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Pierce Tondry
Dec 16th, 2002, 12:41:41 AM
A list of Force Skills and Force Feats presented in the WotC SW RPG Core Rulebook.

Force Skills:

Affect Mind: You can use the Force to alter a target's perceptions or make a telepathic suggestion in another character's mind. (In game terms, there are two uses for this skill, alter perceptions and suggestion. Alter perception is creating a single false stimulus to trick the target into doing something. Suggestion is making an otherwise unapaltable, but not life-threatening, suggestion seem completely acceptable to the target)

Battlemind

^Drain Energy: You can depleate power packs, energy cells, and similar power sources of energy, rendering electronic devices and powered weaponry useless until the power source is replaced or recharged.

Empathy: You can reach into the Force to read a target's emotions, getting a sense of the target's general state of mind.

Enhance Ability
Enhance Senses

Farseeing: You can use the Force to gain vague impressions of events happening in other places and times. These are impressions only and usually focus on strong imagery and emotions. The past and present can't change, so viewing such events relies on your getting the correct perceptions. The future is fluid, however, always in motion, and therefore subject to change. With the Farseeing skill, you can detect when your friends are in danger, examine significant details of a past event, or determine the probable outcome of a stated course of action.

^Fear: Fear is the path to the dark side of the Force. You can manipulate the Force to learn what frightens others and use that against them, making them more susceptible to the lure of the dark side. (In the game, this provides a penalty that is applied to the target's checks and rolls)

Force Defense: You can use the Force to improve your resistance to Force-based attacks, wrapping yourself in the Force's protective embrace.

^Force Grip

^Force Lightning: You can draw upon the dark side of the Force to blast one or more targets with deadly bolts of energy.

Force Stealth

Force Strike: You can attack one or more opponents using the Force.

Friendship
Heal Another
Heal Self

Illusion: You can use the Force to manifest false visual and auditory images that seem completely real to those who perceive them. (Special note: Each person who perceives the illusion perceives the same event. Characters encoutering an illusion can't attempt a saving throw to recognize it as illusory until they study it carefully or interact with it in a significant fashion. A successful saving throw against a Force illusion reveals it to be false, but doesn't dispel the illusion.)

Move Object: You can move objects and living beings using the Force.

See Force: You can detect the presence of the Force in a person or locate someone strong in the Force by examining the emanations and currents in the Force.

Telepathy: You can use the Force to establish a mental link with a specific target. Through the link, you can exchange emotions and a single thought, such as "Go!", "Help!", or "Danger!".

^ These skills give the character a Dark Side point.

Force Feats

Alter:
Compassion
Focus

Force Flight: You can wrap yourself in the Force and move yourself toward a specific destination.

Force Whirlwind: You can use the Force to create a whirlwind of small objects that hampers concentration and deals damage. (This feat both damages the enemy and disorients them.)

Mind Trick

Control:

Attuned: You are in harmony with yourself through your connection to the Force. (This Feat increases your aptitude with Heal Self and Enhance Ability skills in the game)

Burst of Speed: The Force allows you to move exceptionally fast for a brief period of time. (In game terms, this feat multiplies the user's base speed by ten and multiplies the jump distance by five. It is based in the Control aspect of the Force.)

- Force Speed
- Knight Speed
- Master Speed

Dissipate Energy: [i]You can resist and sometimes absorb energy damage and turn it to your advantage. (In the game, this Feat allows you to make a saving roll against energy inflicted damage. If the save is successful, you take no damage and instead gain vitality points equal to half the number of damage point that would have been inflicted. If the throw fails, you take full damage. This feat is used as a reaction and costs no vitality points.)

Lightsaber Defense: You are adept at defending yourself with a lightsaber. (This feat symbolizes a low level of mastery in using a lightsaber to defend oneself in combat. It is based in the Control aspect of the Force and requires a moderate Dexterity.)

- Knight Defense
- Master Defense

Mettle
Rage

Force Mastery: You can accomplish Force-related tasks with less concentration than normal. (In game terms, this reduces a Force-related task from an attack or move action to a free action. It conceptually represents an improved understanding of the Force and much training in it, allowing the character to wield it more easily. It is a prerequisite for High Force Mastery, and requires a high Wisdom score and many Force-level ranks to obtain.)

- High Force Mastery: You can accomplish Force-related tasks with much less concentration than normal. (In the game, this feat allows a character to take one Force-related task that would normally count as a full-round action and reduces it to an attack action. It is not cumulative with Force Mastery, and it represents the kind of learning most true Masters achieve eventually.)

Sense:

Aware

Force Mind: You can grant a Force bonus to a single ability score of your allies. (In the game, usage of this power grants the targets a +2 bonus to a single ability score of choice. It embodies subtle manipulation of the Force to assist allies- not the wielder themself- by boosting what they are capable of. It requires a high Wisdom score and is based in the Sense aspect of the Force. Force Mind is the prerequisite for Improved Force Mind, Knight Mind, and Master Mind.)

- Improved Force Mind: You can grant a Force bonus to a single ability score of your allies. (In the game, usage of this power grants the targets a +4 bonus to a single ability score of choice. It embodies a low manipulation of the Force to assist allies- not the wielder themself- by boosting what they are capable of.)

- Knight Mind: You can grant a Force bonus to a single ability score of your allies. (In the game, usage of this power grants the targets a +6 bonus to a single ability score of choice. It embodies a moderate manipulation of the Force to assist allies- not the wielder themself- by boosting what they are capable of.)

- Master Mind: You can grant a Force bonus to a single ability score of your allies. (In the game, usage of this power grants the targets a +8 bonus to a single ability score of choice. It embodies a great manipulation of the Force to assist allies- not the wielder themself- by boosting what they are capable of.)

Link: You have a knack for communicating through the Force. (In game terms, this feat provides an aptitude bonus on all Farseeing and Telepathy checks.)

Malevolent: [i]You have an innate connection to the Dark Side of the Force. (This Feat increases your aptitude with Fear and Force Grip skills in the game.)

Zasz Grimm
Dec 16th, 2002, 07:40:13 AM
It's sad that we didn't really get to finish our conversation about these powers on the phone.

:(

But, there's always AIM and next weekend.

:)

Evil Hobgoblin
Dec 17th, 2002, 04:01:43 PM
True. However, you can still take a look at the list above and use it for some ideas. Then we can toss 'em about next weekend. :)

Zasz Grimm
Dec 18th, 2002, 10:55:17 AM
I have chosen some of the powers and abilities and we can talk about them then.

:)

Evil Hobgoblin
Dec 18th, 2002, 05:00:18 PM
Hob's skill list:

Affect Mind
Drain Energy
Farseeing
Force Defense
Force Lightning
Illusion
Move Object
See Force
Telepathy

Force Feats

Force Flight
Burst of Speed
Dissipate Energy
Lightsaber Defense
Force Mastery
- High Force Mastery
Force Mind
- Master Mind
Link