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Any user of the Force must purchase several things. First, they must buy the Perk Force Sensitive. Then they must purchase a Force Pool for 45 points. No limitations or advantages can be placed on this pool. It is a one time only purchase when the character first begins to learn the Force.
96 | Variable Power Pool (75-pt Pool); Control Cost: 37; Change Powers as 0 Phase Action: +1; Only known Force Powers: -1; Requires Skill Roll: -½; Pool Does not change size: Half, -1 |
There are three Force "Skills" and each is based on one or two of the users primary characteristics.
Skill | Base |
Force Control Skill | [(CON + EGO)/10]+9 |
Force Sense Skill | (INT/5)+9 |
Force Alter Skill | (EGO/5)+9 |
Each Force skill cost an additional 17 character points to buy up and above the normal cost for the skill. This is a one time purchase only that takes place when the character first buys the skill. Improvement of the skills continues per the normal rules.
Example: Leia Solo purchases an 8- familiarity with Force Control. It normally cost her 1 point, but now it cost 18 points. If she had wanted to purchase an 11- in the skill it would have cost her 20 points. If later she wants to improve the skill from the 11- to a 12- it cost just 2 points.
When the character first gains a Force skill they can choose to know ONE power of that skill's group. Later, when the character improves his skill he can learn another power of that group. Powers that have two skills cost two slots to choose.
Example: Leia raises her Force Control Skill and her Force Alter skill. This allows her to choose two powers. She decides to choose Control Another's Pain. Because this power has two Skill it takes up both of her "slots."
Extra powers may be bought as one point perks or two point perks for powers that require two skills.
General Force Power Modifiers | |
Relationship | |
Close Relations or Friends | ---- |
Close Friends | -1 |
Acquaintances and Friends | -2 |
Slight Acquaintance | -3 |
Met Once | -4 |
Never Met | -5 |
Complete Strangers | -7 |
Complete strangers and not same species | -10 |
Proximity | |
Touch | ---- |
In LOS but not touch | -1 |
1m to 10km | -2 |
11-1,000km | -3 |
Same Planet | -5 |
Same Star System | -7 |
Not in same Star System | -10 |
To use a Force power the character states that they are going to activate the power and rolls against the appropriate power using that power's Force Skill. Note that many powers modify this roll.
If the power targets another character or can be resisted by another character than the character and target make a skill versus skill roll. If the character makes his roll by more than the target makes his by then the target is effected by the power.
In Hero system terms the player declares that they want to use a certain power. They then make one or more skill rolls depending upon the power the character wants to use.
How well the character rolls determines how they can change their Variable Power Pool.
The Force Powers
REQ: None
TIME: May be kept up as long as source of energy is constant.
MODIFIERS:
Sunburn 6d6 Suppress +2
Intense Sun 9d6 Suppress +1
Solar Wind 12d6 Suppress
Radiation Storm 15d6 Suppress -1
EFFECTS: Allows character to absorb or dissipate energy. Can be used to absorb energy attacks. To absorb/dissipate a blaster bolt or Force Lightning character must make a Force Control roll . A success allows them to roll a 2d6 healing roll with a +1d6 for every level their Force Control roll is above 14-. If the healing roll does not completely negate the damage then the character takes the whole damage.
(3)2d6 Aid (Fade/turn, Max. 12); Restore Only Lost Characteristics and Powers: -½; All or Nothing: Half, -1; Range: 0; Affects: Single Power, +0;
(30) 15d6 Suppress; All or nothing: Half, -1; Range: 375; Affect: Single Power, +0;
REQ: None
TIME: One minute
MODIFIERS:
Character's BODY above 8. +1 penalty
Character's BODY below 8, but above 2. No penalty
Character's BODY below 2. -1 penalty
EFFECTS: Speeds the healing of the character. The character gets a two 1d6 Healing rolls each 12 hours apart.
