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Saga Conversions and Homebrew powers
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Forceally
Commodore
Commodore


Joined: 20 Feb 2007
Posts: 1049

PostPosted: Thu Jan 22, 2009 8:04 pm    Post subject: Saga Conversions and Homebrew powers Reply with quote

Having looked through the Saga Sourcebooks, as well as KOTOR, KOTOR2, and The Force Unleashed, I’ve created a conversion list of sorts detailing which d6 Force powers corresponds to the Force feats, powers, talents, secrets, techniques, and skills listed in those sources. In a few cases, instead of associating a d6 power, I chose a d20 “qualifier” feat like Dark Power or Mind Trick – feats that gives a bonus to certain d20 Force skills. In those cases, you can then convert the RCRB feat to d6. Most of the d6 powers in the list can be found in the WEG books or in Gry Sarth’s Force compendium. Some of these powers can be found on other websites, and I'll refer to these sites when necessary. This list will also feature new homebrew Force powers, which I will mark by italicizing them. In a subsequent post, I’ll post what I’ve come up with for these new powers. Note that the descriptions for these new powers don’t include difficulty rolls, as I’m not too familiar with these. I’ll make suggestions about any perceived difficulty and opposition rolls, but I won’t assign numerical values to them. In addition, some of the homebrew powers I came up with were featured in the novels and the Clone Wars Cartoon.

I'm aware that Gry Sarth and cheshire are the "premier" authorities when it comes to any conversions dealing with Force powers. I respect that, and I know that they have most likely come up with their own conversions for nearly all the published sourcebooks except The Clone Wars Campaign Guide. If either of them read this, you can take what I have and adjust it accordingly.

We’ll start off with the conversion lists.


Source: Core Rulebook
Use the Force skill gives you Control 1D, Sense 1D, Alter 1D, hibernation trance, sense Force, telekinesis, and maybe projective telepathy and sense surroundings
Force Sensitivity feat gives you sense Force.
Force Boon feat has no applicable conversions.
Force power Battle strike might give you combat sense, but I’m not 100% certain.
Force power Dark rage gives you channel rage. It might also give you rage, but I’m not 100% certain.
Force power Farseeing gives you farseeing.
Force power Force disarm gives you telekinesis.
Force power Force grip gives you telekinetic kill.
Force power Force lightning gives you Force lightning.
Force power Force slam gives you projected fighting.
Force power Force stun gives you stun.
Force power Force thrust gives you Force push.
Force power Mind trick gives you affect mind.
Force power Move object gives you telekinesis.
Force power Negate energy gives you absorb/dissipate energy.
Force power Rebuke gives you force of will.
Force power Sever Force gives you sever Force.
Force power Surge gives you burst of speed.
Force power Vital transfer gives you accelerate another’s healing, control another’s pain, and/or transfer Force.
Force technique Improved Force Trance gives you hibernation trance.
Force technique Improved Move Light Object gives you telekinesis.
Force technique Improved Sense Force gives you sense Force.
Force technique Improved Sense Surroundings gives you sense surroundings.
Force technique Improved Telepathy gives you projective telepathy.
Force secret Devastating Power gives you empower Force. It might also give you maximize Force, but I’m not 100% certain.
Force secret Distant Power gives you enlarge Force.
Force secret Multitarget Power gives you split Force.
I don’t know what Force secrets Quicken Power and Shaped Power each gives you respectively.
None of the Jedi Consular talents in this book have any applicable conversions.
Jedi Guardian talent Acrobatic Recovery has no applicable conversions.
Jedi Guardian talent Battle Meditation gives you battle meditation or enhance coordination, but I don’t know which.
Jedi Guardian talent Force Intuition gives you sense Force.
Jedi Guardian talent Resilience gives you control pain.
Jedi Sentinel talent Clear Mind gives you Force stealth.
Jedi Sentinel talent Dark Side Sense gives you sense Force.
Jedi Sentinel talent Dark Side Scourge has no applicable conversions.
Jedi Sentinel talent Force Haze gives you Force camouflage.
Jedi Sentinel talent Resist the Dark Side has no applicable conversions.
Lightsaber Combat talents Block, Deflect, Lightsaber Defense, and Redirect Shot each gives you lightsaber combat.
Lightsaber Combat talent Weapon Specialization (lightsabers) gives you lightsaber.
Lightsaber Combat talent Lightsaber Throw gives you kinetic combat.
Alter talent Disciplined Strike has no applicable conversions.
Alter talents Telekinetic Power and Telekinetic Savant have no applicable conversions, but they would each you the d20 Feat Kinetic Might. Take it from there.
Control talents Damage Reduction 10 and Force Focus have no applicable conversions.
Control talent Equilibrium gives you control pain. It might also give you remove fatigue, but I’m not 100% certain.
Control talent Force Recovery might give you remove fatigue, but I’m not 100% certain.
Dark Side talent Power of the Dark Side has no applicable conversions, but it might give you the d20 Feats Malevolent and/or Dark Power. I’m not 100% certain. Take it from there.
I don’t know what Dark Side talents Dark Presence and Revenge give you.
Dark Side talent Swift Power has no applicable conversions.
Sense talent Force Perception might give you danger sense and receptive telepathy, but I’m not 100% certain.
Sense talent Force Pilot gives you concentration or enhance attribute. Treat as if you’re converting the d20 Feat Force pilot to d6.
Sense talent Foresight has no applicable conversions.
Sense talent Gauge Force Potential gives you sense Force potential.
Sense talent Visions gives you farseeing.
Jensaarai Defender talent Attune Armor gives you armor attunement.
Jensaarai Defender talent Force Cloak and Force Cloak Mastery each gives you Force cloak. You can learn about this power, block Force sense, and ballistakinesis on the SWRPGNetwork website. They were created by Rodney “Moridin” Thompson.
Jensaarai Defender talent Linked Defense gives you lightsaber.
Dathomiri Witch talent Adept Spellcaster has no applicable conversions.
Dathomiri Witch talent Charm Beast gives you beast languages or friendship, but I’m not 100% certain which one. I’m more inclined towards friendship, as the description of Charm Beast sounds very similar to friendship.
Dathomiri Witch talent Command Beast gives you beast languages or friendship, but I’m not 100% certain which one. I’m more inclined towards friendship, as the description of Charm Beast sounds very similar to friendship.
Dathomiri Witch talent Flight gives you Force flight.
Dark Side Devotee talents Channel Aggression and Embrace the Dark Side have no applicable conversions.
Dark Side Devotee talent Channel Anger might give you channel rage, but I’m not 100% certain.
I don’t know what Dark Side Devotee talent Crippling Strike gives you.
Force Adept talent Force Power Adept has no applicable conversions.
Force Adept talent Force Treatment gives you accelerate healing, accelerate another’s healing, control disease, control another’s disease, detoxify poison, detoxify poison in another, first aid, and/or (A) medicine.
Force Adept talent Fortified Body gives you control disease, detoxify poison, and/or enhance attribute (stamina).
Force Item talent Attune Weapon gives you Force weapon, but the bonus goes to attack rolls rather than damage.
Force Item talent Empower Weapon gives you Force weapon.
Force Item talent Force Talisman gives you create Force talisman, same as Force adept special quality Force talisman +1d8 and dark side devotee special quality dark side talisman +1d8
Force Item talent Greater Force Talisman gives you create Force talisman, same as Force adept special quality Force talisman +2d8 and dark side devotee special quality dark side talisman +2d8
Duelist talent Force Fortification gives you reduce injury.
Duelist talent Greater Weapon Focus (lightsaber), Greater Weapon Specialization (lightsaber), Multiattack Proficiency (lightsaber), and Severing Strike each gives you lightsaber.
Lightsaber Forms talent Ataru gives you lightsaber: Ataru form.
Lightsaber Forms talent Djem So gives you lightsaber: Djem So form.
Lightsaber Forms talent Jar’Kai gives you lightsaber: Jar’Kai form.
Lightsaber Forms talent Juyo gives you lightsaber: Juyo form.
Lightsaber Forms talent Makashi gives you lightsaber: Makashi form.
Lightsaber Forms talent Niman gives you lightsaber: Niman form.
Lightsaber Forms talent Shien gives you lightsaber: Shien form.
Lightsaber Forms talent Shii-Cho gives you lightsaber: Shii-Cho form.
Lightsaber Forms talent Sokan gives you lightsaber: Sokan form.
Lightsaber Forms talent Soresu gives you lightsaber: Soresu form.
Lightsaber Forms talent Tràkata gives you lightsaber: Tràkata form.
Lightsaber Forms talent Vaapad gives you lightsaber: Vaapad form.
Sith talent Dark Healing gives you Drain life.
Sith talents Dark Scourge, Dark Side Adept, Dark Side Master, and Wicked Strike have no applicable conversions.
Sith talent Force Deception gives you con and/or persuasion.
Sith talent Improved Dark Healing gives you drain life.

Source: Starships of the Galaxy Campaign Guide
Sense talent Force Reflexes gives you concentration or enhance attribute. Treat as if you’re converting the d20 Feat Force pilot to d6.

Source: Threats of the Galaxy Campaign Guide
Dark Side talent Drain Knowledge gives you memory wipe.
Sith talent Stolen Form might give you lightsaber, but I’m not 100% certain.

