Showing posts with label Feats. Show all posts
Showing posts with label Feats. Show all posts

Wednesday, March 3, 2021

Additional Force Feats for my Star Wars Campaign

Based off the new Star Wars movies, the Rebels series and The Mandalorian I have a couple of Force Feats I want to add to my campaign. Strangely, not all of the original force feats displayed by Luke, Leia and Vader are a part of the original WotC Star Wars book. This book was for The Phantom Menace, but oddly didn't include anything from the original 3 movies.

These Feats are more dangerous and useful than the last set I posted. While I spell them out as all being telekinesis in some form or another, they are under the Alter feat. 

Almost all of these are based off the Force Lighting feat, with the DC adjusted for lower levels. 

Telekinesis: 
Telekinesis allows the force user to grab, throw and manipulate items at a distance. Within this group there are 4 feats. 

Grab: 
The force user can grab a loose object and pull it to themselves. This requires one level of force use. At low levels, this is a full round action. At higher levels, it is a move action. The object will end up in their hand or in a desired landing place near them. If two force users are contesting the control of an object, the one with higher die roll wins, no matter the DC requirement or level difference.

This will usually result in a tug of war, where the lower level character has the exact same chance of winning as the higher level character. The primary problem for the lower level character is the higher level character may be able to make more than one attempt per round, the second of which is uncontested. This seriously antagonizes Dark Side characters and they may needless continue the tug of war with the lesser Force user until some other event prevents them from continuing the war. 

Dark Side users gain a Dark Side point each time they repeat this action against another user. 

Use the script, Hayden.
Force User's Level     DC
1-3                              15  (Full Round Action)
4-6                              14  (Full Round Action) 
7-12                            13  (Move Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action)

There is only one modifier to this DC roll, ownership. If the object in question belongs to the character, the DC drops by 2. 

This feat has a cost of 1 vitality per object per round. Characters are limited to one object per 3 levels. 

Examples: Ankin levitating fruit, Luke recovering his saber. 


Lift: 
Sometimes this feat is used as Jedi drinking game.
A force user can lift an item into the air or pin it to the ground. It requires one level of force use and the Grab feat. 

Dark Side users can inflict damage at the same rate as falling a given distance, while Light Side users will tend not damage the item. Like the Grab ability, it has a DC score to succeed against inanimate objects and there is a limit to the number of times they can do this per round. This power only works against inanimate objects. 

Force User's Level     DC
4-6                              15  (Full Round Action) 
7-12                            14  (Move Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action)

The vitality cost is identical to Grab, one per round per object. There is no upper limit to how many things they may lift except the cost. The cost is based on when the objects are moving, not the fact that they have moved. As a consequence, a force user may lift dozens of objects and hold them stationary for a long time. Gracefully returning the object to a resting place will cost more vitality and have its own required DC roll.  

Examples: Rey vs. the rocks, Luke entertaining Yoda. 

Forceful Impact: 

This power is more aggressive than the last two. The force user violently pushes an object or person either out of their way or into a fixed object for damage. Being lifted into the air or slammed to the ground is one of the Force effects that cannot be contested or counter acted by another Force feat. It requires both the alter Feat and the Lift feat. 

This power does have a number of different uses. First, it can be used to hurl an item at a target or hurl a target into another object. There is a DC roll: 

Force User's Level     DC
4-6                              15  (Full Round Action) 
7-12                            14  (Full Round Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action) 

Dark Side users can inflict falling damage on a victim. A Light Side user will can knock someone down, but generally won't hurt living beings. A victim can resist this damage if they can make a reflect save. If pinned to a surface, the victim must make a Fortitude save in the next round to begin moving again. 

One unusual use of this power is to safely propel a target to a destination, as if they lept the distance. When used against a friendly target, the DC is reduced by one. 

When used against a friendly force user, that person can use Forceful Impact to guide themselves to a perfect landing along their flight path. This is a separate roll and will not modify the other character's DC roll. Failure indicates they land where the other person intended, not their choice of landing spots. 

The cost of this power is two vitality points per round per object or target. If pinning a target, the cost must be paid, successful or not. If the force user is adept enough, they can push back and absorb energy. The cost of this is 4 vitality point per unit of damage absorbed, plus a second DC check for Dissipate energy. If both rolls are successful AND the force user dies, there will be a one round delay in the blast to allow people to escape. 

Examples: Obi Wan in every fight in the Prequels, Kanan saving his friends, Kanan and Ezra escaping various fights. 

HR is not involved with the Imperial
Field Promotion Program.
Clutch: 

Clutch is completely surrounds a target, prevents movement and can cause damage. It may incidentally lift a target from the ground. It requires the Grab feat and 7 levels of force experience. 

Force User's Level     DC
7-12                            15  (Full Round Action)
13-20                          14  (Move Action)
+21+                           13  (Move Action) 

The force user may inflict 1d6 points of damage per round at a cost of 2 vitality per damage die rolled. The user may choose how many damage dice to roll up to their current level. They may be required to do this for multiple rounds for the desired effect if they guess wrong. When used against a living being, the user receives Dark Side Points equal to the damage done. Light Side users will be inclined to use this power against droids or other non-living targets, while Dark Side users will attack anyone with this ability. 