(2)2d6 Aid (Fade/turn, Max. 12); Restore Only Lost Characteristics and Powers: -½; Charges: 2, -1½; 2nd Charge must be taken 12 hours later: Seriously, -½; Range: 0; Affects: Single Power, +0;
REQ: None
TIME: 1 use
MODIFIERS:
Character at peace and relaxed +1 Bonus
Character filled with aggression, fear, or negative emotions -1
Character acting on negative emotions -2
EFFECTS: The character uses the Force to aid him in an action. He receives a +2 Overall Skill Level. He can use this for one task only and must not do anything else besides that one task and the Force power Concentration. The character is at 0 DCV.
(5)+2 level w/Overall Level; Charges: 1, -2; Concentrate: 0 DCV, -½;
REQ: Concentration, Control Pain, enhance attribute
TIME:
MODIFIERS:
Loose Bonds: +2
Hand Binders: +1
Serious: No Modifier
Maximum Security: -4 or more
EFFECTS:
6d6 Suppress vs Bonds
Control Disease
REQ: Accelerate Healing
TIME: 30 minutes to several uses over a week.
MODIFIERS:
Mild infection such as cold: +2
Modest infection such as flu: +1
Severe Illness: No modifiers
Life-threatening disease:-1
Massive long-standing disease: -3
Rapid acting, life-threatening disease: -5
EFFECTS: Allows the character to direct and control the anti-bodies and healing factors of his body to throw off an infection or resist a disease. Requires the character to meditate for 30 minutes and may require rolls over a period of time.
(2)Immune to Disease;
REQ: None
TIME: May be kept up, but must re-roll every time a new injury is taken.
MODIFIERS:
Character's BODY above 8. +1 penalty
Character's BODY below 8, but above 2. No penalty
Character's BODY below 2. û1 penalty
EFFECTS: Character ignores all penalties due to wounds. Character Cannot be Stunned, and does not follow the Impairment/Disabling rules or have any other wound penalties.
(10)Cannot Be Stunned;
(30)Takes No Stun; Loses: BODY and Abilities, 45;
(10)Does Not Bleed;
REQ: None
TIME: Five Minutes
MODIFIERS:
Mild Poison: +2
Mild Poison: +1
Average Poison: No Modifiers.
Virulent Poison: -2
Neurotoxin: -5
EFFECTS:
(2)Immunity to Poison; Frequency: Common;
REQ: Hibernation Trance
TIME: May be kept up.
MODIFIERS: -2 penalty to enter Emptiness. Requires -1 penalty roll to exit out of Emptiness.
EFFECTS: Character enters trance where they are able to ignore everything, though their body still requires food and air. When another character attempts to use a Force Sense or Control skill against the character in Emptiness, their roll is resisted by the character's Emptiness roll. When the character exits the Emptiness they get a +2 bonus to all Force Skill rolls for a duration equal to the time they spent in Emptiness.
Characters loose a +1 bonus for every 2 levels their Darskside activation roll is below 15-.
(4)+2 level w/3 Related Skills;
REQ: None
TIME: 1-3 Turns
MODIFIERS:
EFFECTS:
Character rolls Force skill to increase a Stat for a limited time.
Roll made by
Even 2d6 Aid last 1 turn
by two 4d6 Aid last 2 turns
by four 6d6 Aid last 3 turns
REQ: None
TIME: May be kept up
MODIFIERS: +1
EFFECTS:
May use EGO roll as a complementary roll to either Force Control or another EGO roll when defending against the Force. If opponent beats your normal roll, but doesn't beat your improved roll you suffer a -1 to all EGO rolls.
REQ: None
TIME: May be kept up.
MODIFIERS: -1 Difficulty to enter.
EFFECTS: Character can "play dead." This lowers the character's consumption of food, water, and air.
(2)Simulate Death;
REQ:
TIME: One minute.
MODIFIERS:
-2 plus the penalty for a normal Astrogation roll.
EFFECTS:
A successful use of this power gives a +4 on a Astrogation roll. If the Jedi fail the roll he gets a -4 on his Astrogation roll.
REQ: Hibernation Trance
TIME:
MODIFIERS: -1
EFFECTS:
Darkside Power. The same as the Jedi power Emptiness.