Source: Knights of the Old Republic Campaign Guide
Use the Force skill gives you breath control.
Force Readiness feat gives you sense Force.
Force power Energy resistance gives you absorb/dissipate energy.
Force power Fear gives you waves of darkness.
Force power Force scream might give you hatred, but I’m not 100% sure.
Force power Force whirlwind might give you Force wind, but I’m not 100% sure.
Force power Ionize gives you disable droid, also known as mechu-macture on the Wookiepedia.
Force power Kinetic combat gives you kinetic combat.
Force power Resist Force gives you force of will.
Force power Slow gives you slow (KOTOR Guide version).
Force power Valor gives you enhance another’s attribute.
Force power Wound gives you inflict pain.
Force technique Dominate Mind gives you control mind.
Force technique Improved Energy Resistance gives you absorb/dissipate energy.
Force technique Improved Force Stun gives you stun.
Force technique Improved Force Slam gives you projected fighting.
Force technique Improved Ionize gives you disable droid, also known as mechu-macture on the Wookiepedia.
Force technique Improved Kinetic Combat gives you kinetic combat.
Force technique Improved Resist Force gives you force of will.
Force technique Improved Valor gives you enhance another’s attribute.
Force technique Improved Vital Transfer gives you accelerate another’s healing, control another’s pain, and/or transfer Force.
Force technique Language Absorption/Rip gives you translation.
Jedi Consular talent Collective Visions gives you farseeing.
Jedi Consular talents Visionary Attack, Visionary Defense, Renew Vision, and WatchCircle Initiate have no applicable conversions.
Jedi Consular talent Improved Battle Meditation gives you battle meditation.
None of the Jedi Sentinel talents in this book have any applicable conversions.
Lightsaber Combat talent Riposte gives you lightsaber.
Force Item talent Primitive Block gives you melee parry.
Force Item talent Force Throw gives you Force shot.
Duelist talent Improved Riposte gives you lightsaber and melee parry.
Duelist talent Improved Redirect gives you lightsaber combat.
Jedi Battlemaster talent Defensive Circle might give you battle meditation and/or enhanced coordination, but I’m not 100% sure.
Jedi Battlemaster talent Force Revive might give you transfer Force, but I’m not 100% sure.
Jedi Battlemaster talent Jedi Battle Commander might give you battle meditation and/or command, but I’m not 100% sure.
Jedi Battlemaster talents Slashing Charge and Mobile Attack (lightsaber) have no applicable conversions.
I don’t know what Jedi Shadow talents Dark Deception, Improved Sentinel’s Strike, Improved Sentinel’s Gambit, and Taint of the Dark Side each gives you.
Jedi Shadow talent Rebuke the Dark gives you force of will.
Jedi Watchman talent Force Warning gives you danger sense. It might also give you extended danger sense, but I’m not 100% certain.
Jedi Watchman talent Improved Quick Draw (lightsaber), Sheltering Stance, Vigilance, and Watchman’s Advance have no applicable conversions.
Sith talent Affliction has no applicable conversions.
Sith talent Dark Healing Field gives you drain life.
Sith talent Drain Force gives you drain life essence.
Sith talent Sith Alchemy gives you create Force talisman and/or alchemy. If you choose alchemy, you can use it for creating Sith weaponry only.
Alter talent Force Flow has no applicable conversions.
Alter talent Illusion gives you illusion.
I don’t know what Alter talent Telepathic Influence gives you.
Alter talent Telepathic Link gives you projective telepathy.
Control talent Beast Trick might give you animal telepathy and beast control, but I’m not 100% sure.
Control talent Force Suppression gives you Force suppression.
I don’t know what Jal Shey talents Action Exchange and Force Delay give you.
Jal Shey talent Imbue Item gives you item attunement.
Jal Shey talent Knowledge of the Force gives you scholar: the Force.
Keeltael talent Conceal Force Use gives you Force stealth.
Keeltael talent Force Direction gives you Force shot and/or telekinesis.
I don’t know what Keeltael talent Force Momentum gives you.
Keeltael talent Past Visions gives you farseeing.
The Krath talent Dark Side Manipulation has no applicable conversions.
The Krath talent Krath Illusions gives you illusion.
I don’t know what The Krath talents Krath Intuition and Krath Surge give you.
Luka Sense talent Field Detection gives you magnify senses, shift sense, and/or sense surroundings.
Luka Sense talent Improved Force Sight gives you sense surroundings.
I don’t know what Luka Sense talents Luka Sene Master and Quickening give you.
Order of Shasa talent Deception Awareness gives you receptive telepathy and/or sense Force.
Order of Shasa talent Greater Weapon Focus (fira) gives you melee combat: fira.
Order of Shasa talent Progenitor’s Call gives you Progenitor’s call.
Order of Shasa talent Waveform might give you a boost to your Alter Die or a boost to the Alter damage you can inflict, but I’m not 100% sure.

Source: The Force Unleashed Campaign Guide
Force power Corruption might give you bolt of hatred, but I’m not 100% sure.
Force power Force Blast gives you Force blast.
Force power Force Shield gives you lesser Force shield.
Force power Force Storm might give you control weather. I believe this to be a better conversion of the d20 feat Summon Storm than create Force storms
Force power Kinetic combat gives you kinetic combat, same as the KOTOR Campaign guide.
Force power Repulse gives you Force wave.
I consider the Unleashed versions of the Force powers to be just amped-up versions of the corresponding powers.
Force technique Improved Battle strike might give you combat sense, but I’m not 100% certain.
Force technique Improved Dark Rage gives you channel rage. It might also give you rage, but I’m not 100% certain.
Force technique Improved Force Disarm gives you telekinesis.
Force technique Improved Force Thrust gives you Force push.
Force technique Improved Force Grip gives you telekinetic kill.
Force technique Improved Force Lightning gives you Force lightning.
Force technique Improved Force Storm gives you control weather.
Force technique Improved Mind Trick gives you affect mind.
Force technique Improved Rebuke gives you force of will.
Force technique Improved Repulse gives you Force wave.
I don’t know what Force secrets Corrupted Power, Debilitating Power, Pure Power, and Remote Power gives you.
Force secret Enlarged Power might give you enlarge Force, but I’m not 100% certain.
Jedi Consular talent Cleanse Mind has no applicable conversions.
Jedi Consular talent Force of Will gives you force of will.
None of the Jedi Guardian talents in this book have any applicable conversions.
Jedi Sentinel talent Dampen Presence gives you affect mind and/or dim another’s senses.
Jedi Sentinel talent Steel Resolve gives you force of will.
Imperial Inquisitor talent Cower Enemies gives you intimidation.
Imperial Inquisitor talent Force Interrogation has no applicable conversions.
I don’t know what Imperial Inquisitor talent Inquisition gives you.
Imperial Inquisitor talent Unsettling Presence might give you waves of darkness, but I’m not 100% certain.
Duelist talent Improved Lightsaber Throw and Lightsaber Throw Mastery each gives kinetic combat.
Alter talent Illusion gives you Illusion, same as the KOTOR Campaign guide.
Alter talent Telekinetic Prodigy has no applicable conversions.
Control talent Force Exertion has no applicable conversions.
Control talent Indomitable Will gives you force of will, but it’s to be used against mind-affecting abilities like affect mind and control mind.
Dark Side talent Wrath of the Dark Side has no applicable conversions.
I don’t know what Sense talent Feel the Force gives you, but it might give you sense Force.
Agent of Ossus talent Buried Presence gives you Force stealth.
Agent of Ossus talent Conceal Other gives you Force stealth on another.
I don’t know what Agent of Ossus talents Insightful Aim and Vanish give you.
I don’t know what Felucian Shaman talents Detonate and Sickening Blast give you.
Felucian Shaman talent Hive Mind gives you projective telepathy.
Felucian Shaman talent Infuse Weapon gives you Force weapon.

Source: KOTOR and KOTOR2 game
Cure gives you accelerate healing, accelerate another’s healing.
Heal gives you accelerate healing, accelerate another’s healing, detoxify poison, detoxify poison in another.
Force Aura, Force Shield, and Force Armor each gives you lesser Force shield.
Burst of Speed, Knight Speed, and Master Speed each gives you burst of speed.
Force Valor, Knight Valor, and Master Valor each gives you enhance another’s attribute.
Force Resistance and Force Immunity each gives you force of will.
Energy Resistance and Improved Energy Resistance each gives you absorb/dissipate energy.
Affect Mind gives you affect mind.
Dominate Mind gives you control mind.
Stun gives you stun.
Stasis and Stasis Field each gives you stasis.
Stun Droid, Disable Droid, and Destroy Droid each gives you disable droid, also known as mechu-macture on the Wookiepedia.
Wound gives you inflict pain.
Choke and Kill each gives you telekinetic kill.
Slow, Affliction, and Plague each gives you slow (KOTOR game version).
Fear gives you waves of darkness.
Horror and Insanity each gives you summon fear.
Shock, Force Lightning, and Force Storm each gives you Force lightning.
Force Push gives you Force push.
Force Whirlwind gives you Force wind.
Force Wave gives you Force push or Force wave.
Drain Life and Death Field each gives you drain life essence or drain life.
Force Suppression gives you Force suppression.
Force Breach gives you Force breach.
Throw Lightsaber gives you kinetic combat.

