Friday, December 9, 2016

Star Wars Shiz: Force Powers

Force Powers

 

1. Battle Strike

 

Range: Self

Duration: 1 attack

Manifesting Time: 1 round

Save: N/A

General: The Force enhances your combat prowess

Force Check

Result

0-11

Lost

12-13

You gain +1d3+1/level on your next attack.

14-17

In addition to the above effect, you gain +1d3/level damage on your next attack.

18-20+

In addition to the above effects, you can make an additional attack this round at no penalty. The second attack, however doesn’t gain the bonus effects.

 

 

2. Farseeing

 

Range: A target you have met at least once

Duration: N/A

Manifesting Time: 1 turn

Save: Yes

General: The Force allows you to see a brief impression of a particular being in a distant location.

Force Check

Result

0-12

Lost

13-19

You can sense whether the target is alive or dead, and gain a vague sense of its immediate surroundings and any strong emotions it may be feeling.

20+

You see a clear mental image of the target, its surround up to 30’, and any creatures, hidden or otherwise, within the mentioned range.

 

3. Force Disarm

 

Range: 1 target within 60’

Duration: 1 round

Manifesting Time: 1 action

Save: Yes

General: You use the force to pull the weapon from your target’s grasp.

Force Check

Result

0-11

Lost

12-13

The weapon falls from the target’s grasp and lands in front of them.

14-17

The weapon flies from the target’s grip into your own. You must have an open hand to catch the item.

18-20+

If you desire, the weapon is instead destroyed. If not, it has the above effects.

 

 

4. Force Slam

 

Range: Target(s) within 30’

Duration: 1 round

Manifesting Time: 1 action

Save: Yes

General: You pound your target(s) with the Force.

Force Check

Result

0-11

Lost

12-13

A single target is knocked prone, and takes 1d6 damage.

14-17

Up to 3 targets within range are knocked prone, and take 2d6 damage

18-20+

In addition to the above effect you hold the target(s) prone with the Force for up to 3 rounds.

 

 

5. Force Stun

 

Range: Target within 50’

Duration: See result

Manifesting Time: 1 round

Save: Yes

General: You use the Force to overload a target’s senses.

Force Check

Result

0-11

Lost

12-13

The target takes -1/Level on all rolls until the end of its next turn.

14-17

In addition to the above effects, the target can only move or attack, not both until the end of its next turn.

18-20+

The target is stunned (no actions, and helpless) for 1d3+1/level rounds.

 

6. Force Thrust

 

Range: Target within line of sight

Duration: 1 round

Manifesting Time: 1 action

Save:  Yes

General: You use the Force to push a target away from you.

Force Check

Result

0-11

Lost

12-14

The target is pushed back 10’, and knocked prone

15-17

In addition to the above effects the target takes 2d6 damage.

18-20

In addition to the above effects, but affects 3 targets, and they take an extra 2d6 if they collide with anything in their path.

 

7. Mind Trick

 

Range: 1 target within line of sight

Duration: See result

Manifesting Time: 1 action

Save: Yes

General: You use the Force to plant a suggestion in the target’s mind.

Force Check

Result

0-14

Lost

15-19

The target obeys your suggestion.

GM should apply bonuses to the target’s save if the suggestion is against their nature (suicide, attacking friends, etc.).

20+

As above, but the target makes their save at -5 to the roll

 

8. Move Object

 

Range: 1 object within 40’

Duration: 1 round

Manifesting Time: 1 action

Save: Yes

General: You use the Force to move objects around you.

Force Check

Result

0-11

Lost

12-19

You lift an object, and are able to move it 40’. If you attempt to weaponize the object follow these guidelines for damage. tiny object 1d3, small object 1d5, medium object 1d7, large object 1d10, Massive object 2d10 exploding dice. Target gets a save to resist half damage.

20+

As above, but damage is moved up 1 on the dice chain. In addition, the range is increased to 100’, and the object is destroyed (if intended) upon impact.

 

 

9. Absorb Energy

 

Range: Self

Duration: 1 Round

Manifesting Time: Instant*

Save: N/A

General: You use the Force to absorb an energy based attack such as a lightsaber, or blaster bolt.

*This is a reaction based power, and may be used out of turn once/encounter/level.

Force Check:

Result

0-11

Lost

12-14

You negate the energy from the attack, and take no damage.

17-19

As above, but the energy invigorates you granting +1 to all of your rolls until the end of your next turn.

20+

As above, but you absorb the energy, regaining HP equal to the damage roll.

 

 

10. Surge

 

Range: Self

Duration: 1 round

Manifesting Time: 1 action

Save: N/A

General: You use the Force to move faster, and jump higher

Force Check

Result

0-11

Lost

12-14

+5 on all skill checks to jump. You gain 1 extra action this round, either a move or attack.

15-19

As above, but the bonus is +10

20+

As above, and your movement speed doubles until the end of your next turn.

 

11. Vital Transfer

Range: Touch

Duration: instant

Manifesting Time: Instant

Save: No

General: You are able to heal wounds by using the Force as a conduit

Force Check

Result

0-11

Lost

12-13

Target gains 1 HD of HP back

14-17

Target gains back 2HD of HP back

18-20+

Target gains back 3HD or HP back, and any broken limbs, diseases, poisons, etc. are cured.