Must make Control roll at -1 every 4 hours or wake up. After exit trance receive +2 to all skill rolls for duration of trance. Take 1/2d6 N damage for every 2 hours in trance. Must roll Control roll to not come out of trance unexpectedly. If they do, must roll Control -1 to stop attacking offending character. If choose to anticipate person must make Sense -2 roll with Life Sense power (modified by relationship). This allows a Control +2 roll to "wake up".
REQ: Control Pain
TIME: When this power is "kept up" it does not count as an active power for purposes of determining penalties.
MODIFIERS:
Character's BODY above 8. +1 Penalty
Character's BODY below 8, but above 2. No penalty
Character's BODY below 2. -1 Penalty
EFFECTS: Can ignore the damage done from one attack by taking on a permanent Injury.
(50)15d6 Transform From Dead chararcter to hurt character (Major, Single Object); Range: 1125; Charges: 1, -2; Only for last attack taken: Half, -1; Cumulative: No, +0;
REQ: Control Pain.
TIME: When this power is "kept up" it does not count as an active power for purposes of determining penalties.
MODIFIERS:
Character's BODY above 8. +1 Penalty
Character's BODY below 8, but above 2. No Penalty
Character's BODY below 2. -1 Penalty
EFFECTS: Character's with this power do not immediately fall unconscious. Instead they loose all their actions for the current round. The next round they must try to activate this power. If they do not activate the power or fail to, they fall unconscious.
(12)6d6 Aid (Fade/turn, Max. 36); Restore Only Lost Stun: -1; Range: 0; Affects: Single Power, +0;
REQ: None
TIME: One minute and may be kept up.
MODIFIERS:
EFFECTS: Must be activated before the character is hit by an attack which can do stun. All stun damage less than an unconscious level is ignored. Attacks which would take a character to unconscious do 1 Stun.
(15)Damage Reduction (Physical, 50% Resistant); Only versus Body: Seriously, -½;
(15)Damage Reduction (Energy, 50% Resistant); Only versus Body: Seriously, -½;
REQ: Hibernation Trance
TIME:
MODIFIERS:
EFFECTS:
Character can review past events to see if the missed something.
Clairsentience, Past
REQ: Receptive Telepathy, Projective Telepathy, Translation
TIME:
MODIFIERS:
Domesticated Animal: +1
Wild, but non-predatory: 0 to -1
Ferocious predator: -3 to -5
EFFECTS:
The character can speak to animals.
8d6 Telepathy vs Animals only.
REQ: Danger Sense, Life Detection
TIME:
MODIFIERS:
One opponent: None with -1 per opponent.
EFFECTS:
Last for 10 turns and doesn't count as a skill use. Gives the Jedi +2 OCV, +2DCV, and Lightning Reflexes.
REQ: Life Detection
TIME: May be Kept up.
MODIFIERS: May be resisted.
EFFECTS:
11- Danger Sense vs All
REQ: Magnify Senses
TIME:
MODIFIERS: Modified by difficulty of Astrogation roll.
EFFECTS:
Success gives +3 to Astrogation roll, failure penalizes Astrogation roll by -3.
Life Detection
REQ: None
TIME: May be kept up.
MODIFIERS: +2 if target is Force sensitive or has Force skills, otherwise no penalty or bonus. Modified by relationship. Can be resisted.
EFFECTS: Can detect live sentients within 10 meters. Can make sense roll to find information about them. Can be resisted.
(16)Detect Life (++4 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
(10)360-Degree Sensing (Unusual Senses)
(5)Discriminatory Sense (Detect)
REQ: Life Detection
TIME: May be kept up to track a target.
MODIFIERS: The target of this power can only make a Force Control Skill roll to resist.
EFFECTS: Can track and keep whereabouts of target.
(75)15d6 Mind Scan
REQ: Life Detection, Life Sense, Sense Force
TIME: Two days or more.
MODIFIERS:
Billions: +2
100 Millions: None
10 Millions: -1
Millions: -3
100 Thousands: -5
EFFECTS:
Character chooses a species when the power is bought. He can then detect the direction of said species with this power. The character gains a +1 for each day, above two, of concentration. Note, more species can be purchased by buying 1 point perks.
REQ: None
TIME: 1 turn
MODIFIERS: +2 to roll. Modified by Proximity.
EFFECTS: Character increases his senses.
