Force Powers

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RennaTorrihk
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Joined: Fri Aug 26, 2022 5:38 pm

Force Powers

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Telekinesis



Lift

Lift and direct an object. While this can be used in combat applications, it tends to be a slower movement, focusing power to move heavier, inanimate objects. Attempting to lift enemies with this power allows them to defend with an advantage bonus die. Using this power to drop heavy objects on enemies allows them to dodge with an advantage bonus die, unless they're unaware of the danger. Base weight that can be moved is 300kg, with an additional 300kg for each additional Force Point spent.
Defense: Mental Discipline
Range: Line of Sight
Cost: 1


Push

Throw an object or living being weighing up to 150kg. If the object or living being is larger then you, must roll a Force Check to see if you have the focus to do so. If the living being strikes a static object, or the static object strikes a living being, roll d6 for damage done to the pushed being. If a Living Being strikes another Living Being, roll 2x D3 for damage done, one for each living being. Heavier objects can be moved at a greater cost of 1 Force Point per additional 100kg.
Defense: Mental Discipline or Force Push
Range: 30 meters
Cost: 1


Pull

Pull an object or living being weighing up to 150kg to you. Heavier objects can be moved at a greater cost of 1 Force Point per additional 100kg.
Defense: Mental Discipline or Force Push
Range: 30 meters
Cost: 1


Grip

At times known as Force Choke, this is another variation of a power used largely by the Light Side, but twisted with violent intent. Upon successful use, the target take's 1D4 Damage every turn the target is caught in Grip. To maintain the grip, the force user spends the cost each turn alongside rolling another check. Damage can be increased at an increased cost of 2 points for +1 damage per action. The maximum that can be expended is 10 Force Points for 1d4 + 4 damage. Additional enemies can be targeted for an increased cost of 2 points per additional enemy. Increased damage expenditures apply to each enemy individually, so to inflict 1d4 + 4 damage on two enemies would cost 20 Force Points. Enemies caught in a Force Grip are at a disadvantage on all skill checks, except their Mental Discipline defense roll.
Defense: Mental Discipline
Restrictions: Dark Side
Range: 30 meters
Cost: 2


Wave

Using the base concept of Force Push and putting it's potential to the maximum, the user can channel the force to push up to Four Objects or Living Beings around them. Each targeted by Force Wave follows the rule set of Force Push except upon damage phase if successful, all damage dies are rolled as a 2D6.
Range: 30 meters
Cost: 6

Enhance Self



Force Jump

The user calls on the force to leap up to height's or range that would otherwise be impossible for the living being to reach normally. The range of the jump is 20 meters. Longer ranges can be achieved by expending more Force Points at a rate of 1 point per 5 additional meters.
Cost: 1


Force Speed

Via the Force, a being can increase their speed past that of what is normal for their species. This translates into bonuses upon Initiative checks, as well reaching objectives/locations faster then normal. The longer the reach, or further the location, the harder the Pow Check.
Cost: 1


Enhance Movement

Through channeling the Force, a being can augment their natural maneuverability. While active, the user gains a bonus advantage die on all checks for Dexterity, Acrobatics/Athletics, Climb/Jump, and Dodge checks.
Channeled Cost: 4
Cost: 1


Force Imbue

At times known as Force Protect, this is a elite skill. The user channels the Force into themselves, giving the user a bonus to One Fighting Skill of +20, Double their Hitpoint's, and +15 to CON checks.
Channeled Cost: 10
Cost: 4


Force Rage

Twisting the concept of imbuing oneself with the Force, this effect's the user in a much different way. Channeling there rage into physical manifestation, the user gains the following boon. A bonus to One Fighting Skill of +20, Double their Hitpoint's, and a +15 to STR checks.
Restrictions: Dark Side
Channeled Cost: 10
Cost: 4

Sense



Detect Hidden

Focusing past the mundane, a user can sense what otherwise is hidden to the normal eye. The more well hidden items, such as Force cloaked objects or beings, require a hard check or opposed Pow Rolls.
Range: 50 meters
Channeled Cost: 1
Cost: 1


Heightened Awareness

Provides a +10 bonus to Perception Skill for the duration of the channel.
Channeled Cost: 3
Cost: 1


