Post by WildKnight on Feb 26, 2008 19:53:17 GMT -5
No offense to the stuff come up with by others is intended by all this. Just putting my own thoughts out there.
Obviously, I'm not done yet. I'm sure people will immediately notice the massive costs associated with creating a Force Using character... that is very much intentional. The idea is to make certain that Force Users aren't at a massive, inherent advantage over those without the Force as their ally.
Star Wars rules for MURPG
The Force
Wielding the Force in the Star Wars Galaxy revolves around two things; one’s natural talent, and the skill level to which one rises. This is represented by a Modifier (Force Potential) and an Action (Use the Force). A character may have the Modifier Force Potential without the Action Use the Force, but may not have the Action without the Modifier.
New Action: Use The Force (AN +4 Levels)
The general ability to wield the Force. A character with this Action may draw on the Force in a number of ways, as well as gaining access to other Force-based Actions.
- The character may spend stones of Effort into this AN to increase his Speed. The character must have already invested maximum possible stones into Speed. For every stone spent, the character increases his Speed by 1, for 1 panel (additional stones must still be spent to meet the resistance, if necessary)
- The character may spend stones of Effort into this AN to increase his Strength for purposes of leaping.
- The character may regenerate Energy based on this AN or his Durability, whichever is higher
- The character receives the Reflexive Dodge Modifier at ½ of his AN for free. This overlaps (does NOT stack) with any Reflexive Dodge the character might otherwise possess.
- The character receives the Prescience Modifier for free, but may only move a number of stones up to his Action Number
- The character may purchase Force-Based skills up to their AN of Use the Force
- Characters with this Action may purchase non Force-Based skills with the special limitation “through the Force.” This reduces the cost of mundane Actions by -2, but the Action Number is halved (rounded down) should the character ever be cut off from the Force, and the Action becomes subject to the same limitation as Force-Based skills (i.e. the AN cannot exceed the AN of Use the Force)
- The character may go without food & sleep for a Duration equal to his AN, without water for a Duration equal to one-half his AN, and without air for a Duration equal to one-third his AN, rounded down (or his racial maximum, whichever is greater)
- Light Side characters with this Action may enter into a Healing Trance for a maximum number of hours per day equal to their AN, and heal 1 white stone of Health per hour in this trance. They may place another character into a similar trance, allowing the character to heal 1 white stone of health per two hours rested BUT the character must be willing, and cannot come out of the Trance until they are fully healed.
- Dark Side characters with this Action may drain use an opponents fear against them. They may use this Action as “Fear” with an equal AN
- Characters with this Action can use Radar Sense (as the modifier) to detect living things. Stones must be spent for Range and Duration.
- Characters with this Action may hide their presence in the Force, making themselves undetectable to other Force Users. Stones must be spent for Range and Duration.
Force Based Actions
Lightsaber Combat (AN)
Lightsaber is NOT a Specialty of Close Combat. Only one who is Force Sensitive can truly wield these elegant weapons. (Lightsabers can be wielded using Close Combat with a -2 SitMod). This Action allows an Ability Bonus (chosen when this Action is taken) or a Lightsaber Weapon Modifier. Characters with this Action do not need to purchase Close Combat… punches, kicks, headbutts, and other maneuvers are part of Lightsaber training. Potential specialties include the various Forms (I’ll get to those soon, promise).
Option: Reflect Bolts (+2 Levels)
If the character shifts all Lightsaber Combat stones to Defense, and his Defense exceeds the Effect stones of blaster attacks leveled at him, the blaster bolts are directed back at the shooter. A maximum number of bolts may be reflected equal to the Lightsaber Combat AN (additional bolts are deflected harmlessly)
Astral Travel
(No Commentary)
Create Illusions
Originally developed by and traditionally associated with the Sith, this technique is not inherently of the Dark Side
Drain Energy (AN +3, Dark Side Only)
The increased cost is because this Action ALWAYS includes the Range 2 option. Improved Drain may be purchased.
