The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Jedi Consular Force Powers
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Jedi Consular Force Powers
View previous topic :: View next topic  
Author Message
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2685
Location: Online

PostPosted: Thu Mar 05, 2020 10:52 am    Post subject: Jedi Consular Force Powers Reply with quote

Jedi Consular Force Powers
Jedi that follow the path of the consular are skilled negotiators and talented ambassadors. You prefer to use the strength of your words and the wisdom that the Force provides to solve conflicts.
Prerequisite: Persuasion 4D

As Jedi Counselor's perform many social interactions, refer to the posting Attitude Steps.

Adept Negotiator
Alter Difficulty: Opposed by target's persuasion +9
Prerequisite: Sense, persuasion 4D
This power may be "kept up."
Effect: As an action, you can weaken the resolve of one enemy with your words. The target must be able to see, hear, and understand you. Make an opposed persuasion check; if successful the target will not attack you or your allies for one round unless you or one of your allies attacks it or one of its allies first.
Sources: Star Wars: The Roleplaying Game Saga Edition (p.39-40), D6 mechanics by +Oliver Queen

Consular's Vitality
Control Difficulty: Easy modified by proximity
Prerequisite: Alter
Note: This power can be used to affect all targets within 20 meters and line-of-sight of the Force adept, +15 control difficulty.
This power may be "kept up."
Effect: Jedi during the Clone Wars learn to call upon the Force not only for their own strength but also to aid the clone troopers and other allies under their command. Once per round as an action, you grant one ally within 20 meters of you and in line-of-sight, a +2 modifier to soak rolls until the beginning of your next turn.
Sources: The Clone Wars Campaign Guide (p.22), D6 mechanics by +Oliver Queen

Force Persuasion
Prerequisite: Alter, sense, persuasion 4D, adept negotiator
Effect: When making persuasion checks you can use your alter skill instead.
Sources: Star Wars: The Roleplaying Game Saga Edition (p.40), D6 mechanics by +Oliver Queen

Skilled Advisor
Prerequisite: Alter, sense, persuasion 4D
Effect: As a full-round action advising an ally, your advice grants them a +1D bonus on their next skill check related to that advice. If you spend a Force Point, the bonus increases to +2D. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself. This is a mind-affecting effect.
Sources: Star Wars: The Roleplaying Game Saga Edition (p.40), D6 mechanics by +Oliver Queen
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0