Source: KOTOR2 video game
Battle Meditation, Improved Battle Meditation, and Master Battle Meditation each gives you battle meditation or enhance coordination
Beast Control and Beast Confusion each give you beast control.
Breath Control give you breath control.
Crush Opposition might give you battle meditation, but I’m not 100% certain. Think of its effect as what would happen if a Sith Lord used this against Republic forces.
Drain Force, Improved Drain Force, and Master Drain Force each gives you drain life essence.
Master Energy Resistance gives you absorb/dissipate energy.
Force Barrier, Improved Force Barrier, and Master Force Barrier each gives you lesser Force shield.
Force Camouflage, Improved Force Camouflage, and Master Force Camouflage each gives you Force camouflage.
Force Crush gives you telekinetic kill.
Force Deflection and Force Redirection gives you absorb/dissipate energy and deflect energy.
Force Enlightenment has no applicable conversion.
Force Focus: Alter adds +2 to Alter Die.
Force Focus: Control adds +2 to Control Die.
Force Scream, Improved Force Scream, and Master Force Scream each gives you hatred.
Force Sight gives you sense surroundings.
Fury, Improved Fury, and Master Fury each gives you rage.
Heal gives you accelerate healing and accelerate another’s healing.
Improved Heal and Master Heal each gives you accelerate healing, accelerate another’s healing, detoxify poison, detoxify poison in another.
Inspire Followers gives you inspire.
Mind Trick and Force Confusion gives you affect mind.
Mobility gives you burst of speed and/or enhance attribute.
Precognition gives you danger sense.
Revitalize, Improved Revitalize, and Master Revitalize each gives you transfer Force.
Advanced Throw Lightsaber gives you kinetic combat.
Force Potency gives you empower Force.
Force Mastery gives you extend Force.
I don’t know what Battle Precognition, Force Body, Improved Force Body, Master Force Body, Force Affinity, Force Channel, and Moving Meditation give you.

Source: The Force Unleashed video game
Force Grip gives you telekinesis.
Force Lightning gives you Force lightning.
Force Push gives you Force push.
Force Repulse gives you Force wave.
Lightning Shield gives you lesser Force shield or lightning shield.
Lightsaber Throw gives you kinetic combat.

Source: Scum and Villainy
Jedi Sentinel talent Persistent Haze gives you Force camouflage.
Gand Findsman talent Findsman Ceremonies gives you sense Force.
Gand Findsman talent Findsman’s Foresight, Omen, and Target Visions each gives you farseeing.
Gand Findsman talent Temporal Awareness gives you dodge.

Source: Clone Wars Campaign Guide
Jedi Consular talent Consular’s Vitality gives you accelerate another’s healing.
Jedi Consular talent Improved Consular’s Vitality gives you accelerate another’s healing.
Jedi Sentinel talent Unseen Eyes gives you Force camouflage on another.
Use the Force skill gives you place another in hibernation trance.
Pall of the Dark Side feat gives you Force stealth, but only if you’re a dark sider or a Sith, as this is what probably allowed Palpatine to hide his Force-sensitivity from even Master Yoda.
Force Item talent Focused Force Talisman gives you create Force talisman and adds +1D to your Control, Sense, or Alter die.
Greater Focused Force Talisman gives you create Force talisman and adds +1D to your Control, Sense, or Alter die.
I don’t know what Jedi Archivist talent Direct gives you.
Jedi Archivist talents Impart Knowledge and Scholarly Knowledge each gives you a scholar skill.
Jedi Archivist talent Insight of the Force gives you sense Force.
Jedi Archivist talent Master Advisor gives you persuasion: negotiation.
Jedi Healer talents Force Treatment, Healing Boost, and Improved Healing Boost each gives you accelerate another’s healing.
Jedi Healer talent Healing Boost gives you accelerate another’s healing.
Jedi Healer talent Improved Healing Boost gives you accelerate another’s healing.
Jedi Healer talent Soothe gives you control another’s pain.
Cloak gives you Force camouflage.
Levitate gives you telekinesis.
Malacia gives you malacia.
Morichro gives you morichro.
Phase gives you phase shift. You can learn more about this power on the SWRPGNetwork website. While the entry indicates that the prerequisites are absorb/dissipate energy and resist stun, I think telekinesis should also be a prerequisite.
Rend gives you rend.
Shatterpoint can give you one of two versions, depending on which one you need. One version is shatterpoint (sense). The other is shatterpoint (C/S/A).
Technometry gives you technometry.
Alter talent Aversion gives you aversion.
I think the Dark Side talent Consumed by Rage might give you rage, but I’m not 100% certain.
I don’t know what Light Side talents At Peace, Focused Attack, and Surge of Light each give you.
Light Side talent Attuned might give you the d20 Feat Attuned, but I’m not 100% certain. If so, take it from there.
Sense talent Heightened Awareness might give you the d20 Feat Aware, but I’m not 100% certain. If so, take it from there.
Sense talent Psychometry gives you psychometry.
Sense talent Shift Sense gives you shift sense.
Force technique Advanced Vital Transfer gives you transfer Force.
Force technique Improved Cloak gives you Force camouflage.
Force technique Improved Malacia gives you malacia.
Force technique Improved Phase gives you phase shift. You can learn more about this power on the SWRPGNetwork website. While the entry indicates that the prerequisites are absorb/dissipate energy and resist stun, I think telekinesis should also be a prerequisite.
Force technique Improved Rend gives you rend.
Force technique Improved Shatterpoint gives you shatterpoint (C/S/A).
Force technique Improved Technometry gives you technometry.
Force Secret Extend Power gives you extend power.
I don’t know what Force Secret Linked Power gives you, but I’m certain it’s not the SWRPGNetwork power Force link. You can learn more about this power on the SWRPGNetwork website.
I don’t know what Force Secret Unconditional Power gives you.
Bando Gora Captain talent Bando Gora Surge might give you accelerate healing, but I’m not 100% certain.
Bando Gora Captain talent Force Fighter might give you drain life essence and/or drain life, but I’m not 100% certain.
Bando Gora Captain talent Resist Enervation gives you control pain.
I don’t know what Bando Gora Captain talent Victorious Force Mastery gives you.
I don’t know what Believer Disciple talents Defense Boost, Hardiness, High Impact, and Sith Reverence each give you.
Believer Disciple talent Believer Intuition gives you sense Force. It might also give you enhance attribute, but it can be applied only to dodge skills.
I don’t know what Korunnau Adept talents Akk Dog Master, Akk Dog Trainer’s Actions, Akk Dog Attack Training, and Protective Reaction each give you.
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Forceally
Commodore
Commodore


Joined: 20 Feb 2007
Posts: 1049

PostPosted: Thu Jan 22, 2009 8:33 pm    Post subject: Reply with quote

Now before I go into the new powers I came up with, which includes those italicized above, I’d like to bring in two powers that I’ve found at the following website: http://geocities.com/sw_wildspace/rpg.html. You need to download the Force Powers.rtf file to read it. These powers best describe what Corran and Anakin Skywalker did while building their lightsabers in I, Jedi and Jedi Quest, respectively, and what Anakin Solo did with the lambent in Conquest.

Lightsaber Construction
Requires Control, Sense, and Alter. Control difficulty is Easy, Sense difficulty is Moderate, and Alter difficulty is Moderate. Trained only.
Prerequisite powers: Emptiness or Rage, Sense Force, Telekinesis, Lightsaber Combat.
Effect: The user spends one day (8-12 hours) in meditation with the lightsaber, fine-tuning the mechanism by instinct and attuning the weapon to the Force. Once the meditation is complete, the lightsaber no longer has a chance of breaking down when used. Also, while it is in the user’s possession, the user’s living Force flows through it – within the Force, it is treated as an extension of the character’s body rather than an ordinary object. The user’s Control skill dice are added to the difficulty of any Force power that targets the weapon (such as Telekinesis.)
This effect ends if the lightsaber is heavily damaged or extensively modified (GM’s discretion).

Harmonize Lightsaber Crystals
Requires Control, Sense, and Alter. All rolls are Difficult. Trained Only.
Prerequisite powers: Emptiness or Rage, Sense Force, Telekinesis, Lightsaber Combat, Lightsaber Construction.
Effect: The character spends 1 day meditating with a crystal to be used in a lightsaber, harmonizing it with the Force and gaining an instinctive understanding of how to use it. The power allows the user to prepare a crystal that under normal circumstances cannot be used in a lightsaber, making it suitable for lightsaber construction. Whether any particular crystal can be harmonized with this power is at the GM’s discretion – some crystals simply cannot be harmonized because of flaws, brittleness, or other factors. The user can not prepare or “take time” for this power, but for each additional week spent in meditation, 1 of the skill roll difficulties can be reduced 1 level, to a minimum of Easy. A Force Point must be spent to use this power. The first time this is done successfully, the user becomes stronger in the Force and receives an extra FP in return.
This ability is uncommon in many eras. During the last 1,000 years of the Galactic Republic, Jedi use crystals from Ilum almost exclusively when building lightsabers. Since Ilum crystals do not require the use of this power, it falls out of use and few Jedi during this time are even aware of its existence. The ability to harmonize lightsaber crystals is later rediscovered and commonly used by students at Luke Skywalker’s academy on Yavin.

When I came across these powers, they only listed emptiness in the prerequisites. I wondered about that with the dark siders. If they wanted to use these powers while building their own lightsabers, they couldn’t because unless they were once Jedi, they probably wouldn’t know emptiness. So I brought this up with the administrator, and he altered the prerequisites to indicate emptiness or rage. Thus, there are now light and dark variants of these powers.


Now to present the new powers I came up with. If you will note, I’ve come up with two different versions of the Force power slow because the description in the KOTOR Campaign Guide is very different than the one for the Slow power tree, which includes Affliction and Plague, in the KOTOR video games and Wookiepedia. My interpretation is the KOTOR Campaign Guide description matches the Slow power in the KOTOR video games. The character can choose to make the affect of this power more potent and debilitating, thus giving rise to Affliction and Plague. Do with them as you will.


