for every whole dice he has in Alter. Each saber attacks, and moves independent of the others with its own die code.
The character using this power is effectively immobilized, and must sit or stand in a trance like state while using this technique. He may not use other Force powers or take any actions other than those with the lightsabers. He may however continue to keep up any Force powers that he already has Kept Up. This power is extremely powerful, but also very restrictive making it hazardous, and sometimes impossible to use.

Name: TRANSFER LIFE
Prerequisites: Light- NA, Dark- Tier 4 (Specialty)
Reaction: YES
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Control: Heroic, but is target is unwilling add +15 to this difficulty.
Sense: Heroic, but if target is unwilling add +15 to this difficulty.
Alter: Easy if the host is a specially prepared clone; Moderate if the host is a recently deceased body; Very Difficult if the host is alive, but willing; Heroic if the host is alive but unwilling. A hostile Force Sensitive host target may roll Control/Savvy and add that roll to the difficulty when resisting this power.
Modifiers: Control by relationship, Sense by proximity. Must have at least one Dark Side Aspect Level to even attempt.
Description:
This power allows the character to actively transfer his own life essence into the body of another creature. This can allow the character to become effectively immortal as long as he is able to transfer his life force, from body to body, over time.
Successful activation if this power means the characters essence has moved into the host, and taken control of that vessel. Unfortunately it also means if the host body had a previous mind, and sprit inside, that essence is crushed, destroyed. An unsuccessful attempt to use this power results in the characters spirit dissipating into nothingness.
Last edited by Liquidprism on Sun Nov 15, 2009 6:32 pm, edited 1 time in total.
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Post by Liquidprism »

FORCE TRAITS

Force Traits are unique Force Powers, which are inherited, and on very rare occasions taught to characters with a special affinity to the Force. These powerful abilities are Basic Skills, which use their own skill die code when being activated. They are not governed by any of the 3 primary Force skills, but they still use the Force attribute as a base attribute.

Each of these traits also has a prerequisite Force attribute die code to purchase. This means a character's Force Attribute die code must either equal or exceed the listed prerequisite amount in order for a character to be able to purchase it. These traits cost triple the cost in experience to learn untrained. Otherwise, these powers work just like other Force powers in the game.

Name: BATTLE MEDITATION
Prerequisites: Force Attribute 4D
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 5 Minutes
Dark: NO
Difficulty:
Skill: 1-2 individuals Very Easy; 3-20 individuals Easy; 21-100 individuals Moderate; 101-1000 individuals Difficult, 1001-10,000 individuals Very Difficult; 10,001+ individuals Heroic.
Modifiers: NA
Description:
This potent power allows a character to bolster the strength of his allies while weakening their enemies. This power takes time to activate, but may be activated just prior to, or during a battle. In small-scale fights the power is impractical, as the fights tend to be over before the power is ready. It is most useful during large-scale conflicts. If the character activates this power before a battle the effects maybe maintained for a number of minutes equal to the number of whole dice in the character’s Force attribute, after which time it wears off if battle has not commenced. As long as a battle continues around the character however it maybe Kept Up.
Upon activating this power successfully the character’s allies gain a +1D bonus to each of their skills for every 3D the character has in his Battle Meditation die code. At the same time the character’s enemies receive an equivalent penalty to all their skill rolls. Individuals may attempt to resist the effects of this power with Control or Savvy. They must beat the total rolled to activate this power. Force-Sensitive individuals will know if this power is affecting them. This power affects every creature involved in the conflict, no matter the scale.
Force-Sensitive characters may make a Very Difficult Control/Savvy roll to ignore this power's effects when they come under its influence.

