The Force ========= Notes ----- All Force skills can be used untrained and only by force sensitives Force Power Tables ------------------ Tables: A) Vitality spent to use power at this level B) Save DC C) Stat Bonus D) Move Object Strength E) Improved Critical Range F) Improved Critical Intensity G) Healing H) Area of Effect I) Rage Duration J) Damage Roll A B C D E F G 10+ 1 10 +2 5 19-20 x3 1d8+(FL, Max 5) 15+ 2 13 +4 10 18-20 x4 2d8+(FL, Max 10) 20+ 3 15 +6 20 17-20 x5 Cure Poison, Disease, etc. 25+ 4 18 +8 30 16-20 x6 3d8+(FL, Max 20) 30+ 5 20 +10 40 15-20 x7 Restoration 35+ 6 23 +12 50 14-20 x8 4d8+(FL, Max 30) 40+ 7 25 +14 60 13-20 x9 10 per FL (Max 250) 45+ 8 28 +16 70 12-20 x10 Restoration, Greater 50+ 9 30 +18 80 11-20 x11 Raise Dead (upto 1 day per FL) (get 1 darkside point) Roll H I J 10+ 2m 5 rnds (FL/2)d4 (Max 5) 15+ 4m 10 rnds (FL)d4 (Max 5) 20+ 6m 15 rnds (FL)d6 (Max 10) 25+ 8m 20 rnds (FL)d8 (Max 10) 30+ 10m 25 rnds (FL)d10 (Max 15) 35+ 12m 30 rnds (FL)d12 (Max 15) 40+ 14m 35 rnds (FLx2)d6 (Max 40) 45+ 16m 40 rnds (FLx3)d6 (Max 60) 50+ 18m 45 rnds (FLx4)d6 (Max 80) Force Skills Action Type ------------ Alter (CHA) Attack This skill represents the force users ability to change the world around him by act of will through the use of the force. Move Object(A,D) - The force user creates a force with equivalent Strength to what appears in table D. For the listed vitality cost in table A, this force can make one action. It can grab something, tie a knot, or perform an unarmed combat manuver(trip, choke, disarm) these attacks do not provoke an attack of opportunity, but may inccur a dark side point. Control (CON) Attack This skill represents how much control the character has over himself. Enhance Ability(A,C) - The force user adds the bonus listed in table C to either his Str or Dex. This lasts 10 rounds for the number of vitality listed in table A. Sense (WIS) (Armor Skill check applies) Move This skill represents how attuned the character is to the force all around him Enhance Senses(A,C) - The force user adds the bonus listed in table C to his Spot, Listen and Search checks. This lasts 10 rounds for the number of vitality listed in table A. Fear (CHA) Attack This skill represent the force users ability to channel icy primordial fear into the world around him. Tapping into these energies usually results in a Darkside point. Initimidation(A,B) - The character can use this in place of the Jedi mind trick to cause a target to go along with a "suggestion". The ability costs a number of vitality specified in table A. Inorder to resist the suggestion, the target must make a Will save vs the DC listed on table B plus any Darkside point the target has. This skill can also be used in place of the Intimidate skill. Rage (CON) Free This skill represents the characters ability to focus his fiery rage, anger and hatred into his actions. Using this skill usually results in a Darkside point. Rage(A,I) - This skill grants the force user +4 STR, +4 CON, +2 Will, -2 AC for upto the duration listed in Table I. After the rage the character is fatigued( -2 STR, -2 Dex, can't Run or charge) for a number of rounds equal to the length of the Rage. The vitality cost in table A is paid after the rage ends. Force Feats Requirements Action Type ----------- Primal Nature Not Force User N/A This Feat allows the non Force User acces to the Sense, Fear and Rage Force Skills. These skills can only be used in there base form. Any character with this feat is automatically considered tainted. Force Nuetral Not Force User N/A This character is completely separated from the Force. When dealing with the Force, he is unaffected by Mind Control, +2 to Will and Fort Saves, 50% Damage Reduction, +5 DC to All Sense checks against him, cannot accrue Dark Force Points. This Character also cannot directly gain any benefit from the Force including healing, stat bonuses or using force points. Furious Strike Rage +10 Free While in a rage the characters critical hits do extra damage as indicated in table F. Greater Rage Rage +15 Free Rage bonuses increase to +6 STR, +6 CON, +3 Will Mighty Rage Rage +20, Greater Rage Free Rage bonuses increase to +8 STR, +8 CON, +4 Will Find Weakness Sense +5, See Force Move Find weakness increases the force users critical range to the value listed in table E. It lasts for 10 rounds when the vitality cost in Table A is aplied Burst of Speed Control +5 Free The Force user gets 1 extra Move action. This costs 2 vitality and can only be used once per round. Force Speed Control +9, Burst of Speed Free The Force user gets 1 extra Attack action. This costs 4 vitality and can only be used once per round. Master Speed Control +15, Force Speed Free The Force user gets 1 extra Full Round action. This costs 8 vitality and can only be used once per round. Jedi Mind Trick Alter +1 Full The Force user can use the Alter skill to suggest an idea. Vitality cost is is Table A +1 per additional target. a Target may resist the ability with a Will Save vs Table B. Illusion Alter +5, Jedi Mind Trick Attack The Force user uses Alter to create an Illusion(Image, Sound, Smell) for the table A vitality cost. A target who has reason to disbelieve