Star Wars: Force Powers
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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. Each success adds two minutes to the danger sense.