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[Rebel Uprisings] House Rules
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Jamfke
Admiral
Admiral


Joined: 20 Jul 2005
Posts: 4675
Location: Tennessee

PostPosted: Sat Aug 18, 2007 2:32 pm    Post subject: [Rebel Uprisings] House Rules Reply with quote

vong wrote:
Control/Sense/Alter
Life Mask:
Control Difficulty: Difficult if Jedi is relaxed and at peace, Very Difficult if Jedi is exerting himself, Heroic if Jedi is under duress.
Sense Difficulty: Easy if Jedi is relaxed and at peace, Moderate if Jedi is exerting himself, Very Difficult if Jedi is under duress.
Alter Difficulty: Very Difficult if at Peace, Heroic if the Jedi is exerting himself, or Heroic+ if under duress
This Power may be kept up.

Required Powers: Hibernation Trance, Emptiness, Sense Force

Effect:
The Jedi using this power attempts to mask his presence in the force. To bring this power up, a Jedi must roll a successful Sense and Control roll. When the Jedi uses the force while this power is up he must make a successful alter roll to keep the power up.

A Jedi who has successfully brought the power up, does not make any ripples in the force. Another Jedi passively searching the area for life forms will not register the user of this power as alive, but he would exists in the force like a droid would. Another Jedi actively sensing the user of this power must make a sense roll opposed to the users control roll to know that he is in fact alive, and not an inanimate object. A Jedi using this power is similar to a Jedi in an emptiness trance, but he may take actions he wishes.

A Jedi may use other Force Powers while using Life Mask, but must make another Control roll to maintain the effects of Hide Force when doing so. Any Force user who would normally sense the Jedi's use of the Force may make a Sense roll versus the Jedi's Control roll to detect the Jedi's use of the Force.

Examples:
A Jedi using Life Detection to find a character with Life Mask active will not detect the character. A Jedi using Life Sense or Sense Force (if the user is using the force actively) can make an opposed sense check against the user's Control check.

If the user of this power uses Lightsaber Combat, they must make a Very Difficult control roll to keep the power up; if the user fails this roll Life Mask immediately drops and other force users will sense their presence in the force. If the check succeeds, other Force users may make their opposed Sense roll as described above.

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Jamfke
Admiral
Admiral


Joined: 20 Jul 2005
Posts: 4675
Location: Tennessee

PostPosted: Sat Aug 18, 2007 2:36 pm    Post subject: Advanced Skill - Disorienting Feedback (WIP) Reply with quote

Hellcat wrote:

Disorienting Feedback
Time Taken: One Round
Specializations: Specific to the type of fighter used against
Advanced Skill -- requires communications of at least 5D.

This skill allows the user to turn regular communications jamming into a weapon that can disorient targeted fighter pilots. The affected target suffers stunning damage for a certain period of time and could effectively be knocked out of the fight for the duration of the battle if it last longer than the stunning effect.

Difficulty for the successful use is dependant on the number of fighters being targeted. Each target must make a strength roll in order to attempt to resist this jamming weapon.

Also, this may be a one shot deal in a battle as any unaffected targets may quickly change comm frequencies, forcing the user to waste time trying to discover the new comm frequency.


Skill Roll is................Effect
< Strength Roll.............None
=> Strength Roll.........Stunned
2X Strength Roll....Stunned 2D Minutes
3X Strength Roll....Stunned 5D Minutes

Difficulty
Easy for 1-2 fighters
Moderate for 3-6 fighters
Difficult for 7-10
Very Difficult for 11-13
Heroic for 14+

Additionally, the target may suffer permanent hearing loss if the skill roll is 3x the strength roll or higher.
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