Control
Breath control
Prerequisites: hibernation trance
Effect: You got a hot date with a beautiful senator, a gorgeous princess, or a sexy Twi’lek masseuse, and you’re worried about bad breath. Then use this power. Both this and your date will last an extra, extra, EXTRA long time! HA, HA, HA. Just kidding about that. You can numb your body’s instinct to shut down from oxygen deprivation, allowing you to hold your breath for hours or even days by using the Force to reserve the air that’s in the lungs. This allows a Jedi to survive underwater or where the air is very thin or filled with poisonous gases. This can also allow a Jedi to survive in the vacuum of space for a very brief time.
Note: This power is for Jedi who require oxygen to breathe, but there’s nothing to say that different versions of this power don’t exist. For example, there might be a version that would allow Plo Koon and Kel Dor Jedi to survive for a while should they lose their anti-oxygen masks, while another exists that’s tailored for Drackmarian and other methane-breathing Jedi.
Source: Knights of the Old Republic Campaign Guide
Appeared in: Knights of the Old Republic 2 video game, The Phantom Menace, Specter of the Past, Survivor’s Quest
Example: The Jedi Exile learned this from Kreia and used it in the Jekk’Jekk Tarr bar. Qui-Gon and Obi-Wan used this to escape being poisoned by gas in The Phantom Menace. I think Luke used this to escape the pirates’ trap in Specter of the Past. Luke and Mara used this to help put out the fire on the Chaf Envoy in Survivor’s Quest.

Control temperature – This is already in Gry Sarth’s Force compendium, but I informed him of another use for this power. The Jedi can use this to induce a fever to help fight an infection. In game terms, I think this would give a bonus to any first aid rolls and maybe to the effects of accelerate healing, control disease, accelerate another’s healing, and control another’s disease. I also believe this might be known by another name: Tapas – the power Jacen used to keep warm after the facility on Ebaq IX was exposed to space in Destiny’s Way. This might be the power Jacen and Tenel Ka used to keep warm while they made their way across Ryloth’s night side in Jedi Bounty.

Deflect energy
Prerequisites: absorb/dissipate energy
Effect: Rather than absorbing or dissipating the energy from a blaster bolt, you can attempt to deflect the blaster bolt with your bare hand. With this power, you can do barehanded what you would normally be able to do with a lightsaber – deflect and possibly redirect blaster fire. If the Jedi wishes to redirect the blaster bolt back to the source, he or she must make a Control roll against a difficulty that’s established by the target’s dodge or the distance to the target.
Note: Consider this the redirected energy Force power designed for blaster bolts rather than Force lightning or bolt of hatred.
Appeared in: Freedon Nadd Uprising
Example: Nomi Sunrider used this to deflect a blaster bolt barehanded in The Freedon Nadd Uprising. Various other Jedi have performed this as well.

Force scattering
Prerequisites: concentration, Force stealth
Effect: This allows a Jedi to spread his presence in the Force across a specific area, making it very difficult for another Jedi to discern his exact position.
If a Force-user is trying to sense your presence, you can oppose the Force-user’s Sense roll with your Control roll. If your Control roll is greater than the Force-user’s Sense roll, you successfully scattered your presence over a certain area. The size of the area depends on the difference between your Control roll and the Force-user’s Sense roll. The Force-user knows you’re in the designated area, but the Force-user is unable to ascertain your exact location, giving you a circumstantial bonus on your sneak rolls. The bonus also depends on the difference between your Control roll and the Force-user’s Sense roll, but the bonus lasts as long as this power is successful. If your Control roll is less than the Force-user’s Sense roll, the Force-user detects your exact location.
Appeared where: The New Rebellion
Example: Dolph/Kueller used this to scatter his presence across the town before confronting Luke on Pydyr.

Force reduction
Prerequisites: concentration, emptiness, force of will, Force stealth, hibernation trance
Effect: In using this power, a Jedi goes beyond hiding one’s presence in the Force from other Jedi. The Jedi focuses his or her presence in the Force, shrinking it until it becomes microscopic. Trying to sense the presence of a Jedi in this state would be akin to trying to find a speck of gold dust on a beach – it’s nearly impossible. A Jedi trying to sense another Jedi in this state needs to make a Heroic Sense roll in order to succeed.
Restriction: Vergere is presumably the first Jedi to discover this power, so this power is probably unavailable in any era before the New Jedi Order. Also, besides Vergere, there are currently two other Jedi known to have knowledge of this power: Jacen Solo and Cilghal. It is possible that Jacen and Cilghal have taught others this power, but this hasn’t been confirmed yet. It is also unknown if other Force-users have managed to learn this power through other means.
Note: This is a conversion of the feat Art of the Small, which appeared in the Wizards of the Coast article: Vergere, Master of Mystery. But considering the description of this feat, I decided to create two powers from this feat.
Source: Wizards of the Coast article: Vergere, Master of Mystery
Appeared in: Traitor, Destiny’s Way
Example: Vergere used this to escape being detected by the yammosk. She used this to escape Luke’s probe in Destiny’s Way.

Force stealth
Effect: You gather the Force around you and meditate in an attempt to hide your connection to the Force. If successful, you masked your presence in the Force, evading other Force-users trying to sense your presence using life detection, life sense, receptive telepathy, or sense Force.
If a Force-user is trying to sense your presence, you can oppose the Force-user’s Sense roll with your Control roll. If your Control roll is greater than the Force-user’s Sense roll, you successfully masked your presence from the Force-user and evade detection. If your Control roll is less than the Force-user’s Sense roll, the Force-user detects your presence.
If several Force-users are trying to detect you, you roll your Control roll against the Force-user with the highest Sense roll.
This power lasts for ten minutes, at which time you can reroll to reactivate it. If you should use any other Force power during the ten-minute time limit, you automatically reestablish your connection to the Force, cancelling out this power.
Source: Revised Core Rulebook, The Force Unleashed Campaign Guide
Example: Palpatine used this to hide his connection to the Force from the Jedi.

Force suppression
Prerequisites: force of will
Effect: If the Jedi fails a Control or willpower role to avoid being affected by an opponent’s Force power, the Jedi can use Force suppression to lessen the effect of the opponent’s Force power. The amount by which the Jedi failed the roll is a factor in determining by how much the Jedi is able to lessen the effect of the opponent’s Force power by using Force suppression.
Source: Knights of the Old Republic Campaign Guide

Soft to solid
Prerequisites: concentration, control pain
Effect: Because the training included learning the way the body moves and functions, a Matukai has learned how to use this power to make normally soft parts of their body become incredibly rigid and rough for a brief amount of time. As a result of this power, the affected area of the body becomes covered in a natural armor, which provides addition protection to any protection offered by any armor the Matukai is currently wearing. It is possible to use this power to harden a fist and inflict additional damage on a successful punch, but Matuaki frown on such an act. Whether or not such a use of this power incurs a dark side point is up to debate.
Restriction: This power was created by the Matukai, so it’s impossible for a Jedi to learn this power in any era prior to the New Republic era unless the Jedi should encounter and befriend a Matukai, and the Matukai agrees to teach the Jedi this power. With several Matukai joining Luke’s order, it’s possible that they have taught this power to other Jedi. Therefore, Jedi from Luke’s Order have access to this power.
Source: Hero’s Guide


Sense
Animal telepathy
Prerequisites: life detection, life sense, sense Force
Difficulty: Easy
Effect: Animal telepathy allows a Jedi to read the thoughts of an animal and other creatures. The more intelligent the animal, the more complex the thoughts. Simple animals have thought processes based strongly on instinct. The power does not work on sapient species.
Note: To quote from Gry Sarth’s compendium and the Second Edition Sourcebook about receptive telepathy, “This power may be used on creatures and other sentient beings, although it cannot be used on droids”. The way I interpret this is that this power can be used on creatures that have been proven to be sentient or semisentient, like the thernbee, or on creatures that live in communal colonies, like the woolamanders, but not on creatures like the aquatic gundark or the crystal snake. In addition, I don’t believe Jacen used beast languages as it’s described when he talked to his creatures because he didn’t read the grunts, growls, and body language of the creatures. Nor did he respond to the creatures in grunts and growls.
So I came up with this power. Now this power exists in Star Wars Adventure Journal No. 15 – Tasariq: The Crystal Planet. This is a power that an individual can acquire by wearing a specific tasar power crystal; the carnelian crystal to be exact. If an individual carries a tasar power crystal for 2D months, the individual becomes Force-sensitive, if he or she wasn’t already, and learns how to use the specific power associated with the specific tasar power crystal. The crystals also have specific power values, so when an individual learns the associated power, they do so with a specific die code ranging from 1D to 4D. So the powers in the associated articles are like the Dathomiri spells in that they all have their own die codes. Therefore, I created this version of animal telepathy, and the connection, similarity, and difference between this version and the version listed in The Crystal Planet are the same as the Force power telekinesis and the Dathomiri spell telekinesis.
Source: Star Wars Adventure Journal No. 15 – Tasariq: The Crystal Planet
Appeared where: I think this is what Jacen used to sense what the creatures of his menagerie were feeling. He tried to use this on the killer seaweed in Lightsabers.

