Saturday, March 24, 2018

Battle Meditation - Consular - Force Power



Battle Meditation (Force Power)

◊Descriptors – the Force, mental, telepathy
◊Effect –
Enhanced Trait • 10 points per rank +2

Battle Meditation (Enhanced Trait)

◊Modifiers – affects only others: +0/rank, area 10: +10/rank, concentration: -1/rank, distracting: -1/rank, increased range: +2/rank, insidious: +1 flat point, limited: -1/rank, selective: +1/rank, side effect: -2/rank, subtle: +1 flat point
◊Action – standard
◊Range – perception
◊Area – shapeable: force(s) of up to 1,000 individuals
◊Duration – concentration
◊Results – +1/rank to target force(s) morale checks
◊Resist – Will (harmless)

Description

You can use the Force to improve the morale of allied forces (see Mass Combat; Gamemaster’s Guide pg. 194) you are able to perceive with an accurate sense. Your Battle Meditation must have area ranks sufficient to encompass the subject(s). You can affect forces with a Force Rank less than or equal to your area rank*; forces of up to 1,000 individuals by default.  

Battle Meditation requires a standard action to activate and maintain. While using Battle Meditation, you are dazed, hindered (-1 to speed) and vulnerable, and all of your traits except Battle Meditation, Awareness, Expertise, Insight, Intellect, Presence, Perception, Stamina, Fortitude and Will are weakened to a rank of -5. Weakened traits recover at a rate 1 per round at the end of your turns after you stop concentrating on Battle Meditation.

In addition, while concentrating on Battle Meditation your visual and exotic senses are impaired (-2 to checks) while your other senses are disabled (-5 to checks).

The subject(s) receive a +1 bonus on all morale checks per effect rank.

It is common for Consulars to improve the area rank (increasing the power’s cost per rank by 1 point each time) rather than the effect rank as they become more accomplished with Battle Meditation. Consulars may add an alternate effect version of Battle Meditation to weaken the morale of enemy forces. The base cost of this is 2 points plus a number of points per rank equal to the area rank + 4 (selective weaken at perception range). Very powerful Consulars use a Battle Meditation with both the enhance and weaken effects linked.

*The number given in the volume column of the measurements table is the total number of individuals the selected force(s) can be composed of.



Monday, March 19, 2018

Temper Senses - Consular - Force Power




Temper Senses (Force Power)

◊Descriptors – the Force, mental, mind trick
◊Effect –
Affliction • 3 points per rank +2

Temper Senses (limited reaction Affliction)

◊Modifiers – cumulative: +1/rank, increased range: +1/rank, reversible: +1 flat point, subtle: +1 flat point
◊
Action – standard
◊Range – S/M/L 25/50/100 feet per rank
◊Duration – instant
◊Results – the target’s senses are dulled, dazing them
◊Resist – Will
◊Overcome –
Will

Description

“Relax.”
“You overdid it.”
        Qui-Gon Jinn and Obi-Wan Kenobi

Originally used to aid Force-sensitive individuals in developing deeper awareness, Temper Senses allows you to dull a target’s senses, making them lethargic. If you succeed a ranged attack check, the target must succeed a Will resistance check or become dazed (stunned instead with two degrees of failure or unaware with three degrees).

The conditions you inflict are cumulative so if you hit a dazed or stunned target with this effect during subsequent rounds, you can inflict greater degrees of the effect (one degree of effect per degree of failure on the subject’s resistance check).

The target receives a Will check at the end of each of their turns to remove the first two conditions. A target made unaware by Temper Senses experiences total sensory deprivation, however the effect is entirely within the subject’s mind and can’t be cured medically. The subject can overcome this either with telepathic assistance or by achieving calm through meditation. You can also choose to end the effect at will.

Complications: As a mind trick, this power can only be used in a hostile fashion on weak-minded individuals. Generally, those who fail to resist fall in this category, however the gamemaster can rule that strong-willed individuals are unaffected regardless of their resistance check result. In addition, some types of aliens, creatures and Force-wielders may simply be immune to mind tricks.

In addition, mind tricks are generally more effective when the user can gesture with a hand (or similar fine-manipulation appendage). This can negate the Temper Sense’s subtle modifier, particularly if any observers are familiar with mind tricks or Jedi. Not including a gesture to avoid detection or due to being bound may provide a +2 circumstance bonus to the target’s resistance check if the gamemaster wishes. If this difference causes the power unsuccessful, considered it a power loss complication.

Temper Senses works normally on any willing subjects wishing to aid their meditation.




Telekinetic Wave - Consular - Force Power





Telekinetic Wave (Force Power)

◊Descriptors –the Force, telekinesis, variable (force or by projectile)
◊Effect – Damage • 2 points per rank +2

Telekinetic Wave (close area Damage)

◊Modifiers – area: +1/rank, variable: +1 flat point
◊Action – standard
◊Range – close
◊Area – cone
◊Duration – instant
◊Results – Damage
◊Resist – Dodge and Toughness

Description

You inflict damage equal to your Telekinetic Wave rank to all subjects within a telekinetic cone spreading out from you to a final height, length and width of 60 feet. You can use pure kinetic energy or telekinetically lift objects or debris and hurl them into the effect area and thus you can inflict different damage types - usually bludgeoning, force, or piercing but the gamemaster may allow other damage descriptors depending on what is available for you to throw.

