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."
"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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