Post by Manah on Jun 8, 2018 23:15:43 GMT -5
NEW ACTIONS
New Melee Combat Options (See CORE RULES thread)
- Deflect Projectiles (+1w; You receive a +2 sitmod to catch projectiles thrown at you. If your played stones in the action match the attacker's stones, you deflect the projectile without damage. If user also has Lightsaber Proficiency and is wielding such a weapon, can also deflect blaster bolts, but does not get the +2 sitmod.)
- Redirect Shot (+1w; If, while using Deflect Projectiles option with a lightsaber against energy bolts or Force Lightning, your stones exceed the foe's attack by 2 stones or more, you can redirect the attack against them or another target within 10 yards of them at the same intensity as the original attack, +1 stone per stone by which one exceeds their attacker's stones +2.)
New Telepathy Options
- Force Trick (+1; Atk VS Int+Mental Defense; if successful, can basically tell a person to do, believe, act or perceive things the way the Force User desires, although a victim will not do anything fundamentally against their personal morals. Additionally, this is useless against stronger minds, and only works against individuals with no more than 1/3 of the Force User's Use the Force's AN, rounded up, in Intelligence, Iron Will or Mental Defense.)
- Mental Bolt (As the base option, but only the Stun option is considered neutral. Actively harming the mind of a living being is considered a power of the Dark Side.)
- Empathic Projection (Likewise, as the base Option, but only considered Neutral to imbue people with positive or neutral emotions such as peace, happiness, calm, and so on. Causing a person to experience fear, hatred, despair, anger and the like are considered a Dark Side power effect.)
- Beast Trick (+1; As Project Thoughts/Control others, Only works on non-sentient beasts and animals; while it allows full control like the Dark Side power Project thoughts/Control others does, it is considered a simple neutral use of the Force since beasts have no actual sentience and only act on instinct, thus not robbing them of their free will as they have none.)
- Farseeing (+2; As Clairvoyance, May only perceive the present and the future, May see through time regardless of physical proximity.)
- Induce Madness (+2; As Atk VS Int+Mental Defense; to cause mental instability for a Duration of 1 hour/red stone of damage, causing a -1 negative sitmod for all Mental Actions, including Use the Force, for said Duration. The effect is cumulative with other such mental assault, both in effect and Duration, possibly requiring days to recover. If a victim suffers enough sitmods to equal their Int+Mental Defense total, they will develop a permanent -1 Psychological challenge of the GM's choice. If the torture continues, the victim's negative sitmods can't worsen, but every time they would have taken some equal to their Intelligence, the challenge will either worsen by 1, or they will gain another one. Needless to say, this is a Dark Side power through and through. Must have Use the Force at AN 5 to buy.)
- Drain Knowledge (+4; An Atk VS Int+Mental Defense; Acts as Energy Drain on the victim, but in addition allows the Force user to literally drain knowledge from them. Each White stone of 'Damage' can drain 1 AN of a Knowledge based action such as Technology, General Knowledge and so on, robbing the victim of it and adding it to the Force User if their own score is lower (otherwise the original owner simply loses it without gain for the attacker). Drain Knowledge also grants the attacker the memories of the victim, making it an excruciatingly traumatizing and painful interrogation tool for the Dark Side. Must buy Read recent memories by touch first. Must have Use the Force at AN 7 to buy.)
Astrogation
CL = AN+0
DESCRIPTION
This action is simply a person's skill and experience at making precise calculations in order to follow safe Hyperspace routes and not end up crashing into mass shadows or otherwise turning one's ship into cosmic dust. Of course, one can always try and rely on their ship's navicomputer, or possibly a droid, to save the day... but the moment when a navicomputer is damaged and the droid is not on-board while you're trying to make that life-saving Hyperspace jump and an enemy ship tries to gun you down, you will be happy to have been able to do it yourself. On the other hand, a navicomputer or droid are usually faster, so while an option, one still has to pick the best.
OPTIONS
COMMENTS
Most people do rely on droids and navicomputers, though, It's just an additional skill more experienced pilots tend to pick up over time. Still, best have all the cards than some, no?
Rules for Action Box
CL = AN+0
DESCRIPTION
This action is simply a person's skill and experience at making precise calculations in order to follow safe Hyperspace routes and not end up crashing into mass shadows or otherwise turning one's ship into cosmic dust. Of course, one can always try and rely on their ship's navicomputer, or possibly a droid, to save the day... but the moment when a navicomputer is damaged and the droid is not on-board while you're trying to make that life-saving Hyperspace jump and an enemy ship tries to gun you down, you will be happy to have been able to do it yourself. On the other hand, a navicomputer or droid are usually faster, so while an option, one still has to pick the best.
