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USH'S STAR WARS GAME- New rules approaching! All rejoice...
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

USH'S STAR WARS GAME- New rules approaching! All rejoice...

As possibly prophecised in the 'Development' thread, some new rules for SW have been in the works for some time. I intend to introduce them at the start of part 3 for both Light and Dark Side.

Please note that these rules are not as fundamental as Matrix rules changes, but as a lot of new possixblities are being added, players will be free to re-arrange their powers at the start of part 3. It is not yet certain if the Force power allocation per template will be increased.

The new rules make the following major alterations:

1. The Speed Tree is being replaced by a new Martial Tree, that includes all the old Speed powers but adds a lot more to it. The Martial Tree- entirely designed for aggressive combat- still starts at Draw but then splits into four lines- one set of Speed powers (like Reactions and Speed), one set of Melee powers, for all close up fighting (like Blow), one set of Sabre Offence powers, specifically for offensive sabre use (like Sword Whirl), and one set of Sabre Defence Powers, for specific Defences that only work with a Lightsabre (like Reflection).

This new Tree opens up people's options a little and also helps regulate the Complimentary Blade Tricks (see below)

One MAJOR change the Martial Tree causes is this- Multiple Attacks are no longer permitted by default. At the time this change was made, no-one was using them anyway, though I see now that people are... doh! But anyway, this change suits things well. Attacking more than one opponent, or the same opponent several times, will now be purely the domain of Force powers- the new powers 'Twirl' and 'Spin' on the Sabre Offence line, for example, permit such multiple attacks.

The Blade Trick 'Multiple Attacks' will therefore now aid those powers, in the same way Ricochet aids Reflection.

2. Blade Tricks have been overhauled. Complimentary Tricks have been changed slightly- whilst they have been met with positive feedback, they have two drawbacks- one, I can never remember who should be discounting what (heh...) and secondly, it forced Swordsman types to chase specific Force powers, which they were not well suited to do.

The new Complimentary Tricks will work on categories, not specific powers. There will be five, and each one gives its level worth of bonus pool to you, to work with certain categories of powers. Simply enough, one trick will give bonus pool to use with Speed powers, one with Melee powers, one with Sabre Offence, one with Sabre Defence, and one with Force Attacks. Simple as that- and now you can see how re-organising the Speed Tree into the Martial Tree worked.

3. Two new mechanics to monitor player behaviour will be introduced. For the Light Side we will have 'Censure'- Jedi who start to act in un-Jedi like ways will gain Censure points; accumulate too many, and you lose the resources of the Council, and it becomes very difficult to increase your sabre and force skills.

For the Dark Side there will be 'Animosity', which tracks how well the group is functioning- based not only on in-game behaviour, but also some objective criteria like 'Is there an agreed leader', and worsened by use of powers like Corruption. If Animosity goes too high, the group starts to break down, and the whole group gets difficulties in increasing Sabre and Force skills as they concentrate more on guarding against each other rather than self-development. It is implicit that it is Animosity that destroyed the Sith, so you guys need to watch it.

4. Whilst we are here, we have been messing around with all kinds of new powers and stuff. Not all will make the final cut, but some possibles are:

Flip- Force power that enables you to do the Darth Maul/Jedi Outcast 'jump over opponent and attack in mid-air' trick

Agile Combatant- Blade Trick that boosts your acrobatic skills in combat, for the Jumpy types like Xeth amongst you.

Total Cover- return of the 360 degree Trick, only this time to help reduce attack penalties inherent to side/rear attacks with Force powers, rather than being the defensive Trick it once was.

Domination- New Dark Side power that will FINALLY settle who runs things... Sidious uses Domination on all his Apprentices.

"I MUST obey my Master..."

5. The Master Tricks are ready to go! Err, virtually. Totally untested is one problem.

If I have the time, I may take the chance to re-write the rulebook when this lot goes in- if anyone can tell me any points in it that are obscure or unclear, please let me know.

The new rules will come soon-ish, and will go up in advance of Part 3 starting so that new players can create their characters to the new system, and old players can see what changes they might like to make.

I'l re-iterate that the only changes will involve your Force Powers and Blade Tricks- no other aspects of your characters will need to change at all.


__________________



"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 14th, 2004 at 09:39 AM

Old Post Nov 12th, 2004 12:52 PM
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Baylin
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Looks good Ush, I like the acrobatic touches!


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Old Post Nov 12th, 2004 01:35 PM
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Peach
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I like the new Blade Trick system, that way I won't have to worry about forgetting to take the complementary Force powers...like I have twice now...and Flip sounds like a fun power!


