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USH'S STAR WARS GAME- MAIN RULES
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

USH'S STAR WARS GAME- MAIN RULES

These are the main rules for my Star Wars RP Game. They are mostly, but not always, designed to regulate combat.

Use this thread to:

1. Refer to the rules at any time
2. Check the list of Force Powers and other tricks your character can perform.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Apr 19th, 2004 at 01:59 PM

Old Post Mar 5th, 2004 04:43 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Combat Overview

Star Wars is about many things. However, the backdrop to those things is always in the context of Galactic Conflict. Jedi always seek peaceful resolutions if possible. Dark Siders do well to make Machiavellian plots- they take you further than simply trying to kill everyone you meet. But when it comes down to it, fighting is a part of your everyday lives. For a Dark Sider, violence is a tool. For a Jedi- well, Jedi carry Lightsabres. And these are not non-lethal weapons. The carrying of a Lightsabre is a recognition that force- even deadly force- is needed to resolve some situations. In the films, we see this commonly and the fights that result are normally spectacular in nature. As the game progresses into the time of the Clone Wars, these fights will become bigger and better and more spectacular. This system helps regulate things so that we can re-create fights of this nature. More so than the original campaign, this sort of thing will be helpful. It is based almost entirely on the original off-line system that this RP is based on, and the success of using this system with the On-Line Matrix game (an ironic reversal, as off-line it was the Star Wars system that begat the Matrix one!).

First, some basic concepts

SEQUENCES

Fights are divided into several sequences, each of which is considered to last about thirty seconds. The game always plays to movie logic, though- so that thirty seconds could be longer or shorter, it is not important. A short fight will be a couple of sequences. If you go past seven or eight, it is a huge fight. (Matrix players may think such lengths normal- that is simply because of the more fight-based nature of a Matrix game!).

Sequences are important to measure for three reasons:

1. I time things by sequences. Trapped in a trash compactor, I might say you have two sequences to escape before it crushes you.
2. Some Force powers (or some hi-tech effects) last until the end of a sequence.
3. Your Force pool refreshes at the end of a sequence

Inside a sequence, the most important things are how much each of you can get done, and when do you do it! This is measured by ‘frames’- a term loosely based on movie camera frames. Each of you has a certain amount of frames in a sequence. Whenever you perform an action, you lose frames depending on how long the action takes- longer actions take more frames. When you run out of frames, you are done for the sequence and must wait for the next one. The person with the highest amount of remaining frames is the next person to act- though on-line, we only need to be literal about that in certain important situations.

The average action- like firing a gun or slashing with a saber- takes three frames, and the average player has about 10 or 11 frames per sequence to make use of. Once force powers come into the equation, however, it can become more complex…

The amount of frames everyone starts a sequence on is simply determined- I roll a six sided die, and then I add each player’s speed onto that to get their frame count. So if I roll a 3, everyone with speed 8 has 11 frames to use! Everyone with speed six has nine. And so on. This is called the Speed Roll, and youd starting frame number is often called your 'initiative'.

Because of the nature of on-line play, not everyone is always around to take their action. I do not mind people falling behind and taking several actions at once when they get back, but I will not allow that system to be abused.

Moving takes frames like any other action. Regardless of frames remaining, however, you can only move up to four times in one sequence- extra frames are often about reacting, not running faster.

You also lose frames for taking Defensive Actions- defined in more detail later, they are basically efforts to avoid being hit, and hence are rather common.

Any time you take an action that takes you to zero or less frames, you are called ‘framed out’, and obviously cannot act again that sequence. However, if you took a particularly huge action that would take you beyond -2 frames, the excess has to be paid off your frames for NEXT sequence.

-

Here are some examples of frames in action:

Jedi Knight Arin Luxor (Adventurer) and his deadly Jedi companion Kumar (Swordsman) are trying to trace the liaison between a seemingly petty deathstick smuggling operation on Corellia and funding Hutt Piracy on the Outer Rim. Arin knows the right people to talk to on Corellia but things have not gone as planned. Confronting a local dealer of some important and seven of his big friends in a seedy warehouse in an abandoned area, things have turned nasty and the thugs draw on the Jedi, whilst the dealer runs away.

After the roll, the frames pan out as follows- Kumar has 13, Arin 11, and the thugs merely 9. Due to various force powers, Kumar and Arin take exactly zero frames to draw and activate their Lightsabres so they need waste no time there. As he has the highest amount of frames, Kumar acts first.

Vaulting the table the Jedi and dealers were talking across, Kumar lands amidst three of his opponents and attacks all of them at once with his double-ended Lightsabre (he is a dangerous man). The thugs stand little chance and Kumar cuts them all down. This took three frames and leaves him acting again on Frame ten. Arin is acting on frame 11, and so goes next. He rather more calmly makes his way around the table and cuts down a single target. This again takes three frames and leaves him acting on frame 8. This means Kumar, still on ten, acts next. He tries to cut down another target but to his irritation he messes up the roll- the desperately dodging thug just manages to get out of the way. Kumar is down to frame 7. Arin is on 8, the thugs are on 9, and the three remaining thugs take their shots. Two fire at Kumar and one at Arin, but the Jedi easily deflect the clumsy blaster fire. Kumar also activates a force power at this point which allows him to take a bonus attack at the closer man who just fired at him- the thug is killed by Kumar and this bonus attack took no frames at all.

Arin takes a two frame attack on his next target- this fast attack is less effective but he wants to save time. The attack is successful and downs his target. Two frames from eight leave Arin acting again on six. Not wanting to be outdone, Kumar takes a VERY inaccurate one frame attack on the last thug. This time he gets away with it and kills him man. This one frame attack means Arin and Kumar are both on six frames.

Their target- the dealer- has almost gotten away. He is at the door, and will be out of it on frame 5. Kumar uses the Force to speed to the door- but even so, he will not make it until frame 4. Arin calmly extends a hand and uses a Force Push to activate the door control- the door slams shut in front of the dealer’s face. Opening it takes him a frame- by which point, Kumar’s saber is at his throat…

“That wasn’t very polite,” says Arin, walking over. “Why don’t you re-think my request for your help?”

His seven men dead in seconds, and Kumar looking not in the mood to be messed around with, the dealer agrees that maybe helping the Jedi is in his best interests…


-

Defensive Actions

Whenever someone takes an aggressive action against you- sabre slashes, gun shots, force pushes- it is always assumed you try and avoid it- this is called passively dodging, and you never need to tell me to do it. If you wish, you can take PARTICULAR effort to get out of the way of something- this is called taking a Defensive Action. You do not do this when it is your turn to act- instead, whenever anyone makes any sort of attack on you, you have the option to take a Defensive Action if you wish.

The most common defensive action is the ‘active dodge’- which simply makes you harder to hit. Anyone can do this against any attack. Various force powers may give you other defensive actions to chose from, but the active dodge is the most likely. It, and most defensive actions, takes up one frame. These frames can mount up, so gameplay is often about striking a balance between passively and actively dodging.

In some circumstances- maybe when climbing a ladder, for example- defensive actions will be forbidden.

If you are framed out, you can still take defensive actions but the lost frames come off the next sequence instead.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Nov 15th, 2004 at 01:28 PM

Old Post Mar 5th, 2004 04:45 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Damage

Whenever you are hit, you take damage. Now, a little suspension of disbelief is needed here. Heroes as you may be, you are not really expected to take multiple blaster shots and keep on standing. Yet in this system you can be ‘hit’ several times and be fine. Remember this is a game, and a game simulating an action film at that. If you are hit by a weapon that should kill or badly injure you, yet keep fighting, it is assumed you only took a light or glancing wound. Maybe you were not hit at all, but the closeness of the shot has shaken you, or you are running out of luck. Only when such a hit either impairs or drops you have you really been ‘shot’ in the literal sense. This indulgence I ask for, for the sake of gameplay.

Damage you take depends on the strength of your opponent (in melee fighting) or the base damage of the weapon (if a ranged attack). In either case, you do one bonus point of damage for every point you exceeded the amount you needed to hit your opponent by (this system is covered in the combat section). Certain melee weapons do extra damage. Lightsabres actually have a fixed damage they do regardless of the strength of the wielder- however, fights between two lightsabre users are resolved using a differenr system, rather than the normal combat one. Once total damage has been determined, you subtract your own Strength score from that damage to find the total number of hits you have taken.

Whenever a player takes damage, it will be noted. You can take 25 points of damage before you are wounded. You become wounded again at 30 points. Being wounded affects your fighting ability. 35 points is the critical level- you become badly wounded and may drop. Each time you are hit and end up with 35 or more wounds you must make a 'Death Check' to see if you have been dropped- the higher your Strength, the easier the Check is, but the more past 35 damage you are, the harder it is. An only barely failed Death Check means you are down but stable. The more you fail one by, the closer to imminent death you are. Regardless, a character who fails a Death Check is out of a battle- I may allow him to talk but he can in no circumstances do anything useful.

Killing Mooks

Many enemies you face are not any where near as dangerous as you. The endless ranks of thugs, bounty hunters, battle droids, clone troopers etc. that you face can be cut down by the dozens with not that much danger to a Jedi or Dark Sider- though their threat can mount up over time!

Only important characters have a damage track- these less relevant are not dangerous enough to warrant one. Instead, a good enough quality hit will simply kill a mook in one go. A less good hit simply means the next hit needs to be less good itself to kill it! This is nothing to do with damage- simply how skilled the blow was.

The amount by which you successfully hit a mook on the dice roll is the important bit- as in all rolls, the amount you succeed by is called 'Outcome'. So if you need, say, a 7 to hit a Mook and roll a 10, that is an Outcome of 3. Mooks actually take this Outcome in hits. A mook that takes five or more such hits becomes Out- either dead, unconscious, or too wounded to fight; regardless, they are out of the fight. If a mook takes less than five hits, the hits are recorded (so less hits are now required to Out him) but they are otherwise unaffected; Mooks are always either fine or dead.

Some weapons have a Mook Killing Power- this can be positive or negative. A negative Mook Killing Power actually reduces from the effect of a successful hit on a mook. A positive Mook Killing Power does not add to the effect, but instead reduces the amount that attack would need to Out the mook. For example, a hit on a mook with a Power of +2 would leave that mook Out if he ended up with 3 or more Hits, or more, rather than 5.

Note that all Lightsabres have a killing power of +2, and so are very good mook killers.


Example: In the fight above, Arin cuts down a mook on his first move. Arin’s dice roll beat the amount he needed to hit the mook by four points. This would not normally be enough for a one hit kill- but because a Lightsabre has a Mook Killing Power of +2, he only needed 3 hits rather than 5 to kill the thug- the thug is cut down easily.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Nov 15th, 2004 at 01:33 PM

Old Post Mar 5th, 2004 04:47 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

COMBAT

Combat looks scary but it is pretty easy. Once you have got to grips with sequences and rounds- as defined above- simply adding in your moves in combat is simple indeed- especially compared to the Matrix, as we are less interested in the fine details of what move you are performing (certainly as far as the system is concerned. But I would encourage people to be imaginative when typing their attacks though!).

When you make an attack on someone during a sequence, you will use the relevant combat skill. That is normally simple to work out- Lightsabre for Lightsabres, Guns for Guns, and Combat for anything up close that is not a Lightsabre, including fists. Some Bounty Hunter types sometimes carry mobile artillery pieces with them- this uses the skill Heavy Weapons.

These scores also set your passive dodge rating- as in how hard it is to hit you. The higher the better, and you can use any of your combat skills to dodge.

When you try and attack someone, I make a roll to see if you hit. The roll is made by rolling two six-sided dice. One is set, before the roll, as positive and the other negative. I add the positive and subtract the negative, giving me a basic result of between -5 and +5. However, if either die rolls a six, I roll it again and combine the result, so in some circumstances the result can actually be between -11 and +11.

To hit an opponent you simply need to equal or exceed their defensive value. So if you are skill 14 and the person you are fighting has a defence of 14, you are looking for evens to hit. If you are skill 15, a -1 or better would be a hit. Skill 13, you need a +1 or more. Easy! Note that this makes combat skills VERY valuable- they not actually make you more likely to hit, they make you less likely to BE hit. As noted above in the damage section, the more you hit someone by, the more damage you do. In this respect, extra combat skill also reduces the amount of damage you take even if you do get hit.

