Thursday, February 25, 2016

Star Wars Campaign Leader Class Abilities




Commanding Presence
 
◊Descriptors – Morale, social, talent
◊Effect – Enhanced Will • 3 points per rank

Commanding Presence (area selective Enhanced Trait affects only others)

◊Modifiers – affects others only: +0/rank, area: +1/rank, selective: +1/rank
◊Action – standard
◊Area – 30-foot radius sphere
◊Duration – sustained
◊Results – Will +1

Description

Your determination inspires your allies to remain steadfast.

All allies within 30-feet of your position receive a +1 bonus to their Will defense and on Will resistance checks.


Cutting Question

◊Descriptors – Auditory, influence, interaction, social, talent
◊Effect – Perception Area Selective Immunity • 14 points

Cutting Question (perception area selective Immunity to interaction skills which affects others)

◊Modifiers – area: +1/rank. affects others: +1/rank, sustained +0/rank, quirk: -1 flat point
◊Action –standard
◊Requirement – Insight (or appropriate Expertise skill) check; language dependent
◊Area – all selected targets able to perceive you with an acute auditory sense
◊Duration – sustained
◊Results – you and selected allies gain Immunity to interaction skills
◊Resist – Dodge (harmless)

Description

A person in your position has no time to waste on informal discourse so you get straight to the point.

As a standard action, you can attempt to grant yourself and all allies able to hear you Immunity to interaction skills. To make use of your Cutting Question, you must succeed an Insight (or an appropriate Expertise skill, such as Law) check (DC 15).
If you fail an Investigation check to gather information, reduce the time rank of your attempt by 3. For example, if your inquiry would have taken an hour you are able to determine that you are on the wrong track in about 10 minutes.

Note: This ability is language dependent. Characters interacting with the effect must be able to hear you and understand your language.





Danger Zone

◊Descriptors – Influence, tactics, talent, variable (by weapon)
◊Effect – Ranged Shapeable Area Enhanced Trait • 3 points per rank -1

Danger Zone (ranged shapeable area Enhanced Trait affects only others)

◊Modifiers – affects only others: +0/rank, area: +1/rank, increased range: +1/rank, reduced trait: -2 flat points, variable: 1 flat point
◊Action – standard
◊Area/Range – 30 cubic feet in any contiguous shape up to 100 feet distant per rank
◊Duration – sustained
◊Results – +1 to weapon damage per rank; -1 to active defenses
◊Resist – Dodge

Description

You can divide the battlefield and create a threat area for those who enter it.

As a standard action, you can create an area in any shape up to 30 cubic feet in volume. While you maintain this effect, any characters entering the area affected by your Danger Zone and gain a +1 bonus per power rank to any weapon damage effect they wield (up to the limits determined by your power level). At the same time, those characters suffer a -1 penalty to active defenses. Characters can attempt to avoid this effect by making a Dodge check (DC 10 + your Danger Zone ranks). If successful, the character gains no bonus or penalty, although they must make another resistance check if they leave and then re-enter the Danger Zone.

You can change the shape of your Danger Zone by using another standard action to do so. All characters in the new area immediately receive another resistance check if they wish to avoid it.


Diplomatic Solution

◊Descriptors – Auditory, influence, interaction, social, talent
◊Effect – Perception Area Affliction • 3 points per rank

Diplomatic Solution (perception area Affliction)

◊Modifiers – area: +2/rank, increased range: +2/rank, limited: -2/rank, sense-dependent: -1/rank
◊Action – standard
◊Requirement – language dependent; Persuasion (or appropriate Expertise skill) check
◊Area – close 60-foot radius sphere
◊Duration – instant
◊Results – targets entranced (one degree), compelled (two degrees), or controlled (three degrees)
◊Resist – Will

Description

You can instantly put an end to conflict and bring all parties to the negotiating table.

As a standard action, you can attempt to put an end to hostilities in your immediate surroundings. Make a Persuasion (or appropriate Expertise skill such as Politics) check. For every point by which your result exceeds 10, you may use one rank of Diplomatic Solution (up to your effect rank). If your check result is 10 or less, your standard action is wasted.

If your check result exceeds 10, all characters within 60 feet of you must succeed a Will resistance check against your check result (up to your 10 + ranks in Diplomatic Solution). Each character that fails target becomes entranced (failure by one degree), compelled (failure by two degrees), or controlled (failure by three or more degrees).

The target makes another Will resistance check at the end of each turn to recover from the first two conditions. Characters who are compelled or controlled can only take actions to will help to end hostilities such as using interaction skills to convince their allies to stop fighting or using nonlethal means to subdue particularly violent subjects.

Note: This ability is language dependent. Characters interacting with the effect must be able to hear you and understand your language.


Discredit

◊Descriptors – Auditory, influence, interaction, social, talent
◊Effect – Perception Weaken Social Traits • 3 points per rank

Discredit (range/area Effect)

◊Modifiers – broad: +1/rank, progressive: +2/rank, sense-dependent: -1/rank
◊Action – standard
◊Requirement – language dependent
◊Range – perception
◊Duration – instant
◊Results – target loses points from one trait with the social descriptor
◊Resist –Will

Description

You can diminish another’s influence and destroy the esteem with which they are regarded.

You can attempt to Discredit any target you can accurately perceive and who can both hear and understand you. Choose one trait with the social descriptor. The target must make a Will resistance check (DC 10 + your Discredit ranks). If this check fails, target’s ranks in the selected trait are recalculated as if it had lost one character point for each point by which their resistance check failed.

The target makes a new resistance check at the end of each turn; failure weakens the affected trait further, while success stops this continued loss. At that point, the trait recovers character points at the rate of 1 point per turn.