Targets receive a Dodge resistance check (DC 10 + your Telekinetic Wave rank) to reduce the damage effect to half its normal rank.




Metabiosis - Consular - Force Power




Metabiosis (Force Power)

◊Descriptors – biochemical, the Force, life, power
◊Effect –
Variable • 4 points per rank

Consular’s Conversion (Variable Enhanced Force powers and modifiers)

◊Modifiers – fades: -1/rank, side effect: -2/rank
◊Action – standard
◊Range – personal
◊Duration – sustained
◊Results – you sacrifice life energy to enhance your control over the Force

Description

You can improve your Force powers at the cost of your physical health. As a standard action, you gain 5 character points per rank which you may spend to enhance your other Force powers by increasing their effect rank, adding modifiers, or both (subject to power limits). When you use Metabiosis, make a damage check (DC 15 + your effective Metabiosis rank) and apply the resulting damage condition(s), if any, immediately.

After resolving the damage check, make two Will resistance checks (each with DC 10 + your effective Metabiosis rank). If the first check fails, you lose character points from Strength equal to the difference between the check result and the DC (up to a maximum number of points equal to your Metabiosis rank). Similarly, if the second check fails, you lose points from Stamina.

Your bonus character points fade at a rate of 5 per round (1 effective rank of Variable) and when the effect fades completely, you must succeed a Fortitude resistance check (DC 10 + your effective Metabiosis rank) or become fatigued (exhausted instead with two degrees of failure or incapacitated with three degrees).

Weakened Strength and Stamina return at a rate of one point per turn after Metabiosis ends.






Revitalize - Consular - Force Power




Revitalize (Force Power)

◊Descriptors – energy, the Force, healing, light side
◊Effect –
Healing • 5 points per rank +2

Revitalize (limited reaction Healing)

◊Modifiers – area: +1/rank, restorative: +1 rank, selective: +1/rank, stabilize: +1 flat point, subtle: +1 flat point
◊Action – standard
◊Range – close
◊Area – 30 ft burst
◊Duration – instant
◊Results – subjects of your choice within the effect area recover from Damage and Weaken effects

Description


You manipulate the living Force to accelerate biological recuperation within your immediate area.


Make a DC 10 Healing check using your Revitalize rank. Each degree of success heals one Damage condition affecting all subjects you choose, starting with the worst condition and working down. In addition, you restore points lost to Weaken effects with the injury, disease, or poison descriptors equal to your Revitalize rank. Even if your Healing check fails, any dying subjects are stabilized.

Other characters must have Force
Awareness or succeed a DC 20 Expertise: the Force (or similar Expertise skill) or Perception check to realize that you generated the effect. 



Saturday, March 17, 2018

Affect Mind - Consular - Force Power




Affect Mind (Force Power)

◊Descriptors – auditory, the Force, mental, mind trick
◊Effect –
Affliction • 4 points per rank +1

Affect Mind (cumulative subtle Affliction)

◊Modifiers – cumulative: +1/rank, increased range: +2/rank, insidious: +1 flat point, subtle: +1 flat point, quirk: -1 flat point
◊Action – standard
◊Range – perception (but the target must be able to hear and understand you)
◊Duration – instant
◊Results – the becomes entranced (or compelled with two degrees of failure or controlled with three degrees)
◊Resist – Will
◊Overcome –
Will

Description

“I will remove these restraints and leave this cell with the door open.”
“… and you’ll drop your weapon!”
“And, I’ll drop my weapon.”
        -FN-1824 and Rey

You can use the Force to surreptitiously control another’s thoughts. You must be able to perceive the target with an accurate sense and the target must be able to hear and understand you to attempt to Affect Mind. The target must succeed a Will resistance check (DC 10 + your ranks in Affect Mind) to resist. If their resistance check fails, the target becomes entranced. With two degrees of failure, the target is compelled instead, while with three degrees of failure they are controlled.

The conditions you inflict are cumulative so if you continue to exert your will against an entranced or compelled target during subsequent rounds, you can inflict greater degrees of the effect (one degree of effect per degree of failure on the subject’s resistance check)

The target receives a Will resistance check at the end of each of their turns to recover from the first two conditions.

Affect Mind is difficult to notice and also subtly influences anyone observing you while using effect. Other characters must succeed a DC 20 Expertise: the Force (or similar Expertise skill) or Perception check in order to notice your use of the power. The subject receives either an Expertise or Insight check (instead of Perception).

Complications: As a mind trick, this power only works on weak-minded individuals. Generally, those who fail to resist fall in this category, however the gamemaster can rule that strong-willed individuals are unaffected regardless of their resistance check result. In addition, some types of aliens, creatures and Force-wielders may simply be immune to mind tricks.

In addition, mind tricks are generally more effective when the user can gesture with a hand (or similar fine-manipulation appendage). This can negate the Affect Mind’s subtle modifier, particularly if any observers are familiar with mind tricks or Jedi. Not including a gesture to avoid detection or due to being bound may provide a +2 circumstance bonus to the target’s resistance check if the gamemaster wishes. If this difference causes the power unsuccessful, considered it a power loss complication.