If you hit or are hit, I will calculate the damage taken and inform people as appropriate.

This works the same way for guns, combat, Lightsabres and heavy weapons. As noted a few times above, the only exception is Lightsabre vs. Lightsabre combat.

A standard attack takes three frames. Various force powers or tricks may reduce that. If you so wish, you can take a quick attack that only takes up two frames- but that is at -2 to hit. This is called ‘snapping’. If you are feeling brave, you can even ‘super-snap’ an attack so it only takes ONE frame- but this is at -5 to hit.

As discussed above, you can take defensive actions when attacked to try and make it harder to be hit. If it is a force power of some sort, the effect will be defined in the Force powers section. An active dodge simply adds +2 to your defence rating.

-

Example:

Var-Ell (Revenant) and Lorlorn (Fallen) are, by ‘coincidence’ trying to break into the same operation that Arin and Kumar are investigating. Not having the freedom of a world like Corellia, they have instead gone to Kahangrorn, where they have located the Hutt liaison man. They have made the liaison a fair deal that he cannot refuse- not if he would prefer his insides kept on his inside, anyway. But, working for the Hutts, the liaison is not impressed.

“You’ll barely have time to live to regret threatening me…” says the Liaison.

“Believe me,” says Var-Ell. “One more regret won’t make any difference to me.”

The assassin hidden up behind the ceiling panels takes his shot at Lorlorn. Lorlorn sensed that person’s presence twenty minutes ago- the assassin gets no surprise, and like the Jedi, Lorlorn has his Lightsabre drawn in zero frames, and is facing the attack.

The assassin is good for a mook and has a gun skill of nine. He makes his attack, rolling a +4. Good shot! Lorlorn’s Lightsabre skill is 14, though. The assassin’s total is only 13. A miss, as Lorlorn deflects the shot to one side.

Lorlorn uses a force power to hurl his saber at the assassin. To simplify, this uses his Lightsabre skill. The assassin takes an active dodge to add 2 to his defensive score. Lorlorn rolls +2 on his attack for a total of 16. The Assassin’s modified defence score is 11. Lorlorn beat the amount he needed to hit by five. Even without the Killing Power of a Lightsabre, that is a kill.

Like the dealer on Corellia, the liaison flees. This hardly impresses Var-Ell, who reaches forwards and picks up the liaison with a force grip. The Force attack score (force attacks are described in more detail in the Force section) of a Revenant is scary, and the dealer has little chance to resist. He is pinned down by Var-Ell, who only applies slight pressure for now.

“I hope you did not think that I was being metaphorical with that whole ‘keeping your insides on the insides’ thing,” says Var-Ell, as he treads towards the liaison. “Close the door, Lorlorn… the people outside won’t want to see this…”

(If the assassin had rolled two points higher, for a 15, that would have hit Lorlorn. The damage from the assassin’s gun is 10, and he would have hit by one more than he needed, for a final damage of 11. Lorlorn’s strength is 7, that is subtracted from the damage, so all in all, Lorlorn would have taken four hits.)


-

As you can see, some combats are over very fast... but as time goes by, you will find yourself drawn into larger conflicts!


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jun 16th, 2005 at 01:05 PM

Old Post Mar 5th, 2004 04:48 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

GENERIC SKILL CHECKS

Combats may be the centrepieces of any Star Wars story, but there is far more to your work in the Galaxy than fighting, and this is where your skills come in. These work simply- I set a difficulty number for a task, then I make a roll for you- just as I would in combat- and if you match or beat the difficulty, you have succeeded! The more you succeed by, the better.

For example, I might say that the difficulty of bypassing the damaged link of the swoop bike, so you can use it to get away before the Reek comes and eats you, is 10. The skill required is Fix-it. So, if your Fix-it skill is 7, and you roll a +4, your final score is 11- a pass, and the swoop bike roars into life.

Note that all skills are based on stats. If you have to make a skill check and you do not have the skill, you can often roll on the stat alone- taking Pilot as an example, Pilot is based on Dexterity. If you do not have Pilot and are trying to escape on the swoop bike, you can use your basic dexterity score instead. However, in some cases I might apply penalties for not having the skill, or even ban you from trying to pass the check at all.

Acrobatics

There is a lot of jumping, leaping and climbing involved in a game like this. All such skill checks are made on your highest fighting skill- Guns, Combat or, normally, Lightsabre. Remember these skills involve all sorts of combat training, not just your accuracy with the weapon.

BOTCHES AND BOXCARS

Thing go wrong, even for the best of us. Guns jam, things slip, people cock up... there are two ways in this system for thing to go badly wrong.

1. By being rubbish., If the action value of an attack or skill check actually rolls so low it ends up negative, a bad cock up has been made. Remember that -11 is the lowest I can roll, so you guys when fighting are normally too competent to make such mistakes.

2. Bad luck. As noted above, if I roll a six on either die when rolling, I roll it again and add the results together. However, if I roll a six on BOTH dice, this is called 'boxcars' and can portend disaster. Both dice are rolled again as if the roll was being made from scratch (if I roll boxcars again I just keep rolling again until I do not). If you have rolled boxcars and then fail the re-roll- even by one point- then fortune works against you. If I ever tell you your gun jammed, this is why.

Note the Force Power 'Elan' can be used to negate a botch- when the Force is your ally, you tend to be able to avoid mistakes.

FORTUNE

Named characters that are NOT Force users- not playable in my game as it stands, but there are plenty to meet- have no Force rating but use Fortune instead, to represent the luck they have from a weak tie to the Force. Each of these characters has a fortune pool, that refreshes at the end of each episode. They can spend points from that pool as they find appropriate (though in tha game they are not consciously activating their luck, of course).

A Fortune point may be used at any time for the following:

1. To negate a botch (as described above)
2. To negate a risk. Example, when Han Solo takes the Millenium Falcon through the asteroid field, there is a risk that one of the asterodids will hit him even if he passes his pilot roll. By spending a fortune point, that risk disappears. Note if the asteroid would CERTAINLY have hit, rather than there just being a chance, Fortune is useless- it makes you lucky, it does not create miracles.
3. To gain favour in selection. If the man with the concussion rifle is about to fire at one of four people, if one of those four spends a fortune point it will NOT be him.
4. To reverse a problematic event. This can only go so far, but an example may be a trip attack that knocks someone to the ground. If he spends a fortune so he still takes the damage… but stay upright
5. To fight better. Simply, people with fortune can spend a fortune to gain a d6 roll to add to any one attack, or to their defence against any one attack made against them.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Nov 15th, 2004 at 01:38 PM

Old Post Mar 22nd, 2004 01:54 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

THE FORCE

Obviously, this is rather important to your characters! You may meet plenty of non-Jedi types who can just about match your skill, but your Force powers will always give you an edge in a fight. The Force is also phenomenally useful outside of combat.

Note that unlike many computer game and RPG interpretations of the Force in Star Wars, the philosophy in this game is to try and keep things 'down to Earth' as it were. The Force is not a substitute for wizardry; it does not allow fireballs or blasts or forcefields or time freezes or many of the things you sometimes see in such games. Whilst there is a Force Tree provided that is almost entirely offensive, if you think you can use the Force to zap each bad guy in sight, I am afraid you will have to think again in this game. The films are the final arbiter- the Jedi do not walk around zapping everyone they meet, even the powerful ones. The Lightsabre remains the ultimate weapon, especially for settling scores between Light Siders and Dark Siders.

Of course, in the films, offensive Force Uses do exist, and they are represented here. But you have to be very good at them against someone with little defence (the Revenant is the best Force-offensive character) to simply win a fight on the spot as the Emperor did with Luke- it was a vast power difference. In the end, Dooku spoke the truth when he said that these things would be decided by skills with a Lightsabre...

(Note that whilst rules for Force Lightning do exist, they are not currently included in the system for now.)

Your template and the Force

Each template has a Force stat, and two Force skills, attack and defence.

Your Force Stat represents your basic understanding, comprehension, and skill with the Force. It is out of 15 unless otherwise stated. It has two functions- first of all, all non-offensive Force rolls are made using your force stat as the skill. Secondly, it determines your force 'pool', which represents how often you can use your force powers in a fight.


Force Attack is a martial skill, learned like Combat or Guns, so not necessarily related to your Force stat; it represents your offensive skill when using the Force to try and hurt someone and works like all offensive skills except that it cannot be used for passive dodge.


Force Defence is not commonly used. It does not represent your defence against Force attacks- you dodge those using one of your fighting skills like any other attack. Instead, if you actively use a Force Power to counter a Force attack- like when Yoda absorbs and rebounds Dooku's lightning in AOTC- your skill in using that power is your Force Defence rating.

Force attacks

Any attempt to use the Force offensively on another player is a Force attack, and is noted as such in the power. The Force Attacks are:

Combat Push, Lift, Throw, Master Throw, Sabre Throw, Master Sabre Throw, Grip, Bash, Bewilder and Disrupt.

Force Attacks are like normal attacks, and can be snapped, super-snapped and Actively Dodged. Unless specifically stated in the text, other Defensive Actions may not be used on Force Attacks.

Mind Tricks

The Force can have a powerful effect on the weak willed... a 'Mind Trick' is any attempt to use the Force to influence another. The classic Mind Trick is Persuade.

The Mind Tricks are:

Scan, Distract, Entrancement, Leadership, Awe, Persuade, Illusion and Stare Down

Force Tricks are not like normal attacks and the frame cost of these powers cannot be reduced unless stated in the text. Also, you may not make a Defensive Action against any Force Tricks unless stated in the text.

Mind Tricks use the Jedi’s Force rating as a base for the roll and use a special table for success. Basically, they only work well against characters with low willpower- a Willpower of seven or higher makes you immune.

Sustaining

Some Force Powers can be sustained over time. The powers that can be sustained are:

Lift, Grip, Illusion, Bewilder, Harmony, Entrancement, Leadership, Awe and Persuade.

Premonitions

Some powers cannot be used during an episode, but instead are used once before each episode starts to represent the Force aiding you during that story. These are the Premonition powers. The Premonition powers are:

Dreams, Foretelling, Instincts and Manifest Destiny.

All except Dreams uses the Premonition table, and all use a roll before each game to see how much they help you. The result of that roll can be improved if you volunteer to reduce your Force rating by one for an episode, as youy concentrate your energies on staying in touch with the Force. You may only use one premonition power each episode.

The Premonition table is simple; it is based on a single d6 roll, plus bonuses:

1-3: No help
4: No help/Minor Instinctive feel
5. Minor Revelation/Minor Instinctive feel
6. Minor Revelation/Good Instinctive feel
7. Major Revelation/Good Instinctive feel
8. Major Revelation/Great Instinctive feel

The effect of the result is given in the relevant power.

Three of the Premonition Powers are Cosmic Force (one of which is from the Dark Side tree) and one is Living.

Force Pool

During a fight, each use of a Force Power takes out points from your Force pool. If you cannot afford to use a Force power, you must wait. Your Force Pool refreshes at the start of each sequence.

-

Living Force vs. Cosmic Force

There are two branches of philosophy within the Force. Those who follow the Living Force, who concentrate on the events of the now, and those who take the path of the Cosmic Force, who concentrate of the events of the future.

These two paths are not at all exclusive, but eventually a Force User will find himself straying towards one path in favour of the other. A player should balance his character with which skills in the Force he chooses. A Jedi who likes to leap into the middle of things and relies on his actions to do good may begin to find it difficult to use the more advanced Cosmic Force Powers. On the other hand, a Jedi who likes to plan all his actions and dislikes resort to violence may find the later Living Force powers more tough.

Note that this does not simply mean that a Living Force type character should take more Living Force powers- I do not want people to feel limited in what they should take. This simply means that your behaviour will help dictate what powers you are better or worse at using.

Several people seem to think it is smart to say "I will stay balanced and not chose between the two." Yeah right. If your actions genuinely show that than maybe- but I rather doubt it! All the Jedi in the films come down one way or another, and so I am pretty sure all you people will as well! If you try and stay 'balanced', it probably means you will just end up being not much good at either.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Nov 15th, 2004 at 01:39 PM

Old Post Mar 22nd, 2004 02:25 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

FORCE POWERS

Here are the Force powers. Each has a frame and force cost, though outside of combat these are less relevant.

