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Prequel Force Powers
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THK
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Joined: 24 May 2008
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Location: Missouri, just north of Missoura

PostPosted: Sat Nov 29, 2008 10:04 pm    Post subject: Prequel Force Powers Reply with quote

The Jedi Arts
Required Powers: none
Control Difficulty: Easy for brawling, Moderate for one handed melee weapons, Difficult for two handed melee weapons
Sense Difficulty: Easy
This power can be kept "up". It does not take the place of, but it can also be activated in conjunction with Lightsaber combat, an option that Darth Maul favored.

"I don't know... but he was well trained in the Jedi arts. My guess is he was after the Queen..." - Qui-gon Jinn speaking to Obi-wan Kenobi about his encounter with Darth Maul

"You fool. I have been trained in your Jedi arts by Count Dooku himself. Attack, Kenobi." - General Grievous to General Kenobi on Otupau

Synopsis: The above quotes were directly referencing lightsabers, but as we know from the films, Jedi were resourceful fighters using their hands, feet and or anything at their disposal to defend themselves in battle if their lightsabers had been taken, lost or destroyed...or if they as Sith or Dark Jedi wanted to display their power. The Jedi studied ways to use the Force for knowledge and defense long before the usage of lightsabers, and that is where the saying "Jedi Arts" really springs from. Jedi of old were taught this power because they relied much more on their hands, feet, and swords in the early days of their order. As the Jedi became more reliant on lightsabers, The Jedi Arts became less emphasized but not forgotten. Obi-wan Kenobi had his lightsaber snagged but used his Force abilities combined with his hand to hand combat training against Jango Fett on Kamino...his Jedi Arts saved him from an attacker with armor weapons and more hand to hand combat training. Darth Vader predicted shot locations and used his cybernetic hands to block Han Solo's blaster shots on Bespin, and following the events of Episode V, Luke faced down Guri in a hand to hand confrontation in Shadows of the Empire...without the Jedi Arts, Guri would have smeared him.

Effect: The power works much like Lightsaber Combat, except there aren't any refraction or normal damage increase or decrease options with the Control roll. A Jedi or Sith who activates this power can add his or her Sense dice to his or her melee combat, parry, brawling, or brawling parry rolls. Control only comes into play when deflecting bullets or blaster bolts (with a weapon sturdy enough to take such impacts). The Control roll is added to the wielder's Strength to resist having their weapon knocked out of their hands from bullet or blaster bolt impacts. The Control + Strength difficulty is that of the weapon damage they are defending against: i.e. a Blaster rifle does 5D damage...if successfully blocked, they would roll their Strength and Control versus 5D.

Basic Activation Information and keeping the power up: If your character is armed with a weapon similar in size to a lightsaber, then your character would activate this power with the moderate Control difficulty. If your character is unarmed, the Control roll is easy. If your character is wielding a two handed weapon, or a double-bladed lightsaber, then the Control difficulty is difficult. If a character loses his weapon and is unarmed, the difficulty will lessen to keep the power up. Vice versa, if a character picks a melee weapon up and goes from being unarmed to armed, depending on the type of weapon, the power Control difficulty will reflect the new weapon choice (Each time a weapon size changes (two-handed to one handed, unarmed to armed etc., the character must roll his Control roll as a free action to see if he can keep the power up).

Dark Side Option: Some Dark Jedi and Sith use Injure/Kill in conjunction with the Jedi Arts. They turn this two skill power into a three skill power, and if they connect a punch or kick with an opponent, they roll their Alter dice instead of their normal hand to hand damage. If a Sith has 8D in Alter and strikes an opponent with an average Perception skill and no Control skill, the effects of this type of attack can be extremely devastating.

Follow Up Reasoning: Ordinarily, I would say that bonuses to skills through the Force should come in the form of Enhance Attribute, however the parrying of blaster bolts with a character's hands or a weapon other than a lightsaber sounds like something a little more specialized and requiring a power as opposed to receiving +1D to 3D bonuses for a few rounds.
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THK
Lieutenant Commander
Lieutenant Commander


Joined: 24 May 2008
Posts: 117
Location: Missouri, just north of Missoura

PostPosted: Sat Nov 29, 2008 10:04 pm    Post subject: Reply with quote

Force Push
Required Powers: Telekinesis
Alter Difficulty: The target's Control or Perception roll.

Effect: Most effective against multiple targets, this power delivers a stiff but non-lethal blast of Force energy that fans out like a wave towards all opponents in a 45-degree arc in front of the Jedi. The target(s) can resist as a reaction with his or her Control or Perception roll, and if he or she passes the save, they are completely unaffected. A failure by 4 points or less will stun the opponent (-1D on all actions for 2 rounds), but a failure by 5 points or more will render the target unconscious for 2D minutes. The effective strength of the blast can be targeted at one target for the full Alter roll, or the Force User can spread the attack out to strike all opponents in the 45-degree arc with a -1D penalty to each target beyond the first.

Example: Four battle droids on the Trade Federation Battleship confront Obi-wan Kenobi as he and his master come to an intersection. He raises his arm and gives them a solid blast of Force Push. His intent is to knock the first two druids backwards into the hind droids. He will roll his 5D+1 Alter skill at a –1D (4D+1). He rolls fantastically and gets a 22 on the roll. Both druids roll their Perception of 3D. The first droid receives an 8 on his resistance and flies backward into the droid behind him. The Force struck droid will be offline for nine minutes (effectively out of the combat), while the droid behind is knocked over from the first falling droid (failed a Dexterity check). The second targeted droid rolled a 12. He too was knocked backwards and was knocked offline for seven minutes (effectively out of the combat)…however, the last hind droid managed to roll phenomenally well with the aid of a wild dice (Dexterity Check) in order to avoid being struck by his fallen droid comrade.

More to come...
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