Age of Star Wars: Power of the Force

Here are the rest of the Force Powers I have been working on since the last post on the subject. Before getting into it, I realized that some things needed to be defined.

Ranges: I completely neglected this last time, but Short Range (S) is up to 8 spaces or 12 meters (approx. 40 feet). Medium Range (M) is up to 12 spaces or 18 meters (or approx. 60 feet). Long Range (L) is up to 20 spaces or 30 meters (or approx. 100 feet). Other ranges, like Personal, are self explanatory.

Conditions: There are a few powers that required changing what a subject is capable of doing. Immobilized means that the target is unable to move of their own will, such as taking a move action on his or her turn. Disorientated is where the subject is unable to get their bearings and can only take a minor action on their turn, but are normally fine afterward. Restrained does both of these things, but also gives the subject an option to possibly break the hold over him or her.

Next, Downside of the Dark Side: There should be a cost to using Dark Side Force Powers. One of the things I have been considering is a spectrum, the Light Side being +5 while 0 is Neutral and the Dark Side is -5. Players earn points toward either side by performing Light or Dark actions. The bonus from the Light Side gives you bonuses on Communication tests made with friendly NPCs, while the Dark Side penalizes Communication tests with hostile NPCs. It is a start and something I hope to flesh-out at a later time.

 

ALTER FORCE POWERS

DEFLECT (Alter)
Time Target Number Range Test Recharge
Interrupt 13 Personal 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
1-3 Shield: You receive a +1 bonus to your Defense for every 1 SP you spend (maximum +3 Defense) on the next attack against you until the start of your next turn.
3 Redirect: You change the target of the attack to an adjacent enemy if it was made with a melee weapon or an enemy within range if it was made with a ranged weapon.
4 Reflect: You change the target of the attack to the attacker.

 

FORCE PULL (Alter)
Time Target Number Range Test Recharge
Major 13 Medium 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 use the object to make an attack against enemies, using your Force (Alter) vs. their Defense –2 and dealing 2d6 + Willpower damage. A successful Strength (Might) test reduces the spaces moved by half.

Force Pull Stunts
SP Cost Stunt
1-3 Utilized: You gain a +1 bonus for every 1 SP you spend (maximum +3 bonus) 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 Range Test Recharge
Major 13 Medium Dexterity (Acrobatics) 4+

force push.jpg

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. A successful Dexterity (Acrobatics) test prevents the target from being Force Pushed off a ledge.

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 + Willpower damage on the target(s).

 

THROW WEAPON (Alter)
Time Target Number Range Test Recharge
Major 15 Medium None 5+

Lightsaber_Throw_GH_by_Shoemaker.jpg

You throw a melee weapon, using the Force to guide it to its target. This allows you to make a melee attack from up to 8 spaces away, or up to 12 spaces with a –2 penalty. However, the attack only deals half damage (rounded down) and does not generate combat stunt points. After the attack is resolved, the weapon returns to your hand.

Throw Weapon Stunts
SP Cost Stunt
1-3 Assault: You gain a +1 bonus on the attack roll for every 1 SP you spend (maximum +3 bonus).
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).

CONTROL FORCE POWERS

FORCE DASH (Control)
Time Target Number Range Test Recharge
Minor 13 Personal None 4+

3771-tfu05vaderkashyyyk

You move with extraordinary speed. This allows you to move with a speed of 12 + Willpower. You can also move up walls, but must end your movement on a horizontal surface or else you begin to fall.

Force Dash Stunts
SP Cost Stunt
1+ Haste: You gain 1 space of movement for every 1 SP you spend.
3 Blur: Your movements are too quick to follow. You gain a +2 bonus to Defense until the beginning of your next turn.
4 Force Charge: You gain a +2 bonus on your attack roll(s) until the start of your next turn.

 

FORCE LEAP (Control)
Time Target Number Range Test Recharge
Minor 15 Personal None 5+

Force_Leap_SWG_TSS_by_Miguel_Coimbra

You jump into the air, propelled by the Force. This allows you to move with a speed of 10 + Willpower and to ignore difficult terrain. You can distribute your maximum speed between horizontal and vertical spaces moved if you are counting for verticality.