Energy Absorption/Reflection (AN +5)
Unlike in MURPG, a character must “prepare” this by spending one of his Actions in a given Panel. Any Force Based Action that targets the character before his next Panel is reduced by the Absorption AN, and placed into the characters Energy Pool. If the AN of Absorption exceeds the number of stones of effect on the Force Based Action targeting the character, the energy is NOT absorbed, and the effect is rebounded back toward its originator.
Force Blast
<Light Side> A blast of pure Force Energy. Always does Stun damage.
<Dark Side> Comes in two forms (+1 Cost Level for characters who want both options). The first is Force Lightning, the second is a sonic “Force Scream”
Force Based Healing (AN +2 Levels)
(No Commentary)
Telekinesis
Characters DO NOT receive a -1 to Cost Level for also having Telepathy (as the two aren’t related in any way in Star Wars)
Weapon Mod = +3 Levels
Telepathy
Available Options
Project Thoughts/Control Others (+3. The Traditional Jedi Mind Trick. This effect only lasts a single panel, and the target will not realize after the fact that they have behaved strangely. Resisted by Intelligence & Mental Defense, plus potentially any SitMods. Forcing a character to harm anyone, under any circumstances, is an act of the Dark Side)
Telepathic Communication (+1. May send a single short message to a person known to the user. Maximum number of words = Telepathy AN. Stones must be spent for Range)
Repair Minds (+1)
Empathic Read (+1. May read the emotions of a target along with their thoughts)
Surface Adhesion (Cost = AN. AN may not exceed Telekinesis AN)
As Wall Crawling
Mundane Actions
Astrogation (AN)
The ability to calculate paths through Hyperspace. Usually aided by a computer.
Force Based Modifiers
Force Potential (MN +5)
A character must posses this Modifier in order to use the Force in any way. Adds stones to all Force-Based actions (but not mundane actions bought with the Force Based limitation)
Defense, Force (MN +4)
An “automatic” Defense against Force-Based actions (does not include Lightsaber Combat)
Prescience
Cosmic Awareness
Represents an incredibly deep immersion/connection to the Force. Only Light Side characters may have this Modifier, and anyone who falls to the Dark Side loses the Modifier immediately.
Destiny Force
Ever wanted to be Anakin or Luke?
Precognitive Flashes
Rage (MN)
Dark Siders only. The character can enter a Dark Side-fueled Rage, increasing their Strength and Mental Defense by +1 per panel, to a maximum of the Modifier Number. A character under the effects of Rage may not shift any stones to Defense. The character must remain in Rage once it has begun for a number of Panels equal to his MN (but may remain in longer of he chooses).
A character with this modifier automatically enters a Rage when reduced to 1 white stone of health.
Mundane Modifiers
(If you don’t see it here, it ain’t available)
Metal Skeleton (3w)
As Adamantium Skeleton. With the level of technology in Star Wars, this should be possible.
Animal Senses
Some alien species’ have better senses than humans. They should buy this
Armor Penetration
Aside from Lightsabers, not much else in the Star Wars Galaxy should have this property, but their might be exceptions.
Claws
Use ‘em if you got ‘em
Extended Life/Immortality
Must be purchased for alien races with a lifespan greater than 150 years.
Healing Factor (et. Al)
Healing Factors are available only to species that have a similar capability. Some suits of body armor and some biotic implants can also grant these Modifiers.
Luck
Better lucky than good? Sometimes!
Radar Senses
Some (very few) aliens have an ability similar to this. Much more common in gear
Reflexive Dodge
NOT rebated for Animal Senses
Self-Contained Life Form
Some aliens have these properties
Sonar Sense
Available as equipment and to some aliens
Targeting
Handy in a firefight
Toughness
Humans (and similar aliens) max out at Toughness 2. Alien races with hardened skin MUST purchase this.
Vision, Enhanced
Equipment or appropriate aliens
Cybermorphics
Obviously, only for those with cybernetic limbs
Photographic Memory
Psycho-Centric Power Template
Reconstitute Self
Some aliens and robots can do this
Translation (et. Al)
Cybernetic Senses
Equipment or droids only
Fast-Draw
Photographic Reflexes
Energy Battery
Leaper
Mostly for aliens with massive jumping ability.