Sense Force

Allows the caster to detect beings, places, and objects of Force power. Beings unaware of their Force potential cannot be located this way. Beings attempting to conceal their Force presence make an opposed power roll. Determining the Light or Dark nature of the Force sensed is possible with a Hard Success for non-resisting entities and an Extreme Success for resisting.
Range: 50 meters
Channeled Cost: 1
Cost: 1


Life Sense

Allows the caster to track a single being through the Force. The being must be known to the caster through personal contact. The DM should assign bonuses and penalties based on factors such as how well known the target is to the tracker (tracker's advantage), how far away they are (distance is to the tracker's disadvantage), and whether the target is attempting to obscure their presence via the Force. Range is effectively unlimited, but stellar distances are much more difficult.
Channeled Cost: 4
Cost: 2


Premonition

This isn't generally a power actively used. It's more of a plot device for DMs to give hints, warnings, or set-ups for new stories. Typically, there's no cost for a premonition, however, the DM has discretion to assign a cost if a premonition is particularly traumatic, or even just highly detailed.
Cost: DM option


Force Sight

The Force user can essentially see in all directions around them. Living beings are detected unless Force cloaked, in which case they make an opposed Power roll. Walls, ceilings, and floors are transluscent to this form of sight. Blindside attacks launched from inside the radius of the Force sight bubble will always be detected and can be defended against without penalty. This sight does have limitations in that it does not reveal color or subtle textured details, such as writing on a physical medium.
Range: 30 meters
Channeled Cost: 5
Cost: 2


Empathy

Force Empathy allows a Force user to open their mind and sense the emotions of another being. This is often used by Jedi to supplement diplomatic training and harmony with others. Sith and dark Force users would often utilize Force Empathy to feed on the pain, fear, and negative emotions of their enemy. It may be used during conversation to determine another's emotional state with an opposed Power check. After a successful check, the information learned reveals whether the target is more susceptible to persuasion or coercion. Assuming the character picks the correct approach a subsequent persuade, charm, intimidate, or fast talk check can be made with a +15 bonus. The DM may apply additional bonuses/penalties based on character relationship.
Defense: Mental Discipline
Cost: 2


Psychometry

Psychometry allows the Force-user to investigate the tenuous imprints of the Force left on objects when they are handled by living beings. The character must be able to handle the object. This is essentially like viewing a hologram of scenes that happened around the object. The further back in time the Force User attempts to see, the more difficult the task becomes. DM's discretion applies when determining whether Hard or Extreme successes are required, and whether or not there is additional Force Point cost.
Cost: 4

Defense



Barrier

At times a force user is placed within a situation where they are unable to avoid damage, such as poison or vacuum. At these times, the Force is their ally and shield. An advanced technique, this power allows the user to absorb the damage done to them. Regular Success will half damage, Hard Success will negate damage. The caster may extend the barrier out from themselves at the additional cost of 1 Force Point per meter to a maximum of a 5 meter barrier. Any beings within the barrier recieve the same protection as the caster. While channeling the barrier, the caster can take no other actions except slow walking. Allies within the barrier radius must exit the barrier to engage in combat.
Channeled Cost: 10
Cost: 2


Force Shield

The user can channel the Force to effectively give themselves an invisible suit of Force armor with an effective DR of 6. If used with armor, the effective DR is reduced to 4. Force shields may not be used in conjunction with conventional shields. The following benefits are gained for additional successes. The bonuses are cumulative.
Success TypeBenefit
Erect+1 DR
Extreme-1 Cost and -1 Channeled Cost
Critical+1 DR
Channeled Cost: 6
Cost: 2


Tutaminis

The user can absorb energy damage inflicted to them over the course of a round. This includes blasters, lightsabers, Force lightning and other energy based Force attacks. The amount of damage that can be absorbed is half of the character's Force Power attribute (unmodified), rounded down. Additional damage can be absorbed by spending an additional Force Power Point per damage point..
Cost: 6

Healing



Force Heal

When avoiding damage is impossible, or there are those in need, the user's who are gifted in healing come into play. An advanced technique, users can channel the Living Force into a being to mend their body. When using Force Heal, your Force Points are a direct match for how much damage you can heal. Decide first the amount of damage, then roll a Pow Check.
  • Regular Success: For each Hit point healed, you spend a Force Point.
  • Hard Success: For each Two Hit point's healed, you spend a Force Point.
  • Extreme Success: For every five Hit point's healed, you spend a Force Point.
  • Critical Success: You can fully heal the target, for no Cost.
Cost: See Description.