Name: DEADLY SIGHT
Prerequisites: Force Attribute 2D
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty: Must be able to see target(s).
Skill: Moderate
Modifiers:
Description:
Upon successful activation of this power a wide, brilliant, beam of heat energy lances out from the characters eyes, and scorches everything he can see in front of him. Everything in about a 90 degree arc in front of the character should be affected. The beam extends outward for a number of meters equal to the number of dice in the character’s skill with this power plus 1 for each Dark Side Aspect Level he has. Characters may attempt to Absorb/Dissipate the blast around themselves only, or may attempt to evade it. It ma not be parried at all. Each character hit takes an amount of damage equal to the characters dice in this skill.
Because this power requires such an intense amount of focus to use, a character that uses this power automatically drops any other Force powers he has Kept Up.

Name: FORCE PILOTING
Prerequisites: Force Attribute 2D
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Action
Dark: NO
Difficulty:
Skill: Easy
Modifiers: NA
Description:
This power allows a character to enhance his ability to pilot on an instinctual level. This power can be Kept Up, but if the character suffers a wounded, or worse injury it drops. This power may not be used in conjunction with Augment Physical Prowess.
Upon successful activation of this power the character can add his die code in this skill to Coordination skills used to pilot a vehicle, and/or fire its weapons systems. In addition the character gains a flat bonus to Instinctive Astrogation activation, or Astrogation skill rolls equal to the number of whole dice in this skill.


Name: FORCE SCREAM
Prerequisites: Force Attribute 3D
Reaction: YES
Focus: YES
Kept Up: NO
Time To Use: 1 Action
Dark: YES
Difficulty:
Skill: Difficult Willpower to resist release.
Modifiers: NA
Description:
This power activates automatically whenever the character loses control of his anger. This is a cinematic event, and should not be abused. The storyteller has final say to whether this power is appropriate at the time or not.
At an appropriate moment during a game the character makes a Difficult Savvy/Willpower roll to avoid losing his temper and unleashing this power. If the roll fails, the Force Scream is released. Every living creature within a number of meters equal to the number of dice in the character’s Force attribute, plus his total number of Dark Side Aspect Levels takes 1D of damage for each die in the character’s Alter skill die code (this includes the character). If the character survives all his die codes are reduced by 2D for 1 hour.

Name: INSTINCTIVE ASTROGATION
Prerequisites: Force Attribute 3D
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Minute.
Dark: NO
Difficulty:
Skill: Moderate. Add +5 for a difficult route; add +10 for a very difficult route; add +15 for a Heroic route. Add +15 to the difficulty to use this power in a single action.
Modifiers: NA
Description:
Successful use of this power allows the character to chart a Astrogation route using the Force. If the power is successful the character need only make an Easy Astrogation roll to program his computer. If the roll fails his Astrogation roll is Very Difficult. If the rolls fails by more than 5 points the roll is instead Heroic. This power may be used in a single action by adding +15 to the difficulty.

Name: SHATTERPOINT
Prerequisites: Force Attribute 4D
Reaction: NO
Focus: YES
Kept Up: YES
Time To Use: 1 Round
Dark: NO
Difficulty:
Skill: Very Difficult, or targets Control/Savvy
Modifiers: Must have line of sight to target, and Skill by proximity to target.
Description:
This power lets a character peer through the Force, and attempt to find an object or creatures ‘shatterpoint’. This power has two different abilities once the power is active and successful. The first ability allows the character to find a weakness using the ‘shatterpoint’, and the other is to peer into a creature’s ‘shatterpoint’, and glimpse a part of its fate.
To activate this power the character must spend a round observing the target of the power. The character may take reactions, but doing so adds +5 to the difficulty to activate this power for each reaction taken. At the end of the round, the character rolls his Shatterpoint die code. Targets may resist using Control/or Savvy. If the activation roll succeeds the character finds a ‘shatterpoint’ to exploit.
If using this power as part of an attack the character may add this skill’s die code to the damage of each attack against the target. The target resists normally as per the attack. Force powers may not be used to attack in this way, but weapons enhanced with Force powers can.
If using this power to glimpse a part of a creature’s fate the character need only spend another round to do so. At the end of this round insight is gleaned. The character will know if the target has a large roll to play in the greater course of galactic events. The character will know if the character is destined to be a hero or a villain. These visions are often distorted, and are subject to change. The important aspect to this ability is that it allows the character to gauge how important a being is within the scheme of things.

