Saturday, April 7, 2018

Consular - Character Template - Force-user


Consular (Force)

“I much prefer to read history, rather than make it.”
        — Odan-Urr

“"I might not defeat you, but in time, there will be others…”
        — Satele Shan

The Consular uses the Force for knowledge and negotiation, always seeking the most peaceful solution to each crisis. Though powerful Force–users Consulars educate themselves in all manner of mundane disciplines even as they seek to heighten their understanding of how the Force transcends the physical world. While Consulars train to be versatile and can resolve nearly any conflict with Force inspired reasoning, their offensive capabilities should not be underestimated. Some Consulars rely entirely on Force powers to defeat those who insist on violence, while Consulars trained in the Jedi way often study or create unusual lightsaber techniques and practice them endlessly though they may hope never to display their skill.


Consular (Force)

Abilities
+1 to Awareness, Intellect, or Presence (choose one)

Skills
10 ranks divided among the following: Acrobatics, Close Combat (lightsabers), Expertise (choose one), Insight, Perception, Persuasion, Technology, or Treatment

Advantages
Equipment 2 (lightsaber)
Choose one of the following: Defensive Attack, Teamwork, or Well-Informed

Powers
Choose one of the following options: Affect Mind 1; or Impartial Mediation 3 and Telekinetic Wave 1; or Telekinetic Burst 2

Complications
Choose one of the following: Doing Good or Responsibility


Character Points Abilities 2 + Skills 5 + Advantages 3 + Powers 11 = Total 21



Friday, April 6, 2018

Sense Force - Universal Force Power



Sense Force (Universal Force Power)

◊Descriptors – The Force, mental
◊Effect – Force Awareness • 2 points

Sense Force (acute Senses 2)

Modifierssustained: +0/rank
Action – free
Range – personal
Duration – sustained
◊Results – insight into effects and events related to the Force

Description

You can sense the use of effects with the Force descriptor events which are significant to the Force with a successful Perception check (DC 10, with –1 to your check per 10 feet range). You can identify different effects and whether they are associated with certain aspects of the Force.


Telekinesis - Universal Force Power





Telekinesis (Universal Force Power)

◊Descriptors – The Force, mental, telekinesis
◊Effect – Move Object • 2 points per rank

Telekinesis (Move Object)

Modifierscheck required: -1 flat point, subtle: 1 flat point
Action – standard
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. Your effect rank is equal to your check result -10 and determines your effective Strength for lifting and moving objects. You can concentrate as move action to 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.

You cannot perform tasks of fine manipulation (like untying knots, typing, or manipulating controls) with Telekinesis unless you add the precise modifier. 

Telekinesis cannot inflict damage directly but you can use it to make disarm, grab, and trip attacks. 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. 



Tuesday, April 3, 2018

Telekinetic Burst - Consular - Force Power




Telekinetic Burst (Force Power)

◊Descriptors – energy (kinetic), the Force, telekinesis
◊Effect –
Affliction • 4 points per rank -3

Stunning Energy Burst (ranged area Affliction)

Modifiersarea: +1/rank, increased range: +2/rank, quirk: -3 flat points
Action – standard
Range – 100 ft.
Area – 30 ft. burst
Duration – instant
◊Results – targets dazed

Description

You create a sudden burst of kinetic energy with the potential to stun and incapacitate. Designate any space you can accurately perceive within 100 feet as the point of origin for the burst. All subjects within 30 feet of the origin point must succeed a Fortitude resistance check (DC 10 + your Telekinetic Burst rank) or become dazed. Affected targets are stunned instead if their check result is less than your effect rank and if their check result is less than your effect rank -5, they are incapacitated.




