Force Powers

FORCE POWERS

Force powers are available to anyone who has the Force Training feat., you gain 1 + wisdom modifier powers.  You may learn additional Force powers by training them as a skill.  When you gain access to train a new skill you may choose to train a force power instead once you have the Force Training feat.

When using a force power, you must make a use the force check.

Once you have force powers you gain force power points.  These Force power points are calculated by 1/2 your force user level + wisdom modifier.  (Example : you have a wisdom modifier of +3, and you have taken 3 levels of scout and 5 levels of Force users.  The 3 levels of scout do not add any force power points only the 5 levels of force user.  That means you have 1/2(5) or 2.5 = 2 rounded down, add your wisdom modifier of +3 to give you a total of 5 force power points)  This means you have 5 force power points.  Each force power uses one force power point to use, many allow the use of an additional force power point to make it stronger.  Once you have used up all your force power points you may not use another force power unless you gain more force power points.

Force users use the talent Resist the Force found in the Force Focus talents to resist powers that can be used on them.  It Requires a force point to use the talent Resist the Force but it is not a power as it is a natural talent for all things to resist something being forced upon you.


There are a few ways to regain force power points.
  • Resting 1 min after combat restores 1 force power point.
  • Meditate 2 rounds uninterrupted restores 1 force power point.  Any damage or movement inflicted upon the force user between the 2 rounds interrupts the meditation.
  • You may spend 1 point of The Force to gain access to 1 additional force power point.

Battle Strike

Target : You
Time : Swift Action
Make a use the Force Check:
  • DC 15: Gain +1 force bonus on your next attack roll
    • If successful grants and addition 1d6 damage on your next melee attack
  • DC 20: Same as DC15 except you deal 2d6 additional damage
  • DC 25: Same as DC15 except you deal 3d6 additional damage
Special: you can spend an additional force power point to deal and additional 2d6 points a damage on your next attack

Emotionally charged (dark side)

Target : You
Time : Swift Action
Make a use the Force Check:
  • DC 15: you gain a +2 bonus on melee attack rolls and damage rolls
  • DC 20: Same as DC15 except you gain +4 bonus
  • DC 25: Same as DC15 except you gain +6 bonus
Special: While consumed by your passions you cannot use skills or perform tasks that require patience or concentration
You can use a force power point to extend the duration until the end of the encounter

Farseeing

Target : someone you know
Time : Full round action
Make a use the Force Check:
  • If your check is less than the targets will defense, you gain no information.
  • If you succeed you can determine if the person is alive and gain a vague sense of what it is doing what is near by and if it is experiencing any strong emotions (dead targets are considered to have a will of 30)
You cannot use this power on the same person within a 24 hour period
Special : If successful you can spend a force point (Not a force power point) to gain a clear image of the target's surroundings within 6 squares (ex. Creatures or objects nearby)

Force Disturbance

Target :Line of sight within 8 squares
Time :Standard Action
Make a use the Force Check:
  • A blast of energy powered by the force.  Compare roll to targets Fortitude defense.
    • Add +5 to large, +10 to Huge + 20 to gargantuan and +50 to colossal fort defense
  • If successful the target takes 4d6 damage
Special : on success spend 1 force power point to add 2d6 additional damage.

Force Stun

Target :Line of sight within 2 squares
Time :Standard Action
Make a use the Force Check:

Using non-lethal power of the Force Disturbance the user stuns their target.  (Will stun droids too)
  • Compare the results using targets Fort Defense
  • 200% higher the target is stunned for 1 hour
  • 100% higher target is stunned  for 10 min
  • 50% higher target is stunned for 30 sec (5 rounds)
  • 20% higher target is stunned for 2 rounds (12 seconds)
  • success Stuns target for 1 round
Special :
  • May use 1 force power point to add 1d6 + 1 to your force check.
  • You must have learned Force Disturbance to learn this power.