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Old Post Nov 12th, 2004 04:42 PM
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Fire
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looks good


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Old Post Nov 12th, 2004 04:51 PM
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Ushgarak
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Location: Chelmsford, Essex, UK

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Actually, despite the way I have tuned the new system in balance with them, the future of Complimentary powers is under review at this point... I'll keep you updated.


__________________



"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 Nov 13th, 2004 04:37 PM
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Tptmanno1
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Nice, So I can kinda focus Roan more, Going with the Reflections and stuff against Mooks and harder hitting saber powers against bigger baddies.


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Old Post Nov 14th, 2004 02:18 AM
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REXXXX
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Looks good...


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Old Post Nov 14th, 2004 08:30 PM
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Ushgarak
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Location: Chelmsford, Essex, UK

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... but they are staying for now. Flip is less certain at this time.

These rules just got an early play test, so expect to see them pinned up here soon!


__________________



"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 Nov 14th, 2004 11:59 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Ok, I am pinning up the new rules here, for people to think in advance about re-jigging their characters. Remember, these rules come into play at part 3.

First off, the Martial Tree. THIS REPLACES THE OLD SPEED TREE!

-----

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 Swordsman, Freelancers, Blackguard’s and Corsairs- any template can make good use of these powers, and the higher pool of the Force heavy templates allows good use of these. 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 counts as a move action. 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 running track might have a rating of 3 down the straights, but even a simple bend on the track corners would count as a 6. Sharp bends and narrow corridors would rate about 10 each; combined the rating would be 12. Running through a Coruscant boulevard would probably be a 16. Speed can only be used for movement.

A failed Speed roll sends the Jedi to the floor, and inflicts damage equal to the Outcome of the failure plus five.

Unless specifically stated, Speed cannot be used with other Force Powers other than Elan.

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. The cost of Reflexes is paid once the Sequence begins, hence after other players have also possibly increased their initiative with Powers or Devices. The cost is judged at that point.

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. This does not affect your current frame. 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.
Subtract the final Action Value of the shot from your Lightsabre skill. This becomes your base skill to hit your opponent. The Blade Trick Ricochet adds to this base skill, but the limit of your base skill when using Reflection is equal to your Lightsabre skill, regardless of bonuses.

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

Old Post Nov 15th, 2004 02:05 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Now the new Blade Tricks list- this all all the Tricks, the old ones and the new ones added in. Watch out for big changes in Multiple Attacks, due to the new Martial tree above, and the different effect of Complimentary Tricks.

-

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 Force attacks!

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.


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.


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 Nov 15th, 2004 at 03:22 PM

Old Post Nov 15th, 2004 02:22 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

And now... (plays fanfare)... The Master Tricks!

-

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

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 Nov 15th, 2004 at 02:57 PM

Old Post Nov 15th, 2004 02:55 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Meanwhile, here are some assorted additions:




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


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


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


__________________



"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 03:24 PM

Old Post Nov 15th, 2004 03:18 PM
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Fire
Senior Member

Gender: Male
Location: On vacation

I dunno yet either I take 2 lvls in strength of the force or 2 lvls in power of patience


__________________

Be smart, be cool, be sexy = be LIBERAL!

Old Post Nov 15th, 2004 03:35 PM
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Fire
Senior Member

Gender: Male
Location: On vacation

I'll go for Power of patience


__________________

Be smart, be cool, be sexy = be LIBERAL!

Old Post Nov 15th, 2004 03:46 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

And to help people out, here are the Force Trees:
Page one

Attachment: forestscan1a.gif
This has been downloaded 149 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 Nov 15th, 2004 03:58 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

... and page two

Attachment: forestscan2a.gif
This has been downloaded 151 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 Nov 15th, 2004 03:59 PM
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Fire
Senior Member

Gender: Male
Location: On vacation

NVM


__________________

Be smart, be cool, be sexy = be LIBERAL!

Last edited by Fire on Nov 15th, 2004 at 04:33 PM

Old Post Nov 15th, 2004 04:30 PM
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Tptmanno1
Life Ponder-er

Gender: Male
Location: Dreaming...Or am I living...

Ohhhh
What does Ward do for my reflections?


__________________

Old Post Nov 15th, 2004 09:47 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

They would get the -1 to hit, so the Reflection would be more likely to work.


__________________



"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 Nov 15th, 2004 09:55 PM
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Tptmanno1
Life Ponder-er

Gender: Male
Location: Dreaming...Or am I living...

Yay!
Ok thankyou!


__________________

Old Post Nov 15th, 2004 09:56 PM
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