the illusion may make a Will save vs table B. Heal Self Control +1 Full The Force user may heal(Table G) himself on a Control Roll, for Table A Vitality. Heal Another Alter +1 Full The Force user may heal(Table G) 1 Target on a Alter Roll, for Table A Vitality. Battle Mind Control +1 Move Duration: 10 rounds Vitality: Table A On a Control roll, the Force user gains a force bonus to hit(Table C). Telepathy Sense +1, See Force Attack Vitality: Table A Skill: Sense The Force user creates a link between the force user and the target. The link can be used to communicate simple messages, read the surface thoughts/emotions, gain a force bonus(Table C) to Diplomacy, Bluff, Sense Motive. A target can resist by making a Will save(Table B) See Force Sense +1 Full Vitality: Table A Skill: Sense The Force user can looking into the force to gain information. The Force user can see other places and times. The Force user can also see how strong with the force another user is. A target can make a Will save to resist(Table B). Force Defense Sense +1, See Force Response Skill: Sense The Force user can use this ability to avoid the effects of any Alter based power. Force Stealth Control +1 Response Skill: Control The Force user can use this ability to avoid the effects of any Sense based power. Imp. Flight Alter +10, Control +6 Move Skill: Alter Vitality: Table A The Force user can fly( maneuverability: perfect) (Table I). Normal: Force users who roll high enough Alters can move themselves as any object for 1 round, Average flight maneuverability Imp. Force Strike Alter +4 Attack Skill: Alter Vitality: Table A The Force user knocks over all targets in a cone(Table H) starting on an adjacent space. The Force user can choose to make the strike Hard(3d4, 1 Dark Side point) or Soft( No damage, No Dark Side). A successul Ref save(Table B) resists knockdown and halves damage. Normal: Any force user may use Alter to make a Trip attack. Imp. Force Grip Alter +6 Attack Skill: Alter Vitality: Table A The Force user inflicts damage( Table J ) on a target requires a ranged touch attack. Normal: Any force user may try a normal choke attack with Alter. Force Whirlwind Alter +9 Attack Skill: Alter Vitality: Table A The Force User creates a whirlwind( damage Table J ) of whatever is on hand. Any one in the area of effect( Cube: Table H ) may make a ref Save( Table B) for half damage. Using this ability usually results in a Darkside point. Drain Energy Fear +1 Full Skill: Fear Vitality: Table A The Force User channels energy out fo the universe. DC is 10 for most simple power cells. Againsts an Energy attack the DC is equal to the amount of damage. This Power always incurs a Darkside point. Force Lightning Fear +10 Attack Skill: Fear Vitality: Table A The Force user shoots Dark Lightning( damage Table J ) in either a cone or two lines( Table H ) starting on a spaces adjacent to the character. A Fort Save( Table B) halves the damage. Friendship Alter +1 Full Vitality: Table A The Force user radiates an aura of peace, tranquility and friendship. In order to resist the influence requires a Will save vs Table B Force Mastery Wis 15, FL 6 N/A Vitality: Double normal Once per round the force user may do a force action that normally takes a move or attack action as a free action. High Force Mastery Wis 17, FL 12, Force Mastery N/A Vitality: Double normal Once per round the force user may do a force action that normally takes a full action as an attack action. Horrify Fear +1 Attack Vitality: Table A + 1 per additional target Duration: 10 Rounds The Force user inspires a sense of terror in his opponents. Targets get penalty(Table C) to hit. Targets may cancel this effect by taking on a Dark side point. Comprehend Languages Sense +5, Empathy N/A The Force user understands, does not speak, any intelligent language. Starship Focus Sense +5, Starship Operation, Farseeing Attack Vitality: Table A The force user get a bonus(Table C) to piloting checks, for 10 rounds. Deflect Sense +5, See Force Move Vitality: Table A Duration: 10 rounds The Force user gets a Deflect bonus(Table C) to AC. if the weapon used to deflect cannot take the damage from these attacks it is ruined. To make use of this ability the Force user must not be wearing any armor and be no more than lightly encumbered. Deflect Attack Deflect, Sense +7 Opportunity Any Blaster attack that misses the Jedi while the Jedi is deflecting, provokes an attack of opportunity that can be used to missle attack the blaster shot at an opponent. Extended Deflect Deflect, Sense +9 Move Deflect Defense extends to any ally within 2m of the Jedi. Unarmed Deflect Alter +10, Deflect Move The Force user can use his ability to move objects to deflect incoming attacks when unarmed. The character must spend an additional vitality point for each deflected attack. Force Mind Wis 15, Sense +7 Full Vitality: Table A + 1 per additional target Duration: 10 rounds The targets not including the Force user gets a Force bonus(Table C) to a single ability score of the player's choice. Force Secrets ------------- Control Become one with the force Sense Commune with force Alter Conjuration Fear Summon Darkside elemental Rage Enflame