OPTIONS
- Instant Calculation (+1; this can usually only be picked by droids, or Navicomputer A.Is, allowing Astrogation calculations to take but a single panel as opposed to the time it takes for a person to do it themselves. Other possibilities would be cybernetic implants in the brain, or perhaps an Intelligence of 7 or more.)
- Superior Calculation (+2; while most people prefer to stick to the safety of the regular lanes, you have a knack for finding a more direct path which many would consider crazy, yet ends up allowing you to make the Kessel Run in less than 12 parsecs. Traveling from one point to the other in the Galaxy actually takes 4/5 of the normal time for you, and you're pretty hard to follow, as few people would dare to make the same jumps... or succeed doing them.)
COMMENTS
Most people do rely on droids and navicomputers, though, It's just an additional skill more experienced pilots tend to pick up over time. Still, best have all the cards than some, no?
Rules for Action Box
- The user's skill at performing calculations for an Hyperdive Jump.
- Intelligence Bonus
- Stones VS Resistance depending on how distant the target location is,
and how difficult the path to get there is. - (Insert options)
Demolition
CL = AN+0
DESCRIPTION
This Action is a more focused version of Technology just like Computers is, except that its focus is setting up properly, arming, disarming, and blowing stuff up, via use of explosives. Be it detonite, explosive charges, explosive chemicals, grenades, mines or thermal detonators, a person with this action knows how to best make use of it all, and where not to stand when one blows up if they wish to finish the day with as many body parts as they started with. Or at least, have all of them still be connected. Sure, anyone knows how to press the switch on a thermal detonator, but the skilled demolitionist knows if, when, how best to, and when not to do it better than said anyone. Also serves as a knowledge-like action when it's about things that go boom.
COMMENTS
For those wannabe saboteurs out there, or simply for people who like explosions too much.
Rules for Action Box
CL = AN+0
DESCRIPTION
This Action is a more focused version of Technology just like Computers is, except that its focus is setting up properly, arming, disarming, and blowing stuff up, via use of explosives. Be it detonite, explosive charges, explosive chemicals, grenades, mines or thermal detonators, a person with this action knows how to best make use of it all, and where not to stand when one blows up if they wish to finish the day with as many body parts as they started with. Or at least, have all of them still be connected. Sure, anyone knows how to press the switch on a thermal detonator, but the skilled demolitionist knows if, when, how best to, and when not to do it better than said anyone. Also serves as a knowledge-like action when it's about things that go boom.
COMMENTS
For those wannabe saboteurs out there, or simply for people who like explosions too much.
Rules for Action Box
- Skill at handling, setting, arming and disarming explosives, as well as knowledge of them.
- Intelligence Bonus
- Stones VS Resistance, the more the better.
Use the Force
CL = AN + Options
DESCRIPTION
This action is the bread and butter of Force Users like Jedi and Sith. It represents such a user's ability to sense, control and alter the world around them via their willpower, and their connection and mastery of the Force. It a very powerful action, but in turn, ends up very costly should one try to master it. Likewise, Force Users usually have less time and energy to devote to other skills and tend to be less talented in other areas. Still, in the hands of a Master, it can shake the Galaxy just like the greatest diplomat, strategist or pilot can. This Action cannot be bought at an AN higher than twice the character's Midi-Chlorian MN, and one can only purchase up to 2x this Action's AN options at any one time until they reach their max AN, and several Options have a base AN requirement to even be bought. Additionally, it automatically starts with the 'Tiresome' disadvantage (-1), which must be bought off to get rid of it, due to the effort an untrained user has to put out to accomplish the smallest of things. NOTE: Dark Side options identified as 'Sith Sorcery' require special training/knowledge by a fellow Sith Sorceror, use of a Sith Holocron with the necessary knowledge on it, or meditation in a location very strong in the Dark Side in order to learn.
BASE USES
At AN 1, without any Option, a user gains access to the following effects right from the start:
NEUTRAL OPTIONS
LIGHT SIDE OPTIONS
DARK SIDE OPTIONS
Disadvantages
For all their power and their superhuman abilities, Force Users have to deal with various disadvantages normal people don't have to worry about on a daily basis. Some of those depend on how experienced as Force Users they are, others may depend on their actions, morality and ethics. At any rate, they serve as a reminder that playing with such primal forces can be dangerous to one who isn't careful.
