Sunday, April 3, 2016

Universal Force Powers: Bind, Enhance, Heal/Harm Another, Influence, Misdirection




Bind (Universal Force Power)

◊Descriptors – The Force, mental, telekinetic
◊Effect – Ranged Affliction • 2 points per rank +1

Power Name (ranged subtle Affliction)

◊Modifiers – ranged: +1/rank, subtle: 1 flat point
◊Action – standard
◊Requirement – ranged attack check
◊Range – S/M/L 25/50/100 feet per rank
◊Duration – instant
◊Results – target hindered (one degree), immobile (two degrees), or paralyzed (three degrees)
◊Resist – Dodge
◊Overcome – Fortitude

Description

You raise a grasping hand towards your foe and holding him fast using the power of the Force.

You can use the Force to hold or even paralyze a target. Make a ranged attack against the target. If you succeed, the target must succeed a Dodge resistance check (DC 10 + your ranks in Bind) to escape the grasp of the Force. If their resistance check fails, the target becomes hindered (failure by one degree), immobile (failure by two degrees), or paralyzed (failure by three or more degrees).

The target makes a Fortitude resistance check at the end of each turn to break your hold and recover from the first two conditions. 


Enhance (Universal Force Power)
 
◊Descriptors – Focus, the Force, physical
◊Effect – Enhanced Athletics • 1 point per 2 ranks -1

Enhance (personal Enhanced Trait)

◊Modifiers – activation: -1 flat point
◊Action – move (to activate) or free (to maintain)
◊Requirement – Insight check
◊Range – personal
◊Duration – sustained
◊Results – Athletics +1

Description

After a moment’s concentration, you feel the Force flowing through you.

You can enhance your physical capabilities by concentrating on the Force. You can activate this power by using a move action. While you maintain it (as a free action) you gain a +1 bonus per rank on all Athletics checks.



Heal/Harm Another (Universal Force Power)
 
◊Descriptors – Biological, the Force, physical
◊Effect – Array • 1 point per rank +1

Heal/Harm Another (close Affliction or limited Healing)

◊Modifiers – alternate effect: 1 flat point, limited: -1/rank
◊Action – standard
◊Requirement – Treatment (or appropriate Expertise skill) check; DC 10 power check (to heal); close attack (harm)
◊Range – close
◊Duration – instant
◊Results – affected character heals one damage condition per degree of success or target is impaired (one degree), disabled (two degrees), or dying (three degrees)
◊Resist – Fortitude (harm effect only)

Description

Using your connection to the Living Force, you can alter a creature’s biological function – for good or ill.

Make a Treatment (or appropriate Expertise skill such as Medicine) check. For every point by which your result exceeds 10, you may use one rank of Heal/Harm Another (up to your effect rank). If your check result is 10 or less, your standard action is wasted.

If you succeed, choose heal or harm. To heal, make a DC 10 power check and add your effective Heal Another rank. The target heals one damage condition for each degree of success on this check, starting with the worst and working down as though the target is healing rapidly.

If you choose to harm, make a close attack. If you hit, the target must succeed a Fortitude resistance check (DC 10 + your effective ranks in Harm Another) to resist your afflicting touch. If their resistance check fails, the target becomes impaired (failure by one degree), disabled (failure by two degrees), or dying (failure by three or more degrees).

The target makes a Fortitude resistance check at the end of each turn to break your hold and recover from the first two conditions. 

Note: Although this power is not inherently of the Dark Side, using the Force to cause undue harm is a questionably evil act. A practitioner of the light side must consider the strength of their foe before using the harm effect. Some circumstances (particularly if the target begins dying as a result of a failed resistance check) may result in the user gaining one or more Dark Side points.


Influence (Universal Force Power)

◊Descriptors – the Force, mental, variable (by emotion or thought)
◊Effect – Affliction • 2 points per rank +3

Influence (ranged cumulative Affliction)

◊Modifiers – insidious: +1 flat point, ranged: +1/rank, subtle 1 flat point, variable: +1 flat point
◊Action – standard
◊Requirement – ranged attack check
◊Range – S/M/L 25/50/100 feet per rank
◊Duration – instant
◊Results – target impaired (one degree), disabled (two degrees), or incapacitated (three degrees)
◊Resist – Will

Description
 
With a subtle gesture, you touch the mind of your target and insert an emotion or thought.

"Do you know what's going on?"
"Maybe it's another drill."

You can use the Force to influence a target’s emotional state or subtly guide their thoughts. Make a ranged attack against the target. If you succeed, the target must succeed a Will resistance check (DC 10 + your ranks in Influence) to resist your sway. If their resistance check fails, the target becomes impaired (failure by one degree), disabled (failure by two degrees), or incapacitated (failure by three or more degrees).

The target makes a Will resistance check at the end of each turn to break your influence and recover from the first two conditions. 

Note: Depending on the emotions you choose to apply or the thoughts inserted in the target’s mind the gamemaster may allow slightly different effects. For example, if influenced to feel anger or love the target may behave as though controlled.

Note: Although this power is not inherently attributed to either to the Dark Side or the Light Side, influencing the target to feel a negative emotion is a questionably evil act. A practitioner of the light side must consider the possibility that the target will themselves touch the Dark Side as a result of either emotional or mental manipulation. By contrast, some positive emotions may be unavailable to practitioners of the Dark Side, or at least the resulting influence may become twisted to malignancy.



Misdirection (Universal Force Power)

◊Descriptors – auditory, the Force, illusion, mental, visual
◊Effect – Illusion • 1 point per rank

Misdirection (subtle limited independent resistible Illusion)

◊Modifiers – independent: -1/rank, limited: -1/rank, resistible: -1/rank, subtle 1 flat point
◊Action – standard
◊Range – perception
◊Duration – sustained
◊Results – target sees and hears what you wish
◊Resist –Will

Description

By manipulating the Living Force, you can create images or sounds perceptible only to your target.

“What was that?”

If the target fails a Will resistance check (DC 10 + your ranks in Misdirection) you overcome the target’s visual and auditory senses causing them to see and hear what you wish.

To the target, the effect seems to occupy an area with a maximum volume rank equal to your Misdirection ranks.

The target does not receive checks to recognize this effect as illusory until they interact with it in some fashion. A successful Insight check (DC 10 + Misdirection ranks) reveals it as false. A failed check means the character does not notice anything amiss. A character faced with clear proof an illusion isn’t real needs no Insight check.

Maintaining an active illusion (such as a fighting creature) requires you take a standard action each round, but maintaining a static illusion (one that doesn’t move or interact) requires only a free action.

Senses with the Counters Illusion effect (see Senses) automatically detect illusions. If another character is able to accurately perceive what the target perceives (through mind reading or a description from the target) and clearly indicates to the target that what they perceive a mere illusion, they gain another Insight check with a +5 circumstance bonus.

Circumstances may grant additional modifiers to the Insight check to uncover an illusion, depending on how convincing it is.

Note: As a mental effect, targets lacking a mind (such as an automaton or recording device) cannot be affected by this ability. As with other effects which influence the mind of a subject, Light Side practitioners must use care with what they cause a subject to perceive. An illusion that would (if believed) generate suffering, such as the death of a loved one, will likely earn the user one or more Dark Side points.




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