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== Crystallize Force ==
== Crystallize Force ==
'''Required Powers:''' Emptiness, Concentration, <br>
'''Skill:''' Alter<br>
'''Difficulty:''' varies, but at least Difficult
This is an old UrSkek power that was rediscovered by the Skek and later rediscuvered by the [[UrRu]]. It allows to manifest Force in crystaline form. All by itself that does not really do much, because in crystal form Force is practically inert. But it can also be highly dangerous if handled incorrectly, with strange und completely unknown side effects. Together with some other skills or Force powers such crystals may have specific effects at the GMs discretion, basically depending on how the crystal was formed...


'''Skill:''' Alter
== Preparation ==
Similar to [[Concentration]], but lets the user focus on several actions to be used consecutively.


'''Difficulty:''' varies
: '''Required Powers:''' [[Concentration]]
 
: '''Skills:''' Control, Alter
This is an old UrSkek power that was rediscovered by the Skek and may be rediscuvered by the UrRu. It allows to manifest Force in form of a crystal ...
 
== Focus ==
similar to [[Concentration]], but uses a physical focus to manifest another Force Power. ''this is just an idea...''
 
'''Required Powers:''' [[Concentration]]
 
'''Skills:''' Control, Alter
: '''Control Difficulty:'''  
: '''Control Difficulty:'''  
::* Easy if the Jedi is relaxed and at peace
::* '''Easy''' if the Jedi is relaxed and at peace
::* Difficult if the Jedi is filled with aggression, fear or other negative emotions
::* '''Difficult''' if the Jedi is filled with aggression, fear or other negative emotions
::* Very Difficult if the Jedi is acting on those negative emotions.  
::* '''Very Difficult''' if the Jedi is acting on those negative emotions.  
: '''Alter Difficulty''' (see Description)''':'''
: '''Alter Difficulty:'''  
::* Very Easy if the focussing item has a high personal value for the Jedi AND is emotionally linked to the power that is focussed on
::* '''Easy''' for a 1D bonus
::* Easy if the focussing item either has high personal value for the Jedi OR is emotionally linked to the power that is focussed on
::* '''Moderate''' for a 2D bonus
::* Moderate if the focussing item was intended to be used as focus
::* '''Difficult''' for a 3D bonus
::* Difficult if the item has personal value to someone else but for the Jedi is emotionally linked to the power that is focussed on
::* '''Very Difficult''' for a 4D bonus
::* Very Difficult if the item has personal value to someone else but was generally intended to be used as a focus
::* '''Heroic''' for a 5D bonus
::* Heroic if the item has high personal value to someone else but for the Jedu is emotionally linked to the power that is focussed on
: '''Time Required:''' 1 full round of concentration without doing anything else per action/skill roll planned.
 
'''Time taken:''' one round plus another round per force skill involved in the focused power - each round can instead be executed as an action in a single round. This causes both rolls to be at -1D per force skill involved in the focused power .
 
'''Effect:''' To use this power the Jedi first selects another power to focus on. Then he concentrates for a round on an object that he sees to be somehow related to the power he focuses on. There is no hard rule about which objects are valid and which are not, because it strongly depends on the Jedi using this power. Usually every Jedi will develop an own style but the GM is the ultimate judge. In general, the more meaning the object has to the Jedi, the easier it is to use it as a focus, the more meaning it has to another being or entity, the more difficult it gets. The physical focus is changed into pure force and effectively ceases to exist in its material form. When successful the Jedi gets a +6D6 bonus to the Force power he intended to use in the next round. If the power requires two seperate rolls, he gets +4D6 on each, if it requires 3 seperate rolls he gets +3D6 for each roll.
 
