Saturday, April 2, 2016

Universal Force Powers: Foresee, Lesser Battle Meditation, Telekinesis



Battle Meditation, Lesser (Universal Force Power)

◊Descriptors – The Force, mental
◊Effect – Enhanced Advantages • 4 points per rank -1

Lesser Battle Meditation (ranged selective area Enhanced Trait)

◊Modifiers – affects only others: +0/rank, area: +1/rank, check required: -1 flat point, concentration: -1/rank, increased range: +1/rank, selective: +1/rank
◊Action – standard
◊Requirement – Expertise: Tactics check
◊Area/Range – 30-foot radius sphere within 100 feet per rank
◊Duration – concentration
◊Results – +1/rank to targets’ attack checks
◊Resist – Dodge (harmless)

Description

Through the Force you are able to enhance the fighting capabilities of your allies.

You can activate Battle Meditation as a standard action by making an Expertise: Tactics check. For each point by which the result exceeds 10, you can use one rank of Battle Meditation. Choose a space you can accurately perceive within range. Allies within 30 feet of the designated space gain a +1 bonus per effective rank on all attack checks.

You can maintain Battle Meditation as a standard action on each of your turns.


Foresee (Universal Force Power)

◊Descriptors – The Force, mental, sense
◊Effect –Precognition • 2 points

Foresee (Senses)

◊Modifiers – activation: -2 flat points, feature: 1 flat point, sustained +0/rank, uncontrolled: -1/rank
◊Action – standard
◊Range – personal
◊Duration –sustained
◊Results – possible vision of the future, +4 to initiative checks

Description

You close your eyes and send your awareness into the Force and sense future possibilities.

Using a standard action, you can extend your awareness into the future and you may receive useful information in the form of a vision. The future is always in motion and if circumstances change, then your vision may not come to pass. When you use this ability, the gamemaster determines if you have a vision and then chooses what information to impart. Your visions may be obscure and cryptic, and therefore open to interpretation. To notice any detailed information present in your vision, you will need to succeed a Perception skill check.

You must focus inward to attempt to receive a vision and are unaware of the present while doing so. If a vision is received, you can view it as long as you like (or until it plays itself out).

As long as you use this ability regularly, you also receive a +4 bonus on initiative checks.


Telekinesis (Universal Force Power)
 
◊Descriptors – The Force, mental, telekinetic
◊Effect – Move Object • 2 points per rank

Telekinesis (Move Object)

◊Modifiers – check required: -1 flat point, subtle: 1 flat point
◊Action – standard
◊Requirement – Ranged Combat: Throwing check
◊Range – S/M/L 25/50/100 feet per rank
◊Duration –sustained (see text)
◊Results – (crude) manipulation of objects at range
◊Resist – none (inanimate), Strength or Dodge

Description

Reaching out with the Force, you can call an item to your hand or lift and hurl objects or even people.

You can lift or manipulate objects using the power of the Force.

Make a Ranged Combat: Throwing check. For each point by which the result exceeds 10, you can use one rank of Telekinesis. Your effective Strength for lifting and moving objects with this effect is equal to your effective ranks in Telekinesis. By taking a move action to concentrate you can increase your effective Strength by +1, changing the effect’s duration to Concentration. This is in addition to using extra effort to further increase your rank (see Extra Effort).

You cannot perform tasks of fine manipulation (like untying knots, typing, or manipulating controls) with Telekinesis. Objects thrown into targets as attacks use your power rank as if it were your Strength rank to determine damage and range. Apply a -1 to the distance rank of thrown objects that are not aerodynamic or balanced for throwing or -2 for very unwieldy objects (like a large uprooted tree). Particularly large objects may count as an area attack when thrown, however an attack roll should still be made and any hit targets receive the usual dodge resistance check (DC 10 + Telekinesis rank) to halve the damage rank.

Telekinesis cannot inflict damage directly; you can’t “punch” or “crush” objects with it. You can use it to make disarm, grab, and trip attacks (see Action & Adventure for details). You can also lift and throw other characters. You must successfully grab a character with Telekinesis first. If successful, you can throw the target as a free action to simply fling them away. If you wish to throw the grabbed target into another target, you must use a standard action (on your following turn). All thrown characters should be considered unbalanced and non-aerodynamic objects.


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