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
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.
No comments:
Post a Comment