This is bought by purchasing several enhanced senses.
Postcognition
REQ: Hibernation trance, Life Detection, Sense Force
TIME: One minute to Five Minutes
MODIFIERS: +1 if seeing less than two hours in time.
More than two hours but less than a week No Penalty.
-1 for a week to 6 months
-3 for 6 months to a year
-4 for a year to two years
-3 per additional year.
-3 per minute cut off time of use.
EFFECTS: Character can try to see into the past. The character must state before he rolls how far he wants to see into the past. If the character's roll is successfull how well they see is dependent on how well they roll:
If roll made by Five: They are there.
If roll made by Three: They get a good sensory impression.
If roll made: All sensory impressions are muffled.
(50)Clairsentience (Normal Sight, Hearing); See: Past, +20; Dimensions: Current, +0; Range: 250"
REQ: Life Sense
TIME: May be kept up if target willing.
MODIFIERS: This power can be resisted.
EFFECTS: The Jedi can read the surface thoughts of the target, he cannot probe for deeper thoughts. If the Jedi exceeds the targets resistance roll by 3 or more he can sift through memories up to 24 hours old, however this takes 2 full phases.
(50)15d6 Telepathy; Read only: Seriously, -½
REQ: None
TIME: When this power is "kept up" it does not count as an active power for purposes of determining penalties.
MODIFIERS: No penalty for area. -1 for specific items or details. Modified by proximity.
EFFECTS: Allows character to sense the type and magnitude of the force within in area.
(16)Detect Force (+4 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
(10)360-Degree Sensing (Sight)
(5)Discriminatory Sense (Detect)
REQ: Life Detection, Life Sense, Receptive Telepathy, Sense Force
TIME: 2 turns
MODIFIERS:
None for non-resisting target. Unwilling subject reset with Perception or Control roll.
EFFECTS:
The user can tell the force skills of his opponent.
REQ: Emptiness, Hibernation Trance,
TIME: This power may be kept up.
MODIFIERS:
EFFECTS:
Gives the character a vision on wether or not they are traveling a path that leads to the Darkside or doom.
REQ: Magnify Senses
TIME: This power may be kept up.
MODIFIERS:
None for simple (heat or scents)
-1 for comm freq or infared.
-3 to detect certain things.
EFFECTS:
Character shifts his senses to detect something that he cannot normally detect.
REQ: Receptive Telepathy, Projective Telepathy
TIME: This power may be kept up.
MODIFIERS:
None for humans or aliens, -1 for Droids, -1 if target being cryptic on purpose. -4 if written language.
EFFECTS:
Allows a character to speak and understand a particular language as long as the power is kept up. Universal Translator.
REQ: Magnify Senses
TIME: This power may be kept up.
MODIFIERS:
+1 if lived in area for more than one year.
None for 6-12 months
-1 if lived in area 1-6 months
-3 lived in area less than one month
Modified by proximity and local weather conditions.
EFFECTS:
Prediction is effective for 4 hours and difficulty of roll increases the further down the line you want to go.
REQ: Life Sense, Life Detection
TIME:
MODIFIERS:
EFFECTS: An attacker must be touching the target to use this power, which means making attack in combat. The attacker rolls his Injure/Kill power with the target resisting using either EGO or their Force Control Skill. If the character's Force Alter Skill is higher than the defenders roll the attacker does 2 damage classes HKA per +1 difference between the rolls.
Various levels of HKA
REQ: None
TIME: May be kept up.
MODIFIERS: Can be resisted. Modified by Proximity.
Weight
Less than 1kg +2
1kg to 10kg +1
11kg to 100 0
101kg to 1000kg -1
1001kg to 10,000kg -3
10,001kg to 1,000,000kg -5
Motion
-1 per 10m moving faster.
-1 for gentle turns
-3 for easy maneuvers
-3 to -5 for complex maneuvers
-6 for attacking with lightsaber
EFFECTS: Objects move 10 meters per round.
Various levels of Telekinesis
REQ: Life Sense
TIME: At least one minute.
MODIFIERS:
Control: +2, modified by proximity. -1 to -3 for character seeing in past. -2 to -5 for the future. Sense: +2 if target friendly, Can be resisted. Modified by relationship.
