Force Powers - Free

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FORCE POWERSCompiled by CheshireEdited by Thiago S. Aranha

Table of ContentsControl and Sense PowersJedi PowersControl PowersAbsorb/Dissipate EnergyAccelerate HealingConcentrationContort/EscapeControl DiseaseControl PainDetoxify PoisonEmptinessEnhance AttributeForce of WillHibernation TranceInstinctive Astrogation ControlReduce InjuryRemain ConsciousRemove FatigueResist StunShort-Term Memory EnhancementSense PowersBeast LanguagesCombat SenseDanger SenseInstinctive AstrogationLife DetectionLife SenseLife WebMagnify SensesMerge SensesPostcognitionPredict Natural DisasterReceptive TelepathySense ForceSense Force PotentialSense PathShift SenseTranslationWeather SenseAlter 212131313141415151616FarseeingLife BondLightsaber CombatProjective Telepathy17171819Control and Alter PowersAccelerate Another’s HealingControl Another’s DiseaseControl Another’s PainControl BreathingDetoxify Another’s PoisonPlace Another in Hibernation TranceRemove Another’s FatigueReturn Another to ConsciousnessTransfer Force202020202021212121Sense and Alter PowersDim Another’s SensesLesser Force Shield2222Control, Sense and Alter PowersAffect MindBattle MeditationEnhanced CoordinationForce HarmonyProjected Fighting2223232424Dark Side PowerssControl PowersRageAlter PowersBolt of HatredDark Side WebInjure/Kill25252626Control and Alter Powers16Aura of UneasinessElectronic ManipulationFeed on Dark SideForce LightningInflict PainWaves of Darkness262626272727Force Powers

Sense and Alter PowersForce Wind28Control, Sense and Alter PowersControl MindCreate Force StormsDopplegangerDrain Life EnergyDrain Life EssenceMemory WipeTelekinetic KillTransfer LifeSpecial PowersForce Scream282829292930303131Converted PowerssControl PowersBurst of SpeedChannel RageUp the WallsSense PowersForce ShotGuided AttackNature AffinitySense SurroundingsAlter PowersEmpower ForceEnlarge ForceExtend ForceForce FlightForce LightForce PushInspireKinetic CombatMaximize ForceShadow BombSplit Force32323233333333Force PowersFriendshipMalacia383939394040Control, Sense and Alter PowersAlchemyIllusionSever Force404141Fan-Made PowerssControl PowersControl TemperatureSense PowersDirection SenseAquatic Force424242Control and Sense PowersLifemerge43Control and Alter Powers343434343435353536363636373737Control and Alter PowersCreate Force TalismanDrain EnergyEnhance Another’s AttributeSense and Alter PowersAlter PowersControl and Sense PowersBattle MeldShield Gauntlet DefenseSith SorcerySith Sword CombatForce WeaponHatredMorichroPlant Surge383838Disable DroidForce JumpMind NumbingRedirect EnergySense and Alter PowersForce BlindingForce BreachGreater Force Shield43444445454546Control, Sense and Alter PowersDrain Life46AppendixProximity ModifiersRelationship Modifiersx4747Alphabetical Indexx483