Rapid Recovery
Obviously, I'm not done yet. I'm sure people will immediately notice the massive costs associated with creating a Force Using character... that is very much intentional. The idea is to make certain that Force Users aren't at a massive, inherent advantage over those without the Force as their ally.
Star Wars rules for MURPG
The Force
Wielding the Force in the Star Wars Galaxy revolves around two things; one’s natural talent, and the skill level to which one rises. This is represented by a Modifier (Force Potential) and an Action (Use the Force). A character may have the Modifier Force Potential without the Action Use the Force, but may not have the Action without the Modifier.
New Action: Use The Force (AN +4 Levels)
The general ability to wield the Force. A character with this Action may draw on the Force in a number of ways, as well as gaining access to other Force-based Actions.
- The character may spend stones of Effort into this AN to increase his Speed. The character must have already invested maximum possible stones into Speed. For every stone spent, the character increases his Speed by 1, for 1 panel (additional stones must still be spent to meet the resistance, if necessary)
- The character may spend stones of Effort into this AN to increase his Strength for purposes of leaping.
- The character may regenerate Energy based on this AN or his Durability, whichever is higher
- The character receives the Reflexive Dodge Modifier at ½ of his AN for free. This overlaps (does NOT stack) with any Reflexive Dodge the character might otherwise possess.
- The character receives the Prescience Modifier for free, but may only move a number of stones up to his Action Number
- The character may purchase Force-Based skills up to their AN of Use the Force
- Characters with this Action may purchase non Force-Based skills with the special limitation “through the Force.” This reduces the cost of mundane Actions by -2, but the Action Number is halved (rounded down) should the character ever be cut off from the Force, and the Action becomes subject to the same limitation as Force-Based skills (i.e. the AN cannot exceed the AN of Use the Force)
- The character may go without food & sleep for a Duration equal to his AN, without water for a Duration equal to one-half his AN, and without air for a Duration equal to one-third his AN, rounded down (or his racial maximum, whichever is greater)
- Light Side characters with this Action may enter into a Healing Trance for a maximum number of hours per day equal to their AN, and heal 1 white stone of Health per hour in this trance. They may place another character into a similar trance, allowing the character to heal 1 white stone of health per two hours rested BUT the character must be willing, and cannot come out of the Trance until they are fully healed.
- Dark Side characters with this Action may drain use an opponents fear against them. They may use this Action as “Fear” with an equal AN
- Characters with this Action can use Radar Sense (as the modifier) to detect living things. Stones must be spent for Range and Duration.
- Characters with this Action may hide their presence in the Force, making themselves undetectable to other Force Users. Stones must be spent for Range and Duration.
Force Based Actions
Lightsaber Combat (AN)
Lightsaber is NOT a Specialty of Close Combat. Only one who is Force Sensitive can truly wield these elegant weapons. (Lightsabers can be wielded using Close Combat with a -2 SitMod). This Action allows an Ability Bonus (chosen when this Action is taken) or a Lightsaber Weapon Modifier. Characters with this Action do not need to purchase Close Combat… punches, kicks, headbutts, and other maneuvers are part of Lightsaber training. Potential specialties include the various Forms (I’ll get to those soon, promise).
Option: Reflect Bolts (+2 Levels)
If the character shifts all Lightsaber Combat stones to Defense, and his Defense exceeds the Effect stones of blaster attacks leveled at him, the blaster bolts are directed back at the shooter. A maximum number of bolts may be reflected equal to the Lightsaber Combat AN (additional bolts are deflected harmlessly)
Astral Travel
(No Commentary)
Create Illusions
Originally developed by and traditionally associated with the Sith, this technique is not inherently of the Dark Side
Drain Energy (AN +3, Dark Side Only)
The increased cost is because this Action ALWAYS includes the Range 2 option. Improved Drain may be purchased.