Force Healing

Target : Line of sight within 6 squares
Time: Standard Action
  • DC 10 Heals 1d6 hp + 1/2 user level
  • DC 15 heals 1d6 + 1d4 hp + 1/2 user level
  • DC 20 heals 2d6 + 1d4 hp + 1/2 user level
  • DC 25 heals 2d6 + 2d4 hp + 1/2 user level
  • DC 30 heals 3d6 + 2d4 hp + 1/2 user level
Special : may spend 1 force power point to move one level up on the dc chart

Force Group Healing

Target : a 3 square radius that must include the Hero (hero does not have to heal himself but he must be in the area the power is used)
Time : Full-Round Action
  • Heals a group of people at the same time
  • Use same DC as Force healing but add 1 to the dc for each person being healed
    • example : Attempting to heal 3 people a force user must roll a DC 13 to heal 1d6 hp + 1/2 user level
Special : You must have learned Force Healing to learn this power

Force Grip

Target : 1 target within 12 squares and in line of sight.
Time : Standard action
Make a use the Force Check:
Grabbing an item of small size and grip it as if held by your hand.
You may attempt to crush the object or pull it towards yourself.
  • Pulling object
  • Pulling object not attached to any creature :
    • DC 15 pulls object that is lightly attached to something
    • DC 20 pulls object secured to something
    • DC 25 pulls object heavily secured to something
  • Pulling and object attached to a creature, Grant +10 to Reflex defense.
    • If object is held in their hand add an additional 5 to defense
    • Special : if you have a free hand you may pull the object to your hand else it is thrown in a direction of your choosing.
  • Crushing object
    • inanimate object
      • DC 10 crushes flimsy objects (example paper)
      • DC 15 crushes standard objects (tin can)
      • DC 20 Hard object crushed (wooden block)
      • DC 25 Dense hard item crushed ( a river rock)
      • DC 30 Extremely hard item crushed (titanium)
    • Living creature
      • DC 15 If your force check is equal or greater than targets fortitude defense the target takes 2d6 damage and can only take a single swift action on their turn
      • Targets larger than medium size add modifier to fortitude defense
        • (large +5, Huge +10, Gargantuan +20. Larger is unable to perform grip)
      • SpecialYou may maintain your concentration on the target creature and continue to damage
      • each round. Maintaining the grip in this manner is a standard action and you must make a new force check each turn. If you suffer damage add that damage amount to your DC15 when making your next force check. If failed check occurs target takes 1/2 damage and you may not maintain the power

Force Lightning (Passion)

Target :Line of sight within 6 squares
Time : Standard action
Make a use the Force Check:
  • Roll and compare to target's reflex defense. If successful target takes 8d6 and moves -1 on the condition track
  • Fail target takes 1/2 damage and condition remains the same.
Special: Spend 1 force  power point on successful outcome to add an additional -1 on condition track

Force speed

Target : You
Time: Standard action
Make a use the force check:
The increased speed of the Force-user enabled the individual to see the world and the entities around them in slow motion, allowing them to dodge attacks easily and attack more quickly.
  • DC 10 gain 1 extra movement action and gain +1 to ref defense
  • DC 15 gain dc 10 + 1 to your Base attack bonus
  • DC 20 gain dc 15 + 1 extra standard action
  • DC 25 gain dc 20 + 1 more to ref defense and 1 to base attack bonus
  • DC 30 gain dc 25 + gain 1 extra movement action
  • DC 35 gain dc 30 + 1 extra standard action
Special : May use 1 force power point to add 1d6 + 1 to your force check.

Force Stasis

When used on living creatures
Target : Line of sight within 6 squares
Time : Standard Action
Make a use the Force Check:
  • Compare the results to targets Will Defense
  • 200% higher the target is frozen for 2 min
  • 100% higher target is frozen  for 1 min
  • 50% higher target is frozen  for 30 sec
  • 20% higher target is frozen for 3 rounds (18 seconds)
  • 10% higher target is frozen for 2 rounds (12 seconds)
  • success freezes target for 1 round
Special : May use 1 force power point to add 1d6 + 1 to your force check.

Inorganic creatures (this includes energy such as a blaster or power conduit)
Target :Line of sight within 6 squares
Time :Standard Action
Make a use the Force Check:
  • DC 10 : Pauses small target momentarily for 1 round.  If used on blaster bolt or small flying object allows time to dodge the attack.
  • DC 15 : Causes moderately complicated devices to freeze.  Blast Doors to stop moving for a round, or a  Blaster bolt is able to be dodged easily no roll needed.
  • DC 20 : Will Freeze a Droid or complicated machinery for 1 round.  Small targets are frozen for 2 rounds.
  • DC 25 : Freezes Droids and complicated machinery for 2 rounds,  Medium and small sized objects for 4 rounds.
  • DC 30 : Freezes powerful devices Up to small vehicles for 1 round holding them in place,  Droids and complicated machinery for 4 rounds and Medium and small sized objects for several minutes.
Special :
  1. May use 1 force power point to add 1d6 + 1 to your force check.
  2. Force users can block a freeze by challenging them as if the power was used against them personally.  (see above for rules on resisting Force Powers)