Jedi PowersControl PowersAbsorb/Dissipate EnergyControl Difficulty: Very Easy for sunburn;Easy for intense sun; Moderate for solar wind;Difficult for a radiation storm.Charactersmay use this power for energy attacks such asblaster bolts and Force lightning – the difficulty isModerate plus the damage roll of the attack.This power may be kept up as long as thesource of the energy is constant.Effect: This power allows Jedi to absorb/dissipate energy, including light, heat, radiation,and blaster bolts. If the user fails the roll, hetakes full damage from the energy.This power may be used to ward off sunburn,heat-stroke, and radiation exposure, as will aswithstand intense heat. This power may also beused to absorb blaster bolts, as Darth Vader didon Cloud City.The character must activate the power in thesame round to absorb the blaster bolt or Forcelightning -- the character must be able to roll thepower before the attack lands. He can’t use thispower after the attack has hit.Example: A stormtrooper is shooting at Ana.Rather than dodge behind cover, she decides touse absorb/dissipate energy to absorb the shot.The difficulty is Moderate plus the damage ofthe blaster bolt. For the Moderate difficulty, thegamemaster picks a difficulty number of 14. Anaroll control and gets a 21.If the blaster’s damage roll is less than seven,then Ana absorbs the blaster bolt and takes nodamage. If the blaster’s damage roll is sevenor higher she takes full damage from the blastershot.Accelerate HealingControl Difficulty: Easy for rs, Difficult for mortally woundedcharacters.Time to Use: One minuteEffect: A Jedi who uses this powersuccessfully may make two natural healing rollsfor the current day (12 hours apart) regardlessof the severity of the injury. The Jedi gets a 2modifier to both Strength rolls to heal. Acceleratehealing may only be attempted once per day.Example: Ana has been incapacitated;normally a full two weeks of rest are necessarybefore she can roll to heal.She makes her Moderate control roll toactivate accelerate healing. She now gets tomake two Strength rolls to heal and gets to add 2 to both rolls.Since she’s incapacitated, Ana needs a totalof 9 or better to improve to wounded.Ana’s first Strength roll is an eight; adding the 2 gives her a total of 10. She improves fromincapacitated to wounded twice (she’s at –2D toall actions).Twelve hours later, Ana gets to make hersecond healing roll. Since she’s wounded, sheonly needs a Strength total of 7 to improve fromwounded twice (at –2D) to wounded (-1D to allactions). Her Strength roll is seven; the 2 givesher a total of nine. She now heals to wounded.ConcentrationControl Difficulty: Easy if the Jedi is relaxedand at peace; Difficult if the Jedi is filled withaggression, fear, or other negative emotions;Very Difficult if the Jedi is acting on the negativeemotions.Effect: When using this power, Jedi clear4Force Powers

or blaster, or dodging enemy shots, he wouldreceive no bonus.Contort/EscapeControl Difficulty: Very Easy for loose bonds;Easy for hand binder; Moderate for seriousrestraints; Difficult to Heroic for maximumsecurity (varies at gamemaster’s discretion,depending on security measures)Required Powers: Concentration, controlpain, enhance attributeEffect: The character may escape bondsby contorting in painful and difficult (but stillphysically possible) ways. By stretching, twisting,and dislocating joints a Jedi can escape almostany physical restraining device. While this isindeed a painful procedure, Jedi are trainedto block out the pain and focus on the task athand.all negative thoughts from their minds, feelingthe Force flowing through the universe and theirown being.The individual Jedi concentrates on onespecific task at hand. If the skill roll is successful,the Jedi may add 4D to any one action in thatround. The Jedi may do nothing other than usingthe concentration power and using that one skillfor a single action. The Jedi receives no bonusif anything else is done in that round, includingduplicate uses of the same skill or dodges orparries.This power may be used in conjunction withForce Points and Character Points. This poweris only in effect for one round and may not bekept up.Example: Luke is flying down the trenchof the Death Star. With Ben’s urging, he clearshis mind of negative thoughts, and feels theForce flowing through him. Using the Force,he concentrates on the task at hand of firing aproton torpedo into the unshielded exhausstport. Since he has cleared his mind, the controldifficulty is Easy.Luke’s player declares that Luke is alsospending a Force Point to accomplish the taskthis round. Luke’s starship gunnery skill is 6D. helooses –1D for doing one other thing in the round(using the Force counts as an action), reducinghis starship gunnery skill to 5D. Because herolls successfully for his control, he receives thebonus of 4D, making his effective skill for thatround 9D. Because he is spending a Force Point,his skill level is doubled to 18D!If Luke attempted any other action in thatround, including firing another proton torpedoForce PowersControl DiseaseControl Difficulty: Very Easy for a mildinfection, Easy for modest illness (such as a feveror flu), Moderate for a severe illness (gangrene orhive virus), Difficult for a life threatening disease,Very Difficult for a massive, long standingdisease, Heroic for a rapid-acting life-threateningdisease.Required Powers: Accelerate healingTime to use: 30 Minutes to several uses overthe course of weeks.Effect: Control disease allows the Jedi todirect and control the antibodies and healingresources of her body to throw off an infectionor to resist the diseases within the body. Usingthe power requires the Jedi to meditate for halfan hour.If the infection is severe, the Jedi must makerepeated skill attempts over the course of severalweeks or months to cure the disease entirely.(Gamemaster’s discretion as to how many rollsare needed and how often.)Control PainControl Difficulty: Very Easy for woundedor stunned characters, Easy for incapacitatedcharacters, Difficult for mortally woundedcharacters.The power can be kept up, so the charactercan ignore the pain of injuries for a long periodof time. However, whenever the character isinjured again, the Jedi must make a new controlpain roll, with the difficulty being the new levelof injury.5