Energy Absorption/Reflection (AN +5)
Unlike in MURPG, a character must “prepare” this by spending one of his Actions in a given Panel. Any Force Based Action that targets the character before his next Panel is reduced by the Absorption AN, and placed into the characters Energy Pool. If the AN of Absorption exceeds the number of stones of effect on the Force Based Action targeting the character, the energy is NOT absorbed, and the effect is rebounded back toward its originator.
Force Blast
<Light Side> A blast of pure Force Energy. Always does Stun damage.
<Dark Side> Comes in two forms (+1 Cost Level for characters who want both options). The first is Force Lightning, the second is a sonic “Force Scream”
Force Based Healing (AN +2 Levels)
(No Commentary)
Telekinesis
Characters DO NOT receive a -1 to Cost Level for also having Telepathy (as the two aren’t related in any way in Star Wars)
Weapon Mod = +3 Levels
Telepathy
Available Options
Project Thoughts/Control Others (+3. The Traditional Jedi Mind Trick. This effect only lasts a single panel, and the target will not realize after the fact that they have behaved strangely. Resisted by Intelligence & Mental Defense, plus potentially any SitMods. Forcing a character to harm anyone, under any circumstances, is an act of the Dark Side)
Telepathic Communication (+1. May send a single short message to a person known to the user. Maximum number of words = Telepathy AN. Stones must be spent for Range)
Repair Minds (+1)
Empathic Read (+1. May read the emotions of a target along with their thoughts)
Surface Adhesion (Cost = AN. AN may not exceed Telekinesis AN)
As Wall Crawling
Mundane Actions
Astrogation (AN)
The ability to calculate paths through Hyperspace. Usually aided by a computer.
Force Based Modifiers
Force Potential (MN +5)
A character must posses this Modifier in order to use the Force in any way. Adds stones to all Force-Based actions (but not mundane actions bought with the Force Based limitation)
Defense, Force (MN +4)
An “automatic” Defense against Force-Based actions (does not include Lightsaber Combat)
Prescience
Cosmic Awareness
Represents an incredibly deep immersion/connection to the Force. Only Light Side characters may have this Modifier, and anyone who falls to the Dark Side loses the Modifier immediately.
Destiny Force
Ever wanted to be Anakin or Luke?
Precognitive Flashes
Rage (MN)
Dark Siders only. The character can enter a Dark Side-fueled Rage, increasing their Strength and Mental Defense by +1 per panel, to a maximum of the Modifier Number. A character under the effects of Rage may not shift any stones to Defense. The character must remain in Rage once it has begun for a number of Panels equal to his MN (but may remain in longer of he chooses).
A character with this modifier automatically enters a Rage when reduced to 1 white stone of health.
Mundane Modifiers
(If you don’t see it here, it ain’t available)
Metal Skeleton (3w)
As Adamantium Skeleton. With the level of technology in Star Wars, this should be possible.
Animal Senses
Some alien species’ have better senses than humans. They should buy this
Armor Penetration
Aside from Lightsabers, not much else in the Star Wars Galaxy should have this property, but their might be exceptions.
Claws
Use ‘em if you got ‘em
Extended Life/Immortality
Must be purchased for alien races with a lifespan greater than 150 years.
Healing Factor (et. Al)
Healing Factors are available only to species that have a similar capability. Some suits of body armor and some biotic implants can also grant these Modifiers.
Luck
Better lucky than good? Sometimes!
Radar Senses
Some (very few) aliens have an ability similar to this. Much more common in gear
Reflexive Dodge
NOT rebated for Animal Senses
Self-Contained Life Form
Some aliens have these properties
Sonar Sense
Available as equipment and to some aliens
Targeting
Handy in a firefight
Toughness
Humans (and similar aliens) max out at Toughness 2. Alien races with hardened skin MUST purchase this.
Vision, Enhanced
Equipment or appropriate aliens
Cybermorphics
Obviously, only for those with cybernetic limbs
Photographic Memory
Psycho-Centric Power Template
Reconstitute Self
Some aliens and robots can do this
Translation (et. Al)
Cybernetic Senses
Equipment or droids only
Fast-Draw
Photographic Reflexes
Energy Battery
Leaper
Mostly for aliens with massive jumping ability.
Rapid Recovery