Shatterpoint
Prerequisites: farseeing, life detection, sense Force
Difficulty: Very Difficult
Effect: With this power, a Jedi can perceive a “critical point” in a current chain of events. By “striking the critical point”, the Jedi can cause events to occur completely different than they might have otherwise. These “critical points” exist only for a brief moment, and can suddenly disappear as the result of a single action, movement, or decision.
Note: Considering the descriptions in the novels and what appeared in The Clone Wars Campaign Guide, I decided to create two versions of this power. This version is Mace Windu’s “signature ability”, so as to speak.
Source: The Clone Wars CampaignGuide, Wookiepedia
Appeared where: Shatterpoint, Revenge of the Sith novel


Alter
Crush object
Prerequisites: concentration, projected fighting, telekinesis
Effect: This power allows a Jedi to reach out in the Force and crush an object as if he were crushing a glass or a tin can. This power isn’t effective against living beings, though it could be used against cybernetics. If the Jedi chooses to use this power on a cybernetic that is essential to the survival of the individual, the Jedi receives a dark side point.
Appeared in: Clone Wars Cartoon Chapters 13 and 24 or 25
Example: Mace Windu used this against the Super Battle droids on Dantooine. He also used this on General Grievous.

Force wave
Prerequisites: concentration, Force push, life detection, telekinesis
Effect: If surrounded, a Jedi can use this power to push the targets away from him, knocking them prone or banging them against a wall. In addition, if the Jedi is coming in for a landing from a jump or a fall, and the landing area is covered by obstacles or opponents, the Jedi can use this power to clear the landing area. Because this power was designed as a defensive maneuver against multiple targets, no penalty is incurred on the Jedi. Each target can resist by making a Strength or Control roll, which is then compared against the Jedi’s Alter roll for distance knocked back and damage suffered should the target strike a wall or other solid object. Since a Jedi will receive a dark side point if even one living being is killed as a result of this power, thus the Jedi has the option of rolling less than his full Alter score.
Source: The Force Unleashed Campaign Guide
Appeared in: KOTOR video game, KOTOR2 video game, The Force Unleashed video game, Clone Wars Cartoon Chapters 12 and 13
Example: Revan, Bastila, Juhani, Jolee, Exile, and other Jedi use this to knock back opponent in the KOTOR games. Mace Windu used this when he was surrounded by Super Battle Droids and to clear the area where he was landing of Super Battle Droids. The Secret Apprentice uses this throughout The Fore Unleashed game.


Control and Sense
False light side aura
Prerequisites: concentration, enhance attribute, feed on dark side, life detection, life sense, projective telepathy, receptive telepathy, sense Force, Sith sorcery, spell of concealment
Effect: With this spell, a Sith sorcerer or sorceress can cover their dark side aura with one of light, concealing their true allegiance from other Jedi. To deceive a Jedi, the Sith must make an Control roll against the Jedi’s Sense. The difficulty depends on how powerful the Jedi is, with Jedi Masters evoking the highest difficulty.
Invoking this spell doesn’t give the user a Dark Side Point.
Appeared where: Rule of Two
Example: Darth Zannah used this to hide her true allegiance while infiltrating the Jedi temple.


Control and Alter
Attune armor
Prerequisites: concentration, control another’s pain, control pain, transfer Force
Effect: By using this power and spending a Force point, a Jensaarai can imbue the armor he or she is constructing with the Force. Once successful, the armor receives a +2 bonus against physical damage, while the amount of reduction to the base speed that the armor might incur on the character is reduced by one. Only the Jensaarai who crafted and attuned this armor receives the associated bonuses. Anyone else wearing the attuned armor only receives the standard defensive and dexterity bonuses associated with the armor.
Note: I chose this approach to achieve a balance between the create Force talisman power and the lightsaber construction and harmonize lightsaber crystal powers. The description of the Attune Armor talent sounds very similar to the description of the create Force talisman power. But since the Jensaarai view the construction of the armor in the same light as the Jedi view the construction of a lightsaber, I chose to generally restrict this power to the Jensaarai. Also, according to Wookiepedia, the Jensaarai used Sith alchemy to create the basic, generic frame of the armor. Now Sith alchemy is a Sith power, and while the Jensaarai are a blending of Jedi and Sith teaching, the Jensaarai aren’t dark siders. So I don’t know if the Force power Sith alchemy should be included as a prerequisite.
Restriction: Only a Jensaarai can normally learn this power. Practitioners of other Force traditions can learn this power, but only if instructed by a Jensaarai.
Source: Core Rulebook

Control another’s temperature
Prerequisites: absorb/dissipate energy, control temperature, hibernation trance, place another in hibernation trance
Effect: When successfully activated, this power allows the Jedi to have strict control over another individual’s body temperature. By speeding or slowing the other’s metabolism, the Jedi is able to change the other’s core temperature, thereby allowing the other individual to be more resilient to environmental changes.
Furthermore, the Jedi can also choose to control the other’s surface body temperature to hide the other individual from heat-based sensors or to hide from species that use heat detection as a primary sense.
In game terms, control another’s temperature allows the Jedi to add bonus dice to the recipient’s survival or stamina skill rolls in order to survive in much harsher environments than the other individual would normally be able to. Alternatively, the Jedi may choose to control the other’s skin temperature to add to the recipient’s sneak skill roll to avoid being detected by heat sensors. In
either usage, the amount of bonus dice depends on the Jedi’s skill roll. Using the power for both purposes in the same round
requires an additional action with a +5 to the difficulty for each roll. The same thing applies if the Jedi should use control temperature on himself and then control another’s temperature on another.

Roll beats difficulty by: Effect:
0-5 +3D
6-14 +4D
15-21 +5D
25+ +6D

Appeared in: Gamer #8: The Apprentice
Example: Kyp used this on Jaina to help her bypass the security sensors.

Force blast
Prerequisites: absorb/dissipate energy, control pain, inflict pain, injure/kill, life detection, life sense
Effect: You can unleash from your hand focused blasts of dark energy capable of obliterating objects and killing living beings or creatures. This power was more raw and more powerful than Force lightning, so there was a chance the user could sometimes suffer burns to his or her hands, yet feel no pain. If the user has an appropriate talisman, he or she can channel the power through the talisman, magnifying the strength of this power considerably.
Note: Though this power has the same name as another in this list, it’s very different. If you wish to change this name or the other, you’re free to do so.
Source: Wookiepedia
Appeared in: Tales of the Jedi: The Freedon Nadd Uprising, Tales of the Jedi: Dark Lords of the Sith
Example: King Ommin, Exar Kun, and Aleema Keto each used this power.

Force stealth on another
Prerequisites: Force stealth
Effect: You gather the Force around another Force-user and meditate in an attempt to his or her connection to the Force. You must make a Control difficulty roll, which is modified by proximity to activate this power, and an Alter difficulty roll. If successful, you can mask your presence in the Force from other Force-users using life detection, life sense, receptive telepathy, or sense Force.
If a Force-user is trying to sense the presence of the Force-user you’re trying to hide, you can oppose the former’s Sense roll with your Alter roll. If your Alter roll is greater than the former’s Sense roll, you successfully masked the latter’s presence from the former probe, and the latter has evaded detection. If your Alter roll is less than the former’s Sense roll, the former has detected the presence of another Force-user.
If several Force-users are trying to detect you, you roll your Control roll against the Force-user with the highest Sense roll.
You can use this power to mask the presence of more than one other Force-user. But for each successive Force-user, you increase the Alter difficulty by 5.
This power lasts for ten minutes, at which time you can reroll to reactivate it. If either you or the other Force-user should use any other Force power during the ten-minute time limit, you automatically reestablish the other’s connection to the Force, cancelling out this power.
Restriction: There’s no evidence of this power existing during the Old Republic or the Rise of the Empire Era. During the Dark Times and the Rebellion Era, only those individuals who are members of the Agents of Ossus or who have come in contact with them can learn this power. With the death of Palpatine and the establishment of Luke Skywalker’s praxeum on Yavin IV, it’s possible that members of the Agents of Ossus have joined his Jedi Order. While there’s no direct indication of this, the player and gamemaster have greater leeway in allowing Jedi to learn this power in the New Republic and subsequent Eras.
Source: The Force Unleashed Campaign Guide

Rend
Prerequisites: control pain, inflict pain, injure/kill, life detection, life sense, telekinesis
Effect: You can use the Force to cause an object or a creature to move in two different directions at once, inflicting considerable damage and/or pain and possibly destroying the object or killing the creature.
In gameplaying terms, you first make a Control difficulty roll. If the target is alive, the target can oppose this with a willpower or Control roll. If the target is an object, the target makes an opposed Strength roll. If the target succeeds, the power has no effect.
Then you make an Alter difficulty roll. If the target is alive, the target can oppose this with a stamina or Strength roll. If the target is an object, the target makes another opposed Strength roll. The difference between the rolls determines how much damage the target suffers. But if the difference is high enough, the target is ripped in two, instantly destroying the object or killing the creature or individual.
If this power is used against a living target, the user receives a Dark Side point.
Source: The Clone Wars Campaign Guide


Control, Sense, and Alter
Attune item
Prerequisites: concentration, control another’s pain, control pain, transfer Force
Effect: By using this power and spending a Force point, a Jal Shey can imbue a specially crafted weapon, item, armor, or article of clothing with the Force. In game terms, this process allows the Jal Shey to place one of his Force points into the object as though he or she were charging a backup generator. When the Jal Shey needs to use a Force point, he or she can choose to use the Force point stored in the object rather than a Force point from his pool.
There are limits to this power. The object in question can only receive one “charge”, so as to speak. The “charged” object will work for only the Jal Shey who originally charged the object. And the charge last for twenty-four hours, after which the charge is lost, and so is the Force point. A Jal Shey can only wear one “charged” item at a time, and if the Jal Shey does choose to use the Force point that was stored in the object, he or she can only draw an additional Force point from his or her pool in the same round.
Note: This is very similar to the Jensaarai attune armor power, but there are marked differences between them. However, since both powers involve imbuing an item to the Force, I decided to give them the same prerequisites.
Restriction: Only a Jal Shey can normally learn this power. Practitioners of other Force traditions can learn this power, but only if instructed by a Jal Shey.
Source: Knights of the Old Republic Campaign Guide

