Post by gamedave on Sept 17, 2011 22:22:03 GMT -5
FORCE SKILLS
Force users use three skills: Control, Sense, and Alter. All are linked to Spirit.
Control enables a Force user to control himself - his thoughts, emotions, and body, even autonomic functions. It is used for activating Control powers. In addition, a Force Sensitive character may use his Control skill in place of his Vigor for making natural healing rolls (SWD 78) and rolls to resist the effects of Hazards (SWD 86-89) (but NOT for Soak rolls and rolls on the Injury Table). Finally, a Force Sensitive character using a Force attuned weapon may use Control instead of Fighting or Throwing when making attack rolls and to determine his Parry score.
Sense allows a Force user to sense what the Force has to tell her. It is used for activating Sense powers. In addition, a Force Sensitive character may use Sense in place of any Notice for any roll.
Alter allows a Force user to reach out and alter the world around him. It is used for activating Alter powers. In addition, a Force Sensitive character may use Alter in place of Persuasion for any roll; if he does so, he is not affected by Charisma bonuses (Charisma penalties still apply, though). He may also use use Alter in place of Intimidation, but doing so requires a Dark Side Check (see below).
USING THE FORCE
The following is adapted from the "No Power Points" Setting Rule (SWD 95).
Using the Force to activate a Force power requires an Action, and a roll with the appropriate Force skill. Every Force power has a Focus Penalty: this penalty is applied to the Force skill roll to activate that power. Once the activation roll is made, check the results below:
Backlash: If a Force user rolls a 1 on the Force skill die when attempting to activate a power (regardless of the result of the Wild Die), he suffers Backlash, and cannot use that power for the rest of the encounter or until he spends a Force Point to negate the Backlash.
Maintaining Powers: Characters can maintain Force powers as long as desired, but each power maintained inflicts a cumulative -1 to activate any new powers. Thus, a Jedi can keep the deflect power going indefinitely, but suffers a -1 penalty if he then attempts to move object.
Interrupting Powers: If a character with an activated Force power is Shaken or suffers a wound or Fatigue level, he must make a Spirit roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. Force powers shut down automatically if the Force user sleeps or is unconscious.
Focus: A Force user may focus on a power by concentrating for a round (no movement or other actions and avoid interruption, as described above). If successful, he ignores 2 points of focus penalties on all powers cast with his next action. If he does not activate any powers on his next action, the preparation is lost.
Force Duels: If a Force user successfully activates a Force power and attempts to directly use it on another Force sensitive character who has that power, the target may initiate a Force Duel as a reaction. Both characters make opposed Force rolls with the appropriate skill, applying its Focus Penalty and any other bonuses and penalties as usual. If the defender wins, the Force power is negated (this does not count as a failure on the skill roll to activate the power). If the attacker wins, the Force power is resolved as usual. If the result is a tie, a Force lock has been initiated, and the characters make opposed rolls on whichever character's turn comes up next. Results are determined as above, and a Force lock may continue indefinitely, as long as the characters keep tying their opposed rolls. A character involved in a Force lock cannot go on Hold. Either character may voluntarily forfeit the Force duel at any time. Note that this Force duel roll is in addition to the initial roll to activate the power, and any rolls the target may normally be entitled to make to resist. There's a reason Force users rarely try to user their powers on each other. Also note that a Force duel is only initiated when one character directly uses a Force power on another, so, for example, using move object to attack a character with telekinetic weapons does not provoke a Force duel, but using it to grab a Force user would.
INTUITIVE FORCE POWERS
Force users do not necessarily need to have a power in order to attempt to use it. They may instead rely on the Force to guide them.
A Force Sensitive character who has either the Force Training Edge or any Force Tradition Edge may spend a Force Point to gain a one-time use of a Force power. Characters have to meet the Rank requirement of the power, and may not use a power with the Secret keyword. They must still make a Force skill roll to activate the power as normal.
Powers with a duration of "Instant" take effect as normal. Powers with a duration of at least 1 round but less than 1 minute have a duration of one round. If the power also has a duration of (m), the character may maintain it by spending an additional Force Point each round. Powers with a duration of at least 1 minute have their normal duration. If it also has a duration of (m), it can be maintained for a period of time equal to its initial duration by spending a Force Point.
FORCE ATTUNEMENT
Many Force traditions teach their practitioners to attune a particular weapon or suit of armor to themselves through the Force. This enables them to become almost one with it.
Force attuning an item requires the character to Use the Force (spend a Force point) and spend a round concentrating on the item, taking no other actions, not even movement. Force attuning armor also requires a character to be wearing the armor. A character can only be Force attuned to a single suit of armor at a time. A character may only be attuned to a single weapon or a single pair of weapons at a time.
Once a character is Force attuned to a weapon, he may use his Control skill in place of Fighting for rolls when wielding the weapon and to calculate his Parry. He may also use his Spirit in place of his Strength to determine damage with the weapon.
Once a character is Force attuned to a suit of armor, he may use his Spirit in place of his Vigor when making Soak rolls and rolling on the Injury Table when wearing the attuned armor.