You may only use one Force power per frame, unless otherwise stated.

Each Force power comes in a 'tree'- starting at a base power for each tree, you can only take the later powers if you have taken the earlier powers required. Always make sure you have the pre-requisites for a power you want.

It is normally assumed that all Force users have the base power in each tree- it is not required of you, but that represents basic training that most Jedi can do by the age of 10, so if you want to do what a kid can do, take the base powers!

Incidentally, note that splitting the Force into distinct powers is unsatisfactory in many ways- it is not as if you learn each power individually, they are merely different applications of the Force. But in a game, this is the only decent way to regulate things.

-----

THE KINETIC TREE

This Tree is about using the Force telekinetically to affect objects. It is almost entirely used offensively.

PUSH/PULL- Force 1, Frames 1

Use the Force to shove an object away or towards you. Pulling is at +2 difficulty. This only works on objects up to half human size. This power is used to manipulate smaller objects, and cannot be used offensively- that is done with the power 'Combat Push'.

Requires: This is a base power. It is normally the final base power learned in training, and is the most overt basic use of the Force.


LIFT- Force 3, Frames 3

Remotely lift an object, slowly- theoretically of any size, but the larger the object, the higher the difficulty until it becomes effectively impossible. It may be sustained for two force points every three frames, but you may not take any action, including defensive ones, whilst sustaining.

Requires: Push/Pull


SABRE THROW- Force 3, Frames 3

Throw your sabre at a ranged target. The range is three times your strength in metres. This is a Force Attack, but it may not be Force defended- all other defensive actions are allowed. It is at -2 to hit. Whe you use this power, you are without your sabre for three frames.

Requires: Push/Pull


BASH- Force 2, Frames 3

Use the Force to remotely hit an object with a firm, concentrated push. This can break small objects and barriers. It can be used against people but is not very effective; if it is used so, it is a Force attack with a base damage of 10- this damage is not increased by Outcome. It gets two hits on a Mook.

Requires: Lift


MASTER SABRE THROW- Force 3+x, Frames 3

As Sabre Throw, but your skill in guding the Lightsabre has increased. You may aim at multiple opponents, with the normal penalities, and X is the cost of each extra opponent. You no longer get the -2 to hit. All other rules as Sabre Throw.

Requires: Sabre Throw


COMBAT PUSH- Force 2, Frames 3

This is a powerful shove that aggressively throws an opponent down. This is not very useful against named characters, who will quickly regain their feet even if knocked down at all, but is a very useful way to take mooks out of a fight. Combat Push is a Force Attack with a base damage of zero, but a Mook Killing Power of +1.

Combat Push can also be used to pull weapons out of the hands of attackers. A successful hit will disarm a gun; you need an Outcome of two or more to remove a melee weapon and five or more to remove a Lightsabre (not very practical).

Requires: Bash


THROW- Force 2/3, Frames 1/3

This is as Push/Pull, but the object can be moved in any one direction instead of just towards or away- though doing it in a direction that is not towards or away is at +2 difficulty.

If used offensively, (using the second Force and Frame cost) you are throwing debris and other scattered objects at your target- this may be ruled impossible in some circumstances. This is a Force Attack with a base damage of 9; it cannot be Force Defended but any other Defensive Action may be used.

Requires: Combat Push


GRIP- Force 4, Frames 3

Use the Force to apply a potentially lethal squeeze to a target's insides. This can be used as a method of torture, execution, or non-lethal subdual. It is a Force Attack that does up to five points of damage (or one hit to a Mook) and renders the target immobile and incapable of attack. The damage is not reduced by Strength or armour but may be lower if you so chose. It may be sustained at a cost of two force per frame, doing an extra five damage for each frame- taking any other action, including a defensive one, breaks the Grip. You get +3 on all intimidate rolls against someone you are gripping.

Requires: Bash


MASTER THROW- Force 2/4, Frames 1/3

This represents an improved level of throw. There are no penalties for any direction of movement, and movement direction can even be bent up to ninety degrees in flight. When used offensively, the base damage becomes 12 (with an MKP of +1).

Requires: Throw


FLING
Frame cost: 4 Force cost: 1+X
This difficult Force attack is an impressive show of power, as you bodily pick up your opponent and toss him across a room, preferably into a wall. Fling can only be used when there is space for such an action to take place. The Outcome of a Fling attack is limited to X.

The target is moved the Outcome of the attack in metres in a practical direction of your choice. Regardless of distance thrown, it is always a simple stunt for a victim of Fling to grab onto a ledge or windowsill if the power would leave him in thin air. A Flung target must spend a frame to pick himself up, or climb back up.
Damage from Fling is twelve plus twice the Outcome against characters, or 12 against mooks and supermooks with a mook killing power equal to to the Outcome of the attack. Fling is a Force Attack. Unlike other Throw-based attacks, Force Defences can be used against it. The GM may rule that a lack of available hard surfaces reduces the damage of Fling.

Requires Master Throw and Grip


ASSAIL- No cost

This represents years of practice in the offensive kinetic powers until they have become instinctive. Assail gives you +1 to all Force Attack rolls made with powers from the Kinetic Tree.

Requires: Master Sabre Throw and Master Throw

-----

THE AGILITY TREE

This Tree is about using the Force for acrobatic use, conferring many advantages on a Jedi.

Note that after using any of these powers involving a Jump, you must wait at least three frames before using another Jump.


JUMP- Force 1, Frames x

This allows you to jump up to your Strength in metres. It is no faster than running, so the frame cost is the amount of time it would take you to run there in a straight line (even if straight upwards!). Some jumps may require an acrobatics roll for a safe landing.

Requires: This is a base power; like Push/Pull it is one of the last to be learnt.


SIDESTEP- Force 2, Frames 1

This represents effort made to concentrate on using the Force to avoid incoming fire. It increases your effective Strength by 3, for the purposes of reducing damage only. It lasts until the end of the sequence.

Requires: Jump


MASTER JUMP- Force 2+x, Frames x

As Jump, but the range is twice your strength in metres. This distance may be improved by one metre for each extra force point (the 'x' in 2+x) spent.

Requires: Jump


DEFENSIVE LEAP- Force 3, Frames 1/x

This is a Defensive Action that increases your dodge by two against ALL attacks made by you this frame. It may also be used to move as per Jump, but you must land at least half the distance away, and there may be no room in some areas. When using it to move, the frame cost becomes x, and the defensive bonus remains during the move.

Requires: Master Jump


FLYING CHARGE- Force 3, Frames 3

This is like Jump, but you may attack any targets you pass during the Jump, including any you land by (standard penalties apply for attacking more than one opponent). The difficulty for landing with a Flying Charge is normally higher.

You may also use Flying Charge during a standard move action, instead of jumping.

Requires: Master Jump


FLIP
Frame cost: 3 Force cost: 4
With an impressive leap, the Jedi flips over his opponent and strikes at him in mid air. Make an attack on your opponent; this attack is at -1 to hit. You then land at the other side of your opponent, and this may require a stunt roll is that area is obstructed or difficult. If this opponent attacks you before your next action, your dodge value is automatically increased by three.

Requires Master Jump


DODGE- Force 2, Frames 1

This is a defensive action. It increases your dodge by 3 against any single attack.

Requires: Jump


EVADE- Force X+1, Frames 0

Twist out of the way of an attack just before it hits you. Reduce damage of a successful attack just made on you by X.

Requires: Dodge and Sidestep


FALL- Force x, Frames 1

You may fall with no damage for two times x in metres, so long as you are near a wall (of between 80 and 100 degrees slope). The frame cost is not the length of the fall, it is the time to activate the power.

Requires: Jump


MASTER FALL- Force 5/x, Frames 1

As Fall, but any distance can be fallen so long as you are still near the wall.

If not next to a wall, you may instead use Master Fall to prepare during a fall for landing- reduce damage from the fall by two times x. The frame cost is not the length of the fall, it is the time to activate the power.

Requires: Fall


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jan 2nd, 2005 at 12:29 PM

Old Post Mar 22nd, 2004 03:03 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

THE MARTIAL TREE

This Tree is all about directly improving the Jedi’s combat skills through the power of the Force. Don’t be fooled into thinking that this is the province of the purely combat types- any template can make good use of these powers. However, combat templates can make more efficient use of these powers through their Blade Tricks.

The Martial Tree, like all Force Trees, still stems from one power- Draw- but after that it breaks into several types. The ‘Speed’ powers are about using the Force to make yourself faster and to react more quickly. The ‘Melee’ powers allow you to make better use of melee weaponry and unarmed combat. The ‘Sabre’ powers are a variety of powers that work with Lightsabres alone, split into Offensive and Defensive types. Note that Melee powers work fine with sabres as well, unless noted otherwise.



DRAW
Frame cost: 0 Force cost: 1/2
The Jedi need not spend any frames drawing a weapon. If he has Push/Pull he can draw a weapon from a distance, for the cost of 2. Draw can be combined with any one other Force power.

Requires nothing


Speed Powers


BLUR
Frame cost: Special Force cost: 1
The Jedi can move very fast over short distances, appearing to shimmer and blur as he does so. Blur reduces the frame cost of any movement action by one, to a minimum of one. When you use Blur, it may not be used again until three frames after the end of the movement action. Blur must be used on an even surface, with clear space to move- any form of difficult terrain, or interposing people, makes it impossible to use without a severe fall.

Requires Draw


REACTION
Frame cost: 0 Force cost: Special
Reaction allows you to use Force powers you already have at one higher Force cost but no Frame cost, and as a called power if it is not called by default. You can only use Reaction after being attacked. When you buy Reaction you must choose a category to use it with; you may buy Reaction more than once to gain multiple categories. All Reactions take place before your opponent attacks.

Note that Reaction costs nothing in of itself; the power it is being used with has its cost increased by one. However, the power you use it with may be paid for by the Blade Trick ‘Mind of the Warrior’.

Categories:
Push/Pull – Works with Push/Pull to repel thrown weapons (including grenades) that are coming your way, or with Combat Push to knock your assailant over or pull away his gun.

Sabre Throw – Works with Sabre Throw and Master Sabre Throw to throw your Lightsabre at your attacker

Reflection – Works with Reflection or Master Reflection to return the laser bolt at your attacker (up to three attackers from with Master Reflection) for no frame cost.

Riposte- Works with Riposte; your blow comes in BEFORE your opponent strikes. Unlike other Reactions, React/Riposte still costs a frame.

Requires Blur


SPEED
Frame cost: 1 Force cost: 3
By now the Jedi can move continuously at unnatural speeds, maintaining a blur for long periods. Speed can be used on any two or three frame movement action to reduce the frame cost to one. Speed is difficult to control; even Jedi find it difficult to weave past people at this speed. Depending on the obstacles in your path, the GM will assign a Force roll to complete the Speed move successfully.
A failed Speed roll sends the Jedi to the floor, and inflicts damage equal to the Outcome of the failure plus five.

Requires Reaction


REFLEXES
Frame cost: 0 Force cost: 2/3
Use after you roll for initiative. Increase your Speed roll by one. If this would give you a higher initiative than any other participant, Reflexes costs three pool instead of two; this cost is judged once the sequence starts.

Requires: Speed


QUICKNESS
Frame cost: 0 Force cost: 4
Use after you roll for initiative. You now have an initiative equal to the highest initiative rolled.

Requires Reflexes and Flurry


Melee Powers


BLOW
Frame cost: 0 Force cost: 2
The Jedi can use his skill with the Force to move his weapon faster and hit harder. Increase your Strength by two this frame for resolving damage only. (Note: this does not affect a lightsabre’s damage which is not Strength based).

Requires Draw


STRIKE
Frame cost: 2 Force cost: 2
Use Strike as you make a Close Combat attack. It takes only two frames rather than three to complete this attack.

Requires Blow


COMBINATION
Frame cost: 3 Force cost: 2
With his increased speed, the Jedi can execute a lethal double attack. Make two attacks on your opponent. They are each at -1 to hit. If your opponent elects to take a Defensive action, the effects are applied to both attacks.

Requires Strike


RIPOSTE
Frame cost: 1 Force cost: 3
This is a Defensive action you can use when attacked within melee range. It does not increase your dodge, but instead allows you to strike back with a melee attack of your own once the attack is concluded. If the attack which initiated the Riposte is successful, then Riposte is at -2 to hit.