Aversion
Prerequisites: affect mind, aura of uneasiness
Effect: The Sith power aura of uneasiness makes creatures avoid the character, but it has no effect on people. Aversion, however, does to people what aura of uneasiness does to creatures. This power might also add a bonus to all intimidation rolls.
Source: The Clone Wars Campaign Guide

Beast control
Prerequisites: affect mind, life detection, life sense, sense Force
Effect: Beast control is essentially affect mind applied to animals. It allows a Jedi to shift an animal’s attention to another target, to make an animal forget about something, or to make an animal follow his or her commands. In using this power to pursue the third option, the Jedi must exercise great care, as the Jedi could use it to make a creature do something it normally wouldn’t do, like make it remain still even though it has picked up the scent of a predator and should be running. Such an act could open the path to the dark side. If the Jedi performs such an act, and the creature is injured or killed in the process, the Jedi receives a dark side point as a consequence of his action.
Note: Affect mind and control mind work on sentient beings, but there’s nothing in the descriptions of these powers that say they would work on animals. This leads me to conclude that these powers don’t work on animals. Yet, there have been many examples of a Force-user using the Force to control the actions of an animal, and such uses go beyond beast languages. So I decided to create this power to account for this.
Source: Knights of the Old Republic Campaign Guide
Appeared where: Luke used this to force the corridor ghouls to remain still until he and the others passed by in Assault at Selonia. Jacen used this to keep the crystal snake from biting Raynar in Heirs of the Force. Jacen used this to shift the velker’s attention from him and Tenel Ka to the pursuing Wing Guard traitors and Black Sun enforcers in Trouble on Cloud City.

Biochemical alteration
Prerequisites: concentration, emptiness, force of will, Force reduction, Force stealth, hibernation trance, magnify senses, sense Force, shift sense, telekinesis
Effect: This power takes traditional telekinetic manipulation to a new and unprecedented level. In learning to reduce his or her presence in the Force down to a microscopic level, the Jedi learns to externalize this power and manipulate matter at a molecular level, converting one substance into something completely different. This microscopic manipulation could even extend to transmuting one atomic element into another, though this is highly speculative. So far, the only known application of this power by Jedi have been for healing purposes – creating elixirs and neutralizing toxins. The jester Onimi has demonstrated that this power could also be used to create powerful toxins. Any character using this power to create lethal toxins with which to poison target gains a Dark Side point.
Restriction: Vergere is presumably the first Jedi to discover this power, so this power is probably unavailable in any era before the New Jedi Order. Also, besides Vergere, there are currently two other Jedi known to have knowledge of this power: Jacen Solo and Cilghal. It is possible that Jacen and Cilghal have taught others this power, but this hasn’t been confirmed yet. Furthermore, the Jedi must learn the Force reduction power before learning this power, as microscopic manipulation is an essential part of both powers.
Note: This is a conversion of the feat Art of the Small, which appeared in the Wizards of the Coast article: Vergere, Master of Mystery. But considering the description of this feat, I decided to create two powers from this feat.
Source: Wizards of the Coast article: Vergere, Master of Mystery
Appeared in: Hero’s Trial, Destiny’s Way, The Unifying Force
Example: Vergere used this to turn her tears into an elixir designed to combating comb spores in Hero’s Trial. Onimi used this to produce toxins, while Jacen used this to neutralize Onimi’s toxins in The Unifying Force. He also used this to turn everyone’s tears into an antidote for amphistaff venom in The Unifying Force.

Force blast
Prerequisites: concentration, magnify senses, projected fighting, shift sense, telekinesis
Effect: You can use the Force to channel air, dust, and other particulate matter into a compressed ball in your hands. Once collected, you hurl it towards your target, along with a blast of energy from the Force. Upon impact, it inflicts Alter Die damage on the target. If the target is a living being, the target is also knocked back towards the ground. Living targets are allowed a saving throw, using their Control, Strength, or stamina Die. Success will reduce the damage by half, but the target is still knocked back.
Note: Though this power has the same name as another in this list, it’s very different. If you wish to change this name or the other, you’re free to do so.
Source: The Force Unleashed Campaign Guide
Appeared in: The Force Unleashed video game
Example: The Felucians use this against the Secret Apprentice. The Secret Apprentice uses this throughout the game. Darth Vader uses this in the Prologue level of the game.

Force camouflage
Prerequisites: concentration, dim other’s senses, magnify senses, shift sense, telekinesis
Effect: By manipulating the light and sound waves surrounding him or her, the Jedi can render himself or herself invisible to other creatures, individuals, and droids. Very few Jedi use this power, as it demands greater concentration and expenditure of energy to perform than other powers that produce similar effects like affect mind and dim another’s senses. However, this power does have an advantage over the two previously mentioned powers as it can be used against droids as well as living beings.
Note: Though the effects are similar, this is distinctly different than the Fallanassi ability immersion. While both powers render the user undetectable by organic and artificial means, a Jedi using Force camouflage can still be detected through the Force by another Jedi.
Source: Knights of the Old Republic Campaign Guide, Jedi vs. Sith – The Essential Guide to the Force
Appeared where: This power is exclusive to Juhani in the Knights of the Old Republic video game. Kreia uses this to move about secretly in the Knights of the Old Republic 2 video game. Anakin probably used this to elude detection by the battle droids in The New Droid Army video game. Aayla Secura might have used this to get past the predators in Jedi – Aayla Secura.

Holocron construction
Prerequisites: concentration, control another’s pain, control pain, emptiness, sense Force, telekinesis, transfer Force
Effect: A Jedi Master uses this power while constructing a holocron. The process of creating a Jedi holocron has been lost, but it’s possible to be rediscovered at any point. It’s likely that the process is similar to the process of constructing a Sith holocron, but without invoking the dark side or using elaborate rituals. As such, it should be considerably easier to create a Jedi holocron than a Sith holocron.

Holocron recording
Prerequisites: concentration, control another’s pain, control pain, emptiness, sense Force, telekinesis, transfer Force
Effect: A Jedi Master uses this power to create an additional avatar to an existing Jedi holocron and to add his or her wisdom and knowledge to the storage matrix within. The details behind this power and the process of adding to the Jedi holocron have been lost to time, but presumably it’s much easier than constructing a brand new Jedi holocron.
Considering the nature of the Sith holocron, using this power will give the character a Dark Side point.
Note: I used the prerequisites of the Lightsaber Construction power as a starting point for creating the prerequisites for this power.
Restriction: This power was known by the ancient Sith, yet it was presumed lost by the time of Darth Revan’s defeat, yet Belia Darzu was able to rediscover this power. She recorded this in her own Sith holocron, which Darth Bane found and used to successfully create his own Sith holocron. Given that Palpatine created his own Sith holocron, despite its unconventional appearance, this power was passed down amongst the Order of Two. At some point, presumably from Xoxaan’s Sith holocron, Darth Krayt learned this power and created his own holocron. Thus, depending on the era and the circumstances, this power could be known amongst the Sith, or it could be lost and awaiting rediscovery.

Progenitor’s call
Prerequisites: affect mind, life detection, life sense, receptive telepathy, projective telepathy
Effect: You can sense the call of your answers and wield it through the Force, allowing you to telepathically disrupt your target. If successful, the target is confused. The target can recover from this assault either by resting for eight hours or by a successful first aid roll.
Restriction: Only a member of the Order of Shasa can normally learn this power. Practitioners of other Force traditions can learn this power, but only if instructed by a Order of Shasa.
Source: Knights of the Old Republic Campaign Guide

Shatterpoint
Prerequisites: combat sense, control pain, danger sense, farseeing, guided attack, inflict pain, injure/kill, life detection, life sense, sense Force, shatterpoint (S), telekinesis
Effect: With this power, a Jedi can perceive the flaws in an object, a creature, or an individual. The Jedi can then use pour the Force into these flaws, causing the object to shatter or inflicting harm on a creature or individual. Alternatively, the Jedi can guide his or her lightsaber to strike these flaws. In doing this, the Jedi ignores any resistance the lightsaber might normally have against the matter from which the object is made of and inflicts a critical wound on the object.
Using this power to pour the Force into a creature’s or individual’s shatterpoint to inflict harm gives the user a Dark Side point.
Note: Considering the descriptions in the novels and what appeared in The Clone Wars Campaign Guide, I decided to create two versions of this power. This version is not Mace Windu’s “signature ability”, so as to speak. This is one of Cade’s unique abilities.
Source: The Clone Wars Campaign Guide
Appeared where: Invincible, Claws of the Dragon, Vector
Examples: Luke probably knew this power. Caedus and Jaina used this power in Invincible. Cade was able to see the “flaws” in Darth Talon caused by a previous injury and reopen them. Kol helped Cade refine his control of this power. Cade used this to perceive the flaws in the container surrounding his father’s lightsaber, and then shatter it. Cade did the same thing to the Muur talisman.