COMMENTS
A very strong power, as is to be expected, which however comes at a price. This action will likely become the most stones/LoEs-hungry action of most serious Force User, which means they will have fewer stones/LoEs for everything else. Additionally, Force Users have to worry about a bunch of things non-users will never have to worry about, such as detection by other Force Users, the always present threat of Dark Side corruption and a crippling weakness to one of the cutest creatures in the Galaxy... the Ysalamiri.
Rules for Action Box
CL = AN + Options
DESCRIPTION
This action is the bread and butter of Force Users like Jedi and Sith. It represents such a user's ability to sense, control and alter the world around them via their willpower, and their connection and mastery of the Force. It a very powerful action, but in turn, ends up very costly should one try to master it. Likewise, Force Users usually have less time and energy to devote to other skills and tend to be less talented in other areas. Still, in the hands of a Master, it can shake the Galaxy just like the greatest diplomat, strategist or pilot can. This Action cannot be bought at an AN higher than twice the character's Midi-Chlorian MN, and one can only purchase up to 2x this Action's AN options at any one time until they reach their max AN, and several Options have a base AN requirement to even be bought. Additionally, it automatically starts with the 'Tiresome' disadvantage (-1), which must be bought off to get rid of it, due to the effort an untrained user has to put out to accomplish the smallest of things. NOTE: Dark Side options identified as 'Sith Sorcery' require special training/knowledge by a fellow Sith Sorceror, use of a Sith Holocron with the necessary knowledge on it, or meditation in a location very strong in the Dark Side in order to learn.
BASE USES
At AN 1, without any Option, a user gains access to the following effects right from the start:
- Force Trance (A trained Force User is able to enter a Force Trance for 4 hours per stone spent up to AN. The user is fully aware of their surroundings during the trance, heals 1w of Health every two hours, can go for 10 times as long without food or water while it lasts, and will be as rested as after 8 hours of sleep after 4 hours of trance.)
- Move Object (Even without the Force Telekinesis option, all Force Users can move an object weighing up to 5 lbs by spending 1 stone into this action.)
- Search One's Feelings (Stones VS Resistance to sense how positive or negative the results of a given action can be. Difficulty will be higher based on how obscure, distant in range or time the results of the action will be.)
- Sense Force (Stones VS Resistance to sense certain things through the Force, such as the powerful Dark Side in an area, the death of millions on a distant planet, or a close friend being in danger, among other possibilities. More obvious, or more closely linked events to the user have a lower Difficulty.)
- Force Stealth (Basically a defensive, self-focused response to Sense Force, allowing a Force User to attempt to hide one's presence in the Force. Interestingly enough, a weaker Force user is harder to detect normally with the Force, whereas a stronger one shines like a beacon of light in the darkness, however the latter is better at hiding said light when they try. Luckily, Force Users can sense when others attempt to sense them, allowing sort of a Limited Prescience to activate this effect when they feel like someone is attempting to sense their presence in the Force.)
- Sense Surroundings (For 1 stone per AN, may sense one's surroundings despite blindness, pure darkness and cover as per a Sonar Sense Modifier. Can be maintained for 1 stone per panel.)
- Thought-Cast (May connect to a willing, distant being's mind by paying 1 stone for same planet/3 stones for same system/5 stones for same quadrant of the Galaxy/7 stones for another quadrant, allowing the user to exchange emotions, or a couple of words - literally, no more than 2 - with the being to warn/help them or whatnot.)
NEUTRAL OPTIONS
- Intelligence Bonus (+2 CL; Adds an Int.bonus to the Action. Must have Use the Force at AN 3 to buy.)
- Force Telekinesis (+1 CL; +1 to add a Wpn.modifier. As Telekinesis, may lift weight on Force Telekinesis row of D&R chart.)
- Force Psychokinesis (+3; as Force Telekinesis, but can lift up to stones played in Weight, not limited to AN. +1 CL to add a Weapon modifier; if one was already bought with Telekinesis, it carries over. Must buy, and replaces, Force Telekinesis first. Must have Use the Force at AN 8 to buy.)
- Force Whirlwind (+2 CL; as Force Telekinesis, but Area Effect of Half AN rounded up, may Increase with stones. Must buy Force Telekinesis first. Mut have Use the Force at AN 4 to buy.)