Note: This ability is language dependent. Characters interacting with the effect must be able to hear you and understand your language.


Inspiring Rhetoric 

◊Descriptors – Auditory, morale, talent
◊Effect – Healing • 2 points per rank -3

Inspiring Rhetoric (Selective Area Burst Limited Healing Affects Objects)

◊Modifiers – affects objects: +1/rank, area: +1/rank, check required: -1 flat point, limited -2/rank, quirks: -2 flat points, selective: +1/rank, subtle: 1 flat point, temporary: -1/rank
◊Action – standard
◊Requirement – language dependent; Persuasion (or appropriate Expertise skill) check; DC 10 power check
◊Area – close 30-foot radius sphere
◊Duration – instant
◊Results – affected character heal one damage condition per degree of success
◊Resist –Dodge (harmless)

Description

Your heartening elocution improves the morale of your allies and encourages them to fight through pain.

You can attempt to heal all allies able to hear and understand you within 30-feet of you. Make a Persuasion (or appropriate Expertise skill such as Oratory) check. For every point by which your result exceeds 10, you may use one rank of Inspiring Rhetoric (up to your effect rank). If your check result is 10 or less, your standard action is wasted.

If you succeed, make a DC 10 power check and add your effective Inspiring Rhetoric rank. You and all of sentient allies (both droids and living characters) within 30 feet of you heal one damage condition for each degree of success on this check, starting with the worst and working down. The conditions return after one hour so seriously injured characters should seek medical attention as soon as possible.

This ability does not heal the dying or incapacitated conditions (skip those conditions when working down through damage conditions) and does not heal damage conditions caused by effects with the disease, injury or poison descriptors.

Note: This ability only affects sapient non-living allies, not inanimate objects. Also, unlike other healing effects, Inspiring Rhetoric cannot be used to provide a bonus on checks to resist disease or poison.


Natural Leader

◊Descriptors – Auditory, influence, interaction, morale, social, variable (emotions)
◊Effect – Limited Affliction • 1 point per rank +1

Natural Leader (perception limited sense-dependent Affliction)

◊Modifiers – increased range: +2/rank, limited: -1/rank, sense-dependent: -1/rank, variable: 1 flat point
◊Action – Standard
◊Requirement – interaction; target able to hear and understand you; language dependent
◊Range – perception
◊Duration – instant
◊Results – target dazed (one degree), stunned (two degrees) or controlled (three or more degrees)
◊Resist – Will

Description

Others find your bearing reassuring and tend to defer to you in a crisis.

You can reduce the impact of negative emotions such as anger or fear and replace them with happiness, hope, or peace. You can use this effect to counter other effects that rely upon emotions or to make enemies reconsider their loyalties. To help an ally recover from the effects of negative emotions, make an opposed power check against the effect’s creator. If you succeed, your ally recovers from any conditions caused by that effect.

When used on an enemy, the subject faces a crisis of conscious. The target must succeed a Will resistance check (DC 10 + your Natural Leader ranks) to avoid becoming dazed (failure by one degree) or stunned (failure by two degree). With three or more degrees of failure, the target ceases to resist and if in conflict with you, allows your side to take them prisoner as they abandon their cause in favor of yours! At least for the time being…

Note: This ability is language dependent. Characters interacting with the effect must be able to hear you and understand your language.


Requisition Supplies

◊Descriptors – Influence, social
◊Effect – Enhanced Traits • 1 point per rank

Requisition Supplies (personal Enhanced Traits)

◊Modifiers – limited: -1/rank
◊Action – free
◊Requirement – access to an allied military installation or the ability to communicate with allied forces; Persuasion check
◊Range – personal
◊Duration –sustained
◊Results – material aid

Description

You have an eclectic collection of abstruse high-tech and scholarly literature, mechanical gadgets and industrial assets, and a network of peers and associates in your field.

You have access to military-grade material resources. You gain the benefit of 1 rank of the Wealth Benefit advantage while present at an allied military installation and can call in a delivery of resources to an allied location or a drop point by making a Persuasion check. The gamemaster sets the DC of the check, based on the resources requested. You can spend a Victory point to automatically secure most types of materials.

Each rank of Requisition Supplies also gives you one of the following:

            •Additional material resources equivalent to 2 ranks of the Wealth Benefit
•A +3 bonus on Persuasion checks to request a delivery of resources


Supporting Evidence

◊Descriptors – Influence, interaction, luck, social, talent
◊Effect – Enhanced Advantage 1 point per rank

Solid Construction (personal limited Enhanced Trait and linked limited Luck Control)

◊Modifiers – limited: -2/rank, quirk: -2 flat points
◊Action – free
◊Requirement – access to information about the target (usually gained by a successful Investigation check)
◊Range – personal
◊Duration – sustained
◊Results – re-roll a check to influence a character’s attitude; +3 to influence checks with evidence; +5 circumstance bonus to team checks to influence

Description

Your access to sensitive information lends weight to your attempts at negotiation.

You are able to use information you have gathered about a character to gain the following effects:

            •When you lead or support any team check to influence the character’s attitude, you can re-roll the leader’s die and take the better of the two rolls, like spending a Victory point
            •You gain a +3 bonus on any check you make to influence that character

You can use the ability to re-roll an influence check a number of times per game session equal to your Supporting Evidence rank, with a maximum rank of half the series power level (rounded down). Your Supporting Evidence re-rolls refresh when your Victory points “reset” at the start of an adventure.

Note: The combined number of ranks you have in Supporting Evidence and the Luck advantage (or any similar effect that mimics the use of Victory points) must be equal to or less than the series power level. 






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