Monday, April 2, 2018

Seeming - Consular - Force Power



Seeming (Force Power)

◊Descriptors – the Force, hallucination, mental, mind trick, sensory
◊Effect –
Illusion • 5 points per rank +1

Force Illusion (Illusion)

Modifiersarea: +1/rank, concentration: -1/rank, insidious: +1 flat point, resistible: -1/rank, selective: +1/rank
Action – standard
Range – perception
Areavolume determined by effect rank +1
Duration – concentration
◊Results – a hallucination of your design appears in the minds of the subjects you choose
ResistWill

Description

You can use the Force to alter the perceptions of chosen subjects as a standard action. The effect appears to originate anywhere you can accurately perceive but it is purely a mental construct, existing only in the minds of those affected. The hallucination can appear to occupy an area with a maximum volume rank equal to your Seeming rank +1.

Although potential targets must have a mind to be affected and thus electronic sensors and the like detect nothing, targets believing the effect will also believe that any equipment available to them corroborates their perceptions while Seeming is in use. After you stop concentrating on the illusion, a review of any data recorded during the effect will show the discrepancy.

The chosen subjects receive a Will check (DC 10 + your Seeming rank) to resist the effect. Those that succeed detect nothing.

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.






Sunday, April 1, 2018

Thought Transference - Consular - Force Power



  

Thought Transference (Force Power)

◊Descriptors – the Force, mental, telepathy
◊Effect –
Communication 3 and Mind Reading • 6 points + 1 points per rank

Telepathy (Mental Communication 3 limited to one subject and Mind Reading)

Modifiersactivation: -2 flat points, check required: -1 flat point, limited: -1/rank (Communication); sense dependent: -1/rank (Mind Reading)
Action – standard
Range – perception up to range determined by check result
Duration – sustained
◊Results – you can communicate telepathically with one in range and you can search their thoughts for specific information
ResistWill

Description

You can project and receive thoughts to and from one subject in range. Connecting with the subject (or determining that they are out of range) requires that you succeed a Perception check as a standard action. You must have some prior familiarity with the subject or be able to perceive them with an accurate sense (vision or touch unless you have enhanced senses). The check result -10 determines the range of your communication effect (up to rank 3). Your mental dialogue is language-dependent; you must share a language with the subject in order to understand one another. The subject can ignore your attempts to communicate if they wish.

Once you have established a connection with the subject, you can attempt to probe their mind for specific thoughts. Make an opposed effect check against the subject’s Will check as a standard action. The degree of success determines the depth of your probe (see Mind Reading). With two or more degrees of failure, any renewed attempt in the same scene requires extra effort (
see Extra Effort). If you desire a greater degree of contact, you must take another standard action and make a new opposed check.

TThe subject can waive their will check if they want you to receive their thoughts and you do not need to share a language with the subject to understand them; the mind reading effect of Thought Transference is not language dependent. An unwilling subject can end your probe at will (as a free action) by refusing your communication link. If for some reason they choose to keep the link active but do not allow you to receive their thoughts, the subject gets a new Will check (DC 10 + your Mind Reading effect rank) at the end of each turn to end the probe.





Attunement - Consular - Force Power



Attunement (Force Power)

◊Descriptors – the Force, mental, sense
◊Effect – Feature 1, and Senses 14 • 14 points
Force Senses (acute Force Senses, Force Awareness, Danger Sense, accurate, extended, penetrates concealment, radius, ranged Detect Life, and Feature 1)

Modifiers – partially limited: -1/rank (accurate), sustained: +0/rank
Action – free
Range – personal
Duration – sustained
◊Results – your Force senses reveal detailed information; you can sense Force powers and significant events; you can accurately detect living things at an extended range and without obstruction; once per adventure you can receive guidance from the Force

Description

Your Attunement to the balance of the Force allows you to sense when the Force is directing events or when it is being willfully manipulated. You can detect the use of the Force with a DC 10 Perception check and can sense fine details about any detected effects. You also sense events of universal significance and receive an indication of what has happened, though not exactly where they occurred or who was involved.