Psychokinetic Flurry - Consular - Force Power




Psychokinetic Flurry (Force Power)

◊Descriptors –the Force, telekinesis, variable (force or by projectile)
◊Effect –
Damage • 2 points per rank +4, +1 per additional rank of Homing

Force Whirlwind (ranged multiattack Damage)

Modifiersdiminished range: -2 points, homing: +1 flat point, indirect 4: +4 flat points, increased range: +1/rank, multiattack: +1/rank, resistible: -1/rank, variable: +1 flat point
Action – standard
Range – S/M/L 5/10/25 feet per rank
Duration – instant with one additional chance to hit
◊Results – Multiattack Damage
ResistDodge and Toughness

Description

You create a swirling vortex of debris and kinetic energy capable of lifting unattended objects and battering one or more enemies. The vortex can appear at any point in range and may then be aimed in any direction from the point of origin. Hitting the target(s) requires a ranged attack check. Any hit target makes a damage resistance check using both Dodge and Toughness (DC 15 + your effect rank). If the attack misses, you can direct the energy to strike again on your next turn by using a free action before it dissipates.

If attacking only a single target, you can repeatedly strike with kinetic force and debris. A ranged attack roll that exceeds a single target’s
Dodge defense by 5 or by 10, increases the resulting damage rank by +2 or +5, respectively.

You can also direct the energy in an arc to strike multiple targets. If you do, roll to attack each target with a penalty equal to the total number of targets. If any of these attacks miss, you can repeat them on your next turn by using a free action. Repeated attacks are penalized by the number of targets chosen for the initial attack. For example, if you attacked four targets and hit three of them on the first attempt, you can repeat the missed attack next turn with a -4 penalty.

In addition to increasing the effect rank, it is common for consulars to increase the homing feature of Psychokinetic Flurry with each increase allowing for an additional attempt to succeed with a missed attack roll on subsequent action rounds.

Note: The variable descriptor of the effect relies on what sorts of objects are available at the vortex’s point of origin and the objects you can use to batter a target are limited by your Move Object effect rank (meaning you must have also have a power which includes a Move Object effect to benefit from the variable descriptor). Also, the range category of this effect is determined by the distance between you and the target(s) regardless of what location you choose to have it originate from or the direction you choose to aim it.




Monday, April 2, 2018

Prevailing Projection - Consular - Force Power



Prevailing Projection (Force Power)

◊Descriptors – the Force, illusion (hallucination), mental, sensory, variable (illusionary effects)
◊Effect –
Damage • 4 points per rank +4

Illusory Battle Meditation (close area selective perception Damage)

Modifiersalternate resistance: +1/rank, area: +1/rank, increased range: +2/rank, insidious: +1 flat point, limited: -1/rank, resistible: -1/rank, selective: +1/rank, subtle: +1 flat point, variable: +2 flat points
Action – standard
Range – close
Area – 30 ft. burst
Duration – instant
◊Results – Damage
ResistWill
◊Overcome – Will

Description

With a standard action you launch an illusory assault on the fighting spirit of your enemies. Prevailing Projection creates an image of defeat at your hands which overshadows the minds of opponents within the effect area. Affected targets imagine that you strike them with physical attacks and Force powers of all kinds; you can specify the exact type of imperilment that afflicts each foe if you wish, selecting any sort of Damage descriptor you can imagine. It is wise, however, to create hallucinations that would seem logical to all of your opponents in case they communicate with each other about the threats they experience (see Overcoming Illusions).

The target(s) you select receive a Will resistance check (DC 15 + your Prevailing Projection rank) to resist damage conditions. In addition, damaged targets receive a Will resistance check (DC 10 + your Prevailing Projection rank) at the end of each of their turns to overcome the illusion; they realize they have not been physically injured and any damage conditions inflicted by this effect are immediately removed.

Because of the surreptitious nature of the effect, affected targets don’t realize that the injury they experienced was imagined. Instead, they will generally believe that they just had the wind knocked out of them momentarily or that they benefited from some lucky circumstance that saved them. In any case, they will not typically question what happened later unless confronted with compelling evidence (and succeeding an Insight check).

Characters encountering this effect more than once may begin to understand that they are being confused by a type of mind trick or battle meditation, particularly if they have noticed something unlikely or impossible (even for a Force-user) while interacting with your mental projection and succeeded an Insight check. Characters with refined Force Awareness (particularly if their Senses are Analytical) are much more likely to realize an illusion is being used. The gamemaster may allow those who have been targeted by Prevailing Projection multiple times a circumstance bonus on the Will checks or even that they are immune. If you are prevented from using this ability successfully in either case this should be considered a power loss complication.