If the force user has both the sense and alter feats, they may subdue a target for as long as desired, with or without inflicting damage so long as they succeed their DC roll. The sense feat also allows the force practitioner the ability to attack targets at vast distances so long as they can sense the target in some way. For example, they could use a camera to view the target or may hear foot steps at the target approaches from behind. 

Examples: Vader's force choke, Luke crushing the Dark Trooper. 

It wasn't a person, so it wasn't that Dark.

Wednesday, February 10, 2021

Additional Force Feats for my Star Wars Campaign

Based off the new Star Wars movies, the Rebels series and The Mandalorian I have a couple of Force Feats I want to add to my campaign. Strangely, not all of the original force feats displayed by Luke, Leia and Vader are a part of the original WotC Star Wars book. This book was for The Phantom Menace, but oddly didn't include anything from the original 3 movies. These are not all that incredibly overpowered feats, I merely want more options for my players. 

From the movies, the Rebel TV series, and the Mandalorian, I created 4 more Sense Feats: Whisper, Audience, Intrusion and Affinity, with examples. None of these powers have a cost. 

Whisper
You can make your thoughts known over a distance, mind to mind. Communication is one way unless two force users have this feat or are somehow related (family or close friends). 
Prerequisites: Sense, Force level 2. 

Benefit: This is silent, mind to mind communication between two characters. It is initiated the force user and the target does not need to respond in anyway. In cases where there is a language barrier, simple thoughts are translated. If a target of this feat is a force user, the communication is two-way. It can be used to form a special link between two force users, like the secret language created by twins, useable over a distance. If the connection is strong, then the location or director of a character can be transmitted. 

Examples: Luke and Leia in The Empire Strikes Back and Grogu and Ahsoka in the Mandalorian. 

Luke calls to Leia

Audience
This force feat allows a force user to present themselves to another person. An image of the one requesting an audience appears in the mind of the other. This can be alarming to the target. If two force users engage in this feat, the effect is two-way. Note, the target and user cannot see where the other is. 

Benefits: The target and the projector can see each other in real time and communicate without threat of contact. The illusion is very complete, perhaps causing the practitioners the fight and quarrel as if they were really there. No damage can be inflicted in this way, however people may damage their own environment. Attempting to discern a hostile target's location is a DC 20 and must be derived from clues.  
Prerequisites: Sense and force level 5.
Examples: Kylo Ren and Rey in The Last Jedi. 

Swinging a lightsaber at an illusion is bad.

Intrusion
A force Intrusion has one of two effects, depending on the number of targets. Against multiple targets, the force user can project an image of themselves great distances. Against a single foe, it can be used to compel them reveal information and tell the truth. 

Benefits: An Intrusion can trick opponents into believing the force user is present or even in their head. With extreme concentration, the person can manipulate small items as if they were really present. When used against a single target, a DC check equal to the targets Wisdom will prevent the target from lying for a single round. The target will know they cannot lie for the round and can try to deflect the conversation. This second type of Intrusion is a dark side power. Most people know this is ineffective as a means of interrogation. 

Examples: Luke appearing on Crait, Kylo's interrogation Rey and Poe. A notable except is Vader, who could use this power but does not. It's easier to choke people. People who are flexible in their morality find deflection of questions easy, while more trusting people have harder time. Compare Han and Poe to Rey. 

Better than being there.

Affinity
Force Affinity can make a victim or group of victims more disposed to leave the user alone or be more friendly. It only works on living creatures, not droids. While not generally a dark side feat, over reliance can have a side effect where the user believes they can charm anyone resulting in instant failure. For example, Kylo and everyone he orders around, Anakin trying to command droids, and the young Obi Wan. 

Benefits: on a DC roll equal to the target's Wisdom, the creature will ignore the force user. On a DC equal to the target's combined Wisdom and Intelligence, the creature will treat the practitioner as a friendly. This will work better on single animals better than intelligent creatures. Pack dynamics can be a hassle for the force user as it could trigger attacks by other members of the pack. Predators are an additional DC 5 because this doesn't change the basic nature of the creature. 

Offering an attractive, different option, choice or making a successful animal handling skill check will provide a longer lasting affinity lasting more than a round. A GM may allow multiple rolls to allow an earnest character to actually befriend the target.  

Attacks on the victim instantly end the affinity. An attack of any kind will cause animals to flee, even if the attack is not on them or even to their benefit. 

Prerequisites: Sense and force level 1. 

Examples: Leia communicating with the Ewoks, Luke trying to calm the Ranor (and failing) and Ezra's ability to commune with every animal. 

This could also be the "Jedi Mind Trick", which seems to make people predisposed to an idea go along with it rather than have a whole new idea. The Stormtroopers were not surprised that those weren't the droids they were looking for, it already happened 80 times that day. Watto on the other hand, had no plan to give stuff away ever, so it couldn't work on him. Luke flat out appeals Bib's greed and desire for praise to turn him to his will. 

Ezra uses this ability on nearly every animal he encounters.

I hope you enjoy these and add them to you game.