- Force Speed (+1 CL; Pay for effect - up to half AN rounded up - and Duration in panels, to increase Speed and/or Ref.Dodge.)
- Force Jump (+1 CL; Pay for effect - up to half AN rounded up - and Duration in panels, to gain a modifier to normal Leaping capabilities.)
- Force Shield (+2 CL; As Force Field at up to AN. Must buy Force Telekinesis first.)
- Force Cloak (+2 CL; As Invisiblity at AN; Useless against Force Users with a higher Use the Force AN. Must have Use the Force at AN 5 to buy.)
- Phase (+2; As Phase Shift for up to AN panels. Resistance, starting at 1, must be paid every panel, requiring an action to maintain, and increasing by 1 every panel, requiring just as many panels of rest before being able to use it again. Cannot phase others with self. Attacking or using the Force while shifted immediately materializes the user physically. Finally, unlike base MURPG Phase Shifting, some Force-based attacks can harm a Phased Force user. Must have Use the Force at AN 7 to buy.)
- Empowerment (+2 CL; May combine up to AN with another Force User's Use the Force action. Does not stack; only one Force User may empower another at any given time.)
- Breath Control (+1 CL; Can survive without breathing for extended periods of time; simply pays for Duration on the D&R chart, up to half AN, rounded up. After which, the user must breathe normally for 10 minutes before using again.)
- Force Sight (+1 CL; May use this power to 'perceive' one's environment through the Force. As per Enhanced Vision at Stones played, must pay 1 more stone per additional option. Must pay 1 stone per panel to maintain.)
- Force Flight (+2 CL; Allows Flight at up to 1/2 AN, rounded up. Musy buy Force Telekinesis first. Must have Use the Force at AN 8 to buy.)
- Telepathy (+1 CL; As the Action, must pay for additional options as usual. Some options are considered as either Light or Dark Side, but the following are Neutral: Illusions, Force Trick, Beast Trick, Farseeing (See new options for Telepathy), Create Links with others, Telepathic Communications, Mental Bolts, Empathy, Psychometry, Read recent memories by touch, Hear the voices of spirits and the dead, Swap Minds, Astral Projection, Empathic Projection. NOTE: Subtle Commands and Mental Block are not available; they are replaced by Force Trick and Sever Force, the latter being a Light Force power. Swap Minds option requires to have Use the Force at AN 6 to buy.)
- Ionize (+2 CL; As Atk VS A.I+Hacking Defense, Area Attack; 2x damage, Stun only, Will disable if more than 2x Dur stun damage is caused; Only usable against droids or electromagnetic devices.)
- Technometry (+2 CL; Atk VS A.I+Hacking Defense; Acts as Project thoughts/control others VS droids and electromagnetic devices. Must buy Ionize first.)
- Drain Energy (+1 CL; Stones VS Resistance to drain the energy out of an electromagnetic device, be it a power pack, battery or power generator.)
- Energy Resistance (+1 CL; May gain bonuses in Energy Defense by paying stones of effect of up to Half AN rounded up, for a duration of 1 minute/stone of Duration paid.)
- Negate Energy (+2 CL; As Energy Absorption at AN (not doubled), but must use an Action; Requires hand gestures. Must have Use the Force at AN 5 to buy.)
- Rebuke Energy (+2 CL; As Negate Energy, but can redirect attack if one's Energy Absorption beats the attack's AN by 2 or more. Must buy Negate Energy first. Must have Use the Force at AN 7 to buy.)
- Force Ace (+2; allows user to spend stones in Use the Force up to AN to add to their Vehicle Operations action. Must buy Force Sight first. Must have Use the Force at AN 5.)
- Malacia (+2 CL; Atk VS Int+Force Defense to cause 2x Damage, Stun damage only; paralyze for 1 panel/white stone of damage, or even put a victim in a coma, paying for the effect and Duration on the D&R chart. Must have Use the Force at AN 5 to buy.)
- Pyrokinesis (+2 CL; As Mastery of Fire, Create/Manipulate, Force Blast - 2x damage, Sets flammable objects on fire. Must have Use the Force at AN 4 to buy.)
- Cryokinesis (+3 CL; As Mastery of Cold/Ice, Create/Manipulate, Force Blast - Normal and Stun damage OR Atk VS Dur to freeze solid. Must have Use the Force at AN 5 to buy.)