Requires Combination


FLURRY
Frame cost: 3 Force cost: 4
The Jedi can now execute a stunning series of rapid attacks on a foe. Make three attacks on your opponent. They are each at -1 to hit. If your opponent elects to take a Defensive action, the effects are applied to all three attacks.

Requires Riposte


Sabre Offence Powers


SWORD WHIRL
Frame cost: 1 Force cost: 1
The Jedi finds he can move his arms at amazing speeds. When the Jedi makes a display motion with his lightsabre it becomes difficult to tell where his lightsabre actually is. If you make a lightsabre attack immediately after using Sword Whirl, you get a bonus of one to hit. Note that if making multiple attacks, Sword Whirl only gives a bonus to the first.

Requires Draw


TWIRL
Frame cost: 3 Force cost: 1
The Jedi can twirl and slash with his sabre to take on multiple opponents. A Twirl attack can target up to two opponents within melee range. When attacking two opponents, each attack is at minus -1 to hit. There is an additional -1 to hit for attacking opponents to your sides, and -2 to your rear, but only on rolls against such an opponent, not all rolls made using Twirl.

Requires Sword Whirl


CLEAVE
Frame cost: 1 Force cost: 2
Cleave can only be used after you have killed a Mook with a lightsabre. If your roll was three higher (or more) than the minimum Outcome you needed to kill that Mook, you can use Cleave to kill a second Mook within melee range. The second Mook must have a Dodge value equal or lower to the first Mook.

If Cleave is used during the use of Twirl or Spin, it can be used to kill an extra nearby mook, but not one that you were targeting with Twirl or Spin; it must be used on a mook who was not one of your original targets.

Requires Twirl


SPIN
Frame cost: 3 Force cost: 1
The Jedi can spin in a relentless series of rapid attacks against many nearby foes. This is like Twirl but can target up to four foes. The penalty to hit is -1 per roll if targeting two foes, -2 per roll if targeting three, and -3 per roll if targeting four. There is still an additional -1 on rolls attacking foes to your sides and -2 if behind you, when using Spin.

Requires Cleave


CARNAGE
Frame cost: Special Force cost: 8
Make a lightsabre attack on an opponent. If you hit, you may attack another opponent for free. You must be able to attack him in Close Combat, although you are allowed to move as normal. You cannot attack the same opponent twice in the same Sequence with this power. Carnage only ends when one of the following occurs: you miss an opponent, run out of valid opponents, use another force power, run out of frames or are forced to make an Active Dodge. You attack three opponents each frame while using Carnage. Once Carnage ends you are automatically Framed Out for the sequence.

Requires Spin and Flurry


Sabre Defence Powers


DEFEND
Frame cost: 1 Force cost: 1
This is a Defensive Action. A Jedi using this power is very adept at using his sabre to intercept multiple attacks. Increase your Dodge Value by one against all attacks made against you for the rest of the frame.

Requires Draw


REFLECTION
Frame cost: 1 Force cost: 1
This is a Defensive Action that may be used when an attack from a ranged energy weapon is made at you from the front. Certain weapons may not be reflected, at the GMs discretion. It does not increase your dodge value, but if the attack misses, you may return the attack back towards your attacker, with a skill equal to the amouht the shot missed by. The Balde Trick 'Ricochet' can improve this skill.

Requires: Defend


GUARD
Frame cost: 1 Force cost: 2
This is a Defensive Action. The Jedi can adopt a Defensive posture with his sabre to continuously shield himself against attacks. Increase your dodge value by one against all attacks against you until your next action. You may use other Defensive actions without breaking Guard, but their effects come instead of, not in addition to, Guard (for example, if you take an active dodge, you will get the +2 to your dodge value from that, but not also the +1 from Guard. After the active dodge is concluded, Guard continues to operate). As soon as you take another non-defensive action, Guard stops working.

Requires Reflection


MASTER REFLECTION
Frame cost: 1 Force cost: 3
This is as Reflection, except each use of Master Reflection allows you to Reflect up to three attacks before your next action.

Requires: Guard


WARD
Frame cost: 1 Force cost: 3
The Jedi can concentrate on deflecting ranged fire with ease as he performs other actions. Until the end of the sequence, all ranged attacks against the Jedi (including gun attacks at melee range) are at -1 to hit.

Requires Master Reflection


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jan 2nd, 2005 at 12:34 PM

Old Post Mar 22nd, 2004 03:45 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

THE COSMIC FORCE TREE

These powers are all related to the Cosmic Force and are related to careful thought, destiny, the future and wisdom. Not many of them are designed for use in a fight, and often give you more generic non-combat bonuses.

-

INTUTION- No cost

Intuition is your 'bad feeling' sense- the feeling of something elusive and dangerous you are missing but is coming soon. You do not use intuition as such- I simply tell you when it has activated.

Requires: This is the base power, and normally one of the first to develop in a learner.


DREAMS- No cost

The Force allows you to see things yet to come. Dreams is the basic level of prediction, allowing you to receive vague visions of the future in an uncontrolled fashion. Dreams is a Premonition power (see rules above). If activated before a story, I roll a die and if I roll a 6, you have received a fleeting vision of something important to you in that story. This roll is increased by any relevant bonuses, also if the story is personally important to your character, and by +1 if you reduce your Force rating by one for the story as you devote your energies to trying to receive an image.

Requires: Intuition


INNER CALM/IRON WILL- Force 2, Frames 2

Inner Calm allows you to clear your mind of all emotions and distracting thoughts, and Iron Will allows you to force your mind into mental submission to avoid 'broadcasting' these thoughts. Inner Calm is Light Side and Iron Will is Dark but the effect is the same- whilst activated it shields your mind from the Force and makes you impossible to detetc with Sense or Scan. Each use of Inner Calm lasts until the end of a sequence, but the power ends immediately if you do anything that requires any form of concentration- like fighting, or even passively dodging.

Requires: Dreams


GUIDANCE- Force X, Frames 3

At times of great need, the Force can guide a Jedi’s hand to accomplish the near impossible. You pay the frames to concentrate on receiving guidance before then performing any standard action. The difficulty of what you want to attempt must be at leas ttwo points higher than your skill. For each force point you spend on Guidance, you get +1 to the result of the roll- however, all force points spent in this way will not refresh until the end of the Episode!

This allows the Jedi to achieve monumental things... but only if you REALLY need to! Luke hit the Exhaust Port with Guidance.

Requires: Dreams


REVITALISE- No cost

The Force can provide you with great inner strength and fortitude. Whilst it cannot literally heal you, in terms of what damage 'means' in this game, revitalise removes five damage from you after the end of a combat.

Requires: Inner Calm


DISSIPATE: Force 1, Frames 1

This cancels the effect of any sustained Force attack being made against you or a target of your choice. It is not a defence and only stops powers already activated, not ones being made against you.

Requires: Revitalise


CHANNEL: Force 1, Frames 1

Channel is a Force Defence, and hence can be used on any Force Attack being made against you (unless that attack specifies that Force Defence powers do not work against it- e.g. Throw). It channels away the effect of a Force attack (possibly causing it to hit something else, but this is random). If you use Channel, you make a Force Defence roll at the same time as the Force Attack roll is made. If your action value is equalhigher, the attack is deflected. If it is lower, you may still deflect the attack by paying a number of Force points equal to the amount your roll was lower by.

Requires: Dissipate


FORESIGHT- No cost

Foresight is a premonition power and reflects increased skill in navigating the future, that the Jedi can now actively concentrate on doing. If used before a story, a roll is made on the Premonition table. You get all relevant bonuses to this roll, and +1 to it if you reduce your Force rating by one for the story. If you get a Minor or Major revelation, I will reveal important and useful plot points about the coming story, though sometimes in an obscure way that you must decode.

Requires: Inner Calm


SERENITY/AUTHORITY- No cost

This power represents the accumulation of wisdom in the Force bringing a certain calm (Serenity for Light Siders) or commanding presence (Authority for Dark Siders) to everything you do. This gives you a permanent bonus of +2 to all social rolls.

Requires: Foresight


ORATOR/DEMAGOGUE- No cost

The student of the ways of the Force is granted a great insight into men's hearts. Light Sided Orators can know the right things to say to sway the audience to his side by reason, whilst Dark Sided Demagogues know how to appeal to base instincts and desires of those they see. This allows you to re-roll (once) any failed social roll, though with a -2 penalty.

Note that whilst mechanically the same, Orator and Demagogue work better or worse with different audiences. Orator plays out much better in the Senate, whilst Demagogue is much better with a group of pirates.

Requires: Serenity/Authority


INSIGHT- No cost

The Force is a great ally in all things, and knows the answer to all things. Unfortunately, the Force can be obscure and hard to decode, even for the likes of Yoda. Insight allows you to make contact with the Force and gain new and useful perspecitve on a problem. Using insight reduces your force rating by two for the rest of the episode. It alloiws you to do one of two things:

1. Use your force rating (before reduction) in place of your intelligence for one non-combat roll

2. Gain insight from the Force in a problem you face. This allows you to ask me, the gamesmaster, the probable outcome of a decision facing you. The answer I give will be general, not specific, and also will not directly classify right and wrong. Your question must also be rather broad.

For example, you can ask "Should I help the Gungans fight the Trade Federation?", but not "Is it a good idea to crash my ship into their command vessel?"

And my answer to the first would not be "Yes, that is the best thing to do." It would put the decision in perspective- "Your decision to help will precipitate conflict but otherwise the Gungans are lost." You still have to judge what to do yourself- Insight helps you, it does not solve things for you.

Requires: Guidance and Foresight


AUGURY- No cost

Augury represents the increasing skill a force user has in naviagting the future. It adds two to the result of your Premonition roll (if any) before each story.

Requires: Insight


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Sep 16th, 2004 at 06:51 PM

Old Post Mar 22nd, 2004 03:46 PM
Ushgarak is currently offline Click here to Send Ushgarak a Private Message Find more posts by Ushgarak Edit/Delete Message Reply w/Quote Quick Quote
Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

THE LIVING FORCE TREE

These powers are all derived from the Living Force and relate to good instincts, acting spontaneously and correctly, and using the Force to affect others. Whilst not very useful in combat, this tree is highly effective in non-aggressive situations.

-

SENSE- No cost

Sense is THE basic Force power, that enables you to sense disturbances in the Force, the presence of other minds, and to know what happens a second before it does- giving you your Jedi reflexes. Without Sense, you cannot use a sabre defensively (it takes more than speed to intercept laster blasts!). Unlike Intuition, you must actively tell me to use Sense if you want to check if something is wrong or if anyone is about.

Requires: This is the base power, and normally the first learned- in fact, most force users can do this by instinct, even if untrained. Basically, you aren't a proper force user if you do not take Sense!


SCAN- Force 1, Frames 3

Scan allows you to 'read' the mind of another. It does not give you their thoughts, but allows you to sense their emotions and intents. Scan is a Mind Trick.

Requires: Sense. This is another power Force Users do by instinct, though if untrained they will not realise they are doing it.


ELAN- Force 5/Special, Frames 0

Even Jedi make conventional mistakes- but such is their tie to the Force and the future, they far more rarely make large slip ups.

You may use Elan if you ever botch- it cancels the botch. Elan costs five force in combat, or reduces your Force rating for the rest of the story by one if used outside of conbat, like in a social situation.

Requires: Scan


INSTINCTS- no cost

Whereas Cosmic Force proponents tend to carefully predict and plan in advance, Living Force adherents tend to trust in the Force to help them to makre the right decision at the time, in the moment- to trust their instincts. Instincts is a Premonition power. If you use it before a story, I roll on the preminition table, adding all relevant bonuses and adding +1 if you reduce your Force rating by one for the episode.

Unlike other premionition powers, Instincts tells you nothing about the story to come. Instead, it makes you more likely to do things right DURING the story. In game terms, this comes in the form of re-rolls; you can declare a re-roll on any roll you like that you just made and were not happy with. A Minor Instinctive Feel gives you one such re-roll for the episode, a Good Feel gives you two, and a Great Feel 3.