Force users use three skills: Control, Sense, and Alter. All are linked to Spirit.
Control enables a Force user to control himself - his thoughts, emotions, and body, even autonomic functions. It is used for activating Control powers. In addition, a Force Sensitive character may use his Control skill in place of his Vigor for making natural healing rolls (SWD 78) and rolls to resist the effects of Hazards (SWD 86-89) (but NOT for Soak rolls and rolls on the Injury Table). Finally, a Force Sensitive character using a Force attuned weapon may use Control instead of Fighting or Throwing when making attack rolls and to determine his Parry score.
Sense allows a Force user to sense what the Force has to tell her. It is used for activating Sense powers. In addition, a Force Sensitive character may use Sense in place of any Notice for any roll.
Alter allows a Force user to reach out and alter the world around him. It is used for activating Alter powers. In addition, a Force Sensitive character may use Alter in place of Persuasion for any roll; if he does so, he is not affected by Charisma bonuses (Charisma penalties still apply, though). He may also use use Alter in place of Intimidation, but doing so requires a Dark Side Check (see below).
USING THE FORCE
The following is adapted from the "No Power Points" Setting Rule (SWD 95).
Using the Force to activate a Force power requires an Action, and a roll with the appropriate Force skill. Every Force power has a Focus Penalty: this penalty is applied to the Force skill roll to activate that power. Once the activation roll is made, check the results below:
- Success: The power activates as usual.
- Raise: The power activates with any additional bonuses stated in its description.
- Failure: All currently maintained powers are cancelled and the Force user is Shaken.
Backlash: If a Force user rolls a 1 on the Force skill die when attempting to activate a power (regardless of the result of the Wild Die), he suffers Backlash, and cannot use that power for the rest of the encounter or until he spends a Force Point to negate the Backlash.
Maintaining Powers: Characters can maintain Force powers as long as desired, but each power maintained inflicts a cumulative -1 to activate any new powers. Thus, a Jedi can keep the deflect power going indefinitely, but suffers a -1 penalty if he then attempts to move object.
Interrupting Powers: If a character with an activated Force power is Shaken or suffers a wound or Fatigue level, he must make a Spirit roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. Force powers shut down automatically if the Force user sleeps or is unconscious.
Focus: A Force user may focus on a power by concentrating for a round (no movement or other actions and avoid interruption, as described above). If successful, he ignores 2 points of focus penalties on all powers cast with his next action. If he does not activate any powers on his next action, the preparation is lost.
Force Duels: If a Force user successfully activates a Force power and attempts to directly use it on another Force sensitive character who has that power, the target may initiate a Force Duel as a reaction. Both characters make opposed Force rolls with the appropriate skill, applying its Focus Penalty and any other bonuses and penalties as usual. If the defender wins, the Force power is negated (this does not count as a failure on the skill roll to activate the power). If the attacker wins, the Force power is resolved as usual. If the result is a tie, a Force lock has been initiated, and the characters make opposed rolls on whichever character's turn comes up next. Results are determined as above, and a Force lock may continue indefinitely, as long as the characters keep tying their opposed rolls. A character involved in a Force lock cannot go on Hold. Either character may voluntarily forfeit the Force duel at any time. Note that this Force duel roll is in addition to the initial roll to activate the power, and any rolls the target may normally be entitled to make to resist. There's a reason Force users rarely try to user their powers on each other. Also note that a Force duel is only initiated when one character directly uses a Force power on another, so, for example, using move object to attack a character with telekinetic weapons does not provoke a Force duel, but using it to grab a Force user would.
INTUITIVE FORCE POWERS
Force users do not necessarily need to have a power in order to attempt to use it. They may instead rely on the Force to guide them.
A Force Sensitive character who has either the Force Training Edge or any Force Tradition Edge may spend a Force Point to gain a one-time use of a Force power. Characters have to meet the Rank requirement of the power, and may not use a power with the Secret keyword. They must still make a Force skill roll to activate the power as normal.
Powers with a duration of "Instant" take effect as normal. Powers with a duration of at least 1 round but less than 1 minute have a duration of one round. If the power also has a duration of (m), the character may maintain it by spending an additional Force Point each round. Powers with a duration of at least 1 minute have their normal duration. If it also has a duration of (m), it can be maintained for a period of time equal to its initial duration by spending a Force Point.
FORCE ATTUNEMENT
Many Force traditions teach their practitioners to attune a particular weapon or suit of armor to themselves through the Force. This enables them to become almost one with it.
Force attuning an item requires the character to Use the Force (spend a Force point) and spend a round concentrating on the item, taking no other actions, not even movement. Force attuning armor also requires a character to be wearing the armor. A character can only be Force attuned to a single suit of armor at a time. A character may only be attuned to a single weapon or a single pair of weapons at a time.
Once a character is Force attuned to a weapon, he may use his Control skill in place of Fighting for rolls when wielding the weapon and to calculate his Parry. He may also use his Spirit in place of his Strength to determine damage with the weapon.
Once a character is Force attuned to a suit of armor, he may use his Spirit in place of his Vigor when making Soak rolls and rolling on the Injury Table when wearing the attuned armor.