''Example 1:''
: Enemies are closing in quickly and UrYōma wants to block their path for his padawan and the crew of the Khan to retreat. There is nothing to block their approach so he wants to use himself to hold them back. He calms himself, humms in a ritualistic way and lays out the bones of a strong beast from his home planet in front of him in order to prepare himself, then uses Focus on his Art of UrTek-Ná. He wants to do it all in a single round, so he can activate UrTek-Ná in the next. He rolls his Control skill of 4D+2 minus 2D (for hasting the Focus on a power that needs two skill rols) that means he roles 2D+2 and gets an 8 which the GM rules is enough for the Easy difficulty. The GM also states that the bones qualify as a good focus and sets the Alter difficulty to 9. UrYōma roll Alter (3D minus 2D = 1D) and... rolls a 6 plus another 5, so he has 11 beating the difficulty. So next round he now rolls Alter and Sense for UrTek-Ná, both at +4D: 8D+2 (his Sense skill of 4D+2 plus 4D) against an Easy difficulty and 7D (Alter 3D plus 4D) against a Moderate difficulty...
 
''Example 2:''
: Next UrYōma wants to use ''Life Sense'' to find the renegade Jedi Kyra Danjapa who is on an unknown planet somewhere in space. He met Kyra once (+12) and she is no longer in the same star system (+30), so the difficulty is approximately 47. He has Sense at 4D+2, so he calms himself and used Focus. He will use an old ceramic bowl that is in his possession since over a thousamd years and fills it with crystal water from the spring of true seeing from his home planet. He rolls his Control skill (4D) and gets an 11, easily beating the Control difficulty. THe GM rules that the difficulty for the Alter roll will be 8, in the middle of the Easy range. UrYōma rolls his Alter skill (3D) and gets a 9 just enough. Now he gets to use 10D+2 for his sense attempt and rolls 42. Close, but not good enough. Maybe the GM will give a hint...
 
== Paralyzing Touch ==
(''an UrTek-Ná Technique'')
: '''Required Powers:''' [[UrTek-Ná]], [[Control Pain]], [[Control Another's Pain]]
: '''Restrictions:''' can only be used while the UrTek-Ná power is "up"
: '''Alter Difficulty:''' Target's Perception, Willpower or Control


'''Warning:''' If this power is used to injure or kill a helpless target, the user immediately gains a Dark Side Point.
'''Effect:''' To use this power the Jedi first selects a number of actions and their order that will be performed following the use of this power. The maximum number of actions that can be included in the ''Preparation'' is equal to the number of dice (dropping any pips) of the Jedi's Control skill. Actions must be performed in panned order, except for defensive reactions that can be freely interspersed in case of combat actions. The planned actions can be performed in a single round (multi-action penalties apply normally) or in consecutive ones (or a combination thereof) and all get the bonus until the planned sequence ends or the Jedi is stunned, incapacitated, restrained or otherwise prevented from following up on the planned sequence.


'''Effect:''' Through manipulation of the Force in the target's joints and pressure points, this power allows to "paralyze" the target. All muscles and joins lock up temporarily and the target is unable to move amd act, although fully conscious. This technique cannot be used against droids, but armor does not protect from it's effects as direct contact to the body is not required. When this power is used the Jedi delivers a normal attack using [[Brawling]], modified by the UrTek-Ná power, but no damage is dealt. Instead the target may be paralyzed for a time depending on the amount the Alter roll exceeds the difficulty.
The difficulty of the Control roll is increased by one level for each Dark Side Point that the character has.
{|
! Roll > Difficulty !! Result
|-
| 0-3 || paralyzed for 1 action
|-
| 4-6 || paralyzed for 3 rounds
|-
| 7-10 || paralyzed for 1 minute
|-
| 11-15 || paralyzed for 2D6 minutes
|-
| 16+ || paralyzed "indeffinitely"
|}
The paralyzation can be ended before the time is up by correcting the flow of the force within the target's body. A Medicine roll (possible applicable specializations: pressure points/chi-flow/body energy) can be attempted to help the victim. It takes one round to apply this with a difficulty of ''Moderate'' to heal temporary paralyzation and ''Very Difficult'' for indefinite paralyzation - although the diagnosis of this condition may take a lot longer than a round if the healer/doctor is unfamiliar with the concepts and medical droids have a particularly hard time identifying it. Also the patient may snap out of an indefinite pralyzation himself when naturally healing and succeeding at a Very Difficult Strengh roll (A Force sensitive person may roll Control instead of Strength for this).