Requires: Elan


EMPATHY- Force 2, Frames 1

This power allows you to sense relations between small groups of people, allowing you to work out who likes/dislikes whom. Light Siders tend to reveal more positive, and Dark Siders more negative, emotions. This can be very handy in gathering information. Inner Calm/Iron Will provides immunity to this power.

Requires: Scan


LEADERSHIP- Force 4, Frames 4

This uses the Force to have a powerful effect to accept you as their leader- by trust for a Light Sider, by fear for a Dark. Leadership is a Force Trick and reduces all leadership difficulties on rolls made by you on those you affected by four.

Requires: Empathy


AWE- Force 4, Frames 1

This uses the Force to make others hesistant to stand in your way. Anyone who attacks you this sequence must make a willpower roll against difficulty five, or their frame cost of all attacks on you for the rest of the combat increases by one.

Requires: Leadership


STAREDOWN- Force 4, Frames 1

This uses the Force to concentrate your intimidating personality on one target you can look into the eyes of. It only works on living creatures whose highest combat skill is 3 points or more lower than your highest. It only works on hostiles. Someone you have stared down must make a three frame attack on you (whether they were going to or not) and this attack misses automatically. Staredown does not work if you attack the target before his missed shot. It is very useful in settling an issue with a weak target you would rather not kill, or quickly removing someone as a threat in combat if outnumbered.

Requires: Awe


DISTRACT- Force 2, Frames 1

Use the Force to momentatrily deceive someone into thinking they saw or heard something. This is a Mind Trick; if successful it gives a +2 to all stealth-related rolls made against the target for a short time.

Requires: Scan


ENTRANCEMENT- Force 3, Frames 3+x

This is an extreme use of Mind Tricks to use the Force to lull someone into a stupor; the target remains stupified for as long as you keep whispering to him and using this power (so x is however long you like).

Requires: Distract


PERSUADE- Force 5, Frames 5

The classic mind trick, this persuades people to accept your logic as if it was his own idea. Using Persuade must be done in a suggestive way- "These are not the droids you are looking for" rather than "Go away and leave us alone". Statements that are too stong or ludicrous fail automatically.

Requires: Entrancement and Leadership


ILLUSION- Force 5, Frames 3

Strongly deceive the senses of a target. This is not a magic-style illusion, but a more powerful version of Distract. Illusion is a Mind Trick. It affects, by default, only one sense; for each sense past the first you want to fool, the resistance roll of the target is increased by one. It last for one frame plus one extra frame for each point the resistance roll failed by. It can be countered with dissipate IF the target realises he is being fooled. Attacks from ilusions do no damage and anyone with Scan will see an illusion for what it is if it takes aggressive action.

Requires: Persuade


BEWILDER- Force 3, Frames 3

This uses your ability to affect minds to aggressively impair the target by overwhelming his senses- this is not a Mind Trick, it is a Force Attack. If successful, it causes three points of impairment to the target. It lasts five frames, and can be sustained for one frame per two extra force points spent.

Requires: Illusion


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Nov 22nd, 2004 at 11:02 PM

Old Post Mar 29th, 2004 01:57 PM
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Ushgarak
Paladin

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Location: Chelmsford, Essex, UK

Co-Admin

LIGHT AND DARK SIDE POWERS

These powers, for Light and Dark Siders, are not actually in their own trees, but are either individual or attached to the others- they are grouped together here for convenience.

That these powers are split Light and Dark is, in this game, meant not to indicate that one side of the Force can do things that the other side cannot- the Force is the Force. It is more a matter that Light Siders simply will not do some things with the Force- like using their emotions- and likewise the Dark Siders have no interest in the calmness of mind of the Jedi. These contrasting philosophies therefore mean that there are some uses of the Force that only Light, or only Dark, Siders will actually use.

-----

LIGHT

These powers increase the effect of the earlier powers, or help resist the Force being used against you.


MEDITATION- No cost

THis power represents the Jedi having learned the skilled art of meditation to gain insight into the Force. It increases your Force rating (not pool) by 1 for the purpose of using Cosmic Force powers, and adds 3 to wounds removed using Revitalise or Invigorate.

Requires: Inner Calm


AWARENESS- No cost

Counterpart to Meditation, this represents the Jedi having gained a special awareness of the Force flowing through things around him. It increases your Force rating (not pool) by 1 for the purpose of using Living Force powers, except Premonition powers.

Requires: Instincts


MASTER SIDESTEP- Force 5, Frames 0

Whereas Dark Siders concentrate on using the Force to harm others, Jedi develop better instincts in protecting themselves. Master Sidestep acts just as Sidestep to give +3 to your strength for the purpose of resisting damage (you may not use both), but at zero frame (and higher Force) cost.

Requires: Sidestep, and two Light Side only powers


INVIGORATE- No cost

The Jedi's link with the Force allows for greater stamina and refreshment. This power replaces Revitalise and removes 10 damage from you at the end of a major combat.

Requires: Revitalise


TRANSFER- Force x, Frames 1

Share your strength with another. Transfer allows you to refresh the Force pool of a friend you are next to by x.

Requires: Channel


DISRUPT- Force 3, Frames 3

This allows you to interfere with someone's relationship with the Force (Dark Siders have no time for such indirect atacks). This is a Force Attack; Force Defence can specifically be used as a passive dodge against this power if so wanted. If successful, the target can only use the base powers of each tree. It lasts five frames, plus an amount of frames equal to the outcome of the attack, can can be cancelled by the target by spending an amount of force pool equal to the amount of frames it has left to run.

Requires: Transfer


ABSORPTION- Force X, Frames 2

The Force is the Jedi's ally, and it will not harm him... this works like Channel (and so is a Force Defence power), but instead of deflecting the attack, it aborbs and even reflexcts the energy. If you fail to beat the Force attack, you MUST spend the difference in Force to counter it- and if you cannot afford it, you lose all your Force pool and the attack is not stopped.

However, if you beat the attack roll, the attack is countered and you gain 1 force pool, plus one force pool for each point of Outcome. This pool can take you above your maximum, but can only be used for an immediate Force attack you make back at your opponent- this can be any force attack you have, or the power that was used against you.

Requires: Disrupt


FLOW OF THE FORCE- Frames 0, Force 1

One the Jedi truly feels the Force flow though him, he can use it with ease. Declare Flow of the Force at the start of a sequence- it reduces your Initiative by one when used. For that sequence, all Force costs are reduced by one, to a minimum of one for power uses, and a minimum of zero for Sustain costs.

Requires: Meditation, Awareness and Absorbtion


HARMONY- No cost

The most powerful Jedi can easily refute the Force used as a weapon. Harmony adds one to all Force Defence rolls you make.

Requires: Serenity, Invigorate and Absorption


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Nov 15th, 2004 at 01:45 PM

Old Post Mar 29th, 2004 03:22 PM
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Location: Chelmsford, Essex, UK

Co-Admin

DARK

These powers gives a Dark Sider their unique advantages- and are devastating in combat. Some of these powers are 'anti-social', so Dark Siders sometimes have to be wary of each other...

Also remember that the Dark Side discount does not apply to this tree- it has already been applied.


MANIFEST DESTINY- No cost

This is the Dark Side's take on Foresight. Dark Siders have a very selfish grasp of the Force, but the Force serves them all the same. Manifest Destiny works just as Foretelling, but the Revelations, instead of giving advice on what is to come, instead show futures where the player is more powerful, and gives indications of how to reach that future during gameplay- it is with this power that a Dark Sider can come up with his labyrinthine plans for ultimate power.

Requires: Authority


STRENGTH FROM FEAR- Force 1, Frames 0

Fear is your ally. You gain strength from the Fear that surrounds you. Use this whenever you kill a. a named character b. a supermook or c. an undamged mook in one attack. Choose a foe with an equal or lower fighting value to the one you just killed; you get +1 against all attacks on that foe for the rest of the combat- this may only be used once per enemy, you cannot mount up a Fear bonus!

Requires: Iron Will


STRENGTH FROM PAIN- Force 3, Frames 1

Remembering that damage in this game actually more often means weariness, close calls and glancing blows than actual gun wounds... again, a Dark Sider under pressure, with his life in danger, can become VERY dangerous and determined indeed, as his emotions power him up. You may use strength from pain whenever you have taken damage (after reducing toughness). Remove all the damage. You then also gain a 'Pain' bonus to your Force pool. This bonus pool can be used to pay any Force costs except X costs.

The only problem with this sudden burst of power is that it can end up doing more harm to your stamina than good. If you have any 'Pain' pool left by the end of a sequence, you take three damage (that cannot be reduced) for each one, and the pool is lost.

Requires: Strength from Fear


DARK EMOTIONS- Force 2, Frames 0

Emotions are the true power of the Dark Side- and this power represents mastery of unleashing them. This power may be taken more than once, choosing a different emotion each time.

Declare this power when you make your Initiative roll. Your emotions are then unleashed for that sequence. Being guided by your emotions restricts you in some ways as follows:

FEAR- each action you take must be to either attack the closest target (including friends!), or move away from combat.

ANGER- You must attack each action, attacking as many opponents as you can. All attacks against you get +1 to hit.

HATRED- Pick a target. All your actions must be aggressive actions against that target- you may not take defensive actions. Once the target is dead, you must chose another.

HUBRIS- Each action must be an aggressive action on the most dangerous target in the combat. You may take defensive actions, but only against attacks made by that target. Once he is dead, the next most dangerous foe becomes your target, unless someone ELSE killed your target, in which case, friend or foe, the person who stole your kill becomes the target of your hubris!

RIVALRY- Chose a friend whose highest fighting skill is within one point of your highest. The nominated friend must be re-nominated if you use rivalry again in the same fight, unless he has been taken out the fight. If you have less wounds than your rival, he gets -1 to all his rolls; if he has less wounds than you, you get -1 to all your rolls!

These restrictions MUST be applied- you simply cannot do anything that would break the restriction (Emotions can kill you if you are not careful).

Whilst acting under emotions, you may spend a Force point to increase the outcome of any roll by +2- even after the roll is made. You may only do this once per roll.

Requires: Strength from Pain


OBFUSCATE- No cost

Hard to sense, the Dark Side is... Dark Siders with obfuscate have their emotions clouded in the force (making them harder to Sense), and their actions will not ever be revealed by Premonitions, unless the Dark Sider has a personal relaitonship with the person using the power.

Requires: Manifest Destiny


SUBTERFUGE- Force 3, Frames 5

The Dark Sider's insight into the darker parts of the mind makes him an expert liar. You must have at least one point in the skill 'Lying' to take this. Use Subterfuge on a 'Lying' roll- if you pass the roll, the final result becomes twice your Lying skill instead of what you rolled.

This makes you phenomenally good at lying- but note that 'Subterfuge' makes you good at knowing how to deceive people, it is NOT a mind trick which makes them believe anytrhing- therefore totally outrageous lies still will not work.


Requires: Manifest Destiny


CORRUPTION- No cost

The Dark Side excels in pulling people towards it- and in cunning and clever ways, that the person does not notice. Corruption is used like a Premonition power at the start of an episode (though it is not a Premonition power and can be used in addition to one). It targets an non-player character and slowly bends their will towards you until they will obey almost anything you say. It must be used on someone you would have access to. It may be used on one person for free, and up to three other people for each point by which you reduce your Force rating for a story.

Corruption makes all social rolls you make on that person one point better, and all rolls made by others to turn that person against you, or act against you, one point worse. This bonus/penalty is permanent, and is cumulative, so over time you can totally take control of a character.

Note there is nothing to stop you using this on allies of your fellow players...

Requires: Subterfuge


DOMINATION
Frame cost: 0 Force cost: 0
Domination is the mark of a true Master of the Dark Side. With Domination you naturally cause other Dark Siders bend to your will, effectively making you their leader. Domination is used at the start of each session, and targets all the other Dark Side characters currently with you. Domination criterion for success if your Force Rating higher than the target player. However, how much higher depends on how many Dark Side characters are with you.

1 or 2 others: 2 or more
3 or 4 others: 3 or more
5 or 6 others: 4 or more
7 or 8 others: 5 or more

A character that is affected by Dominate is defined as Cowed. A Cowed character must follow you as a leader – see the Emperor and Darth Vader for an example of a Cowed character relationship.