Effect: An injuredcharacter who usescontrol pain can actas if he has not beenwounded the nextround after he usesthe skill. The woundis not healed, but thecharacterdoesn’tsuffer the penaltiesof being wounded:a wounded Jedidoesn’t loose 1Dfrom all actions;anincapacitatedcharacter can still act normally, as can a mortallywounded character. This power can also beused to shrug off any stun results.However, the injury can still grow worseeven if the character doesn’t feel the pain. Forexample, a character who’s been woundedtwice and is wounded again would still becomeincapacitated. Mortally wounded users makethe same rolls as other mortally woundedcharacters, even if they aren’t feeling any pain.Detoxify PoisonControl Difficulty: Very Easy for a very mildpoison (alcohol); Easy for mild poison; Moderatefor an average poison; Difficult for a virulentpoison; Very Difficult to heroic for a neurotoxin.Time to Use: Five minutesEffect: This power allows a Jedi to detoxifyor eject poisons that have entered her body. Ifthe Jedi makes the power roll, the poison doesn’taffect her.EmptinessControl Difficulty: ModerateNote: Characters who are consumed by thedark side of the Force may not use this power.6Required Powers: Hibernation tranceEffect: The user empties his mind to allowthe Force to flow through him. Characters inemptiness seem to be in deep meditation andare totally oblivious to their surroundings. Acharacter in emptiness may not move or takeany action except to try to disengage from theemptiness.While in emptiness, a character is difficult tosense or affect with the Force. When anothercharacter attempts to use a Force power onthe character in emptiness, add the meditatingcharacter’s emptiness roll to the difficulty for theother character’s sense or control rolls (only thesense roll if the affected; if the power doesn’tuse the sense skill, then add the difficulty to thecontrol roll). This difficulty is added regardlessof whether or not the empty character wouldwillingly receive the power’s effect.Once a character gets out of emptiness, thecharacter gets a 6 bonus modifier to all Forceskill rolls for a period equal to the amount oftime the character spent in emptiness. Thisbonus is reduced by 1 for every Dark Side Pointthe character has.When in emptiness, characters dehydrateand hunger normally – some initiates have diedbecause they lacked enough control to bringthemselves out of emptiness.When the character enters into emptiness,the player must state for how long the characterwill be in meditation. A character must make aDifficult control skill roll to exit emptiness. Thecharacter may attempt to come out of meditationunder the following circumstances: When the stated time has passed. Once each hour beyond the originaltime limit. The character’s body takes any damagemore serious than stun damage.Force Powers

Enhance AttributeControl Difficulty: ModerateEffect: A Jedi uses this power to increasea single attribute for a limited period. Anincreased attribute can help a Jedi jump higher,see better, and run faster. All skills governed bythe enhanced attribute increase by the sameamount for as long as the power remains ineffect.An attribute increased by this power remainsenhanced for the duration listed below. Durationand attribute increase are determined by howmuch a character’s control skill roll exceeds thedifficulty number. Duration can be extendedthrough the use of Character Points – for everyCharacter Point a Jedi spends, the duration isincreased by one combat round. The points canbe spent at any time before the power fades.A Jedi can only increase one attribute at atime. If a character invokes the power to enhancea second attribute while the first attribute is stillenhanced, then the first enhancement fades andthe second attribute receives the increase.Skill Roll Difficulty By0-1314-2526 AttributeDuration/Increase 1D / 3 rounds 2D / 2 rounds 3D / 1 roundForce of WillControl Difficulty: EasyThis power may be kept up.Effect: By using Force of will, the characteruses his or her own willpower skill to fight theeffects of hostile Force powers. If faced with amind-based power, the Jedi’s willpower skill rollmay be added to either the control or Perceptioncode. The control (or Perception) plus willpowerForce Powerstotal is referred to as the “protection number.”If the attack roll is less than the target’s control(or Perception) roll, the character suffers noill effects. If the attack roll is greater than theprotection number, the Jedi suffers the full effectsof the attacking power. If the attack roll is greaterthen the control roll, but less than the protectionnumber, the Jedi is protected from the power,but his willpower is considered “battered.”Subtract -1D from the character’s

Force Powers 5 all negative thoughts from their minds, feeling the Force flowing through the universe and their own being. The individual Jedi concentrates on one