User:Kurst/Drafts: Difference between revisions
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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 ... | 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 ... | ||
== | == Deep Concentration == | ||
Similar to [[Concentration]], but lets the user focus on several actions to be used in the same round. | |||
'''Required Powers:''' [[Concentration]] | : '''Required Powers:''' [[Concentration]] | ||
: '''Skills:''' Control, Alter | |||
'''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''' | : '''Alter Difficulty:''' | ||
::* '''Easy''' for a 4D bonus | |||
::* '''Moderate''' for a 5D bonus | |||
::* Moderate | ::* '''Very Difficult''' for a 6D bonus | ||
: '''Time Required:''' 1 full round of concentration without doing anything else per action/skill roll planned. | |||
::* Very Difficult | |||
: | |||
'''Time | |||
'' | '''Effect:''' To use this power the Jedi first selects a number of actions that will be performed in one round at the end of the preparation time. This can be normal skills or it can be a force power that requires several force skills or any combination of these. The Jedi must spend a number of rounds in deep concentration equlal to the number of skills planned to be used. "Deep concentration" means that nothing else can be done and if anything else is done, the preparation time is wasted and must be started over. After the required time has been spent the actual action sequence can be held, but if anything else is done by the Jedi that requires an action, the preparation is again wasted. When the action sequence is initiated, all skill rolls are done in one round and normal multi-action penalties apply although each roll gets a +5D bonus from the deep concentration effort. The actions must be performed in the planned order, although the sequence can be broken off at any point. | ||
... | |||
== Paralyzing Touch == | == Paralyzing Touch == | ||
Revision as of 10:40, 17 September 2014
Drafts of anything that I may come up with...
New Skills
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 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
Crystallize Force
Skill: Alter
Difficulty: varies
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 ...
Deep Concentration
Similar to Concentration, but lets the user focus on several actions to be used in the same round.
- 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 4D bonus
- Moderate for a 5D bonus
- Very Difficult for a 6D 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 that will be performed in one round at the end of the preparation time. This can be normal skills or it can be a force power that requires several force skills or any combination of these. The Jedi must spend a number of rounds in deep concentration equlal to the number of skills planned to be used. "Deep concentration" means that nothing else can be done and if anything else is done, the preparation time is wasted and must be started over. After the required time has been spent the actual action sequence can be held, but if anything else is done by the Jedi that requires an action, the preparation is again wasted. When the action sequence is initiated, all skill rolls are done in one round and normal multi-action penalties apply although each roll gets a +5D bonus from the deep concentration effort. The actions must be performed in the planned order, although the sequence can be broken off at any point.
...
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: 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.
| 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
(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
A Step Beyond
- Required Powers: Concentration, Precise Movement*, Telekinesis, Sense Surroundings, Sending*
- The Jedi may disappear from one location and reappear in another within line of sight
| Sense → | Very Difficult | - | to sense the path | |
| Alter → | Difficult | 5 m | - | to open the way |
| Very Difficult | 10 m | |||
| Heroic | 30 m | |||
| Heroic +10 | 100 m | |||
| Heroic +20 | 500 m | |||
| Control → | Moderate | The Jedi | - | to take the step |
| Difficult | +10 kg | |||
| Very Difficult | +50 kg | |||
| Heroic | +100 kg | |||
| Heroic +10 | +200 kg | |||
| Heroic +20 | +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.
Precise Movement
- Required Powers: Danger Sense OR Danger Sense Optional OR Danger Sense (Ur-Variant), Concentration (??? - would make the "bonus effect" obsolete)
- Control Difficulty: Special; modified if Jedi is affected by negative emotions
- Very Easy for bonus-effect
- Moderate for full effect
- 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.
- 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.
...
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
Sending
- 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
Playing Dejarik
- → Dejarik
Playing Sabacc
House Rules
just thoughts ...