Keywords:
Maintained (-2 to difficulty)
Most Force powers are maintained. That is, a Jedi must concentrate to keep the power active. Normally maintaining a power doesn't cost anything, but during combat certain things might change that.
A Force user that has been damaged must 'maintain' the ability by rolling his Sense skill vs the opponent's damage. Rolling a tie or higher than the damage indicates success. This occurs after determining damage normally, and any penalties from normal damage apply to the roll.
A Force user maintaining multiple powers must maintain each power separately. For every power the Jedi is maintaining, he receives -1D to his Metaphysics attribute.
Energy (+5)
Manipulations that deal energy damage (bypassing most armor) increase the difficulty by 5.
Lethal Mental Damage (+4)
In Star Wars, lethal mental damage is the hallmark of the dark side, and providence of the Sith Lords. Lethal mental damage increases the difficulty of a manipulation by 4 per 1D.
Stun Mental Damage (+2)
Mental damage that only deals stun damage only increases the difficulty by +2 per 1D.
Conjuration and Teleportation
Powers that conjure items from nothing or involve teleportation are generally outside the realm of Star Wars or Serenity. While they certainly exist in the worst examples of the EU, I would prefer to stay out of it.
Lightsaber Combat
Skill Used: Sense
Difficulty: 15
Effect: +1D to the Lightsaber Skill, can block blaster bolts (17)
Range:Personal (-2)
Target: Personal (2)
Duration: Maintained (-2)
Description: The Force user gains enhanced ability to use a lightsaber. He gains +1D to his lightsaber skill, and an additional +1D for every 5 result points.
The Force user may deflect blaster bolts and other small projectiles by rolling his lightsaber skill against the opponent's firearms, gunnery or throwing skill.
The Force user may reflect blaster bolts back at his enemy by rolling a firearms skill against the enemies' dodge skill. This counts as an "extra action" and occurs at -1d6.
Skill Used: Sense
Difficulty: 15
Effect: +1D to the Lightsaber Skill, can block blaster bolts (17)
Range:Personal (-2)
Target: Personal (2)
Duration: Maintained (-2)
Description: The Force user gains enhanced ability to use a lightsaber. He gains +1D to his lightsaber skill, and an additional +1D for every 5 result points.
The Force user may deflect blaster bolts and other small projectiles by rolling his lightsaber skill against the opponent's firearms, gunnery or throwing skill.
The Force user may reflect blaster bolts back at his enemy by rolling a firearms skill against the enemies' dodge skill. This counts as an "extra action" and occurs at -1d6.
The character may instead use this power to improve his melee weapons skill. Most melee weapons take damage when deflecting projectiles and cannot reflect blaster bolts. (Although some, like portable rayshields, can).
Telekinesis
Force Lightning
Skill Used: Channel
Difficulty: 15
Effect: Physical Damage (Energy) 4D (13)
Target Size: Person (+2)
Range: Point Blank (+0)
Duration: 2 rounds (0)
Description: Drawing upon her hatred, the Jedi summons a blast of electricity to destroy her target.
After successfully using this ability, the Jedi rolls her Channel ability against the target's dodge ability.
A successful hit deals damage equal to 4D. Add the result point bonus to the amount of damage done.
The Jedi has access to Force Lightning for 2 rounds, although it may be used only once per round.
Armor that does not protect energy damage does not protect against this skill. However, armor that specifically protects against electricity or harsh-environmental effects does.
Telekinesis
Jedi telekinesis is extremely varied. Refer to page 101 and page 97 in D6 Space for the range of available targets and difficulties. When used in combat, characters using Telekinesis must roll Channel to 'hit' the target. Targets can resist using either a successful Willpower or Lifting roll.
No comments:
Post a Comment