Force Push
Alter Difficulty: Target's Control or Strength Roll, modified by proximity.
Required Powers: Concentration, Telekinesis
Effect: With this power, a Jedi may use the Force to push up to four adjacent targets backwards, possibly knocking them prone. Each target past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D penalty). Each target makes either a Control or Strength roll to resist, and the acting Jedi's Alter roll result is compared to each result in turn to determine the effects. A target that is knocked back into a wall or other solid object takes 2D damage, in addition to any other effects.
Alter Roll > Difficulty: Effect
0-5, Target(s) pushed back 1 meters, make Easy Dexterity roll or fall.
6-10, Target(s) pushed back 2 meters, make Moderate Dexterity roll or fall.
11-15, Target(s) pushed back 3 meters, make Difficult Dexterity roll or fall.
16-20, Target(s) pushed back 4 meters, make Very Difficult Dexterity roll or fall.
21+, Target(s) pushed back 5 meters, make Heroic Dexterity roll or fall.
Alter Force Powers
Moderator: Samurai
- Samurai
- Posts: 518
- Joined: Sun Jan 18, 2004 12:57 am
- Location: Stuck in the past, in a land far away.
Alter Force Powers
Until you find something worth dying for, you're not really living.
- Samurai
- Posts: 518
- Joined: Sun Jan 18, 2004 12:57 am
- Location: Stuck in the past, in a land far away.
Battle Meditation
Alter Difficulty: Difficult, modified by proximity
Force Powers Required: Affect Mind
Effect: This power causes an increase in the morale of allies, while demoralizing the enemy. This is represented by a +2 bonus to all actions taken by friendly characters.
Alter Roll > Difficulty By: Number of Targets
0-5: 1-10
6-10: 11-100
11-15: 101-1,000
16+: 1,001-10,000
Alter Difficulty: Difficult, modified by proximity
Force Powers Required: Affect Mind
Effect: This power causes an increase in the morale of allies, while demoralizing the enemy. This is represented by a +2 bonus to all actions taken by friendly characters.
Alter Roll > Difficulty By: Number of Targets
0-5: 1-10
6-10: 11-100
11-15: 101-1,000
16+: 1,001-10,000
Until you find something worth dying for, you're not really living.
- Samurai
- Posts: 518
- Joined: Sun Jan 18, 2004 12:57 am
- Location: Stuck in the past, in a land far away.
Inspire
Alter Difficulty: Very Difficult, modified for proximity.
This power may be kept up.
Required Powers: Affect Mind, Battle Meditation
Effect: With successful use of this power, a Jedi can instill great confidence in one or more of his allies. This inspiration is reflected in a +1D bonus to all ability and skill rolls made by an affected ally, and last as long as the user desires to keep it up. The number of allies who gain the bonus is determined by the success level of the initiating Alter roll.
Alter Roll > Difficulty By:Number of Targets
0-5: 1-10
6-10: 11-100
11-15: 101-1,000
16+: 1,001-10,000
Alter Difficulty: Very Difficult, modified for proximity.
This power may be kept up.
Required Powers: Affect Mind, Battle Meditation
Effect: With successful use of this power, a Jedi can instill great confidence in one or more of his allies. This inspiration is reflected in a +1D bonus to all ability and skill rolls made by an affected ally, and last as long as the user desires to keep it up. The number of allies who gain the bonus is determined by the success level of the initiating Alter roll.
Alter Roll > Difficulty By:Number of Targets
0-5: 1-10
6-10: 11-100
11-15: 101-1,000
16+: 1,001-10,000
Until you find something worth dying for, you're not really living.