 

 

12. Force Cloak

 

Range: Self

Duration: 1 turn

Manifesting time: 1 round

Save: N/A

General: You use the Force to bend the light around you, making yourself “invisible”

Force Check

Result

0-11

Lost

12-15

You are “invisible” to all beings for 1 turn

15-19

As above, but your foot steps are also dampened granting a +5 on skill rolls for stealth

20+

As above, but the duration is 2 turns.

 

 

13. Levitate

 

Range: Self or target within line of sight

Duration: 1 round

Manifesting Time: 1 action

Save: Yes

General: You use the force to levitate vertically.

Force Check

Result

0-11

Lost

12-14

You or your target can levitate up or down 10’

15-17

As above but 20’, and you can activate this power as a reaction.

18-20+

As above, but 40’.

 

 

14. Phase

 

Range: Self or 1 target within line of sight

Duration: 1 turn

Manifesting Time: 1 round

Save: N/A

General: You use the Force to pass through objects

Force Check

Result

0-13

Lost

14-17

You are able to pass through solid objects up to half of your movement.

18-20+

You are able to pass through solid objects up to your full movement.

 

 

15. Shatterpoint

 

Range: 1 target within 30’

Duration: 1 round

Manifesting time: Instant

Save: Yes

General: The Force allows you to see the critical point in your target.

Force Check

Result

0-12

Lost

13-17

You gain +1 to you next attack against the target. If the attack lands, treat as a critical.

18-20+

As above but the bonus to hit is increased to 1d3+1/Level

 

 

16. Force Shield

 

Range: 10’

Duration: 1 round

Manifesting Time: 1 action

Save: N/A

General: You use the Force to form a shield around you and your allies.

Force Check

Result

0-11

Lost

12-13

You and anyone within the Shield gain +3 AC

14-17

As above but shield encompasses 20’

18-20+

As above, and you absorb the first 10 points of damage. This effect lasts until the end of your next turn.

 

 

17. Kinetic Combat

 

Range: Self

Duration: 1 turn

Manifesting Time: 1 action

Save: N/A

General: You use the Force to operate a weapon independent of your grasp

Force Check

Result

0-11

Lost

12-15

The selected weapon fights for you with 1 attack per round. It can only attack adjacent enemies.

17-19

The selected weapon gains +1d3 on attacks and damage.

20+

In addition to the above effects, the weapon can make 2 attacks per round.

 

 

18. Ionize

 

Range: 1 weapon within 20’

Duration: 1 round

Manifesting Time: 1 action

Save: N/A

General: You call upon the force to charge a weapon with Ion energy

Force Check

Result

0-11

Lost

12-15

The next attack made the charged weapon is considered to be ion damage in addition to its normal damage.

16-20+

The next attack with the charged weapon deals an extra 2d6 ion damage in addition to its regular damage.

 

 

 

19. Valor

 

Range: 10’

Duration: 1 round

Manifesting Time: 1 action

Save: Yes

General: Your Force aura inspires your allies.

Force Check

Result

0-11

Lost

12-13

Anyone within 10’ of you gain +1 to all rolls for the round

14-17

As above, and any enemies within 10’ take -1 to all rolls for the round.

18-19

In addition to the above effects the aura is increased to 20’

20+

Allies within your aura gain +1d3/level on all damage rolls.

 

 

20. Force Convection

Range: Self

Duration: 1 turn

Manifesting Time: 1 round

Save: N/A

General: You use the force to raise your body temperature.

Force Check

Result

01-11

Lost

12-14

Until the end of you next turn all melee attackers take 1d6+1/Level damage when attacking you.

15-19

As above, but all beings that get within 10’ of you take the damage. In addition, sensitive objects catch fire.

20+

As above, and your melee attacks deal and additional 2d6 fire damage, and catch things on fire.

 

21. Force Light

Range: Self

Duration: 3 rounds

Manifesting Time: 1 round

Save: Yes

General: You draw the force into your body, turning yourself into a beacon of light side energy.

Force Check

Result

0-13

Lost

14-17

Your body emits bright light, illuminating a 30’ area. All beings tainted by the dark side take -1 to all rolls while in your light. Save to negate.

18-19

As above, but dark side beings automatically take 2d6 damage. Save for half.

20+

The light illuminates a 50’ area. Dark side beings cannot enter without making a save. Even if successful, they take 3d6 damage, and suffer -1 to all rolls while in the light.

 

22. Force Inertia

Range: Self

Duration: 1 round

Manifesting time: 1 action

Save: N/A

General: You use the force to shift your body’s inertia.

Force Check

Result

0-11

Lost

12-15

You can move up to half your movement on walls as if they were flat ground. You take normal fall damage if you don’t stop on a flat surface.

16-19

As above, but your full movement can be on walls. You take normal fall damage if you don’t stop on a flat surface.

20+

As above, but you move double your normal movement rate. You take normal fall damage if you don’t stop on a flat surface.

 

 

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