Cure Poison/Disease

Remove the effect of poison or disease from self or afflicted person. Force imbued poisons or diseases may require hard or extreme success at DM's discretion.
Cost: 3


Mind Restoration

Remove the effects of insanity or trauma from the afflicted individual. DM's discretion to require increasing difficulty of success based on the nature of the affliction. This can only be used on the self if the caster is aware of the fact that they are afflicted.
Cost: 8


Force Drain

The opposite of healing, using the force to Drain a beings life into oneself to heal the User. Like healing, the Cost of Drain is dependent upon the User's force point's and how much they wish to drain.
  • Regular Success: For each Force Point spent, Drain the target of one Hit Point and Heal one Hit Point.
  • Hard Success: For each Force Point spent, Drain the target of two Hit Point's and Heal for two Hit Point's.
  • Extreme Success: For each Force Point spent, Drain the target of five Hit Point's and heal for five Hit Point's.
  • Critical Success: Drain the being of all Life and Completely Heals the User. Gain a permanent Extra Hitpoint as you drain the life of another into yourself.
Defense: Mental Discipline
Restrictions: Dark Side
Cost: Up to the User's force point's and discretion.

Mind Powers



Force Persuade

At times known as the Jedi Mind Trick, this power allows a user to influence the minds of other's. When using this power, it will be an Opposed roll. The User's Power, against the Target's Intelligence Score. Opposed roll rules are in effect. If the user succeeds, the target can be persuaded with no roll cost or check. If the Target succeeds, they then roll a Spot Hidden. If that succeeds they know what you tried to do.
Defense: Intelligence or Mental Discipline
Range: 5 meters
Cost: 2


Mind Reading

Attempt to read the surface thoughts of another. If the Target makes a successful defense, they then roll a Spot Hidden. If that succeeds recognize the attempted intrusion.
Defense: Mental Discipline
Range: 30 meters
Cost: 3


Telepathy

Allows mental communication between beings. Communication between two Telepathic Force user's with a close bond (e.g. Master and Apprentice) can be carried on at no casting cost. At DM's discretion, there may be increased casting cost and success penalties for reaching beings at stellar locations, and unknown locations. Individuals attempting to block out communication from the caster may make a defense roll.
Defense: Mental Discipline
Cost: 1


Control Mind

An attempt to fully dominate the will of another. A successful attempt is typically good for a single instruction. If the attempt fails, the target can make a Spot Hidden check with Advantage to recognize the attempt. Note: repeated use of this power on other Player Characters will be considered god-moding.
Defense: Mental Discipline
Range: 5 meters
Cost: 8


Memory Wipe

An attempt to completely erase from a person's memory a specific thing, event, or person. Casting cost versus an unwilling target is 15. If the target is willing and compliant, the cost is reduced to 5. Note: repeated use of this power on other Player Characters will be considered god-moding.
Defense: Mental Discipline
Range: touch
Cost: variable

Energy Manipulation



Force Lighting

A Dark Side power, it is said only those who know the pain it will inflict can wield it's power. When using Lightning, the Force user will roll a Pow Check for damage die to be used. Those harmed must make a Constitution check with a success type equal to or better than the attacker's success or be stunned for the next round, receiving a penalty die on all skill checks.
  • Regular Success: D3
  • Hard Success: D6
  • Extreme Success: D10
  • Critical Success: D20
Defense: Dodge or Lightsaber Parry
Restrictions: Dark Side
Range: 20 meters
Cost: 2


Pyrokinesis

Shoots a burst of flame at a target, igniting flammable objects in its path. Damage from the initial burst is D6, plus D4 on successive rounds if the fire is not put out. This additional damage depends on the target being flammable. Damage can be increased to a D12 at an additional casting cost of 4 Force Points. A burning target must use up their action for a round to extinguish flames. Most beasts not trained for war will instinctively flee from fire. DMs has discretion on making such checks.
Defense: Dodge or Lightsaber Parry
Range: 20 meters
Cost: 2


