User:Kurst/Drafts: Difference between revisions
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To use this power the Jedi concentrates on an object 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. | To use this power the Jedi concentrates on an object 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. | ||
= House | = House Rules = | ||
=== Force Power: Resist Stun === | |||
Suggestion: | Suggestion: | ||
: instead of being a power that is kept up, once learned this power is always in effect and is rolled whenever the character is stunned to see if he can resist the effect. The first stun he receives is very easy to resist, the second is easy to resist, the third is moderate to resist, etc. The difficulty is set back to very easy once the character has a chance to meditate for an hour or so. | |||
'''Resist Stun''' | |||
: '''Control Difficulty:''' special, see below | |||
: '''Time To Use:''' half an hour | |||
'''Effect:''' Resist stun allows the Jedi to prepare her body to resist the effects of stun damage. When the power is activated it does not need to be kept up, although it is considered to be in effect. When the Jedi subsequently suffers a ''Stun'' result, he needs to succeed at a '''Very Easy''' Controll roll to resist the effect. If successful, the Jedi does not suffer the usual die-penalty and is also not "affected" by the Stun. If the roll fails she takes all normal effects of the Stun and the power ends. When the Jedi suffers another Stun result he must succeed at an '''Easy''' Control check. The third Stun requires a '''Moderate''' check, the fourth a '''Difficult''', the fifth a '''Very Difficult''', the sixth and following require a '''Heroic''' result. The power continues to be be in effect until either the Jedi ends it (at will), when he rests, falls uncounsious or when a check fails. After the power ends the Jedi must make a '''Moderate''' Control check or be stunned for an hour. Instead of ending the power the Jedi can also meditate for half an hour to reset the resistance difficulty to ''Very Easy'''. | |||
Revision as of 07:16, 23 March 2014
Drafts of anything that I may come up with...
New Skill: Crystal Farming
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 tiny crystal of any color in a week
- Easy -
- Moderate -
- Difficult
- Very Difficult
- there could also be an advanced skill: Crystal Engineering used by the Skek to create weapons and other Crystech(TM) equipment.
... and this may give rise to a "new" force power (originally used by the UrSkek):
New Force Power: Crystallize Force
Skill: Alter
Difficulty: varies
This power allows to manifest Force in form of a crystal...
New Force Power: Focus
similar to Concentration, but uses a physical focus to manifest another Force Power. this is just an idea...
Prerequisite: Concentration, Telekinesis
Skill: Alter
Time taken: one round per force skill involved in the focused power.
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.
To use this power the Jedi concentrates on an object 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.
House Rules
Force Power: Resist Stun
Suggestion:
- instead of being a power that is kept up, once learned this power is always in effect and is rolled whenever the character is stunned to see if he can resist the effect. The first stun he receives is very easy to resist, the second is easy to resist, the third is moderate to resist, etc. The difficulty is set back to very easy once the character has a chance to meditate for an hour or so.
Resist Stun
- Control Difficulty: special, see below
- Time To Use: half an hour
'Effect: Resist stun allows the Jedi to prepare her body to resist the effects of stun damage. When the power is activated it does not need to be kept up, although it is considered to be in effect. When the Jedi subsequently suffers a Stun result, he needs to succeed at a Very Easy Controll roll to resist the effect. If successful, the Jedi does not suffer the usual die-penalty and is also not "affected" by the Stun. If the roll fails she takes all normal effects of the Stun and the power ends. When the Jedi suffers another Stun result he must succeed at an Easy Control check. The third Stun requires a Moderate check, the fourth a Difficult, the fifth a Very Difficult, the sixth and following require a Heroic result. The power continues to be be in effect until either the Jedi ends it (at will), when he rests, falls uncounsious or when a check fails. After the power ends the Jedi must make a Moderate Control check or be stunned for an hour. Instead of ending the power the Jedi can also meditate for half an hour to reset the resistance difficulty to Very Easy.