Force Leap Stunts
SP Cost Stunt
1+ Jumper: You gain 1 space of movement for every 1 SP you spend.
3 Leap Attack: You gain a +3 damage bonus on your next attack.
4 Shockwave: Your landing causes a violent tremor. All creatures within a 4-space radius must make an opposed test with their Strength (Might) vs. your Forcepower. If you win, the target is prone.

 

Fortitude (Control)
Time Target Number Range Test Recharge
Minor 15 Personal None 5+

You draw upon the Force, your mind overcoming matter. You gain resistance equal to your Stunt Die + Willpower until the start of your next turn. You also ignore any harmful environmental effects for the duration, such as extreme heat or cold.

Fortitude Stunts
SP Cost Stunt
1+ Mind Over Matter: You gain 1 resistance for every 1 SP you spend.
3 Invigorated: You gain +2 to any opposed ability tests until the end of your next turn.
4 One With the Force: You automatically succeed any Willpower (Self-Discipline) tests until the start of your next turn.

 

HEALING (Control)
Time Target Number Range Test Recharge
Minor 15 Touch None 5+

You call upon the Force to heal wounds. You can heal yourself or another, and the target regains Health equal to 1d6 + your Willpower. If you have the Force (Control) focus, you instead heal 2d6 + your Willpower.

Healing Stunts
SP Cost Stunt
1+ Force Healer: You heal +1 Health per 1 SP you spend.
3 Regenerate: You heal an extra 1d6 Health.
4 Aura of Healing: You gain an aura of Force energy that extends in a 4-space radius from you until the end of your next turn. Any ally that begins or ends their turn in the aura regains Health equal to your Willpower.

SENSES FORCE POWERS

FORCE SENDING (Senses)
Time Target Number Range Test Recharge
Minor 15 Special None 5+

You call out to the Force to convey a message. The receiver gains insight into your feelings, such as in distress or happiness. The receiver must be on or orbiting the same planet as you. If you have the Force (Control) focus, your range is unlimited.

Force Sending Stunts
SP Cost Stunt
1+ Message: You can convey one word for every 1 SP you spend.
3 Guidance: You and the receiver get a sense of where each other are, gaining a sense when you are moving toward or away from one another, but not an exact location.
4 Glimpse: You or the receiver can see through the other person’s eyes for 5 second.

 

INSPIRE (Senses)
Time Target Number Range Test Recharge
Minor 13 Medium None 4+

You inspire your allies toward acts of bravery. You and all allies within range receive a +2 bonus on your attack roll until the start of your next turn.

Inspire Stunts
SP Cost Stunt
1-3 Press On: You and your allies gain +1 Speed for every 1 SP you spend (maximum +3 Speed) until the start of your next turn.
3 Urge Forward: You and your allies can immediately move up to 4 spaces as a free action.
4 Rally: You and your allies automatically succeed any Willpower (Courage) and Willpower (Morale) tests until the start of your next turn.

 

MIND TRICK (Senses)
Time Target Number Range Test Recharge
Minor 15 Short Willpower (Self-Discipline) 5+

CorranHorn-NEGTC2.jpgYou subtly use the Force to bend others to your will. The target must be a living sentient creature and takes one non-hazardous minor action of your choice. If the GM decides that this action is against the convictions of the target, the target can make an opposed Willpower (Self-Discipline) vs. your Forcepower to try to resist.

Mind Trick Stunts
SP Cost Stunt
1-3 Extension of Your Will: You act through the target. The target receives a +1 bonus for every 1 SP you spend (maximum +3 bonus) on any ability tests associated with the action it performs.
3 Mind Wipe: You can manipulate memories. The target makes a Willpower (Self-Discipline) vs. your Forcepower. If you win, the target is disorientated and forgets you for 5 minutes.
4 Bewitch: You force your will to make others attack their allies. The target makes an attack against an enemy within range.