Name: VIOLENT REJUVENATION
Prerequisites: Force Attribute 4D
Reaction: NO
Focus: YES
Kept Up: NO
Time To Use: 1 Round
Dark: YES
Difficulty:
Skill: Moderate
Modifiers: Must be touching target, and Skill by relationship.
Description:
No ability seems more diametrically opposed to itself than this one. By calling on and channeling powerful emotions of violent grief a character can use the Force to heal.
To activate this power the character makes a Moderate skill check, while gathering his inner turmoil, and rage. Each point by which the roll exceeds the difficulty is applied as a healing roll on the target. This healing may not make the targets current injuries worse. This power may even be used to revive a character that has been dead for no longer than a number of minutes equal to the whole dice in this character’s Force attribute. While using this power a character may do nothing else that round.
Last edited by Liquidprism on Fri Dec 04, 2009 8:14 pm, edited 2 times in total.
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Post by rydi »

Spoiler:
I would suggest reducing die code to 3 in most cases, as 4 is the maximum potential force for most races (is everyone with battle meditation the equivalent of luke skywalker in power?)

what about a force trait that increases die code potential?
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Post by Liquidprism »

There are only three traits with a prereq of 4D. Battle Meditation, Shatterpoint, and Violent Rejuvenation. I wanted to reward characters w/ 4D in Force with something special, and giving them exclusive access to three of the best power in the game seemed like a suitable reward. To answer your question, yes the characters that displayed these powers were petty much all extremely powerful Force users. Mace Windu, Naomi Sunrider, Bastilla Shaw, and Cade Skywalker are all great examples.

I like the prereqs where they are, but I guess they will change if other people agree with you.

As far as your second comment.... I don't understand what you mean. A Force Power that increases code potential?
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Post by rydi »

4D is pretty much its own reward, and encourages min/maxing even more than the system already does (3 complex skills, all under one attribute, is more than enough reason for any force user to take 4 in the attribute every time). It was my hope that having powers you could get at lower levels would be an alternate talent they could fall back on instead of the force.

The other thing... Raising the racial cap on the attribute. Basically a way to account for anomolies like the skywalkers. "stronger than anyone else in the force" doesn't imply racial limit to me, but rather someone that exceeds the racial limit. Revan, anakin, luke, all of them were that way. Not sure on a mechanic, just a thought really.
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Post by Liquidprism »

Im not sure if I am interpreting what you are saying correctly, or as you mean it.

You think that having several Talents with a prereq of 4D in Force incourages min/maxing. Okay. I can see that, but I feel its irrelevant to what is being accomplished. The reason I made Force Talents were to represent those powers that seem to occur almost naturally to, well, inherently powerful Force Sensitives. Lowering the prereq defeats that purpose. Its also a balance issue, on the side of the game itself. Since these powers are independent of the normal framework, they need to be hard to get. In my mind I cant see characters with less Force Potential getting access to the coolest powers... that seems wrong to me.

Perhaps you might look into designing some low level Force Traits, that do some of the things you seem to be wanting. It would be good if they had precedent. This is just a thought. For my part I don't want character running around with a bunch of powerful Force powers, and very little raw talent or training, it just isn't very balanced.

I see what your saying about the cap. I see the Skywalkers as freak phenomenon in the storyline. Darth Reven never struck me as being at a higher racial cap. He was human, and had 4D... thats pretty good. I had thought about a perks/flaws system with a higher Force Affinity being a perk... but fuck that. Way more work than i care to invest. BTW the Aspect Levels now grant a merit that adds to the Force Attribute a pip at a time if its chosen.... so
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