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===The Force=== Despite Jedi not being the focus of the setting, the Force is present if players want to use it. Thankfully it's not as OP as sometimes portrayed in other rules systems. Access to Force powers is granted by the Force rating talent, which can only be obtained via certain specializations. In an often overlooked rule, Force Sensitivity <u>is NOT</u> automatically granted by any of the F&D career classes unless they are your starting careers, so characters from EotE or AoR who buy into Consular trees do not become Force Sensitive immediately. Instead the ''Force Rating 1'' talent is provided to characters of those classes at character creation in the same way that they get free ranks in career skills. The '''only''' specializations that grant Force Sensitivity automatically are the universal careers such as "Force Exile" or "Emergent". That means that players who don't start out as "Jedi" have to take a much longer path to competency in Force abilities, having to first cross class into one of the universal trees to be granted Rating 1 if they didn't already have it. Which would also be an XP sink as it adds to your cross-class multiplier and makes your next class more expensive. A Player could ''still'' multiclass into one of the "Jedi" careers and learn all of the talents just like any other class, and could pick up the Force Rating increase found at the end, but that's also long way journey to the bottom where you'd have to purchase a lot of unusable talents that won't help you without the ability to use the Force. This is quite consistent with the lore, where often those considered "too old" for training were not permitted to become Jedi. Once the specialisation ''(and therefore the talent)'' is bought, upgrades can be taken for the class itself, but can also be bought for powers, which are relatively simple but can be upgraded much like any other career specialisation: *'''Alter:''' ''(Unlimited Power)'' Allows the manipulation of the surrounding (natural) environment to increase/decrease difficult terrain, heighten awareness (through the eyes of local wildlife), and with Mastery, power-up ''everybody's'' Force rolls with bonus pips. *'''Battle Meditation:''' Grants floating "success" results to friendly targets whenever they make dice rolls, upgrades grant you more targets at further range with more successes. Additional side-grades allow you sustain the power by committing force dice, or to send simple communications to your troops, or to share skill competencies with the best character in the target group. *'''Bind:''' Freeze a target for a few rounds, if you're a dark side user you can also inflict wounds at the same time ''(ie: force choke)''. Increases to this skill give you more range and more targets and longer duration. *'''Conjure:''' ''(Unlimited Power)'' Make your own (simple) weapons or tools out of thin air from "Force ichor" Γ la [[warlock| Bladelocks in D&D 5e]]. With Mastery raise Force "zombies" to do your bidding (and give you nice mounds of Conflict). Baseline weapons have the Cortosis quality, with nicer qualities (including longer duration, size, and number) you can buy later, so it can make for some interesting not-Jedi/Sith tradition concepts that can still go weapon to weapon with them. *'''Ebb/Flow''': ''(Disciples of Harmony)'' A weird one, this one gets added to a skill check and has two sides to it; inflict strain on everybody in range, and heal your own strain. You can eventually exclude characters you don't want this to apply to (besides yourself), drop automatic failures/despairs on opponents' checks and pull out instant successes/triumphs on your own. *'''Endure''': ''(Knights of Fate)'' Arguably, character death is narrative in this system, the exception to this is rolling on the Critical Hits table (131+ for NPCs, 141+ for player characters). This power lets you win at those and live forever, much like the iconic Darth Sion, who essentially just never turned this power off. *'''Enhance:''' Spend your force points on your Athletics skill, giving you more success/advantage. Upgrading allows you to widen the range of skills you can apply your results to ''(such as piloting, or brawling)''. You also get some cool side-grades that give you the ability to Force Jump or commit force dice to your physical stats, increasing them for indefinite duration. *'''Farsight:''' ''(Savage Spirits)'' Give yourself the ability to ignore blindness, or any condition that would prohibit your sight. You can upgrade this to see further, make out near-microscopic details, or even gain a 360Β° arc of vision. Can also boost your perception or vigilance skills, see through walls, or even leave your body and gain vision from a different perspective at close range. The cheapest force power to obtain at a cost of 5 points (instead of 10 or more) for the base power and most upgrades only cost 5 points. *'''Foresee:''' See up to one day into the future... sure to give your GM a headache, but he is allowed to be vague. You can upgrade to pick out more details, or the number of days you can see. Of more immediate use is the ability to use this power at the same time as you roll for initiative, jumping you up initiative order, providing free maneuvers to your friends and lowering the defenses of your enemies. *'''Heal/Harm:''' You can heal wounds/strain with a force check - easy. You can also use the force combined with medicine to cure critical injuries. Full mastery of this power allows you to bring someone back from the dead, as long as they only died last turn. The "Harm" version of this power is pretty much the exact opposite, but used by Dark-siders, and