It is also possible that some characters will be Cowed while others will be unaffected. Possessing Domination does not make you immune to Domination. Only one character can use Domination in one group of characters. If more than one character has Domination, then the character with the highest Force rating gets to use Domination. If the Force ratings are equal, no-one can use Domination. If one Dark Side character uses Domination but fails to affect all the other characters this causes Animosity. If you have Domination and can use it, you must use it (so you cannot decide not to use it to avoid causing Animosity).

Requires: Subterfuge


MASTER OBFUSCATE (no cost)

The greatest Dark Siders can cloud all around them in secrecy- even from the Jedi Masters. It becomes almost impossible to sense your emotions, and not only your own actions become clouded from Premonition, so do the actions of all your allies, friends and servants.

Requires: Obfuscate and Subterfuge


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on May 5th, 2005 at 11:01 PM

Old Post Mar 29th, 2004 03:22 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

TRICKS

Tricks are various special powers you have that are not directly Force related (Blade Tricks are a kind of exception, though).

Most Tricks work differently from Force powers- you simply chose which Trick you want, and you can buy it more than once if you want to be better at it- most can be taken four or five times.

The exception are Combat Tricks. These work like Force powers, in that you must buy them one at a time, with later ones requiring earlier ones- though they are very simple, there being three Combat Paths with a row of six tricks in each, and one extra power (Training)

Combat Tricks are the only Tricks that work with a pool- all others are 'always' on. Your Combat Pool simply equals the amount of Combat Tricks you have (though taking Training increases that).

You may only use one Trick in a frame unless noted otherwise.

Stand alone Blade Tricks

All these Blade Tricks give the user extra abilities, or boost the effect of certain martial force powers.

You may not use more than one Stand alone Trick at the same time unless noted otherwise.


AGILE COMBATANT
(Requires powers from the Agility Tree)
The Jedi with this trick is exceptionally adept at mobile combat, making use of the Force to be masterful at jumps, twists and turns.

At Level One, you receive a plus one bonus to all acrobatic rolls, including the use of the powers Jump, Master Jump, Defensive Leap, Flip and Flying Charge to land safely. This is cumulative with an acrobat bonus, if your template gives you one.

At Level Two, you may ignore the -1 penalty to hit for using Flip, and the penalty for attacking multiple opponents with Flying Charge is reduced by one.

At Level Three, the costs of Sidestep, Master Sidestep, Evade, and Defensive Leap are reduced by one.

At Level Four, once per sequence you may re-roll any failed acrobatics roll. Outside of combat sequences, this power works at the GM’s discretion.


BODYGUARD
(Requires the Force Power Sense)

This Trick allows you to protect others near you- the person you are protecting is known as your 'client'. The use of this trick is a defensive action (simply called Bodyguard)- the frame cost for this defensive action can be paid by either the bodyguard or the client.

Level 1- At this level, the Bodyguard Defensive Action raises the dodge of the client to the passive dodge of the Bodyguard. If both client and bodyguard pay a frame, the client can add +2 to that dodge, as if actively dodging as well.

Level 2- The Bodyguard may use any defensive action on behald of the client- like Force dodges, Reflections, and Ripostes.

Level 3- the Bodyguard may now also use the powers Evade, Reaction, Fall and Master Fall for the Client, The Bodyguard may also elect to take any damage the Client receives.

Level 4- the Bodyguard may protect up to three clients at once. They must pay seperately for Bodyguard dodges, but the Bodyguard need only pay once fore the effect to work on all three.


CARNIVAL OF CARNAGE

This enables you to kill less capable opponents- i.e. mooks- instinctively, without thought.

Level 1- your sabre attacks get an additional Mook Killing Power

Level 2- the MKP becomes +2

Level 3- your sabre attacks against mooks now take two frames. This only applies on standard attacks, not any attack using a force power!

Level 4- Three times per sequence, you may re-roll an attack on a mook that did not kill him.


MULTIPLE ATTACKS
(Requires one or more of the Force Powers Combination, Flurry, Twirl or Spin)

This trick makes you more effective when using the powers Twirl and Spin to attack multiple opponents, and the powers Combination and Flurry to concentrate attacks on one opponent.

At Level One, the attack penalty for using Twirl and Spin is reduced by one.

At Level Two, the -1 to hit from Combination and Flurry is eliminated, and the penalty to hit for using Spin is now reduced by two. Note this does not affect the side/rear attack penalty.

At Level Three, there is no penalty to hit for using Spin, except for the side/rear attack penalty.

At Level Four, a defensive action taken against one of your Flurry attacks costs one extra frame, though it still applies to all three attacks.


RICOCHET

This Trick makes you better at reflecting incoming fire- and so obviously requires the power Force Reflection! Note that you can never have a final Action value higher than your Lightsabre skill + dice roll with a Reflection attack, regardless of use of Richochet (as in you will never be better at reflecting a shot than you are at simply hitting people with your sabre)

Level 1- All your Reflections get +1 to hit

Level 2- You may chose to not get +1 to hit, but get +4 to the Outcome of a successful hit instead (chose before you roll)

Level 3- Any gun attack on you that is botched automatically gets reflected with your full lightsabre skill at no Force or Frame cost, whether you asked in advance to reflect it or not!

Level 4- Instead of using Levels 1 or 2, you may roll an extra positive die when reflecting- though this extra positive die cannot be re-rolled on a 6.

Ricochet counts as an extension of Reflection rather than a distinctive Blade Trick, so you may use another Blade Trick in the same frame.


SABREMASTER

This trick is about learning the slow, steady, patient style that Masters like Qui-Gon, Dooku (and Obi-Wan in the Original Films) use. It is powerful but not easy to learn, and may not suit a lot of people.

Sabremaster costs TWO Tricks per level to learn and requires a minimum sabre skill of 14.

Level 1- For each frame you delay an attack by, you get +1 to hit when you make the attack. You must do nothing- not even take a defensive action- during this delay. Maximum delay is three frames.

Level 2- Each time you attack an opponent, you get a bonus to hit him equal to the number of times he has attacked you since you last made an attack.

Level 3- Whilst delaying an attack you may take Defensive Actions

Level 4- You get +1 to hit all opponents if using Sabremaster.


SABRE SHIELD

The Lightsabre is a highly effective defensive implement, but requires not only a Jedi's Force Senses, but an incredible amount of training to use properly. Learning to 'active dodge' with a Lightsabre has not been easy for anyone, and only provides the same beneft as active dodges using other combat skills.

Sabre Shield represents a Jedi who has put extreme effort into honing his defensive skills with a Lightsabre. If you take an actice dodge and get hit, the damage you take is reduced by your level in Sabre Shield. Note it does not work with any other form of dodge or Defensive action, even Sabre Defence ones- it only creates a very effective active dodge.


STRIKE TO SUBDUE

If there is a problem with a Lightsabre, it is that it is too good- sometimes you need to take people in alive, and the sabre is a little too decisive! This trick allows you to capture rather than kill opponents. Normally, non-players that fail death checks automatically die, but if you used Strike to Subdue on the final blow, they will live if given aid (depending on how much they fail the check by), just as if they were a player.

Level 1- You may make a Lightsabre attack with a maximum damage of 15

Level 2- You may make a Lightsabre attack that does half damage, and is also limited to 15 damage

Level 3- You may make an attack that only does damage equal to Outcome (ignoring both the base damage of a lightsabre and your target's strength) and automatically inflicts a point of impairment

Level 4- If you make a lightsabre attack that kills an opponent, you may elect to remove a limb instead, increasing impairment by two and almost certainly subduing your foe.



TOTAL COVER
Lightsabres are very difficult weapons to use in the best of circumstances. Even for a Jedi, applying the skill of the blade when you cannot see what you are doing is difficult. Total Cover is used to represent a Jedi whose acute senses allow him to fight and defend to the sides and rear just as well as he can to the front.

At Level One, you may use Reflection, Master Reflection, Ricochet, Flurry and Combination against opponents to your sides as well as to your front.

At Level Two, the penalty on making side or rear attacks with Twirl and Spin is reduced by one.

At Level Three, the powers at Level One can now also be used to the rear, and the penalty for making side or rear attacks with Twirl and Spin is eliminated.

At Level Four, you never suffer perception penalties for events behind you, and you suffer no initiative or dodge penalties if you are ambushed.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on May 25th, 2005 at 02:35 PM

Old Post Mar 29th, 2004 04:37 PM
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Ushgarak
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Location: Chelmsford, Essex, UK

Co-Admin

Complimentary Blade Tricks

All of these Blade Tricks do not give the user extra abilities but instead give extra Force Pool to use with Force powers. Obviously, they are no good without the relevant Force powers! Each Complimentary Trick may be taken up to four times; the amount of times you take it is the amount of bonus pool given. This bonus pool may only be used one point at a time, per Force power used. If you are out of Force pool, you may not use this bonus pool at all.

It is hard for even a Jedi to concentrate to the level required to use these powers. You may only have one complimentary Blade Trick. The exceptions are templates marked with the ‘Warrior’ special ability, which may have two complimentary tricks.


FORCE WARRIOR
Some Jedi like to use other ways to defeat their enemies rather than their lightsabre, or like to augment their fighting style with force attacks. These Force Warriors are sometimes dismissed as second rate sabre fighters, but it often helps to have other weapons to use in combat other than a lightsabre

Force Warrior gives bonus pool for Force Attacks.


ONE WITH THE BLADE
One with the Blade means the Jedi has practiced so much with his sabre that it is more an extension of his arm than a tool he uses. His sabre blurs with little effort to make very short work of those around him.

One with the Blade gives bonus pool for Sabre Offence powers.


KING OF DEFENCE
King of Defence means the Jedi has spent much of his time practicing techniques to avoid getting hit. Some swordsmen may think this is a rather dull method of fighting, but as the Jedi often have to protect themselves from attacks before they can close in to use their lightsabres perhaps these Defence Kings are just more pragmatic.

King of Defence gives bonus pool for Sabre Defence powers.


KILLER INSTINCT
Killer Instinct means the Jedi has spent much of his time practicing complex attack moves with the Force until they are more than second nature to him. It is a very spectacular style, and certainly appeals to the younger Jedi. Once in combat with his enemies the Jedi’s sense for the kill can very quickly dispatch them.

Killer Instinct gives bonus pool for Melee powers


MIND OF THE WARRIOR
Mind of the Warrior means the Jedi has become adept at the concept of ‘action without thought’- a trait all Jedi display, but this Jedi is extremely good at it. His finely honed instincts make him very quick to react and act in combat, and very efficient at tacking his foes.

Mind of the Warrior gives bonus pool for Speed powers.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jan 2nd, 2005 at 01:03 PM

Old Post Mar 31st, 2004 06:43 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

GUN TRICKS

These are all about neat uses of ranged weaponry. They all work on instinct and need no prerequisite other than a decent Guns skill.

Some of these may be familiar to players of my Matrix game- but note that lacking things like Burst Fire, guns are calibrated differently here.

Also note that these Gun Tricks are designed to encourage the use of pistols over rifles- purely because all the dangerous gun users in the films seem to prefer pistols...

-

BOTH GUNS BLAZING

This enables you to wield and fire two one-handed pistols at the same time. Whilst more difficult to be accurate, this allows you to do greater damage to targets, and be more likely to down a mook (though Carnival of Carnage is better for mook killing).

You attack with two guns with a single attack. If you hit a target whilst using Both Guns Blazing, he takes the damage from both guns at once, though his strength is subtracted twice. The Outcome is applied once. So, if you use BGB with two pistols that do 12 damage each, the final damage would be 24- twice the target's strength + the outcome of the shot. The minimum extra damage a BGB attack can do, compared to a single gun attack, is +1 more than normal.

Against Mooks, a BGB shot gets a Mook Killing Power bonus of +1 if the combined damage of the two guns is 18, and another +1 for every two points of damage past that.

Both Guns Blazing also allows you to shoot at two targets at once, with the standard -2 penalty.

Level 1- You may fire two pistols at once, but with -1 to hit.

Level 2- You may fire two pistols at once with no penalty

Level 3- Instead of making one combined attack, you may make two seperate gun attacks for three frames, though both are at -1 to hit.

Level 4- Attempts to take defensive actions against your BGB fire (using the basic version, not the Level 3 power) take an extra frame- unless that action protects against multiple attacks (Reflection burns up two uses against this)


CARNIVAL OF CARNAGE

This is exactly as the Blade Trick, but for guns.