== The Sweeping Spiral ==
== The Sweeping Spiral ==
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== Various Ideas ==
== Various Ideas ==
'''<u>A Step Beyond</u>'''
: '''Required Powers:''' [[Concentration]], Precise Movement*, [[Telekinesis]], [[Sense Surroundings]], Sending*
: The Jedi may disappear from one location and reappear in another within line of sight
{| border = "0"
|-
|  '''Sense''' &rarr; || Very Difficult || || - || ''to sense the path
|-
| '''Alter''' &rarr; || Difficult || align = "right" | 5 m  || - || ''to open the way
|-
| || Very Difficult || align = "right" | 10 m
|-
| || Heroic || align = "right" | 30 m
|-
| || Heroic +10 || align = "right" | 100 m
|-
| || Heroic +20 || align = "right" | 500 m
|-
| '''Control''' &rarr; || Moderate || The Jedi || - || ''to take the step''
|-
| || Difficult || align = "right" | +10 kg
|-
| || Very Difficult || align = "right" | +50 kg
|-
| || Heroic || align = "right" | +100 kg
|-
| || Heroic +10 || align = "right" | +200 kg
|-
| || Heroic +20 || align = "right" | +500 kg
|}
The control roll could also act as a defense to dodge an attack.


Failing any of the rolls is actually dangerous.
* Failing the Sense roll shifts the Jedi's senses out of the normal range and effectively renders him blind for 1D rounds per 5 points the difficulty was failed by.
* Failing the Alter roll results in a kind of feedback from the warped space - 1D damage per 5 points that the roll was failed by.
* Failing the Control roll completely immobilizes the Jedi for one round per 5 points that the target was failed by.


'''<u>Precise Movement</u>'''
'''<u>Precise Movement</u>'''
: '''Required Powers:''' [[Danger Sense]] OR [[Danger Sense Optional]] OR [[Danger Sense (Ur-Variant)]], Concentration (??? - would make the "bonus effect" obsolete)
: '''Control Difficulty:''' Easy
: '''Control''' Difficulty: Special; modified if Jedi is affected by negative emotions
: ''This power can be kept "up"
::: Very Easy for bonus-effect
While this power is up the Jedi has a very sure step and treads exactly the way he intends to. This means he has a +4D bonus to balance acts, to resist tripping, slipping or any shoving, pushing, etc. to make him fall over or down or to keep his balnce. It also grants a +2D bonus for stealthy movement.
::: Moderate for full effect
:: OR
: '''Requirements:''' [[UrTek-Ná]], Control: 3D
The power has not to be kept up, but is considered to be in effect constantly after this power is learned. The Jedi can use his Control dice instead of his attribute dice whenever making a roll for balancing or keeping from falling.
 
 
'''<u>Unseen</u>'''
: '''Required Powers:''' ...
: '''Sense Difficulty:''' Moderate
: '''Alter Difficulty:'''
::: ''Difficult'' increases all difficulties to detect the Jedi by +5
::: ''Very Diufficult'' increases difficulties to detect the Jedi by +10
::: ''Heroic'' increases the difficulties by +15
: ''This power can be kept "up"
: ''This power can be kept "up"
When this power is used the Jedi can decide himself if she wants to achieve the limited effect or the full effect. This has to be announced when the power is used and cannot be changed once the dice have been rolled.
: Bends light around the Jedi making it harder to detect her by sight. The modifiers apply to beings that operate primarily by sight. For other beings other modifiers may apply and there are no modifiers for other senses.
* Bonus effect: +4D to all movement rolls where Dexterity is involved (blance, exact movement, etc.). This also adds +2D for stealth movement
 
* Full effect: the Jedi cannot fall down, cannot be pushed over, cannot trip. He always remains in perfect bodily balance and places his steps exactly where he wants to in the way he wants to. Also adds +4D to stealth movement.


...