generates a whole lot of Conflict points. *'''Imbue''': ''(Disciples of Harmony)'' Pat someone on the back and boost one of their basic characteristics by 1 until your next turn, but limited to once per encounter for each character. Can eventually be increased in range and sustained by committing force dice, and sharing one of your skill ranks. At the bottom of the tree, the boost increases to 2, [[Awesome|and can go above max.]] *'''Influence''' The "Jedi Mind Trick", allows you to change someones emotional state. Light side users can generate peace, tranquility and friendliness, while Dark side users generate fear and rage. Both sides can generate confusion. This can also be used to inflict strain on an opponent, knocking them out of the encounter. At later levels this allows you to roll a force check as part of your social skills, allowing you to manipulate people with the force. You can also focus on a specific individual and make them believe something blatantly false for a short period. *'''Manipulate:''' ''(Endless Vigil)'' Allows you to rebuild vehicles or equipment. Initially only restoring system strain, but later allowing you to repair broken components or gear, moving them through damage states. Later upgrades allow you to restore actual wounds to vehicles, from a distance. You can also combine this power with Mechanic skill checks to add additional positive results to your dice rolls. *'''Misdirect:''' Create illusions to make yourself (or something) invisible. You can also expand this power into making objects (or people) appear like something else, or create completely illusory people or objects. *'''Move:''' Probably the most well-known Jedi power, giving you the ability to move objects telekinetically. Upgrades allow you to move larger objects ''(up to Silhouette 4, but you'll need a lot of Force dice)'', move them faster, or further. *'''Protect/Unleash:''' Create fields of energy that allow you to reduce damage from incoming energy weapons. If you're a light side user you can expand this over friendly targets. You can also use the "Unleash" version to shoot beams of energy as a ranged attack ''(Force Lightning?)''. While you don't need to be a dark side user to do this and can use your white spots to activate this power, it does generate conflict either way so be careful. Upgrades allow you to improve the effectiveness of the power, or add weapon qualities to their ranged attack ''(like Burn or Ensnare)''. Tied for the most expensive power, requiring 20 points for initial purchase, and the only power that needs a Force Rating of three to even obtain. Unless you're a Sage or Seer you can't pick this until you've reached the end of ''two'' specializations. *'''Seek:''' The boy scout power, that helps you find your way if you get lost, or track someone/something through the force if you don't know where it is. You can also use this power to cancel out Force-based illusions ''(see Misdirect)'' or can use it to increase your weapon penetration as you view weak points in enemy targets. Full mastery allows you to [[Rape|gain automatic Triumphs against one enemy on every combat check for the remainder of an encounter]]. *'''Sense:''' Feel the Force flowing through you. You can sense living beings all around you, and their emotional states. This can be upgraded to read people minds, but it can also be used to sense incoming attacks against you and make them more difficult, and later be used to upgrade your own attacks. *'''Suppress:''' ''(Keeping the Peace)'' Your anti-force-power force power. The result you get when rolling for this power will diminish the ability of other force users to use their powers, up to the point that you can completely flatten his ability to use the force entirely, or even smack him with strain when he rolls black ''(which most Force villains in the campaign will do)'' and potentially [[Awesome|knock him out on his own Force rolls]]. You can also upgrade this to turn it into a Jedi version of ''Dispel'' and force an opponent to uncommit any of his force dice currently being used on powers. Force powers require a special D12 dice to activate which has white and black spots on it, representing light or dark points respectively. ''(players are inherently "light-based")'' and powers require certain numbers of white spots to be effective or activate additional effects. Unfortunately only five sides of the D12 have any value to a light side force user making them useless 58% of the time. The player can expend a destiny point to "flip" black spots to white ones, though if your DM is using the F&D '''morality''' system this will inevitably cause the character to descend into [[BBEG|evil ways]]. Three-fifths of the light-sided faces of the die have two dots, while only a single dark-side-aligned face does. This is somewhat-consistent with the movie lore, wherein the dark side is easier to use, but the light side is more powerful overall. The number of dice you get is represented by your force sensitivity factor and you invest these successes into your power upgrades to perform more impressive feats, like moving larger objects or mind-tricking more opponents. However unless you are using options from ''Force and Destiny'', your force sensitivity factor doesn't go higher than 2, meaning that your powers are unlikely to be impressive as you cannot activate as many upgrades to a power as you can roll light-side successes. Even "true" Force Wielding characters often don't have a Force Rating of higher than 3 without cross classing into different force-wielding careers ''(unless you start out as Consular)'' which still won't guarantee Starkiller levels of power.
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