(Note- this is Coppertop Killer from the Matrix game)


EAGLE EYE

This allows very precise shots with your weapon. Each level of Eagle Eye (up to four) reduces any penalties to hit from range or armour by one, and from cover by two. Also some enemies in Star Wars have 'weak points'- these can be targetted more easily by those with Eagle Eye.


FLURRY FIRE

All SW Blasters can fire repeatedly and with little recoil. This Trick allows you to blat out very large amounts of firepower from a weapon (note that slow firing weapons cannot be flurry fired)

Level 1- You may make three attacks on the same target in a three frame action. Each attack is at -4 to hit.

Level 2- This gives you the ability to Pin with a standard weapon when using Flurry Fire (see gun rules)

Level 3- Your flurry attacks are at -3 to hit.

Level 4- Your flurry attacks are at -2 to hit.


GUNSLINGER

This Trick gives you great skill when wielding a single pistol, like the man Han Solo himself... Gunslingers tend to carry their blasters in low holsters for easy access and a quick draw.

Level 1- You take zero frames to draw your pistol, and if you may increase your initiative by one if your first action will be firing your pistol.

Level 2- Heavy Pistol attacks only take you two frames. Light pistol attacks do +4 damage.

Level 3- You may choose a specific make of pistol; you do +2 damage with that particular make

Level 4- You get +1 to hit with your chosen pistol type

Note that as you may only use one trick at a time, when carrying two pistols you must chose whether to use one as a Gunslinger, or two with Both Guns Blazing. Having both tricks makes you flexible- Jango did it.

-

There are two other Gun Tricks- Big Guns and Hair-trigger Neck Hairs- but they are for non-force templates only. 'Big Guns' does not suit you, and HTNH is rendered obsolete by having Force Intuition (it stops you being surprised).

-----

COMBAT TRICKS

Remember, like Force powers, some of these powers require prerequisites

Some Combat Tricks are 'Predictable'. Each time you have already used a Predictable attack in a sequence, it gets -1 to hit the next time you use it. These penalites disappear at the start of each sequence.

Path 1- Martial Arts

A trained style, the default unarmed style a Jedi learns


CHANNEL- Pool 1, Frames 3

Make an unarmed attack. That attack does Strength +3 damage, with a Killing Power of +1


SURPRISE STRIKE- Pool 1, Frames 3- requires Channel

Make an unarmed attack. That attack gets +2 to hit.


FLYING KICK- Pool 2, Frames 3- Requires Surprise Attack

Make an unarmed attack. Flying Kick needs some room to perform. it does strength +5 damage, and has a Killing Power of +3. Predictable.


THROW- Pool 1, Frames 0

Use when you are unarmed and a melee attack just missed you. Make an attack which, if successful, sends your opponent prone. The damage from this attack is not increased by Outcome.


HOLD- Pool 2, Frames 0- Requires Throw

As Throw, but Grapples your opponent rather than proning them.


DISARM- Pool 3, Frames 0- Requires Hold

Use against any armed attack made against you at close range which missed, whilst you are unarmed. Make an attack back; if you hit your opponent drops his weapon. If you succeeded by two or more, you can instead take the weapon yourself. This is at no penalty aginst guns, +2 difficulty against a melee weapon, and +5 difficulty against a lightsabre.


Path 2- Street Fighting

A vicious style learned out in the Galaxy, the hard way.


HARD STRIKE- Pool 1, Frames 3

Make an unarmed attack. That attack does Strength +3 damage, with a Killing Power of +1


HEAD BUTT- Pool 1, Frames 0- requires Hard Strike

Use when a close combat attack just missed you. Immediately attack back. This attack does Strength +4 damage and has a Killing Power of +1. Predictable.


NERVE ATTACK- Pool 3, Frames 3- requires Head Butt

Make an unarmed attack. That attack does Strength +5 damage, with a Killing Power of +2. It may not work on non-humanoids, droids, and some aliens.


TRIP- Pool 1, Frames 3

Make an unarmed attack- however, you may be carrying a melee weapon. If successful, the target takes your strength in damage, though not increased by Outcome, and is sent Prone.


KNEE DROP- Pool 1, Frames 3- requires Trip

Make an unarmed attack- however, you may be carrying a melee weapon. This attack must be on a Prone opponent. It gets +2 to hit, and does Strength +3 damage with a Killing Power of +1.


BEAR HUG- Pool 1, Frames 3- requires Knee Drop

Attempt to squeeze the life out of someone. Make an unarmed attack. If successful, you have Grappled your opponent. This will kill a mook in six frames. Againt named characters, it does nothing for three frames but then their damage increases (eithout reduction) by your strength for every three frames after that until they are either dead, freed or released.


Path 3- Melee Weapons

This path represents training in non-Lightsabre melee weaponry.


PARRY- Pool 1, Frames 1

This is a defensive action you may use whilst armed, against a close range attack. It increases your dodge by 3.


COUP DE GRACE- Pool 1, Frames 3

Make an armed attack against as prone opponent. It does +4 damage and increases the Killing Power of the weapon by two.


TWIN ATTACK- Pool 1, Frames 3

Make an armed attack against two nearby opponents without penalty.


QUICK ATTACK- Pool 1, Frames 2- requires Twin Attack

Make a fast armed attack. This may be snapped but not super-snapped.


CUT AND ROLL- Pool 2, Frames 3- requires Twin Attack and Parry

Make an armed attack. If your target attacks you before you act again, you may make an active dodge at zero frame cost.


STRIKE OF THE MASTER- Pool 2, Frames 3- requires 'Cut and Roll' and Quick Attack

Honed with years of practice, you may use this power AFTER an armed attack roll to add 3 to the final result. Predictable.


-

TRAINING- No cost

Training does not do anything, as such, But taking Training increases your maximum combat pool by two points, rather than the one you get normally for a Combat Trick. Training may be taken multiple times.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jan 2nd, 2005 at 01:02 PM

Old Post Mar 31st, 2004 06:45 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

PILOT TRICKS

These represent instinctive advantages in ship-to-ship combat. They mostly give bonuses on specific tasks you perform in space combat. They are bought in levels, like Gun and Blade Tricks.

-

DOGFIGHTER

1) When Dogfighting, resolve your attack with the
Hunting and Duelling attacks.

2) When Dogfighting, get plus two to hit if your
Performance outranks your target (rather than plus
one).

3) When Dogfighting, you may select your target from
any valid target.

4) When Dogfighting, get plus one to hit if your
Thrust outranks your target.

-

HUNTER

1) When Hunting, get plus one to hit if someone
Evades.

2) When Hunting, get plus one to hit if your opponent
Breaks Away and your opponent gets minus one to hit if
you Break Away.

3) When Hunting, people don't get the automatic bonus
of one when attacking you.

4) When Hunting a Pilot, treat Armour as one less when
resolving damage.

-

BOMBARDIER

1) When Bomb Running, get plus one to hit.

2) When Bomb Running, increase the Payload value by
three.

3) When Bomb Running, people don't get the automatic
bonus of one when attacking you.

4) When Bomb Running, resolve your attack with the
Dogfighting Actions.

-

DAREDEVIL

1) When Evading, you are at minus four to hit (rather
than minus three).

2) If not in a Combat or a Chase, reduce all Pilot
difficulties by two.

3) In a Chase, treat your Pilot skill as one higher
than it really is.

4) In a Chase, treat all obstacle ratings as two lower
than they really are.

-

TACTICIAN

1) Unless you opponent has the Tactician schtick,
always treat your roll to break an initiative deadlock
as seven.

2) If your action is Covering and no-one Hunts your
target, your action switches to Dogfighting.

3) For Initiative, treat your Thrust as one higher
than it really is.

4) Pick two other ships on your side. For Initiative,
treat their Thrust as one higher than it really is.

---

MERITS

These represent background advantages to your character. Some Mertis cost more than one of your available Merits to 'take', they are noted as such.

Note that Merits are only available to 'buy; at character creation, representing links you have made during your life up until the start of play. Once you start playing, Merits are gained (or lost) entirely though role-playing- you cannot simply buy more with experience. Some Merits- like Lucky- can only ever be gained at character creation.

-

MENTOR

A Master character with whom you have a special relationship, usually the one who trained you. Although usually unable to help in person, he or she will be around to offer advice. Don't worry if you are a Master yourself and want to take this - Ben had Yoda in the later films.

This merit is inappropriate for Dark Siders.


ALLY

A non-Jedi NPC who you can count on for support and help.


CONTACT

An information source. This can be bought several times. Each time it is bought you must state where your contact is. If you need inspiration try one of these: Jedi Archive, Jedi Council (worth 2 merits), the Hutts, the Senate, the Pirate Clans, Corellian Navy, Bounty Hunters...


STARSHIP

A ship of your own, up to freighter size. Ship customising rules will follow.


TIES (costs 3)

A more powerful version of contacts, meaning you also have some official standing, or even rank, inside the organisation. Note this has to be appropriate- Jedi cannot have Ties to pirate clans, or Dark Siders to the Jedi Archives- you simplky would not be members of such things!


FAMOUS MASTER

Your Master was/is a famed man, and some of the respect he gets rubs off on to you. This duplicates the Master reaction bonus from Jedi (and so obviously cannot be taken by Masters). It is Light Side only.


HIGHER PURPOSE (Light side)/POWER HUNGRY (Dark Side)

You are extraordinarily driven and dedicated. You may re-roll (once) any failed Willpower roll.


LUCKY (costs 3)

The Force is with you... you may re-roll two failed rolls per game. Note this is in addition to any re-rolls you get from Instincts, and unlike Instincts can only re-roll failed rolls.


REPUTATION (costs 2)

A particular act (which you must define) has made you famous through the Galaxy. This adds +2 to your reaction rolls with non-Jedi, but only in an appropriate way- i.e. a Jedi's reputation will be based on some great good he as done, so he will persuade others better. A Dark Sider would have a reputation for some horiffic or devastating act, and so will intimidate others better.

-----

TALENTS

Talents are unique advantages that the most powerful of Force potentiasl were born with, and can never be duplicated by experience. At this point, only the Acolyte and the Orphan get Talents; they may chose one only, and it is permanent- others cna never be gained.


LIGHT SIDE TALENTS:

Sensitive- the Jedi is very receptive to the nuances of the Force. His Force rating (not pool) is treated as being one higher when using Cosmic Force powers, and he heals 3 more damage when using Revitalise or Invigorate. The Force rating increase is cumulative with meditation, the healing bonus is not.

Attuned- the Jedi is in touch with the Living Force. His Force rating (not pool) is treated as being one higher when using Living Force powers. The Force rating increase is cumulative with meditation.

Highly Symbiotic- the Jedi's biology is in perfect tune with the Midi-Chlorians, and he hears the Will of the Force more easily than others. He gains +1 on all Predictive rolls.


DARK SIDE TALENTS:

Gifted- the Dark Sider has great talent and power in commanding the Force to flow though him. Gifted increases your Force pool (not rating!) by +3.

Persuasive- The Dark Sider is a natural genius at using the Force to manipulate and control others. When using any Mind Tricks, his Force rating is treated as being two points higher than it is.

Emotional- The Dark Sider is greatly in touch with the powers that drive him. All Force powers cost him one less Force to use. This cannot reduce an X cost.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Oct 22nd, 2005 at 10:18 PM

Old Post Apr 19th, 2004 02:59 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

DUELLING


BASICS:


As the man himself (Count Dooku) made clear, when two Force users who are even remotely close in power meet, it is their skills in the Lightsabre that will decide the day. Your Force powers can slow and irritate Jedi- and are very useful against non-Force users- but we all know the truth- the sabre is the decisive factor in seeing who wins the fight.

So important is the very concept of Lightsabre duelling to the Star Wars franchise, that the standard combat system really does not do the ideal justice. Instead, when two sabre users meet in combat, a special duelling system is used to decide the issue.

This system is based around the idea that 99% of your sabre blows will not meet their target, instead being dodged or parried. When you score 'hits' in a duel, this actually represents you slowly building up an advantage in the fight. If you win the fight, this means you have hit your opponent- the first to hit has inevitably won. The more you win thr fight by, the more harm you will have done to your opponent; the hit can range from a disabling but ultimately superficial wound, to an outright kill.