EFFECTS:
Roll made by ?????????
REQ: Life Detection, Life Sense, Magnify Senses, Receptive Telepathy.
TIME: This power may be kept up.
MODIFIERS: Control: None.
Sense: See below +1 if both characters have Life Bond.
Modified by proximity.
EFFECTS:
Make Sense Roll
Missed roll by 1: Aware of partners general location and emotional state.
Made roll: Can use the other's senses. Share pain and Injuries.
Made roll by 1: Telepathically linked per Receptive Telepathy.
Made roll by 3: Telepathically linked per Projective Telepathy.
Characters can have premonitions about each other. Based on sense roll and proximity. Takes 1d6 weeks to form a Life Bond -1 to all Control rolls during that time. If partner killed the character enters a catonic state for 1d6 days and is at -1 to all rolls untill time equal to that needed to form the bond is up.
REQ: None.
TIME: May be kept up.
MODIFIERS:
+1 Sense skill roll.
EFFECTS: The character can use their Force Control Skill and their Force Sense skill to effect their ability in combat with the lightsabers. The character must take two actions:
First he rolls Force Sense skill, how much he makes it by is the amount the character gains as +1 level with his Lightsaber skill. Character then makes a Force Control skill roll. How much he makes it by is a +/- 1DC to the lightsaber's damage up to x2 the Lightsabers Damage.
Lightsaber Combat can be used to parry Blaster bolts. This is done per the Missle Deflection rules adding in any bonuses for the Force Sense Skill roll and any skill levels with the lightsaber. To reflect blaster bolts the character must first make a successful Missle deflection roll and then make a Force Control skill roll modified by the target's range.
Various Skill level, with Missle deflection/reflection.
REQ: Receptive Telepathy, Life Detection, Life Sense
TIME:
MODIFIERS: Control: +2 bonus. Modified by proximity. -2 or -3 penalty if user can't talk. Sense: +2 bonus if target is friendly and doesn't resist. Use normal resistance rules if target resist. Modified by relationship.
EFFECTS: Target can hear and feel the emotions of the user.
(50)15d6 Telepathy; Send only: Seriously, -½
REQ: Control Another's Pain
TIME: One minute
MODIFIERS: Control: +2 bonus. Modified by relationship.
Alter: +2 bonus.
EFFECTS: Same as Accelerate Healing. The Jedi must touch the target when they roll.
REQ: Accelerate Healing, Control Disease
TIME: Same as Control Disease
MODIFIERS: Control +2, modified by relationship. Alter, same as Control Disease.
EFFECTS: Same as Control Disease.
REQ: Control Pain
TIME:
MODIFIERS: Control: +2 bonus. Modified by relationship
Character's BODY above 8. +1 penalty
Character's BODY below 8, but above 2. No penalty
Character's BODY below 2. -1 penalty
EFFECTS: Same effect as control pain. Must be touching target to use this power.
REQ: Concentration, Hibernation Trance, Telekinesis
TIME:
MODIFIERS: Control: none, Alter: +3
EFFECTS:
Allows characters to pull oxygen from the surroudings. May be kept up until dropped or knocked out.
REQ: Accelerate Healing, accelerate anothers healing, control pain, control
another's pain, detoxify poison
TIME: 5 minutes
MODIFIERS:
Control +2 modified by relationship
Alter +2 for very mild poisons, +1 mild poison, +1 for difficult, -3 to -5 for very difficult poisons.
EFFECTS:
Must have physical contact to work. Makes person immune to effects of poison.
REQ: Sense Force
TIME:
MODIFIERS:
EFFECTS:
Darskide power. Player gains a Darside point and Force point for every light side sensitive that gains darkside points.
REQ:
TIME:
MODIFIERS:
Control: Modified by proximity. Limited to LOS.
Alter: Can be resisted.
EFFECTS:
Darkside power Character does damage based on his Alter skill.
REQ: Control Pain, Life sense
TIME:
MODIFIERS:
Control: +2, modified by proximity. Alter: Resisted, modified by proximity.
EFFECTS:
Darkside Power Player inflicts stun only damage.