Attunement also makes you difficult to surprise in combat. By succeeding a Perception check you’re not surprised, but aren’t able to react quickly enough to take action if there is a surprise round. With two or more degrees of success you may act during a surprise round. The DC for this check is normally 10.

Attunement allows you to sense the presence of living things with a successful Perception check (DC 10, with –1 to your check per 100 feet distance). You have a general sense of their species and well-being, you know how many beings are present, and you can recognize their particular resonance in the Force. You can sense life in any direction and regardless of any obstruction, and you know the approximate location of subjects you detect. This allows you to target any living thing you detect with sensory effects (such as Mind Reading), but not with other effect types (such as attack or control).

In addition, once per adventure you can commune with the Force to ask a direct question and receive an answer (as with Inspiration)




Saturday, March 31, 2018

Comprehend Speech - Consular - Force Power





Comprehend Speech (Force Power)

◊Descriptors – the Force, mental, telepathy
◊Effect – Comprehend 1 • 2 points

Comprehend Speech (Comprehend Languages 1)

Modifierslimited: -1/rank, subtle: +1 flat point, sustained: +0/rank
Action – free
Range – personal
Duration – sustained
◊Results – you can understand the general meaning of intelligent speech regardless of language

Description

You can understand the general meaning of any language spoken by an intelligent creature. Note that binary is not considered a language for the purposes of this effect.




Monday, March 26, 2018

Bestow - Consular - Force Power




Bestow (Force Power)

◊Descriptors – inspiration, interaction, talent, the Force
◊Effect – Summon • 3 points per rank -3

Bestow (heroic Empower limited to available subjects)

Modifierscheck required: -6 flat points, heroic: +2/rank, insidious: +1 flat point, limited: -1/rank, quirk: -2 flat points
 slow: -1/rank, subtle: +1 flat point, variable type: +1/rank
Action – standard (see text)
Range – close
Duration – sustained
◊Results – the subject is empowered with heroic traits
ResistWill (harmless)

Description

“This was your father’s lightsaber.”
“You must learn the ways of the Force if you're to come with me to Alderaan.”
        -Obi-Wan Kenobi

Bestow allows you to empower one subject with enhanced traits up to the limits of their potential.

The selected character’s traits are enhanced to a final character point total equal to 15 x your effective Bestow rank (see below). These traits are limited to a Power Level equal to your effective Bestow rank and cannot provide the subject with additional minions of its own. If the chosen character had minions when this power was used they must be paid for using the total allotment of character points and cannot be enhanced.

Empowering a subject requires that you provide them with inspiration and possibly with equipment, training, or both. The process takes as long as the gamemaster deems appropriate, to a minimum of one minute. At the end of the empowering process, make a Persuasion check as a standard action. Your check result - 15 determines your effective Bestow rank. Subjects who have previously benefitted from your empowerment may be more receptive to subsequent Bestow attempts and the time requirement to affect them tends toward the minimum.  

Empowered subjects behave as they normally would and have no special loyalty towards you. If the subject of Bestow is incapacitated, it immediately reverts to its usual character point total and Power Level. They recover normally and you cannot empower that character again until it has completely recovered. The subject’s abilities also return to normal if you fail to maintain Bestow, or if the effect is countered or nullified.

Note: It is wise to select friendly characters as subjects for Bestow as indifferent or unfriendly characters will need to be persuaded to aid you and unlike other Summon effects, they may even be influenced to act against you! For that reason you may wish include innate Immunity to interaction skills for 6 points, but the gamemaster determines whether this is reasonable trait to include on a case by case basis. Similarly, you should typically select minion characters who are likely to possess low character point totals. If you use Bestow successfully by succeeding your Persuasion check, the target’s new character point total and Power Level is determined by the result of your check even if it is worse! You can end the effect once you determine this is the case through observation.

The subject can resist the effect by succeeding a
Will resistance check with a DC equal to 10 + you effective Bestow rank, but friendly subjects you have worked with before are unlikely to attempt to resist unless you have provided them with poor inspiration (i.e. reduced their character points or Power Level) in the past.