Sith holocron construction
Prerequisites: concentration, control another’s pain, control pain, enhance attribute, feed on dark side, life detection, life sense, rage, sense Force, Sith sorcery, telekinesis, transfer Force
Effect: A Sith lord uses this power while constructing a holocron. To date, this power is used when creating the intricate network of rare crystal that would store the data, when performing the Rite of Commencement to trap one’s essence within the capstone, and when performing the Rite of Invocation. Each time this power is used in the construction of the Sith holocron, the Sith Lord must succeed in the rolls. A failure at any point in the construction of the Sith holocron will result in the destruction of the device, and the Sith Lord will be forced to start all over. The order of the rituals is also important. Trying to create a Sith holocron while performing the rituals out of order will result in immediate failure.
Because this power invokes Sith sorcery, utilizing this power will give the character a Dark Side point. However, despite how many times this power is used in the construction of the Sith holocron, the character only receives one Dark Side point.
Note: I used the prerequisites of the Lightsaber Construction power as a starting point for creating the prerequisites for this power.
Restriction: This power was known by the ancient Sith, yet it was presumed lost by the time of Darth Revan’s defeat, yet Belia Darzu was able to rediscover this power. She recorded this in her own Sith holocron, which Darth Bane found and used to successfully create his own Sith holocron. Given that Palpatine created his own Sith holocron, despite its unconventional appearance, this power was passed down amongst the Order of Two. At some point, presumably from Xoxaan’s Sith holocron, Darth Krayt learned this power and created his own holocron. Thus, depending on the era and the circumstances, this power could be known amongst the Sith, or it could be lost and awaiting rediscovery.
Appeared in: Rule of Two
Example: Darth Bane learns about this from Belia Darzu in Rule of Two.

Sith holocron recording
Prerequisites: concentration, control another’s pain, control pain, rage, sense Force, telekinesis, transfer Force
Effect: A Sith lord can use this power to create an additional avatar to an existing Sith holocron and to add his or her wisdom and knowledge to the storage matrix within. The details behind this power and the process of adding to the Sith holocron have been lost to time, but presumably it’s much easier than constructing a brand new Sith holocron.
Considering the nature of the Sith holocron, using this power will give the character a Dark Side point.
Note: I used the prerequisites of the Lightsaber Construction power as a starting point for creating the prerequisites for this power.
Restriction: This power was known by the ancient Sith, yet it was presumed lost by the time of Darth Revan’s defeat, yet Belia Darzu was able to rediscover this power. She recorded this in her own Sith holocron, which Darth Bane found and used to successfully create his own Sith holocron. Given that Palpatine created his own Sith holocron, despite its unconventional appearance, this power was passed down amongst the Order of Two. At some point, presumably from Xoxaan’s Sith holocron, Darth Krayt learned this power and created his own holocron. Thus, depending on the era and the circumstances, this power could be known amongst the Sith, or it could be lost and awaiting rediscovery.

Slow (Knights of the Old Republic video game version)
Prerequisites: control another’s pain, control pain, enhance another’s attribute, enhance attribute, telekinesis, transfer Force
Dark Side Power
Effect: You use the Force to attack a target’s mind and body, causing him or her to slow down physically and mentally. In order to determine how much of an impact this power has on a target, this power’s Alter roll is compared to the target’s Control or Strength roll.

Alter roll > Control or Strength roll by: Effect:
1-10 Target acts as if suffering from exhaustion.
11-20 Target acts as if suffering from exposure to a mild poison
21+ Target acts as if suffering from a deadly, fast acting poison

If the target is “exhausted”, the target can recover after resting for eight hours, receiving proper medical treatment, or being affected by remove fatigue or remove fatigue on another.
If the target is “poisoned”, apply the associated rules for poisoning to the target. Left untreated, the target will eventually die. How much time the target has before death depends on how “poisoned” he was. The victim can survive if treated by detoxify poison, detoxify poison in another, or a combination of regular first aid and hibernation trance or place another in hibernation trance.
Being a dark side power, any character who uses this power gains a Dark Side point. If the target should die because of this power, the character receives another Dark Side point.
Source: Knights of the Old Republic video game
Appeared in: Knights of the Old Republic video game
Example: Juhani started with this power. Darth Traya and Darth Nihilus tried to use this against the Jedi Exile.

Spell of concealment
Prerequisites: concentration, Force stealth
Effect: Through Sith sorcery, a Sith sorcerer or sorceress can hide or cloak not only his or her presence but the presence of multiple individuals from detection through the Force by Jedi.
The Alter difficulty depends on the number of individuals being “concealed”, with every additional individual beyond the caster adding +5 to the Difficulty level.
Invoking this spell doesn’t give the user a Dark Side Point.
Appeared where: Rule of Two
Example: Darth Zannah used this to hide her presence while she sneaked up and stabbed Raskta Lsu from behind. Darth Zannah then used this to cloak her presence and her master’s from the Jedi who had come to Ambria in search of a Sith Lord.

Summon fears
Prerequisites: affect mind, control mind, dim another’s senses, enhance attribute, feed on dark side, illusion, life detection, life sense, projective telepathy, receptive telepathy, sense Force, Sith sorcery, telekinesis, waves of darkness
Dark Side Power
Effect: A dangerous spell associated with Sith sorcery, the Sith, ideally a Sith sorcerer, can invoke the dark side to make the victim experience his or her worse fear to the point of madness, and even beyond.
The Sith moves his or her fingers in an intricate pattern, which focuses the dark side on the target. As such, the Sith is unable to take any other action while invoking this power. Once active, the victim experiences deep primal fears, often taking the form of demons and monsters, that torment the victim and become more realistic and terrifying the longer the spell is held.
The aftereffects of this power depends on how long the spell was used, though the victim will always fall unconscious regardless of duration. If the duration is short, the victim will eventually wake up and recover with only a small recollection of what transpired. Longer durations might put the target in a coma, from which he or she might awaken from, but the target will definitely be rendered permanently insane. If the target is tortured by this spell long enough, the target could die.
In game terms, the Sith makes an Alter roll against the target’s Control or willpower. If the roll is successful, the difference determines how much of an impact the target’s willpower is affected. When the target’s willpower reaches 0D, the target becomes permanently insane. Starting the next round, the Sith rolls against the target’s Strength. Should the target’s Strength reaches 0D, the target dies. At any point, the Sith can spend a Force point to double the impact the spell has on the target’s willpower or Strength.
This spell is very exhausting for the Sith, no matter how powerful he or she might be. As such, this spell can only be used on only one target per encounter, and the Sith must spend several hours recovering before trying it again. During this recovery time, the Sith can still use the Force, but can only roll for Moderate difficulty or less. If the Force power requires making a roll against a Difficulty level of Difficult or higher, the attempt automatically fails since the Sith hasn’t recovered his or her strength in the Force yet.
Being a dark side power, any character who uses this spell gains a Dark Side point. Should the target be rendered permanently insane, the character gains another Dark Side point. Should the target die, the character gains yet another Dark Side point.
Source: Knights of the Old Republic video games
Appeared in: Knights of the Old Republic video games, [/]Rule of Two[/u]
Example: Darth Zannah used this on Cyndra, Sarro Xaj, and Darovit in Rule of Two.

Supernova
Prerequisites: concentration, enhance attribute, farseeing, feed on dark side, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, rage, receptive telepathy, sense Force, shift sense, Sith sorcery, telekinesis
Dark Side Power
Effect: Arguably the most dangerous spell associated with Sith sorcery, with the aid of Sith crystals a Sith can turn the dark side of the Force into a weapon so strong, it can rip the core right out of a star and hurl it at enemies, vaporizing them instantly. But this spell requires one to have incredible power and concentration in order to have complete control of the resulting supernova. If the user lacks either of these factors, he or she runs the risk of being consumed by the stellar core or of setting off a chain reaction of supernovae.
As an alternative, the Sith can use this to control the power of the star in far less explosive ways, like manipulating solar flares.
In game terms, the Sith must make Heroic rolls in all three skills to control the stellar core and the supernova, while Difficult rolls must be made if the Sith wishes to manipulate a solar flare.
Restriction: There has only been two confirmed practitioners of this power – Naga Sadow and Aleema Keto. While it’s possible that more individuals might have learned this power, they have never been put in a position where they had to use this power, or they have chosen not to use this power. As for Brakiss’ manipulating the surface of the star in Lightsabers, I believe that to be a very powerful application of telekinesis. Whether or not he actually used supvernova, or at least somehow acquired knowledge of this power, is up for debate. As such, while I believe this power only exists in the pre-Ruusan era, it’s possible this power could be found again in another period of Star Wars.
Source: Wookiepedia
Appeared in: Fall of the Sith Empire, The Sith War
Example: Naga Sadow used this in Fall of the Sith Empire. Aleema Keto used this in The Sith War. Brakiss might have used this in Lightsabers.

Thought bomb
Prerequisites: absorb/dissipate energy, farseeing, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, rage, receptive telepathy, sense Force, telekinesis
Dark Side Power
Effect: Arguably one of the most dangerous powers that could be invoked by the dark side, this power required the coordinated concentration of several strong dark siders performing an elaborate ritual in order to be created. Once “primed”, all it required was a mental command from one of the individuals who participated in its creation to detonate. The detonation destroyed all matter within a certain radius. In addition, the detonation creates a “void” in the Force, and as nature abhors a vacuum, so too does the Force. As such, the life spirit of those caught within the detonation are immediately sucked into the vacuum. In addition, those who are trained in the ways of the Force, light or dark, Jedi, Sith, or another tradition, are at risk of being sucked into the void as well, immediately killing the character. In game terms, Force-sensitive characters who have a minimum of 2D in any one Force skill are at risk. To escape being caught, the individual must make a Difficult Control roll that’s modified by proximity – the farther away from the detonation, the safer. Those who aren’t Force-sensitive are unaffected by this power, as well as those Force-sensitives who are untrained and weak. In game terms, if a character who is Force-sensitive and has less than 2D in all their skills, they’re considered untrained and too weak to be affected, and are therefore safe from the thought bomb.
Once the shockwave have run its course, equilibrium is restored, but the spirits are trapped within a dark orb, where they would experience torment for all eternity. Or rather, that’s what was presumed to have happened. Over time, the boundary of the equilibrium weakened, and if a strong enough disturbance in the Force were to occur nearby, the boundary would collapse, and the spirits within would be free to become part of the Force. That’s what happened after Kyle Katarn defeated and killed Jerec on Ruusan.
Restriction: While this power dated back to the ancient Sith, this power was rediscovered by Darth Revan. Though his knowledge of the thought bomb was lost when the Jedi Council purged his memory, he recorded this knowledge onto his Sith holocron, which Darth Bane found millennia later. Bane then gave Kaan a record of this power and how to perform it. With Kaan’s subsequent death, Darth Bane was the only one left who had knowledge as to how to create a thought bomb. Whether this knowledge was passed on in his Order of Two is unknown.
Source: Wookiepedia
Appeared in: Path of Destruction, Jedi vs. Sith, Rule of Two
Example: Kaan used this in Path of Destruction and Jedi vs. Sith.