Force Storm

An elite skill, this is beyond that of Force Lightning. Summoning a veritable stormhead of the Force, a torrent of electrical energy is thrown at the target, affecting all within a 10 meter radius. Treated as a ranged attack, opposed rolls rule in effect if the user attempt's to react. If successful, roll 2D6 for Damage.
Defense: Dodge
Restrictions: Dark Side
Range: 20 meters
Cost: 6


Ray of Darkness

Shoots a beam of pure Dark Side energy into the victim. Damage is D4, unstoppable by physical armor (Force armor will prevent it) and a target that takes damage gets a -10 penalty on all Skill Checks until Force Healed.
Defense: Dodge or Lightsaber Parry
Restrictions: Dark Side
Range: 20 meters
Cost: 2


Ray of Light

Shoots a beam of pure Light Side energy into the target. Damage is 2D4, versus Dark Side beings, 2d8 versus Sith Abominations and similar alchemical creations, and 2d10 verses Dark Side spirits and entities. Damage is unstoppable by physical armor (Force armor will prevent it). Beings and objects not of the Dark Side are unaffected by this power.
Defense: Dodge
Restrictions: Light Side
Range: 20 meters
Cost: 2


Pillar of Light

An elite skill, this is beyond that of Ray of Light. The caster summons a pillar of pure light side energy, 10 meters in radius with themselves at the center. Dark side beings within the light take increasingly greater amounts of damage based on the being type. Dark Side beings have a D4 damage die, Abominations and alchemical creations have a D8 damage die, and spirits and entities have a D10 damage die. On the first round, 1 damage die is inflicted, On the second round of contact, 2 damage dice are rolled, on the third round, 3 dice, and so on to a maximum of 8 damage dice on the eigth round and each round thereafter. This power can completely cleanse Dark Side altars and places of power.
Defense: Dodge
Restrictions: Light Side
Channeled Cost: 12
Cost: 4

Force Disguise




Force Cloak

There are those who can delve into the inherent shadow's within the Force, and use it to bend the light around them alongside hiding their presence from the metaphysical and physical view of other's. Must be channeled to be maintained. The effect is broken by engaging in combat or actively using other Force powers.
Channeled Cost: 5
Cost: 1


Force Concealment

The caster attempts to conceal either their Force aura or their Light or Dark side nature, or both.
Channeled Cost: 2
Cost: 1


Mask

A channeled power that allows Dark Side Force users to hide the affect of Dark Side corruption on them. In all other respects, their appearance is unchanged.
Channeled Cost: 1
Cost: 1

Ritual Force




Basic Ritual

Rituals are used to gather additional Force energy from people and places to temporarily augment the caster's Force Point pool. Participants must be within 10 meters of the caster. Willing Force users can grant 75% of their current Force Points to the caster. Willing Non-Force users may give Force Points equivalent to 25% of their Constitution. Unwilling participants (Dark Side use only) may attempt to resist.
Defense: Mental Discipline


Battle Meditation

A channeled power that grants party members Advantage to all attack and defense rolls. A more advanced form of this skill can be used to affect large scale battles. To achieve this effect, the character must be in a full meditative trance (no movement or combat possible). The casting cost and channeling cost are both multiplied by a factor of 4.
Channeled Cost: 2 (8 for advanced)
Cost: 3 (12 for advanced)


Orgies

(Don't act like you didn't know this would be here). Rituals are used to gather additional Force energy from people and places to temporarily augment the caster's Force Point pool. Participants must be within 10 meters of the caster. Participating Force users may give 100% of their current Force Point pool, and non-Force User participants may give Force Points equivalent to 30% of their Constitution.
Defense: Mental Discipline


Blood Sacrifice

Rituals are used to gather additional Force energy from people and places to temporarily augment the caster's Force Point pool. Participants must be within 10 meters of the caster. Willing Force users can grant 100% of their current Force Points to the caster. Willing Non-Force users may give Force Points equivalent to 30% of their Constitution. Unwilling Force user participants will give 100% of their Force Points pool plus 50% of their Constitution upon their death. Unwilling non-Force user participants will give points equivalent to 50% of their Constitution upon their death.
Restrictions: Dark Side
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