The gamemaster determines what the limits of a subject’s potential are. As a general guideline, characters cannot gain new abilities or powers without prior justification. If the subject is Force-sensitive then their Force powers can be enhanced and may be able to use new powers related to ones they already possess (or that they have manifested with extra effort). Descriptors included with the subject’s current abilities often provide a good indication of what enhanced abilities or new powers are appropriate.

Likewise, the gamemaster determines if any of the subject’s existing traits can be lowered or omitted in the empowered version. Intrinsic traits cannot generally be removed and include all abilities present in the original subject (i.e. Bestow can’t create an empowered character with absent Stamina) as well as traits included with the subject’s type or kind such as those common to all members of the subject’s species. Also, a character known to possess certain traits shouldn’t lose them completely so if the subject is a trained pilot the empowered version can’t lose the Vehicles skill, although it might be reduced in rank.

Bestow and the death of the Mentor
Similar to a sidekicks, Bestow can create many role-playing opportunities and a good justification alter the group dynamics and play experience. A new player could take on the role of one or more NPC characters frequently empowered with Bestow while learning the rules of play. Likewise the player might choose to take over such a role when their “mentor” character is put out of action temporarily, permanently retired, or killed.



Sunday, March 25, 2018

Force Vision - Consular - Force Power




Force Vision (Force Power)

◊Descriptors – the Force, mental, visual
◊Effect – Remote Sensing 4, Senses 4, Senses 8, and Senses 4 • 19 points
Farseeing (subtle Remote visual and mental senses, vision penetrates concealment, uncontrolled postcognition and precognition, radius mental and visual senses)

◊Modifiers – subtle: +1 flat point (Remote Sensing); concentration: -1/rank, distracting: -1/rank, sustained: +0/rank (penetrates concealment Senses); slow: -1/rank; sustained: +0/rank, uncontrolled: -1/rank (postcognition and precognition Senses); distracting: -1/rank, sustained: +0/rank (radius Senses)
◊Action – free (standard to see through objects)
◊Range – 500 feet
◊Duration – sustained
◊Results – your visual and mental senses can be displaced up to 500 feet; you can see through solid obstacles; you may receive visions of the future or past; your sight and mental senses function simultaneously in any direction

Description

Force Vision grants you the ability to see into the future or the past, at great range, and through solid obstacles.

As a free action, you can displace your any of your visual and mental senses to a distance of up to 500 feet and perceive things exactly as if you were present at that location. Any characters with mental or Force Awareness have a chance to detect remote observation by succeeding a Perception check. In addition, you can use a standard action to see through opaque objects, including while your senses are displaced (but see below). As a free action you can also choose to make your mental and visual senses operate equally well in all directions so it becomes impossible for subjects to hide behind you (without cover or concealment), for example.

All of these effects override your normal senses and you become less aware of immediate threats, making you vulnerable. If you are using any two of these effects (remote sensing while penetrating concealment, for example) you are defenseless instead. If using all three effects at the same time, you also become unaware of your physical surroundings.

Force Vision also allows you to attempt to receive visions of the past or future. To receive a vision requires that you enter a meditative state which takes at least a minute and thus is incompatible with action time. You have no control over what sort of vision you receive, if any. You can choose to attempt to receive a vision of the future or to focus on the past of either your current location or a subject present with you (including yourself). These types of visions take longer to conjure, typically an hour or more. Because your visions are uncontrolled, the gamemaster determines whether you can receive one and informs you of this after your meditation. If you experience a vision, you must succeed an Insight check (DC ranging from 15 to 30 or higher) to receive even vague and potentially inaccurate information. Otherwise the vision is simply disconnected imagery without any useful context.

If you do receive a vision, you can continue to view it as long as you concentrate but you present senses don’t work while your awareness is focused elsewhere.



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)

Modifiersaffects 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
Areashapeable: force(s) of up to 1,000 individuals
Duration – concentration
◊Results – +1/rank to target force(s) morale checks
ResistWill (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.