Age of the Old Republic Preview: Advanced Force Powers

Been playing through KOTOR as part of my research for this project. Advance Force Powers require the Force-user to be familiar with more basic powers before learning them, much like spells work in Dragon AGE. However, unlike regular Force Powers, Advanced Force Powers can only be used ONCE per combat encounter. Kind of like your big boom daily powers.

BATTLE MEDITATION (Senses)
Prerequisite: Inspire
Target Number: 15
Action: Minor

Effect: You channel the living Force to bring out the best in your allies. All allies that can see and hear you can increase one ability of their choice by 1. You do not gain this benefit. This effect lasts for 1 round, but you can use subsequent minor actions to continue the effect.

Battle Meditation Stunts
SP Benefit
1-3 To Victory! Your allies can increase their chosen ability by +1 for every SP you spend
3 Clarity: You also gain the benefit from the effect.
4 Concentration: The effect lasts for 1 minute, you are unconscious, or the combat encounter ends.

DRAIN LIFE (Dark Side)
Prerequisite: Force Lightning
Target Number: 15
Action: Major

Effect: Your touch siphon the lifeforce from another creature, increasing your own vitality. The target takes 4d6 + your Willpower penetrating damage and you regain half the amount of damage dealt to your Health.

Drain Life Stunts
SP Benefit
1-3 Enervating: You deal +1 penetrating damage for every SP you spend.
3 Cripple: The target must succeed a Willpower (Self-Discipline) test vs. your Forcepower or become disoriented.
4 Vampirism: You regain Health equal to the amount of damage dealt.

FEAR (Dark Side)
Prerequisite: Force Choke
Target Number: 17
Action: Minor

Effect: You channel the Dark Side to strike terror in the heart of your foe. One enemy within long range is restrained until he or she succeeds a successful Willpower (Courage) test vs. your Forcepower at the start of each of his or her turn.

Fear Stunts
SP Benefit
1-3 Fright: Your Forcepower for this effect increases by 1 for every SP you spend.
3 Horror: You effect one additional creature.
4 Heart Stop: Each target must make a Willpower (Courage) test vs. your Forcepower or take 4d6 + your Willpower penetrating damage.

FORCE REPULSE (Alter)
Prerequisite: Force Throw
Target Number: 17
Action: Major

Effect: You channel the Force to throw all those around you away. All creatures within a short ranged radius from you are pushed 4 spaces away from you and must succeed a Strength (Might) test vs. your Forcepower or are also knocked prone.

Force Repulse Stunts
SP Benefit
1-3 Impact: Creatures are moved 1 extra space away from you for every SP you spend.
3 Repulsion Field: You effect a medium ranged radius.
4 Explosion: Targets within range take 2d6 + your Willpower penetrating damage.

FORCE SPEED (Control)
Prerequisite: Force Dash
Target Number: 15
Action: Minor

Effect: The Force flows through your movements. You gain an extra Major action during your turn.

Force Speed Stunts
SP Benefit
1-3 Flurry: You gain +1 bonus to all attack rolls until the end of your turn for every SP you spend.
3 Sprint: You can Move as a free action
4 Rush: You can Charge or Run as a free action

FORCE STASIS (Alter)
Prerequisite: Force Pull
Target Number: 17
Action: Major

Effect: You bind your enemies with the Force, hindering their movements. All enemies in a short ranged radius from you must succeed a Willpower (Self-Discipline) test vs. your Forcepower or become immobilized for 1 round.

Force Stasis Stunts
SP Benefit
1-3 Freeze: Targets are immobilized 1 additional round for every SP you spend, but have a chance to break free each round by making a Willpower (Self-Discipline) test vs. your Forcepower at the start of each of their turns
3 Stasis Field: You effect a medium ranged radius
4 Force Bound: Targets are instead restrained

FORCE STUN (Senses)
Prerequisite: Mind Trick
Target Number: 15
Action: Minor

Effect: You manipulate the Force to fog the minds of your enemies, making them confused. Up to two enemies within medium range must make a successful Willpower (Self-Discipline) test vs. your Forcepower or become disoriented for 1 round. This is a mind-affecting effect that does not normally affect droids.

Force Stun Stunts
SP Benefit
1-3 Bewilder: You effect one additional creature for every SP you spend.
3 Stun Droids: Droids are also affected.
4 Paralysis: Each target is disoriented until they succeed a Willpower (Self-Discipline) test vs. your Forcepower at the start of each of their turns.

SERENITY (Control)
Prerequisite: Fortitude
Target Number: 17
Action: Minor

Effect: You find peace in the Force, allowing you to easily recall a Force Power your recently used. You immediately refresh one Force Power.

Serenity Stunts
SP Benefit
1-3 Calm: Your Forcepower increases by 1 for every SP you spend for 5 minutes.
3 Stillness: You gain +2 Defense for 5 minutes.
4 Tranquility: You automatically succeed all Willpower-based ability tests for 5 minutes.

 

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4 thoughts on “Age of the Old Republic Preview: Advanced Force Powers

  1. lol Playing KOTOR for “Research purposes”. Great news for the update. May I ask what program you are using to create your projects? As a starting creator, would Word be a ok start?

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    1. I use Word for storing copy, Adobe Illustrator for graphics, and Adobe InDesign for laying out books. Word though is a totally legit way of making a book though. My first draft of the Star Wars AGE rules I came out with used only Word. It was just really clunky fighting with Word’s default templates and layout rules.

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