'''<u>Adiabatic Shield</u>'''
'''<u>Adiabatic Shield</u>'''
: '''Required Powers:''' [[Telekinesis]]
: '''Required Powers:''' [[Telekinesis]]
: '''Alter''' Difficulty: ???
: '''Alter Difficulty:''' ???
Adiabatic shield was a Force power. The user manipulated the air around them to function as a shield of sorts. While this shield did not protect the user from blaster fire or impact with solid objects, it could disperse gases and airborne chemicals that could affect the user. A user could use this power to disperse smoke, poisonous vapors like chlorine, or more subtle chemicals like airborne pheromones.  
Adiabatic shield was a Force power. The user manipulated the air around them to function as a shield of sorts. While this shield did not protect the user from blaster fire or impact with solid objects, it could disperse gases and airborne chemicals that could affect the user. A user could use this power to disperse smoke, poisonous vapors like chlorine, or more subtle chemicals like airborne pheromones.  
; Difficulty levels:  
; Difficulty levels:  
<s>
* affects only the Jedi - Easy
* affects only the Jedi - Easy
* 1m radius - Moderate
* 1m radius - Moderate
Line 149: Line 92:
* 10m radius - Very Difficult
* 10m radius - Very Difficult
may be modified by gasses special properties and exterior pressure.
may be modified by gasses special properties and exterior pressure.
</s> &rarr; ???
: '''Source:''' Wookieepedia [http://starwars.wikia.com/wiki/Adiabatic_shield Adiabatic shield]


: '''Source:''' Wookieepedia [http://starwars.wikia.com/wiki/Adiabatic_shield Adiabatic shield]


'''<u>Bend Matter</u>'''
: '''Resquired Powers:''' [[Telekinesis]]
: '''Alter Difficulty:'''
::: liquid matter - very easy (but only holds form while power is being kept up)
::: mellable matter (clay, modelling plastics, etc. )- easy
::: hard matter (wood, base metals) - moderate
... ????


Effect: The Jedi applies telekinetic force on an object in order to push it into another shape. ...


'''<u>Sending</u>'''
: '''Required Powers:''' ?
: '''Alter''' Difficulty: ?
: Basically pushes an object that is touched by the Jedi into and through hyperspace where it only spends a fraction of a second and falls out again. This effectively teleports the object away from the Jedi a number of meters in an indicated direction (grenade scattering applies


'''<u>Playing Dejarik</u>'''
'''<u>Playing Dejarik</u>'''
Line 164: Line 111:


'''<u>Playing Sabacc</u>'''
'''<u>Playing Sabacc</u>'''
:&rarr; [http://www.sabacc.de/ German Sabacc rules]
:&rarr; [http://www.sabacc.de/ German Sabacc rules]; [http://www.pagat.com/invented/sabacc.html English Sabacc rules]


= House Rules =
= House Rules =
''just thoughts ...
''just thoughts ...

Latest revision as of 02:23, 30 April 2016

Drafts of anything that I may come up with...

New Skills

[edit]

Crystal Farming

[edit]

Attribute: Knowledge

Time Taken: One hour to several months and more

Specializations: speed-growth, specific purpose crystals, etc.

This skill can be used to seed, grow and take care of crystals in all their forms. It is more an Art than a practical method and requires a lot of time to use. The character also knows about the various kinds of crystals throughout the galayy and how to grow crystals with various special effects - the crystal can have any shape, it can absorb and emit energy (usually sound or light), it can have resonance effects, etc. It can be used as an art form. A failed roll results in a fragile crystal that does not have the intended shape and does not have the intended properties. At GM discretion they crystal may look intact, but will fail or break during first use or may have other undesirable effects.

  • Very Easy - grow a crystal in a specific colour or shape
  • Easy - grow a crystal with a minor special effect (light or sound)
  • Moderate - grow a medicinal crystal
  • Difficult - grow a crystal that changes one energy form to another or a simple mechanical component
  • Very Difficult - grow an average mechanical or electronic component
  • Heroic - grow a complex mechanical or electronic component

- there could also be an advanced skill: Crystal Engineering used by the Skek to create weapons and other Crystech(TM) equipment.

... and this may be the foundation of a "new" force power (originally used by the UrSkek):

New Force Powers

[edit]

Crystallize Force

[edit]

Required Powers: Emptiness, Concentration,
Skill: Alter
Difficulty: varies, but at least Difficult This is an old UrSkek power that was rediscovered by the Skek and later rediscuvered by the UrRu. It allows to manifest Force in crystaline form. All by itself that does not really do much, because in crystal form Force is practically inert. But it can also be highly dangerous if handled incorrectly, with strange und completely unknown side effects. Together with some other skills or Force powers such crystals may have specific effects at the GMs discretion, basically depending on how the crystal was formed...

