Update 2: Force Rituals

FORCE RITUALS

A Force Ritual requires significantly more training and knowledge than Force Powers, with deep concentration and understanding of the Force. Often times all one can do when enacting a Force Ritual is close his or her eyes and focus on the desired effect. When you use a Force Ritual in combat, you can take no other actions other than making the appropriate ability test. As these effects focus on a more narrative approach to the Force, the GM and the player are encouraged to work together in crafting how these play out at the table.

Commune

Ability Test: Perception (Force Senses)

Target Number: 17

Success Threshold: 10

Failure Threshold: 3

Requirements: Perception 2 or more and the Force Sensitivity (Novice) talent.

Component(s): A kyber crystal or a personal belonging of a deceased force-user.

You allow your mind to wander into the Force to seek guidance and answers. These answers are often vague, merely images or sounds without context. This may become clearer if using an aid to enhance your abilities, such as a Jedi or Sith holocron. Alternatively you can try to summon a Force Spirit for 1 minute. The Force Spirit acts as he or she did in life, but is somewhat detached, and can not compelled to answer with even a Communication test. Once summoned, a Force Spirit can not be summoned again for 30 days.

Hibernation

Ability Test: Perception (Force Control)

Target Number: 17

Success Threshold: 15

Failure Threshold: 4

Requirements: Willpower 3 or more and the Force Sensitivity (Novice) talent.

Component(s): None.

You draw upon the living Force to mend and restore the body by drifting off into a deep sleep. You or one subject regains 1d6 Health per hour of sleep and ignores hazards such as from extreme environmental effects. This can also be used to resuscitate the recently slain with the GMs approval, often requiring that the body remain intact and the subject had given his or her life in a selfless act.

Telekinesis

Ability Test: Perception (Force Alter)

Target Number: 11

Success Threshold: 5-15

Failure Threshold: 3

Requirements: Willpower 2 or more and the Force Sensitivity (Novice) talent.

Component(s): None.

You reach out to the Force to levitate a creatures or objects within site. The GM sets the success threshold depending on the size and number of targets you are affecting. The use of an object to focus your concentration, such as an amulet or staff, often reduces the success threshold. The effected creatures or objects move very slowly, the equivalent of one space (2 meters or 5 feet) per turn. The upper limits of this are lifting and moving single to two-person vehicles, such as an X-Wing.

DATHOMIRI RITUALS

Witch of Dathomir *NEW SPECIALIZATION*

Requirements: Perception and Willpower 2 or higher and the Force Sensitivity (Novice) talent.

You have learned the secrets of dark Force magic and are capable of performing the spells of Dathomiri Rituals.

Novice: You learn one Dathomiri Ritual of your choice. Also, you add your Perception to your Defense while not wearing armor.

Journeyman: You learn one Dathomiri Ritual of your choice.

Master: You learn one Dathomiri Ritual of your choice. You also reduce the success threshold for all Force Rituals by 3.

Dark Metamorphosis

Ability Test: Perception (Dark Side)

Target Number: 17

Success Threshold: 20

Failure Threshold: 4

Requirements: Willpower 4 or more and the Dathomiri Witch (Novice) specialization.

Component(s): One subject and three or more participants with the Force Sensitivity (Novice) talent.

You use the Dark Side to twist and mold the body of a willing or unwilling subject. After completion of the ritual, the subject increases his or her Constitution, Dexterity, or Strength by 2 and increases the other two abilities by 1. However, the subject reduces his or her Communication, Intelligence, and Willpower by 1. The subject also suffers a –2 penalty on all ability tests to resist Dark Side powers. This permanently remains in effect.

Dominate Beast

Ability Test: Perception (Dark Side)

Target Number: 13

Success Threshold: 15

Failure Threshold: 3

Requirements: Willpower 3 or more and the Dathomiri Witch (Novice) specialization.

Component(s): A subdued beast or beasts that are caged, shackled or otherwise tethered.

You use your power in the Dark Side to break the will of a creature. This can either be one Large beast or a number of smaller beasts equal to 1d6 + your Willpower.

Creatures subdued in this way obey non-dangerous commands without question, requiring a Free action. Dangerous commands, such as charging into battle, require you spend Minor action and the creature can make an opposed Willpower (Self-Discipline) test vs. your Forcepower to break your hold over it. The beast or beasts remain loyal for up to 48 hours, wherein they wander off dazed and confused unless further provoked.

Wake the Dead

Ability Test: Perception (Dark Side)

Target Number: 13

Success Threshold: 10

Failure Threshold: 3

Requirements: Willpower 4 or more and the Dathomiri Witch (Novice) specialization.

Component(s): A boiling cauldron with the bones of the type of creature you wish to raise.

You call out to the Force to the spirits of the dead. You raise a number of Walking Dead equal to 1d6 + your Willpower. Alternatively, you raise a Large beast. This creature has half the amount of Health it normally has, but its Armor Rating is increased by 4.

Creatures raised in this way obey your commands without hesitation, requiring only a Free action. They remain animated for 1 hour, wherein they crumble to ash and dust.

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