- Force Call (+3 CL; stones played as Area effect of up to AN to let out a call to all Force sensitive beings in said area in a single, powerful shout that echoes through the Force, allowing said individuals to sense the user's location and find themselves drawn to it if the user's stones played exceed the targets' Int+Force Defense. At the user's discretion, the call can resonate only with the Light, or the Dark Side of the Force specifically. Must buy Telepathy with Telepathic communications and Create links with others first. Must have Use the Force at AN 9 to buy.)
- Battle Meditation (+4 CL; allows user to generate a bonus for all allies', and a malus for all enemies', actions of +1/-1 per 4 ANs in Use the Force, stones played acting as Area effect, in a known conflict (one cannot just activate it to help allies regardless of what they are doing). To activate, the user must enter a Force Trance in order to connect to the minds of all those people without interference, although for +1 CL, the user can actually move around and perform simple actions and discussions without the trance and still maintain the connection. Must buy Telepathy with Telepathic communications and Create links with others first. Must have Use the Force at AN 8 to buy.)
- Feel The Force (+1-2 CL; Adds Half this action's AN, rounded up, for 1 CL, or full AN for 2 CL to Energy Regeneration per panel)
LIGHT SIDE OPTIONS
- Force Light (+2 CL; As Force Blast, Area effect 3 centered on but excluding self, No Damage VS Lightsiders, Stun damage only VS Neutrals, 2x damage VS Darksiders, 3x damage against Dark Side spirits or creatures infused with the power of the Dark Side since birth. Must have Use the Force at AN 6 to use.)
- Safeguard (+1 CL; By paying for Effect up to Half AN rounded up, and for Duration of 1 panel/stone, the user adds this power's effect to an Ally/innocent's defense for the Duration, at the cost of taking -1 to their Use the Force action per person so protected for the Duration.)
- Inspire (+1 CL; By paying 3 stones of Effect, and 1 stone/additional person after the first, and 1 stone/hour of duration, both up to AN, user renders self and/or allies Immune to Fear for the Duration. Must have Use the Force at AN 4 to buy.)
- Force Valor (+3; As Metamorphosis at half AN rounded up; may only use to improve Physical Abilities/Actions/Modifiers AN/MNs. No change in appearance. Transformation occurs on the same panel. Must pay stones to maintain. May only use to defend oneself or to protect others, never for offense. Must have Use the Force at AN 5 to buy.)
- Force Healing (+1 CL; As Magical Healing)
- Force Resistance (+2 CL; By paying for Effect, up to Half AN rounded up, 1 stone/person and 1 minute/stone of Duration, adds Effect to Force Defense.)
- Telepathy Options (Repair Minds)
- Sever Force (+4 CL; A powerful technique, allowing a user to sever a Darksider's connection to the Force. Acts as Atk VS Dur+Force Defense, Deals no damage, Each white stone of 'damage' will cause a -1 to the victim's Use the Force action for a Duration of 1 hour per white stone of damage. The damage and duration are cumulative. If the AN is lowered to 0 via this action's use, the victim's connection is severed more or less permanently, making this action unusable for a Duration of the Attacker's Use the Force AN on the D&R chart. Unusable on non-Darksiders. Must have Use the Force at AN 8 to buy.)
DARK SIDE OPTIONS
- Force Lightning (+1 CL; As Force Blast; 2x damage, Normal and Stun damage, Area attack, Range 3)
- Force Thunderstorm (+2 CL; as Force Lightning, but Area Effect of Half AN rounded up, may spend stones to increase up to full AN. Must buy Force Lightning first. Must have Use the Force at AN 4 to buy.)
- Force Storm (+6 CL; As Force Blast, Atk VS Durability, 3x damage, Area effect of up to AN, Causes massive collateral damage, Range 10. Every time this power is used, there is a 10% risk of losing control of the power, and being consumed by the hyperspace wormhole created by it along with everything else. Must buy Force Lightning, Force Thunderstorm, Force Blast, Force Destruction first. Must have Use the Force at AN 12 to buy.)
- Force Grip/Choke (+2 CL; As Force Blast; Attack VS Durability and Force Defense, deals either Normal and Stun damage OR Stun damage only, also Stuns victim for 1 panel. Must buy Force Telekinesis first. Must have Use the Force at AN 4 to buy.)
- Force Crush (+3 CL; As Force Grip/Choke, but 3x damage, Normal and Stun damage. Must buy Force Telekinesis, and Force Grip/Choke first. Must have Use the Force at AN 7 to buy.)
