Tuesday, April 5, 2016

Universal Force Powers: Detect Life, Empathy, Protect/Unleash, Seek, Sense Force, Suppress Force


Regarding Force Senses

  • Senses which rely on the Force are considered an "exotic" sense, meaning that they can detect other Force powers (even Force powers with one rank of the subtle modifier).
  •  Keep in mind that talented Force-users may possess a variety of unusual senses. If this is the case, improvements to a sense (like accurate or radius) can be applied to an entire sense type-Force senses in this case.


Regarding Force Effects
  • With such a wide range of effects it is unreasonable to assume that talented Force-users will possess more than a handful of distinctive powers. Remember that any power can be given one or more alternate effects relying on the same (or very similar descriptors).
  • Most trained Force-users will have two or three power arrays (perhaps using the old "Alter, Control, Sense" paradigm).
  • The Force Senses presented here are sustained rather permanent and can therefore be used as alternate effects of one another.
  • The absence of a particular effect on a Force-user's character sheet doesn't necessarily mean the character has no knowledge of, or aptitude for a certain power. Trained characters should be able to spend victory points to gain one use of an alternate effect or use extra effort to use a power stunt, gaining an alternate effect for the duration of the scene.



Detect Life (Universal Force Power)
 
◊Descriptors – The Force, sense
◊Effect – Detect Life • 3 points

Sense Force (ranged acute Senses)

◊Modifiers – sustained: +0/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – detect the presence of living things and identify individuals

Description

Your knowledge of the Force makes you sensitive to the life around you.

You can sense the presence of living things with a successful Perception check (DC 10, with –1 to your check per 10 feet range). This is a special "exotic" sense. You are able to recognize details regarding the lives you detect (if you know them, what species they are, whether they are healthy, etc.), but you are unable to pinpoint their location.


Empathy (Universal Force Power)
 
◊Descriptors – The Force, sense
◊Effect – Detect Emotion • 3 points

Empathy (ranged acute Senses)

◊Modifiers – sustained: +0/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – detect emotions

Description

You can feel the emotions of others nearby.

You can sense the emotional state of other minds with a successful Insight check (DC 10, with –1 to your check per 10 feet range). This is a special "exotic" sense. You are able to recognize details regarding the emotions you detect (you can differentiate between emotions and the minds experiencing them).

When a subject is attempting to mask his true feelings, the target can oppose your Insight check with his own.

Successfully using Empathy on a particular subject may grant you a circumstance bonus on interactions skills subsequently used on the target (including insight checks to sense his emotions later during the same scene).


  

Protect/Unleash (Universal Force Power)

◊Descriptors – Energy, the Force kinetic (see text)
◊Effect – Array • 2 points per rank

Protect/Unleash (ranged Damage or broad Nullify)

◊Modifiers – alternate effect: 1 flat point, broad: +1/rank, diminished range: -1 flat point, ranged +1/rank
◊Action – standard
◊Range – S/M/L 10/25/50 feet per rank
◊Duration – instant
◊Results – damage (unleash) or nullify effect (protect)
◊Resist – Toughness (unleash) or Will (protect; see text)

Description

You can use the Force to control the flow of energy allowing you to dissipate harmful energy or unleash a kinetic blast.

Protect counters one effect with the energy descriptor (including blaster, electricity, fire, kinetic and so on). You can counter only one effect (such as Damage or Protection) each time you use this ability. You can’t use this ability on effects with the innate modifier.

Make a ranged attack check to hit either the creator of the effect or the subject of that effect. If you are targeting the creator of the effect, make an opposed check of your Protect rank and either the effect rank or the creator’s Will defense, whichever is higher. If you are targeting the subject of an effect (rather than the effect’s creator), make an opposed check of Protect rank vs. effect rank.

If you win, the targeted effect turns off, although the user can reactivate it normally. If your check fails by two or more degrees, trying again against the same subject in the same scene requires extra effort.

Unleash inflicts energy damage on a target by making a ranged attack. By default, the unleashed energy has the kinetic descriptor, however some Force practitioners can choose another type of energy. Those who know the Force Lightning power may choose to unleash electrical energy instead.


Seek (Universal Force Power)

◊Descriptors – The Force, sense
◊Effect – Remote Sensing • 1 point per rank +1

Seek (limited simultaneous subtle Senses)

◊Modifiers – limited: -1/rank, simultaneous: +1/rank, subtle: 1 flat point
◊Action – free
◊Range – distance rank equal to effect rank
◊Duration – sustained
◊Results – displace your mental senses to search an area

Description

You can let the Force guide you to what you seek.
 
You can displace any Force-based senses you possess when trying to locate someone or something over an extended area (see the Investigation skill). At rank one, this is a distance of 60 feet and each additional effect rank increases the distance rank of Seek by 1 (120 feet and rank 2, 250 feet at rank 3, and so on).

Seek is only useful to Force users with at least one other Force sense and doesn’t affect the refinement of that sense (i.e. the sense must be acute to sense detail and accurate to pinpoint something’s location).


Sense Force (Universal Force Power)

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

Sense Force (acute Senses)

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

Description

You possess foundational knowledge of the Cosmic Force and can sense the influences of and disturbances to the Force.

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


Suppress Force (Universal Force Power)
 
◊Descriptors – The cosmic Force, the Force
◊Effect – Weaken Force Effects • 2 points per rank -1

Suppress Force (broad ranged limited Weaken)

◊Modifiers – broad: +1/rank, diminished range: -1 flat point, limited: -1/rank, ranged +1/rank
◊Action – standard
◊Requirement – ready action
◊Range – S/M/L 10/25/50 feet per rank
◊Duration – instant
◊Results – target loses character points from the affected incoming effect
◊Resist – Will

Description

As your enemy unleashes his power, you intercept it with your own. Startled, he watches his command of the Force suddenly diminish.

You can interfere with an incoming Force effect, “catching” it mid-use and temporarily forestalling additional uses of that effect by its creator. You must take the ready action to prepare to target an incoming Force effect (you can specify a certain effect, a certain user, a certain target or simply “the next hostile Force effect”). When the specified effect is used, the generator of that effect makes a Will resistance check (DC 10 + your Suppress Force rank). If this check fails, the target effect’s creator immediately loses a number of character points from their ranks in that effect trait equal to the difference between the check result and the DC (up to your ranks in Suppress Force).

Resolve your Suppress Force action before determining the results of the targeted effect.

If you suppress the same effect from the same Force-user multiple times, multiple character points lost from the affected trait are cumulative up to your Suppress Force rank.

Lost points return at a rate of 1 per round at the end of each of the target’s turns (including the one in which you made use of this power). 

You can also use Suppress Force to counter any effect which relies upon the Force (see Countering effects).

Special: If the gamemaster allows, you can spend a victory point  to use this ability as a reaction when the effect targets you, as with an instant counter.



Sunday, April 3, 2016

Universal Force Powers: Bind, Enhance, Heal/Harm Another, Influence, Misdirection




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."

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.




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.