Age of Star Wars: Force Powers Preview

Still working out the details on these, but essentially, Force Powers work like weapon groups. You can use any of them but being trained in them allows you to use them without penalty. Like spells, they are based on an ability test with different foci. This ability will be Force, representing a character’s affinity for the Force but whose effect is based on either Willpower and sometimes Perception. Rather than Magic Points, they also function on a Recharge roll used by rolling a single 6-sided die and getting a number equal to or greater than the target. Lastly, each power generates their own stunts as a way of conveying how different each of their affects are. This may lead to option paralysis but I am willing to give it a shot in playtest.

There will be four Force Power groups: Alter (see below), Control, Senses, and Dark Side.

Force Sensitive
Classes: All
Requirements: You must have Force 2 or higher

Novice: Once per day, you can Use the Force. This allows you to either add your Force to any non-Force related ability test you make or subtract your Force from any ability test made against you until your next turn.

Journeyman: You immediately sense the presence of other force sensitive creatures within 20 yards, unless they are actively attempting to conceal their presence. In which case, you can make an opposed Force (Senses) vs. Willpower (Self-Discipline) ability test to detect them.

You also gain training in one group of Force Powers.

Master: You can use your will and connection with the Force to counteract another Force-User. You can use a Ready action to counter a Force Power until you next turn or an Attack action to disrupt a Force Power with an ongoing effect. A successful Willpower (Self-Discpline) ability test vs. the opponent’s Forcepower ends the effect.

You also gain training in one group of Force Powers.

ALTER FORCE POWERS

DEFLECT (Alter)
Time Target Number Test Recharge
Interrupt 13 None 5+

You use the Force to block an attack made against you. When you are hit by an attack, you make the ability test as a free action and effectively negating the hit.

Deflect Stunts
SP Cost Stunt
1+ Shield: You receive a +1 bonus to your Defense against the next attack against you until the start of your next turn for every 1 SP you spend.
3 Redirect: You change the target of the attack an adjacent enemy if it was made with a melee weapon or an enemy within range if made with a ranged weapon.
4 Reflect: You change the target of the attack to the attacker.

 

FORCE PULL (Alter)
Time Target Number Test Recharge
Major 13 Strength (Might) 4+

You extend your will to move a creature or object to you. The target can’t weigh more than 120 kg (265 lbs) and can be moved up to 5 + Willpower spaces toward you that ignores difficult terrain. This also allows you to move objects from a distance to your hand or to make an attack against enemies, using your Force (Alter) vs. their Defense –2, dealing 2d6 + Willpower damage. A successful Strength (Might) test reduces the spaces moved by half.

Force Pull Stunts
SP Cost Stunt
1+ Utilized: You gain a +1 bonus for every 1 SP you spend on any subsequent ability test made with or on the creature or object.
3 Impact: You inflict an extra 1d6 damage with the attack.
4 Yank: You only use a minor action to use this Force Power.

 

FORCE PUSH (Alter)
Time Target Number Test Recharge
Major 13 None 4+

You extend your will to move a creature or object away from you. The target can’t weigh more than 120 kg (265 lbs) and can be moved up to 4 + Willpower spaces away from you, ignoring difficult terrain, and is prone.

Force Push Stunts
SP Cost Stunt
1+ Shove: You increase the spaces you can move by 1 for every 1 SP you spend.
3 Cast Off: You affect two additional targets.
4 Hard Landing: You inflict 1d6 + Force damage on the target(s).

 

Throw Weapon (Alter)
Time Target Number Test Recharge
Major 15 None 5+

You throw a melee weapon, using the Force to guide it to its target. This allows you to make a melee attack from 8 + Willpower spaces away. However, the attack only deals half damage (rounded down) and does not generate combat stunt points. After the attack is resolved, the weapon moves back to your hand.

Throw Weapon Stunts
SP Cost Stunt
1+ Assault: You gain a +1 bonus on the attack roll for every 1 SP you spend.
3 Wide Arc: You can make an additional attack against an enemy in range.
4 Critical Blow: You inflict full damage with the attack(s).

 

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