- Telepathy Options (Project thoughts/control others, Generate pain by touch, Possession, Drain Knowledge, Induce Madness, Edit Memories. Induce Madness and Possession require to have a Use the Force AN of 5 and 7, respectively, to buy.)
- Fear (+1 CL; As the Action)
- Terror (+2 CL; As Fear, but with Area Effect of Half AN, rounded up, May spend stones to increase. Must buy Fear first. Must have Use the Force at AN 5 to buy.)
- Memory Walk (+2 CL; Atk VS Int+Force Defense; Victim is submerged by a vivid vision of their most horrible memories, and is Stunned for 1 panel/3 stones of 'damage'. If a target has a Use the Force action of at least 1 AN lower than the attacker, they may move normally, but take a -2 to all actions due to the horrible vision. Must buy Fear and Terror first. Must have Use the Force at AN 7 to buy.)
- Force Rage (+4 CL; As Metamorphosis at AN; may only use to improve Physical Abilities/Actions/Modifiers AN/MNs. No change in appearance. Transformation occurs on the same panel. Must pay to maintain. Must have Use the Force at AN 6 to buy. If used three times without 24 hours of rest between the three uses, will cause user to develop a negative Psychological, Antisocial Tendencies or Covetous Challenge of -1. This drawback is cumulative; further excessive uses can either increase this existing challenge or add a new one.)
- Drain Lifeforce (+2 CL; As Improved Drain Energy OR Force Blast; Normal damage, Heals user of 1w per 3w stones of damage inflicted, minimum of 1w; Range 2. Must have Use the Force at AN 5 to buy.)
- Lifeforce Vortex (+3 CL; As Drain Lifeforce, but Area Effect of up to AN centered on but excluding self. Must buy Drain Lifeforce First. Must have Use the Force at AN 8 to buy. Requires vocal components and hand gestures. Sith Sorcery power. User gains Challenge 'Death Factor' (-2; must drain 3 stones of energy/1w of Health per day or take 1w of damage which can't heal until energy is drained.))
- Force Blast (+2 CL; 2x damage, AP, Area attack, Ignores Hardness of objects, Automatically causes collateral damage, Range 4. Requires vocal components and hand gestures. Sith Sorcery power.)
- Force Destruction (+3 CL; 2x damage, AP, Normal and Stun damage, 3x damage VS Good/Light beings, Can affect Phase shifted/Intangible creatures, Range 4. Requires vocal components and hand gestures. Sith Sorcery power. Must buy Force Blast first. Must have Use the Force at AN 6 to buy.)
- Dark Side Healing (+1 CL; As Magical Healing; also, acts as an Attack VS Intelligence to trigger/increase the intensity of negative emotions when used on others. Requires vocal components and hand gestures. Sith Sorcery power.)
- Necromancy (+3 CL; Allows user to raise the dead into zombies/skeletons animated by Dark Side energy, up to 2x AN such undead, Summon Dark Side constructs as per Summoning, or summon actual Dark Side spirits... although the latter two are incredibly dangerous. Requires vocal components and hand gestures. Sith Sorcery power. Must have Use the Force at AN 3 to raise the dead, AN 5 to bring forth Dark Side constructs, and AN 7 to summon Dark Side spirits.)
- Supernova (+6 CL; An incredibly dangerous power, allowing to rip out the core of a star and make it explode, causing a supernova that will then destroy an entire Solar system. The resulting explosion takes 10 panels to take effect. As Force Blast, 3x damage, Attack VS Durability, Ignores Hardness of objects; Area effect of Range 16 area. May only use on a star in one's current star system's location. Requires vocal components and hand gestures. Sith Sorcery power. Must have Use the Force at AN 10 to buy.)
- Transfer Essence (+5 CL; As a Mental Attack VS Intelligence+Mental Defense+Force Defense; success means the victim's soul and mind are kicked out and the body is possessed by the user, with her own body disintegrating in the attempt... allowing for 'eternal life'. The possessed body will regain its new owner's physical powers and abilities at a rate of 1 AN per day up to his former levels, if stronger than the new base body. Requires vocal components and hand gestures. Sith Sorcery power. Must buy Telepathy with Possession option first. Must have Use the Force at AN 9 to buy.)
Disadvantages
For all their power and their superhuman abilities, Force Users have to deal with various disadvantages normal people don't have to worry about on a daily basis. Some of those depend on how experienced as Force Users they are, others may depend on their actions, morality and ethics. At any rate, they serve as a reminder that playing with such primal forces can be dangerous to one who isn't careful.
