Star wars saga edition force powers summary
You cannot use a Force Point to modify your Use the Force check when activating a Force power with the [dark side] descriptor. Dark side powers stem from powerful negative emotions and include dark rage and Force lightning. Light Side: If you have a Dark Side Score of 1 or higher, you cannot use a Force Point to modify your Use the Force check when activating a Force power with the [light side] descriptor.
Light side powers are generally beneficial and include sever Force and vital transfer. Each power represents a single technique associated with one of the Jedi lightsaber combat forms.
Each power uses some Force manipulation, and most also involve a lightsaber attack; additionally, each power has a special added benefit that you gain as a result of having the appropriate lightsaber form talent for that power. You must be weilding an activated lightsaber to use any power with the [lightsaber form] descriptor. You cannot rebuke a lightsaber form power, with two exceptions: draw closer and pushing slash.
Lightsaber form powers are intended to help Jedi and Sith characters make use of special attacks associated with the various lightsaber forms well before they are able to take the talent.
They are also a good way for a character to say that they are a practitioner of a certain form without necessarily having to spend a precious talent on that form. Many famous Jedi are regarded as students of multiple forms, and with these lightsaber form powers, your heroes can dabble in several different forms, even if they are only considered masters of a small few. Mind-Affecting: A Force power with the [mind-affecting] descriptor has no effect on creatures that are mindless that is, creatures with no Intelligence score or creatures that are immune to mind-affecting effects.
Telekinetic: A Force power with the [telekinetic] descriptor uses telekinesis to accomplish its ends. Many telekinetic powers interact with the world physically in similar ways, and are covered as a group by some talents.
If a target of a [telekinetic] Force power has cover, it gains a cover bonus to its relevant Defense score or on its opposed check to resist the power. If the target of a [telekinetic] Force power has concealment, you take a penalty on your Use the Force check to activate the power unless you have used the Sense Surroundings application of the Use the Force skill this turn.
Force Power Descriptions Force powers are available to any character with the Force Sensitivity feat. Each Force power will be described in the following format:. Force Power Name [descriptor] A link to the sourcebook that the power appears in, followed by the page number.
Time: The type of action needed to use or activate the Force power. Target: The targets affected by the Force power. Lightsaber Form talent name : If the Force power is a [lightsaber form] power, a special benefit will be listed here.
If the Force power is not a lightsaber form power, this entry is omitted. Special: Some Force powers have special rules, which are covered here. This was done for one or more reasons including but not limited to: To remove unnecessary redundancy, repetitiveness, or outright errors.
When your character uses a Force Power, make a Use the Force check. The check result determines the Force Power's effect. Some Force Powers have all-or-nothing effects. Other Force Powers have multi-tiered effects, and your Use the Force check result determines the maximum effect you can achieve, although you can always choose a lesser effect. If your Use the Force check is too low to activate the Force Power's baseline effect, nothing happens and the action is wasted. Using a Force power removes it from your character's active "suite" of Force powers, regardless of whether the Use the Force check succeeds or fails.
Your character's Force Powers collectively form a suite. When your character uses a Force Power, it's like playing a card and putting it in the discard pile. The Power takes effect, and it's no longer available to the character Some Force Powers are more strongly tied to one side of the Force than the other.
Powers that target creatures' minds carry the [ Mind-Affecting ] descriptor. A Force Power with the [ Mind-Affecting ] descriptor has no effect on creatures that are mindless That is, creatures with no Intelligence Score or creatures that are immune to Mind-Affecting effects.
A Force Power with the [ Telekinetic ] descriptor uses telekinesis to accomplish its ends. Many telekinetic powers interact with the world physically in similar ways, and are covered as a group by some Force Talents.
If a target of a [ Telekinetic ] Force Power has Cover , it gains a Cover bonus to its relevant Defense or on its opposed check to resist the Force Power. If the target of a [ Telekinetic ] Force power has Concealment , you take a penalty on your Use the Force check to activate the Force Power unless you have used the Sense Surroundings application of the Use the Force skill this turn. These Force Powers represent the growing threat of The Dark Side As well as the kinds of powers that the agents of evil introduce into the galaxy and also serve as features designed to enhance a character in a Dark Times Campaign.
These Form Powers are tagged with the [ Lightsaber Form ] descriptor. Each Form Power represents a single technique associated with one of the Jedi Lightsaber combat forms. Each Form Power uses some Force manipulation, and most also involve a Lightsaber attack; additionally, each power has a special added benefit that you gain as a result of having the appropriate Lightsaber Form Talent for that Form Power.
You must be wielding an activated Lightsaber to use any Form Power with the [ Lightsaber Form ] descriptor. Lightsaber Form Powers are intended to help Jedi And Sith characters make use of special attacks associated with the various Lightsaber Forms well before they are able to access the Lightsaber Forms Talent Tree. They are also a good way for a character to say that he or she is a practitioner of a certain form without necessarily having spent a precious Talent on that form.
Many famous Jedi are regarded as students of multiple forms, and with these Form Powers, your heroes can dabble in several different forms, even if they are only considered masters of a small few.
Quick References. Player Options. Heroic Classes Species Talents Feats. GM Toolkit. As with normal Feats , you must meet the prerequisites to select the Feat. Quick References. Player Options. Heroic Classes Species Talents Feats. GM Toolkit.
Explore Wikis Community Central. In some cases such as shouldering a stuck door , Ability Checks might be required. Things that require very little time or effort can be accomplished with a Swift Action. Multiple Swift Actions usually have to occur on the same round, or consecutive rounds, and some Actions require that the multiple Swift Actions be consecutive that is, no other Action interrupts them.
This is noted in the Action's description. Some Actions take such a negligible amount of time that they can be performed in addition to other Actions or they can happen out of turn:.
Free Actions consume almost no time or effort, and you may take one or more Free Actions even when it isn't your turn. Examples include calling out to your friends for help and taunting a foe. The GM puts reasonable limits on what counts as a Free Action. Reciting the epic history of the Rodian hunter clans takes several minutes or more and therefore isn't a Free Action. You can't take Free Actions when you're Flat-Footed.
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