The issue is decided in a way not dissimilar to tennis. Duelling is split into a number of consecutive rounds. Each time you win a round, you socre a point, First player to five points wins- IF you are more than one point clear of your opponent. So ultimately, the victor in a duel is the first to five or more points, and is at least two points clear of the other duellist.

One player starts as attacker, the other as defender; each round the two swap. Attackers win drawn rounds, so this is important- it is also important to note that, just as in tennis, you must break your opponent's 'serve', in which he has the advantage, to win the fight.

-

MAKING YOUR MOVE IN A ROUND

Each round, you aim to outfight your opponent, win the round, and score a point. Each move you make in a round will have a final score. If your score is higher than your opponent's, then you win the round! As noted, attackers win draws.

Your score is a combination of four things:

1. Your Lightsabre skill. This is obviously important!

2. One of Strength, Agility and Dexterity, depending on what kind of move you have made

3. The competency of the move (see below)

4. Outguessing your opponent's move (see below)

This number may be reduced by some factors- unfavourable circumstances, or if you are outnumbered, or if you were impaired by damage before the fight started.

The first is easy. Your Lightsabre skill is always the base score for any move you ever make.

The second is more fluid. Each time you attack, you may make one of three types of an attack

Power attacks attempt to overwhelm your opponent by sheer force. Power attacks add your Strength to your Lightsabre score.

Classic attacks attempot to outfight your opponent by sheer swordplay. Classic attacks add your Dexterity to your Lightsabre score.

Outflank attacks use speed and acrobatic manoeuvres to get around your opponent's guard. Ouflank attacks add your Agility to your Lightsabre score.

The third add, the competency bonus, is an indication that sometimes your blows are better executed than others. It is entirely down to which move you play, based on your selection (more details below)

The final add is bonus added according to what moves were played by each side. Basically, some moves 'beat' others to give you a +2 bonus.

Power moves bash aside the careful guards of the Classic Style, and get a +2 bonus against Classic moves.

Classic moves are well-prepared for a mobile opponent and undo their fancy manoeuvres with sheer simplicity, and get a +2 bonus against Outflank moves.

Outflank moves easily avoid the clumsy attacks of the Power style, and get a +2 bonus against Power moves.

Example- two duellists with a Lightsabre skill of 14 are duelling. Duellist A is attacking. He makes an Outflank move, with an Agility of six. There is no competency bonus. Six and 14 make a total of twenty. His opponent has played a Power move. His strength is 8, so his final total is 22. But because an Outflank beats a Power, A gets another +2 bonus, making his score 22 also.

The final score is 22 each, and because A is the attacker, he wins the round, by virtue of having outguessed his opponent


-

SELECTING YOUR MOVES, AND SUBMITTING THEM

That is the theory- but how do these moves come about? Simply put, the fights are broken up into 'sets' of five rounds each. In each set, you are therefore required to make five moves. You will have SIX moves available, and each round you chose which of the available moves to make. At the start of each new set, you refresh with six new potential moves.

Obviously enough- else the whole Power/Classic/Outflank thing would not work- when you pick your move, you do it IN SECRET, PMing me which one you have made. When the submissions are done, I will post the results.

The way you chose the six available moves each set is as follows:

1. You always have one each of Power, Classic and Outflank

2. You can choose three more of any type you wish.

This choice is also made in secret, at the start of each set.

The competency bonus is built into the move. Imagine each time you pick a move, you are actually picking from a deck of six, for each move. Three of the 'cards' in that deck are Medium moves, with a boinus of +1. Two of them are weak, with no bonus. One of them is a strong move, with a bonus of +2.

When you pick your moves and submit them to me, I will PM you back, and tell you how competent the moves you picked were.

Example- duellist B, with his Strength of 8, decides he will play to his Strength (no pun intended) and take three extra Strength moves. He submits this selection to me, and I PM him back what he ended up with, which is:

1 Classic Move at +1 (Medium)
One Outflank at +2 (Strong)
Two Power moves at +1 (Medium)
Two Power moves at +0 (Weak)

Hmm, he could have done better there, but that is luck for you. Furthermore, going for 3 extra strengths is obvious- his opponent might well have guessed he would do that, and taken lots of Outflank moves deliberately to beat them.


And so then, for each of the five rounds in the set, you chose which of your moves to play- your available moves ever dwindling until the new set starts. This is all part of the tactics of duelling!

-

COMPLICATIONS

Duelling more than one person: This creates several differences

1. Duelling order. The side with two or more sort of take it in turns to be attacker or defender, though that can get a little odd sometimes. I will tell you what is happening at the time. The person whose turn it is not simply waits, for now.

2. Outnumbered disadvantage- for each opponent more thn the first there is on the opposite side, your skill is reduced by one. However, each level you have in Multiple Attack will remove this penalt by one point.

3. Greater opportunity. The side with the greater numbers receives another advantage- their moves still refresh every set (five rounds), but they have to use far less oif them, as they will be sharing duties with their partner(s). Therefore, you can concentrate on the decent moves you drew, and ignore the crappy ones.

If a side with more than one person loses a duel, the person who won the least rounds is the person who gets hit. If that is a draw, it is the person who LOST the MOST rounds who gets hit; if still a draw, it simply comes down to the person whose turn it is to be attacker/defender.


Duelling during a larger fight: This happens sometimes. For now, a house rule exists that you cannot attack people who are duelling, unless you sabre up and join the duel yourself. Meanwhile, each round takes three frames, so other payers dispatching other enmies may come to your aid or hindrance during the fight

If another player joins a duel, the duelling order is re-calculated, and both sides lose a point as the situation re-adjusts.

-

FLEEING

If things are going badly, you may announce your intent to flee at the start of any round. This immedaitely means you cannot win the fight but gives you a chance to escape.

If this happens, the score is immediately reduced to zero each, The fight then conintues as normal, except the 'victor' is now thr first to two points, and he does not need to be clear by more than one. If the person who was trying to flee now 'wins', he has successfully fled. If the other person wins, he has hit you as normal.

-

BEING HIT

When you lose a fight, you are hit. A random factor is added to the amount of rounds you lost the duel by, to give a final result. You may only receive a light wound which disables you- the equivalent of about 25 points of damage. You may receive a more severe wound- 30 or 40 points, which may well kill you depending on how you were before the fight. A wound like this often involves losing a limb. If you lose a duel heavily, it may well cause an instand kill with no death check.

Regardless, if you survive a duel you just lost (including being on the losing side but not being hit) you ALWAYS have a chance to escape, and will escape successfully- the victor will not be able to pursue and force a new duel.

-

And that is more or less that! Again, feel free to ask any questons...


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jan 2nd, 2005 at 01:00 PM

Old Post Apr 21st, 2004 12:33 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

This is the first page of the Force Trees, for reference.

Attachment: forestscan1a.gif
This has been downloaded 904 time(s).


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jan 2nd, 2005 12:43 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

And here is page 2.

Attachment: forestscan2a.gif
This has been downloaded 887 time(s).


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jan 2nd, 2005 12:45 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

MASTER TRICKS

Master Tricks are all keyed into boosting the effects of Force powers. They represent the skill Masters have in fine manipulation of the Force, which gives them abilities beyond that of the merely talented.


Standard Tricks

CARNIVAL OF CARNAGE
The Force is a weapon, and where there is a weapon, there is a way to kill mooks quickly. This is exactly as the Blade/Gun version of the power, except it works for Force attacks. The difference is level 3, which does not reduce the frame cost of such an attack to two, instead it allows you to Snap the attack for no penalty.


POWER THROUGH PATIENCE/FOCUS OF WILL
One of the best tricks Masters display are in highly extreme use of Force powers. When Yoda yanks the X-Wing out of the swamp, or Dooku brings the ceiling down upon Yoda, they are performing feats beyond the scope of the standard Force user- feats that would require Force ratings of 20 or more, where the standard maximum is 15. These MAsters know the secret that seems so hard to teach to younger ones- that all it takes is a little time and oncentration. Light Siders see this as a factor of letting the Force flow though you with calm and patience and use the first name. Dark Siders see it as a matter of focussing their will upon the target concerned, and use the second.

Either way, the effect is the same- the Trick allows you to increase your Force rating for a single use of a power, by spending frames first, suring which your Force rating increases. This only increases your Rating, not your pool, and it does not affect Force Attacks or Mind Tricks- this power is about lifting X-Wings, or using Sense to check out a neighourhood rather than a room- not persuading people to shoot themselves in the head, or Combat Pushing someone so hard they go into orbit.


Level 1- For each frame you delay the use of the Force power, you can add one to your Force rating, up to a maximum of a quarter again of your Force rating, rounded down- so a Master with Force 13 could increase it to 16.

Level 2- as above, but you can now add up to half rounded down- so a Master with Force 13 could raise it to 19.

Level 3- as above, but you can now up to double your rating- so a Master with Force 13 could raise it to 26.

Level 4- as above, but you now increase your Force rating by two points for each frame you wait.


COMBINE

This Trick allows you to use two Force attacks in one go. This can be the same attack on two different targets, two different attacks on two different targets, or even two different attacks on the same target- the one thing you cannot do is use the same attack twice on one target (Throw and Master Throw count as the same power for this purpose). Sabre Throws cannot be Combined. You only pay the higher frame cost; the Force cost depends on your level in this trick- you pay for both powers at once; the cost of the more expensive is increased.

Level 1- Double the cost of the more expensive of the two powers
Level 2- Increase by 50% the cost of the more expensive of the two powers
Level 3- Simply pay one extra force point to use both.
Level 4- No increase in cost.

-

Philosophy Tricks

These Master Tricks also boost Force powers, but are based around your character's view of the Force. As such, a character may only have one Philosophy Trick. Taking a Philosophy Trick is a commitment to a certain point of view, so your character's personality should represent that.


PULSE OF THE FORCE

The Living Force is the embodiment of life all around us. Its advocates are superbly Instinctive, and live by action and trusting in the Force to guide them.

Level 1- Your result using the Predictive power 'Instincts' is improved by one category. When using Scan, your Force rating counts as two higher than normal

Level 2- This duplicates- and works on top of- the Force Power 'Awareness'

Level 3- Your Force rating is now two higher when using any Mind Trick, not just Scan.

Level 4- You receive a permanent +1 bonus to Initiative.


WISDOM OF THE FORCE

The Cosmic Force surrounds us, peentrates us, binds us all together. It tells us of the future, and of the wisdom we can gain by concentration and study.

Level 1- Your result using the Predictive power 'Foresight' is improved by one category, or your 'Dreams' roll is increased by one.. The Force poiwer 'Intuition' will never fail to warn you of danger.

Level 2- You receive +1 to your Force pool

Level 3- Once per story, you may use a power that reduces your Force rating for the story with one less reduction than normal (i.e. getting one point worth for free); this can be used with Predictive powers.

Level 4- You receive +3 (in total, not cumulsative with Level 2) to your Force pool


POWER OF THE FORCE

Pure adovcates of the Dark Side of the Force emphasise its power, sheer will, and relentless intent. Light Siders cannot take ths Trick!

Level 1- Your result using the Predictive power 'Manifest Destiny' is improved by one category. All Dark Side powers cost you one less Force, to a minimum of one.

Level 2- You may use Iron Will whilst taking other actions with no penalty; you may double the effect of Obfuscate and Master Obfuscate. When using 'Domination', count your Force rating as being one higher than it is.

Level 3- Strength from, Fear now gives you +2 against the target; each use of Emotions gives you +3.

Level 4- You receive +1 to all Force attack rolls.


STRENGTH OF THE FORCE

Advocates of the Light Side inevitably champion its passive wisdom- but also talk of the true Strength within, as opposed to the seeming but petty power of the Dark. Dark Siders cannot take this Trick!

Level 1- This duplicates- and works on top of- the Force Power 'Meditation'. You receive +2 to all Serenity rolls, and +2 on all Orator re-rolls

Level 2- You get +2 to all Force Defence rolls

Level 3- All Light SIde powers get -1 to the Force costs, even down to zero

Level 4- Your passive dodge is permanently increased by one.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jan 12th, 2005 at 04:25 PM

Old Post Jan 2nd, 2005 12:47 PM
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