- All Force Users who progress enough in this Action develop a Challenge of -1 per 3 ANs, up to a maximum of -3: Force Connection (-1 to -3; should the Force User ever lose their connection to the Force for any reason or Duration, they will also suffer this Challenge value as a penalty to all Actions for the Duration, or until one Week per -1 has passed, whichever comes first, due to Force Users relying heavily on the Force for everything they do. If their connection to the Force ever returns, this Challenge will still apply in full force should they lose it again.)
- Force Users who frequently/irresponsibly make use of Dark Side powers, or who use the Force to do evil, will slowly become corrupted by the Dark Side, slowly adding a 'Corruption (-1 to -5)' challenge that will grow with time and usage. Corruption can be reduced only via achieving redemption, GM's call, or being severed from one's connection with the Force for an extended period of time, namely 1 week per -1.)
- Reaching a Corruption of -3 will begin to have an effect on the Force User's appearance, although it will be minor at that point. The skin will seem paler, and the user's eyes and face will seem more tired, rarely displaying a smile. However, the effects will downgrade to an actual Looking non-human -1 at Corruption -4, with the skin going even paler and gray-ish, and Looking non-human -2 at Corruption -5, where the user's eyes will turn an inhuman yellow, their greyin skin displaying black veins beneath the surface as the Dark Side corruption seeps in. Effects may vary with species, but always give one a creepier, darker, evil, possibly angry look. Effects may revert to Looking non-human -1 through redemption or a lost connection to the Force for long enough, but it will never fully go away, as one cannot simply erase the scars of the Dark Side.)
- Finally, at Corruption -4 and worse, the user officially becomes a Darksider, with a challenge of the same name (-2; the user's affinity with the Dark Side makes them less skilled at using the Light Side. Because of this, they receive a -2 sit.mod for every use of Light Force powers and Telepathy [Repair Minds] from their Use the Force action.) This Challenge can be lost if the user's Corruption falls below 4 through the usual methods.
COMMENTS
A very strong power, as is to be expected, which however comes at a price. This action will likely become the most stones/LoEs-hungry action of most serious Force User, which means they will have fewer stones/LoEs for everything else. Additionally, Force Users have to worry about a bunch of things non-users will never have to worry about, such as detection by other Force Users, the always present threat of Dark Side corruption and a crippling weakness to one of the cutest creatures in the Galaxy... the Ysalamiri.
Rules for Action Box
- Control, alter and sense the world around you with the Force.
- Can't buy at an AN higher than 2x the character's Midi-Chlorian MN
- Can only purchase up to 2x this Action's AN options at any one time until max AN
- Base Uses (Force Trance, Move Objects, Search One's Feelings, Sense Force, Sense Surroundings, Thought-Cast)
- Automatically comes with Tiresome Disadvantage (-1), which must be bought off to get rid of it
- User must be wary of Corruption from the Dark Side
- (Insert Options)
Sith Alchemy
CL = AN+7
DESCRIPTION
An ancient art of performing forbidden and corrupted experiments using the power of the Dark Side and dangerous, rarely shared Sith secrets, Sith Alchemy may be used by those trained in its use to corrupt, alter and twist matter and devices, or actual living beings, into powerful Dark Side tools to further their Master's ambitions. It can also be used to create devastating poisons and to alter one's own, or someone else's, appearance by reshaping them through precise use of the Force and knowledge of anatomy, whether the victim wants to or not. Sith Alchemy cannot be discovered through one's own means by simply spending some LoEs or White stones; it must be taught by another Sith, learned via a Sith holocron or explained by a Dark Side spirit who once practiced it. Additionally, no Sith may even learn it if they have less than Use the Force at AN 7, lack the Darksider challenge, and don't have at least two Sith Sorcery Force Powers.
Sith Alchemy is usable as Technology/Inventing/Imbuement/Genetic Engineering, but limited to the creation of Dark Side-powered or enhanced devices or weapons, or to twist living creatures with Dark Side energy and toxins; Imbuements can be made permanent by sacrificing one White stone of Health from either regular or Power Level health, which cannot be healed in any way for one full day.
Alternately, it can be used to create poison/toxins, with multiple and varied infection methods, be it ingestion, mere contact, injection, contact with bodily fluids, etc. Sith poisons can be liquid or gaseous. In effect, the created poison may have Effect stones up to AN which will work as an Atk VS Durability once infection requirements are fulfilled (when successfuly injected with it, for example), with free Advantages up to Half this Action's AN rounded up, though the user may spend stones for more advantages. Most often used effect (worth +2 in the aforementioned free advantages) is continuous damage, dealing 1 stone of damage/stone getting through defense (Durability, that is), for 1 panel/stone of damage, but a myriad of other effects are possible.