Sense and Alter
Adiabatic shield
Prerequisites: magnify senses, shift sense, telekinesis
Effect: You manipulate the air around you to function as a shield of sort. While this shield doesn’t protect you from blaster fire or impact with solid objects, it can disperse gases and airborne chemicals that could affect you. You can use this power to disperse smoke, poisonous vapors like chlorine, or more subtle chemicals like airborne pheromones.
Appeared in: Street of Shadows
Example: Jax Pavan and Laranth Tarak used this to disperse the pheromones Dejah Duare released in an attempt to secure their services.

Control weather
Prerequisites: magnify senses, shift sense, telekinesis, weather sense
Effect: You learn to use the Force to control the weather in an area, allowing the Jedi to change it into whatever he or she desires. The Jedi can also use this power on a much smaller scale to create small vortexes or to call down lightning in the name of self-defense.
While this has been used commonly by darksiders, the Nightsisters of Dathomir in particular, the power isn’t a dark side power. How the Jedi uses this power determines its use. If the Jedi uses this power to end a thunderstorm that’s causing a flood, to bring rain to farmlands that has suffered a drought or to stop a raging forest fire, no dark side point should be awarded. The same thing applies if the Jedi uses this power to slow down the advance of an enemy or even forcing the enemy to turn around and abandon its plan of attack. But to summon a weather system for the explicit purpose of causing devastation warrants a dark side point.
Note: On his website, The Rebellion, G. M. Sarli says that the d6 Force power that corresponds to Summon Storm is Create Force Storms. I respectfully disagree with this because the description in the Dark Side Sourcebook says that this power affects the weather on a planet. While it might be possible to use Create Force Storm in this manner, I believe it to be far too destructive. In addition, Create Force Storm is extremely difficult to control, yet Teneniel Djo was able to exercise great control over the storm she created.
Source: The Force Unleashed Campaign Guide
Appeared in: Courtship of Princess Leia, Jedi Academy: Leviathan
Example: Teneniel Djo used this when she caught Luke. Streen used this to create miniature vortexes around his hands to fling back the larval Leviathans. Kyp used this to call down lightning to defeat a Leviathan and free the trapped spirits within.

Lightning shield
Prerequisites: absorb/dissipate energy, concentration, control pain, inflict pain, injure/kill, lesser Force shield, life detection, life sense, magnify senses, telekinesis
Effect: You found a way to combine the lesser Force shield and Force lightning powers. When you create a shield around yourself for protection, you also charge it with electricity. Like lesser Force shield, lightning shield repels energy and physical damage. But should an opponent comes in contact with the shield, the opponent suffers Alter Die electrical damage. A successful Control or Strength roll will half the damage the opponent sustains.
Note: I admit this seems a bit overpowered and should probably be removed from consideration. But I thought I should include it anyway. Should this power be removed from consideration, Lightning Shield just gives you lesser Force shield.
Appeared in: The Force Unleashed video game
Example: The Secret Apprentice used this in the game.

Sphere of silence
Prerequisites: concentration, magnify senses, shift sense, telekinesis
Effect: Using the Force, the Jedi can exert enough control over molecules to keep them rigid and prevent sound, even high frequency sounds, from travelling. This is generally used in the air, though it’s possible to do it underwater and even in solids like rock and metal. By creating this zone of silence, the Jedi adds a situational bonus to all of his or her hide and sneak rolls, as well as the hide and sneak rolls of his or her companions.
This power is a proverbial double-bladed sword, as it prevents a Jedi from hearing anything that might be approaching. Being able to see offsets this deficiency, but the Jedi and his or her companions still receive a -1D penalty to all Perception and search rolls.
Appeared where: Star by Star
Example: Jaina used this to help conceal the Myrkr team’s presence from the Yuuzhan Vongs while Tekli tried to treat Anakin in Star by Star.

Slow (Knights of the Old Republic Campaign Guide version)
Prerequisites: control another’s pain, control pain, enhance another’s attribute, enhance attribute, telekinesis, transfer Force
Effect: You use the Force to attack a target’s body, causing him or her to slow down as if the target has become encumbered by an extremely heavy load. Affected targets suffer a penalty to their speed, Dexterity, Strength, and all associated skills.
Source: Knights of the Old Republic Campaign Guide

Stasis
Prerequisites: control another’s pain, control pain, dim another’s senses, enhance another’s attribute, enhance attribute, stun, telekinesis, transfer Force
Effect: Using the Force, the Jedi can deaden the senses and induce a near catatonic state on the target, effectively freezing the target in place. You roll your Alter Die against the target’s Control or willpower Die. If the Alter Die beats the opposing Die by less than five, the target is frozen for a moment or two, but is able to break through the effects of stasis. This power can be used on more than one target. In such a case, you roll against the target with the highest Control or willpower Die to affect all the targets, but you must add +5 to the highest Control or willpower Die for each additional target. This power has no affect on droids and other nonorganic beings.
Source: Knights of the Old Republic video games
Appeared where: Knights of the Old Republic video games, Path of Destruction, Rule of Two

Stun
Prerequisites: control another’s pain, control pain, dim another’s senses, enhance another’s attribute, enhance attribute, transfer Force
Effect: Using the Force, the Jedi can overload, then deaden the senses and perceptions of a target. The result renders the target temporarily stunned, allowing the Jedi enough time to apprehend or flee from the target. You roll your Alter Die against the target’s Control or willpower Die, and if successful, the result determines how long the target is stunned. This power has no affect on droids and other nonorganic beings.
Source: Core Rulebook
Appeared where: Knights of the Old Republic video games, Path of Destruction, Rule of Two

Technometry
Prerequisites: sense Force, telekinesis
Effect: You use the Force to tap into and read technological devices, and in some cases control them to a degree.
In gameplaying terms, you first make a Sense difficulty roll. Success means you gain an understanding of the technological device. Depending on the device and the circumstances, this grants you a bonus to one of the following skills: astrogation, communications, any vehicle piloting or operation, any repair, computer programming/repair, and droid programming. The bonus is determined by the Alter difficulty roll
If the target is a droid, you can use the Alter difficulty roll to either jam the droids sensors, adding an associated bonus to your hide and sneak rolls, slow the droid down, or make the droid flee from you. The bonus to the hide and sneak rolls, the amount by which you slow the droid down, or how long you make the droid flee from you depends on the Alter roll.
Source: The Clone Wars Campaign Guide
Example: I wonder if this is part of Anakin Skywalker’s and Anakin Solo’s affinity towards machines and how they’re able to repair and built droids.


The Wookiepedia also listed several additional spells that can be invoked by Sith sorcery. I decided to list them here as well as the d6 powers associated with them.
Invoke spirits – Sith sorcery
Summon darkness – waves of darkness
Mind control – control mind
Illusion – illusion
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cheshire
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PostPosted: Fri Jan 23, 2009 10:12 am    Post subject: Reply with quote

Hey, this is a big task. This also looks like a pretty exciting project.

I know you wanted me and Gry to look over it. However, I'm going to be tied up for a while. I got my conversions done in my break between semesters, but right now I'm going about 7 hours day just on getting my online components set up (not to mention other prep work and teaching).

I'll take a look when my load lightens a bit.
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Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind.
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Forceally
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PostPosted: Fri Jan 23, 2009 2:14 pm    Post subject: Reply with quote

Hey, take your time. Do it in installments, if you get what I mean.
For the record, though, I'm just making suggestions. You can take them or reject them. When you get around to it, you get around to it. I can wait.
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Forceally
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PostPosted: Sun Jan 25, 2009 2:36 am    Post subject: Reply with quote

I forgot one from the Clone Wars Campaign Guide.

Control talent The Will to Resist gives you force of will.
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Lostboy
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PostPosted: Mon Jan 26, 2009 9:51 am    Post subject: Reply with quote

What can i say but wow!
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Forceally
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PostPosted: Sun Mar 08, 2009 2:45 pm    Post subject: Reply with quote

Since I can create links to scans I made, I decided to provide visual examples of Kyp and Streen using the Force to control the weather in Leviathan of Corbos.


The first two links are Kyp calling down lightning onto the Leviathan.

Kyp calling down lightning
The shocking results


The next one is Streen creating a windstorm to knock back another Leviathan that's bigger than the one Kyp went up against.

Streen using the weather against the Leviathan


As I said above, on his website The Rebellion, G. M. Sarli decided to make Create Force Storms the d6 conversion of WotC's Summon Storm. That I respectfully disagreed with because WEG's description of Create Force Storms and WotC's description of Summon Storm are very different. That's why I came up with my homebrew power Control Weather as an alternative d6 conversion for Summon Storm.[/url]
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