Preparation

[edit]

Similar to Concentration, but lets the user focus on several actions to be used consecutively.

Required Powers: Concentration
Skills: Control, Alter
Control Difficulty:
  • Easy if the Jedi is relaxed and at peace
  • Difficult if the Jedi is filled with aggression, fear or other negative emotions
  • Very Difficult if the Jedi is acting on those negative emotions.
Alter Difficulty:
  • Easy for a 1D bonus
  • Moderate for a 2D bonus
  • Difficult for a 3D bonus
  • Very Difficult for a 4D bonus
  • Heroic for a 5D bonus
Time Required: 1 full round of concentration without doing anything else per action/skill roll planned.

Effect: To use this power the Jedi first selects a number of actions and their order that will be performed following the use of this power. The maximum number of actions that can be included in the Preparation is equal to the number of dice (dropping any pips) of the Jedi's Control skill. Actions must be performed in panned order, except for defensive reactions that can be freely interspersed in case of combat actions. The planned actions can be performed in a single round (multi-action penalties apply normally) or in consecutive ones (or a combination thereof) and all get the bonus until the planned sequence ends or the Jedi is stunned, incapacitated, restrained or otherwise prevented from following up on the planned sequence.

The difficulty of the Control roll is increased by one level for each Dark Side Point that the character has.

The Sweeping Spiral

[edit]

(an UrTek-Ná technique)

Required Powers: UrTek-Ná
Restrictions: can only be used while the UrTek-Ná power is "up"
Alter Difficulty: Opponent's Dex, Dodge or Brawling Parry roll

Effect: drops multiple opponents to the ground... ... affects all opponents within a number of meters equal to the number of dice of the Jedi's Alter skill ...

Various Ideas

[edit]

Precise Movement

Control Difficulty: Easy
This power can be kept "up"

While this power is up the Jedi has a very sure step and treads exactly the way he intends to. This means he has a +4D bonus to balance acts, to resist tripping, slipping or any shoving, pushing, etc. to make him fall over or down or to keep his balnce. It also grants a +2D bonus for stealthy movement.

OR
Requirements: UrTek-Ná, Control: 3D

The power has not to be kept up, but is considered to be in effect constantly after this power is learned. The Jedi can use his Control dice instead of his attribute dice whenever making a roll for balancing or keeping from falling.


Unseen

Required Powers: ...
Sense Difficulty: Moderate
Alter Difficulty:
Difficult increases all difficulties to detect the Jedi by +5
Very Diufficult increases difficulties to detect the Jedi by +10
Heroic increases the difficulties by +15
This power can be kept "up"
Bends light around the Jedi making it harder to detect her by sight. The modifiers apply to beings that operate primarily by sight. For other beings other modifiers may apply and there are no modifiers for other senses.


Adiabatic Shield

Required Powers: Telekinesis
Alter Difficulty: ???

Adiabatic shield was a Force power. The user manipulated the air around them to function as a shield of sorts. While this shield did not protect the user from blaster fire or impact with solid objects, it could disperse gases and airborne chemicals that could affect the user. A user could use this power to disperse smoke, poisonous vapors like chlorine, or more subtle chemicals like airborne pheromones.

Difficulty levels

  • affects only the Jedi - Easy
  • 1m radius - Moderate
  • 3m radius - Difficult
  • 10m radius - Very Difficult

may be modified by gasses special properties and exterior pressure. → ???

Source: Wookieepedia Adiabatic shield


Bend Matter

Resquired Powers: Telekinesis
Alter Difficulty:
liquid matter - very easy (but only holds form while power is being kept up)
mellable matter (clay, modelling plastics, etc. )- easy
hard matter (wood, base metals) - moderate

... ????

Effect: The Jedi applies telekinetic force on an object in order to push it into another shape. ...


Playing Dejarik

→ Dejarik

Playing Sabacc

→ German Sabacc rules; English Sabacc rules

House Rules

[edit]

just thoughts ...