 

SENSE LIFEFORMS (Senses)
Time Target Number Range Test Recharge
Minor 13 Long Willpower (Self-Discipline) 5+

You reach out with your feelings to sense the Force in other living things around you. The closest sentient living creature that you are not already aware of makes an opposed test of his or her Willpower (Self-Discipline) vs. your Forcepower. If you win, you know how far away the target is and if he or she has the Force Sensitivity talent, but do not learn its exact location. Each round you can maintain this ability with a minor action, revealing the general location of the next closest creature.

Sense Lifeforms Stunts
SP Cost Stunt
1+ Pinpoint: You reveal the exact location of one target within range for every 1 SP you spend.
3 Sense Feelings: You can discern if a creature is hostile, friendly, or neutral.
4 Search Thoughts: You reveal the motivations of those you sense, often this is one word, like “ambush” or “hide.”

DARK SIDE FORCE POWERS

DARK RAGE (Dark Side)
Time Target Number Range Test Recharge
Minor 13 Personal 13 5+

Dark_Woman_vs_Vader

You embrace your anger. You enter Dark Rage mode with an Activate action. You receive a +2 bonus on Willpower (Courage) and Willpower (Morale) tests while in Dark Rage. You also receive a +3 bonus on your damage rolls in melee combat. However, you suffer a –1 penalty to Defense and –2 to Force tests while in Dark Rage. You return to normal at the end of the encounter or if you force yourself out of your rage with another Activate action.

Dark Rage Stunts
SP Cost Stunt
1+ Reave: You gain Health equal to your Willpower x 1 for every 1 SP you spend every time you slay an enemy during Dark Rage.
3 Surge: You gain a minor action upon entering Dark Rage mode.
4 Bloodlust: You attack an adjacent enemy as a free action upon entering Dark Rage mode.

 

EMPOWER (Dark Side)
Time Target Number Range Test Recharge
Minor 15 Personal None 5+

You draw upon the Dark Side, anger building upon hatred. You receive +2 Forcepower to the next Force Power you use.

Empower Stunts
SP Cost Stunt
1-3 Power of the Dark Side: You gain +1 to your next ability test to use a Dark Force power for every 1 SP you spend (maximum +3 bonus).
3 Aura of Dark Force Energy: You gain an aura of Force energy that extends in a 4-space radius from you until the end of your next turn. Any enemy that begins or ends their turn in the aura has –2 Defense.
4 Unlimited Power! You immediately recharge one Force Power.

 

FORCE CHOKE (Dark Side)
Time Target Number Range Test Recharge
Major 15 Short Willpower (Self-Discipline) 5+

Your enemies are grasped by your will and the Force, crushing the breath out of them. One living creature within range is restrained and must make an opposed Willpower (Self-Discipline) ability test vs. your Forcepower or take 2d6 + Willpower penetrating damage. Force Choke can be maintained with subsequent major actions, each round dealing 1d6 penetrating damage, but can be broken by a successful Willpower (Self-Discipline) ability test or if you take damage.

Force Choke Stunts
SP Cost Stunt
1-3 Terror: Your target suffers –1 penalty on his or her first opposed ability tests for every 1 SP you spend (maximum –3 penalty).
3 Tightening Grasp: You clench your grip tighter the more they struggle. The target takes 1d6 penetrating damage whenever they fail their Willpower (Self-Discipline) ability test.
4 Crushing Fists: You can affect one additional target within range.

 

FORCE LIGHTNING (Dark Side)
Time Target Number Range Test Recharge
Major 15 Medium Constitution (Stamina) 5+

You draw power from the Dark Side, launching lightning from your fingertips. One target takes 4d6 + Willpower ion damage and must make an opposed Constitution (Stamina) ability test vs. your Forcepower or become disorientated.

Force Lightning Stunts
SP Cost Stunt
1-3 Rapid Recharge: You gain a +1 bonus to your recharge roll in order to recharge this power for every 1 SP you spend (maximum +3 bonus) turn 1 ion damage into penetrating damage for every 1 SP you spend.
3 Chain Lightning: You can affect two additional targets within range.
4 Overpower: You turn the ion damage into penetrating damage.

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