Star Wars: Force Powers: Difference between revisions

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<br/>'''Duration:''' Varies
<br/>'''Duration:''' Varies
<br/>'''Requirements:''' Sense 1, Divination 1
<br/>'''Requirements:''' Sense 1, Divination 1
<br/>'''Description:''' The Jedi has a supernatural sense of danger. Roll Sense + Divination. Successes are divided up between the range of the danger sense and the duration. Each success spent on duration adds 2 minutes to the prior warning.
<br/>'''Description:''' The Jedi has a supernatural sense of danger. Roll Sense + Divination. The number of successes determine how large the scope of the effect can be (and it can be lower if the Jedi wishes). If successful the Jedi will be alert to danger with sufficient time to react. The reaction time generally grows with scope, but each situation is unique and at storyteller discretion.


The Jedi's level of Divination determines the maximum range of his danger sense. The cost for the range of the effect is in parenthesis.
The divination score
*Divination 1 (no cost): Self
 
*Divination 2 (one success): Self and close allies
*One success: Self
*Divination 3 (two successes): A room
*Two successes: Self and close allies
*Divination 4 (three successes): A building or ship
*Three successes: A room
*Divination 5 (four successes): A city or region
*Four successes: A building or ship
*Five+ successes: A city or region

Revision as of 02:32, 9 June 2009

Star Wars:
Revised System

Stories

Characters

Force Powers

Force Powers will be handled on a case-by-case basis. As they are used in game, we will evaluate their requirements, effects, and game mechanics at that time and post them in this section. For notes and a list of force powers, go to the talk page or the Wookieepedia: Force Powers page.

Alter Powers

Telekinesis

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Alter 1, Telekinesis 1
Description: The user rolls Alter + Telekinesis at standard difficult, and then divides the successes between two categories. Weight, the mass of the object that can be lifted, and Speed, the velocity the user can move that object. Example: To pull a lightsaber to you at casual walking speed you would need 2 successes. 1 success to weight, 1 success to speed.

  • Weight
    • 0: Less than 1 lbs (A feather)
    • 1: Up to 10 lbs (Lightsaber or blaster)
    • 2: Up to 50 lbs (A heavy box)
    • 3: Up to 200 lbs (A person)
    • 4: Up to 500 lbs
    • 5: Up to 2000 lbs
  • Speed
    • 0: Barely moving
    • 1: Up to 3 mph (Casual walking speed)
    • 2: Up to 10 mph (Running)
    • 3: Up to 25 mph
    • 4: Up to 50 mph
    • 5: Up to 100 mph

Heal Other

Type: Common
Cost: 1 willpower
Speed: 6
Duration: Varies
Requirements: Alter 1, Enhancement 2
Description: User rolls Alter + Enhancement to heal another person.

Influence Mind

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Alter 1
Description: User rolls Alter + Telepathy against the targets MDV. (Standard Jedi Mind Trick)

Force Grip (Choke)

Type: Common
Cost: None
Speed: 6
Duration: Varies
Requirements: Alter 1, Telekinesis 2
Description: User rolls Alter + Telekinesis to grip and object or item.

Force Push (Strike)

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Alter 1
Description: User rolls Alter + Telekinesis.

Force Lightening

Type: Learned
Cost: 1 willpower
Speed: 6
Duration: 1 turn
Requirements: Alter 3, Energy 4
Description: User rolls Alter + Energy to use.

Control Powers

Force Stealth

Type: Common
Cost: None
Speed: 6
Duration: Scene
Requirements: Control 1, Enhancement 1
Description: The user can hide the strength of the force within him, this counters the ability for a force user to sense another force user. Roll Control + Enhancement. Typically an opposed roll against Sense Force actions.

Heal Self

Type: Common
Cost: None
Speed: 6
Duration: Varies
Requirements: Control 1, Enhancement 1
Description: User rolls Control + Enhancement to heal self.

Enhance Attribute

Type: Common
Cost: 1 willpower
Speed: 6
Duration: Scene
Requirements: Control 1
Description: User rolls Control + Enhancement to raise physical attributes for the scene.

Fortify Mind

Type: Common
Cost: 1 willpower
Speed: 6
Duration: Scene
Requirements: Control 1
Description: User rolls Control + Telepathy to strengthen his mind. (Raise MDV for Scene)

Force Jump

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Control 1
Description: User rolls Control + Enhancement to increase jumping distance on a simple jump action. Successes add directly to the Strength + Athletics jumping distance.

Force Speed

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Control 1
Description: User rolls Control + Enhancement to increase dashing speed on a dash action. Successes add directly to the Dexterity + 6 normal dashing distance.

Dissipate Energy

Type: Common
Cost: None
Speed: 6
Duration: Instant
Requirements: Control 2, Energy 2
Description: User rolls Control + Energy.

Concentration

Type: Common
Cost: None
Speed: 6 per die
Duration: One Action
Requirements: Control 1, Enhancement 1
Description: User can add a number of dice to any roll equal to the ability of that roll capped by the user's Enhancement score.

Sense Powers

Sense Force

Type: Common
Cost: None
Speed: N/A
Duration: Instant
Requirements: Sense 1
Description: This is the innate ability of a force user to sense the force and its effects. This roll can be made by the player when a force user is actively searching or by a Storyteller for the ability for a character to notice something reflexively. Roll Sense + Awareness (Do we want a force skill here, possibly divination?). This is often opposed by Force Stealth rolls. (Should there be a dice adder for actively searching versus reflexively being aware?)

Jedi Intuition

Type: Common
Cost: None
Speed: 3
Duration: Varies
Requirements: Sense 1
Description: The Jedi have supernaturally quick reflexes in almost an situation, user rolls Sense + Divination and adds successes to Join Battle dice pool.

Mind Probe

Type: Common
Cost: None
Speed: 6
Duration: Instant
Requirements: Sense 1, Telepathy 1
Description: The Jedi extends his senses to a remote location and probes the mind of a target or group of targets. The Jedi makes a Sense + Telepathy roll against the targets MDV. Number of successes beyond targets MDV determines the amount and detail of information the Jedi receives.

Prophecy

Type: Common
Cost: 1 willpower
Speed: Special
Duration: Varies
Requirements: Sense 3, Divination 3
Description: User rolls Sense + Divination to look into the future.

Sense Danger

Type: Common
Cost: None
Speed: 6
Duration: Varies
Requirements: Sense 1, Divination 1
Description: The Jedi has a supernatural sense of danger. Roll Sense + Divination. The number of successes determine how large the scope of the effect can be (and it can be lower if the Jedi wishes). If successful the Jedi will be alert to danger with sufficient time to react. The reaction time generally grows with scope, but each situation is unique and at storyteller discretion.

The divination score

  • One success: Self
  • Two successes: Self and close allies
  • Three successes: A room
  • Four successes: A building or ship
  • Five+ successes: A city or region