REQ: Hibernation Trance
TIME: Five minutes
MODIFIERS: Control +2 modified by relationship.
Alter +2 modified by proximity.
EFFECTS: This power can NOT be used as an attack power. Can be used to bring another out of a Hibernation Trance at a -3 penalty.
Dispel Simulate Death and Transform
REQ: Remain Conscious
TIME:
MODIFIERS: Control: +1 Modified by proximity and relationship.
Alter: +1 for incap. -1 for mortal.
EFFECTS: Target returns to conscious. Other effects same as Remain Conscious.
REQ: Control Another's Pain
TIME: One Minute
MODIFIERS: Control: +1 Modified by relationship and proximity
EFFECTS: Recipient of this power must be willing. The user spends one Force point to keep the mortally wounded character alive in a hibernation trace. This will keep the target alive for 6 weeks. The target must be willing. The use of this power is ALWAYS considered heroic.
4 BODY regeneration, UAO, Not usable on self
REQ: None
TIME:
MODIFIERS: Control: +2 bonus for perceptions. +1 for memories, No penalty for conclusion, Modified by proximity. Sense: Target's EGO roll or Force Control skill. Alter:
+2 momentary misperceptions, minor changes to distant memory.
+1 brief phenomena, memory less than a year old
No Pen. short hallucinations, memory less than a day old.
-1 slight disguises, hallucinations that can be sensed by two senses.
-3 hallucination can be sensed by all 5 senses, major memory change.
EFFECTS: Power used to alter a character's perceptions or make them believe an illusion.
Transform w/Trigger
REQ:
TIME: 5 minutes
MODIFIERS:
Control
Sense
Alter
EFFECTS:
Jedi can turn opponents against each other. They have to beat Jedi's best skill roll.
Or Jedi can increase allies skills by same amount she lowers a Force skill of their choice.
REQ:
TIME:
MODIFIERS:
EFFECTS:
Darkside Power plus get additional darkside point per evil action person takes while under control.
REQ:
TIME:
MODIFIERS:
EFFECTS:
Major darkside power
REQ:
TIME:
MODIFIERS:
EFFECTS:
Major Darkside power
REQ:
TIME:
MODIFIERS:
EFFECTS:
Major darkside power
REQ:
TIME:
MODIFIERS:
Control: None, modified by proximity.
Sense: -1
Alter:
1-10 people: +2
11-100: +1
101-500: Even
501-5000: -1
5001-50000: -3
50001-500000: -6
EFFECTS:
Jedi increases the effectiveness of his allies skills, Granting a +1 for every 11- in the group.
REQ:
TIME:
MODIFIERS:
EFFECTS:
Major Lightside power
REQ: Concentration, Telekinesis, Target must be within Jedi's LOS
TIME:
MODIFIERS:
Control: -1, Sense: -1, Alter: Modified by proximity.
EFFECTS:
This power will give Darkside point unless the character uses it to do stun
only and to protect innocents. This power may be "kept up" as long
as the distance and target remains the same.
The Jedi makes a HTH attack against target. Unless the target is Force sensitive their DCV is considered to be 3. If the target is Force Sensitive they get their full DCV.
REQ: Control Pain, Inflict Pain, Injure/kill, Life Sense
TIME:
MODIFIERS: Control +1, modified by proximity. Sense +1, modified by proxmity. Alter: Targets EGO or Control.
EFFECTS:
Darkside power. Users Alter roll vs targets EGO or Control.
Transfer Life
REQ:
TIME:
MODIFIERS:
EFFECTS:
Major Darkside power
REQ:
TIME: This power may be kept up.
MODIFIERS: Sense: +1, -1 per extra target, modifiedy by proximity. Alter: Resisted.
EFFECTS:
The Jedi reduced his opponents perception/EGO roll.
Alter roll made by Reduce perception/EGO
1 or 2 -1
3 -2
4 -3
5+ -4
REQ: Absorb/dissapate Energy, concentration, Magnify Senses, Telekinesis.
TIME: May be kept up.
MODIFIERS: Sense +1, Alter: Even
EFFECTS:
The Jedi gets a 3pd/ed resistiant Force Field.
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