Force Wave

Target : within 3 squares
Time :Standard Action
Make a use the Force Check:
  • Size of wave is 1/2 level of force user +1 to a maximum of a 6 x 6 squares (example : level 5 force user wave is 3 X 3 squares)
  • all targets within effected area makes a Strength check, compare your roll if you beat it, target gets pushed back 1 square for every 5 over their roll. If the target hits something they take 1d6 damage (wall, or other non movable item) additionally if successful target must make a -5 reflex roll to remain upright.
  • Base attack bonus + size modifier are added to strength check.  Add +5 to large, +10 to Huge + 15 to gargantuan and +20 to colossal fort defense, also -5 to small, -10 to tiny, -15 diminutive -20 fine

Special :  May use 1 force power point to add 1d6 + 1 to your force check, additionally any damage is doubled as the wave is stronger

Mind Trick

Target :Line of sight within 6 squares and must have an Intelligence of 3 or higher
Time: Standard Action
Make a use the Force Check:
  • Check against target's will Defense, if equal or better you may do one of the following. (can not be done in combat)
    • Create a fleeting hallucination that distracts the target, you can use the stealth skill even if they see you
    • Make a suggestion seem completely reasonable to the target
      • must be able to communicate with the target and can not be something that they would never do on their own (example walk off a cliff)
    • Fill the target with terror causing them to flee from the area for 1 min.
May use 1 force power point to add 1d6 + 1 to your force check. 

Mind Read

Target :Line of sight within 3 squares and must have an Intelligence of 3 or higher
Time: Standard Action
Make a use the Force Check:
  • Check against target's will Defense, if equal or better you may do one of the following. (can not be done in combat)
    • Can read the mind and see events that the target has seen or done. 
  • Add 5 to the targets will if it is something they don't want people to know in general.
    • something they are ashamed of or a family secret
  • Add 10 to the targets will if it is something they are purposely trying to keep you from learning 
    • The location of a secret rebel base.
May use 1 force power point to add 1d6 + 1 to your force check.
Prerequisite : Must know Mind Trick first.

Move Object

Target : line of sight within 12 squares
Time :Standard Action
Make a use the Force Check:
  • If attempting to lift a creature that would resist you, The force check must also exceed the target's will Defense
  • No damage is done to the object lifted till it is slammed into something. (wall, ground, another target)
  • Force check must equal or exceed second targets reflex defense. (both targets receive damage on success)
  • once the object deals damage you no longer are able to lift it.
    • DC 15: Small size can do 1d6 damage
    • DC 20: Medium size can do 2d6 damage
    • DC 25: Large size can do 4d6 damage
    • DC 30: Huge can do 6d6 damage
    • DC 35: Gargantuan size does 8d6 damage
    • DC 40: Colossal size does 10d6 damage
Special :
  1. You may use 1 force power point to increase the max size you can lift.  You may maintain your concentration on the target and continue to move the object around within the 12 square line of sight. Maintaining the lifted object in this manner is a standard action and you must make a new force check each turn. If you suffer damage add damage amount to your DC when making your next force check.
  2. May use 1 force power point to add 1d6 + 1 to your force check when attempting  to overcome the will of a living object.

Surge

Target :You
Time :Free Action
Make a use the Force Check:
Allows jumping up to heights not available to normal people.
  • DC 10: You gain a +10 force bonus on jump checks and your speed increases by 2 squares until the start of your next turn.  May jump up 2 squares.
  • DC 15: Same as DC 10 but +20 bonus and speed by 4, jump by 4
  • DC 20: Same as DC 10 but +30 bonus and speed by 6, jump by 6
Special : You may use 1 force power point to increase the bonus by +10 and speed by +2

Personal Stasis

Target :You
Time : Standard Action
Make a use the Force Check:
  • DC 10: You put your body in stasis for 30 min requiring only the air in your lungs to survive.
  • DC 15: Same as DC 10 but for 60 min - or you may fight in a non breathable atmosphere for 3 rounds with no effects.
  • DC 20 : Same as DC 15 but you may be in stasis for 4 hour or fight for 6 rounds.
  • DC 25: Same as DC 15 but you may be in stasis for 8 hours or fight for 1 min
  • DC 30: Same as DC 15 but you may be in stasis for 24 hours or fight for 3 min
Special : May use 1 force power point to add 1d6 + 1 to your force check.

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