Finally, a less known ability of Sith alchemy users is 'the Mask', a powerful effect of concealment, allowing the user to alter the shape and features of a given person through Sith Alchemy, altering their appearance. Few limits exist to this effect, allowing to reshape a person, diminish their size by up to half their initial one, increase it to one and a half the original, alter genders, hide the true species beneath the traits of another, alter apparent age, voice, etc. The changes are permanent until undone by either a lot of surgery (if at all possible; GM's call), or another use of this power. Can alter one factor per AN; requires 1 minute per factor. May only be used on willing, or immobilized unwilling targets.
COMMENTS
Goes hand in hand with Sith Sorcery for those who seek to be the good old dark, seemingly all-knowing, Sith Lord who messes with life itself to achieve whatever twisted goals they may have.
Rules for Action Box
CL = AN+7
DESCRIPTION
An ancient art of performing forbidden and corrupted experiments using the power of the Dark Side and dangerous, rarely shared Sith secrets, Sith Alchemy may be used by those trained in its use to corrupt, alter and twist matter and devices, or actual living beings, into powerful Dark Side tools to further their Master's ambitions. It can also be used to create devastating poisons and to alter one's own, or someone else's, appearance by reshaping them through precise use of the Force and knowledge of anatomy, whether the victim wants to or not. Sith Alchemy cannot be discovered through one's own means by simply spending some LoEs or White stones; it must be taught by another Sith, learned via a Sith holocron or explained by a Dark Side spirit who once practiced it. Additionally, no Sith may even learn it if they have less than Use the Force at AN 7, lack the Darksider challenge, and don't have at least two Sith Sorcery Force Powers.
Sith Alchemy is usable as Technology/Inventing/Imbuement/Genetic Engineering, but limited to the creation of Dark Side-powered or enhanced devices or weapons, or to twist living creatures with Dark Side energy and toxins; Imbuements can be made permanent by sacrificing one White stone of Health from either regular or Power Level health, which cannot be healed in any way for one full day.
Alternately, it can be used to create poison/toxins, with multiple and varied infection methods, be it ingestion, mere contact, injection, contact with bodily fluids, etc. Sith poisons can be liquid or gaseous. In effect, the created poison may have Effect stones up to AN which will work as an Atk VS Durability once infection requirements are fulfilled (when successfuly injected with it, for example), with free Advantages up to Half this Action's AN rounded up, though the user may spend stones for more advantages. Most often used effect (worth +2 in the aforementioned free advantages) is continuous damage, dealing 1 stone of damage/stone getting through defense (Durability, that is), for 1 panel/stone of damage, but a myriad of other effects are possible.
Finally, a less known ability of Sith alchemy users is 'the Mask', a powerful effect of concealment, allowing the user to alter the shape and features of a given person through Sith Alchemy, altering their appearance. Few limits exist to this effect, allowing to reshape a person, diminish their size by up to half their initial one, increase it to one and a half the original, alter genders, hide the true species beneath the traits of another, alter apparent age, voice, etc. The changes are permanent until undone by either a lot of surgery (if at all possible; GM's call), or another use of this power. Can alter one factor per AN; requires 1 minute per factor. May only be used on willing, or immobilized unwilling targets.
COMMENTS
Goes hand in hand with Sith Sorcery for those who seek to be the good old dark, seemingly all-knowing, Sith Lord who messes with life itself to achieve whatever twisted goals they may have.
Rules for Action Box
- Ancient knowledge and powers allowing an experienced Sith to crate poisons, alter their or other people's appearance, create Dark Side power artifacts and devices, or twist living beings into corrupted, Dark Side forms of their original selves.
- Intelligence Bonus
- Usable as Technology/Inventing/Imbuement/Genetic Engineering, limited to Dark Side-powered or enhanced devices and weapons, or twisting living creatures
- Imbuements may be made permanent by sacrificing 1w of Health for one full day
- May create Sith poisons or toxins with multiple infection means and countless potential effects
- Allows use of The Mask to alter one's own or other appearances
- Requires Use the Force AN 7, Darksider challenge, and at least 2 Sith Sorcery powers to acquire; may not learn it on one's own and must be taught