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Techniques

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Emily Marneth

Captain

PostPosted: Fri Jun 07, 2013 5:35 pm


A list of all martial, force, and technological abilities, compiled for ease of access. If you would like to propose a new ability, please post it in the update and suggestion thread for review using the following format:




[b]Technique Family:[/b] (martial/force/tech)
[b]Technique Type:[/b] (offense/defense/passive)
[b]Technique Name:[/b]
[b]Description:[/b]
[b]Cost:[/b]

 
PostPosted: Fri Jun 07, 2013 5:39 pm


Martial Techniques


underneath each martial technique, there is a training value. This value is the number of posts you need to study the technique to learn it. For each point, multiply the number by that rank. This means that if a technique takes 4 posts for the first rank, the second rank will take eight, and the third will take 12, and so on and so forth.

Unarmed Combat
Technique Type: offense/defense
Technique Name: Unarmed combat
Description: The ability to fight with your body. Your hands, your feet, your head. These things are all weapons to the trained practitioner. There are many different styles of unarmed combat. This is simply a blanket term for many of the general styles.


  • +1/rank to offense/defense in melee range (any sort of melee, lightsaber, lightpike, fists, anything.)
  • Does not count as a lightsaber for the purposes of lightsaber form bonuses.
  • Can, instead of breaking a weapon (and in fact, this may often be impossible with ones hands) disarm the opponent by stripping them of their weapon. In the case of a rifle or long-barreled blaster, bending the barrel might be accomplished with a roll of +18
  • When a limb is broken, it does not inflict permanent attunement damage, instead inflicting temporary 1/2 attunement damage and 1/2 stamina damage (to a minimum of 1) for that roll, due to the pain. The limb is still usable using the detriments inflicted by these losses.

Cost: N/A
5


Form 1
Technique Type: offense/defense
Technique Name: Lightsaber combat Form I: Shii-cho
Description: The Way of the Sarlacc or The Determination Form focuses on disarming your opponent and fighting multiple opponents.


  • +1/rank when fighting multiple close combat opponents
  • the DC to destroy an opponent's weapon decreases by one for every rank in this style.
  • one attack attacks as many close-combatants as you have points in strength.
  • -5 + (1 per rank) to a maximum of zero to all rolls when fighting a single lightsaber wielding opponent.

Cost: N/A
5


Form 2
Technique Type: offense/defense
Technique Name: Lightsaber combat Form II: Makashi
Description: The Way of the Ysalamiri, or The Contention Form is a dueling lightsaber form recognized for using curved hilts and was designed for fighting a single opponent.


  • +1 per rank when fighting a single melee combatant.
  • the DC to destroy your weapon or damage your limbs by a melee combatant goes up by 1 per rank in this style
  • -5 + (1 per rank) to a maximum of zero when fighting multiple opponents

Cost: N/A
6


Form 3
Technique Type: defense
Technique Name: Lightsaber combat Form III: Soresu
Description: the Way of the Mynock, or The Resilience Form was created to combat blaster fire, and evolved to become the most defensive of all lightsaber forms. It requires that its user sacrifice his ability to attack, but makes a master nigh invincible.



  • +2 per rank to defense
  • Every time you gain a bonus point for surpassing your opponent's attack roll by ten, you save it for the first attack you make after you switch out of soresu. Also, any time you would ordinarily deal damage with your attack roll, you gain a bonus point. You may have up to 2 times your rank in soresu points saved up.
  • you are not allowed to attack (though you still roll an attack roll). This is treated in the same way as sacrificing your attack for attunement

Cost: N/A
7


Form 4
Technique Type: offense/defense
Technique Name: Lightsaber combat Form IV: Ataru
Description: The Way of the Hawk-Bat, or The Aggression Form. Ataru is a heavily acrobatic close-combat style that relies on its user being proficient with augmenting their movement with the force, flipping, rolling and performing other acrobatic maneuvers to attack a single opponent from multiple angles.


  • +1 to offense and defense per rank against a single lightsaber-wielding opponent
  • +1 to offense and defense per rank of force jump or force speed (whichever is higher)
  • This style requires attunement to function. It drains 2 attunement per post, and in the absence of attunement, the practitioner loses all benefits of the style.

Cost: N/A
6


Form 5
Technique Type: offense/defense
Technique Name: Lightsaber combat Form V: Shien
Description: The Way of the Krayt Dragon, or The Perseverance Form is really two separate styles, designed by soresu practitioners as a way to decisively end battles rather than merely prolonging them with soresu. It focuses on using the opponent against themselves. Shien is designed to combat blasters, and often reflects blaster fire back at the opponent. Often used with the lightsaber held in a reverse grip (the blade closer to the pinky)


  • +1 defense per rank against blaster fire
  • When your defense roll surpasses the opponent's attack roll by ten or more, you do not gain a +1 bonus, but reflect the blaster bolt (if applicable. Not effective against slugthrowers or disintegrator rays) using your defense roll as an offense roll against the enemy's defense roll that is paired with the fired shot. (meaning their last roll, not their next one.)
  • -5 + (1 per rank) to a maximum of -2 if used in close combat

Cost: N/A
6


Form 5
Technique Type: offense/defense
Technique Name: Lightsaber combat Form V: Djem So
Description: The Way of the Krayt Dragon, or The Perseverance Form is really two separate styles, designed by soresu practitioners as a way to decisively end battles rather than merely prolonging them with soresu. It focuses on using the opponent against themselves. Djem So is designed to combat lighsabers, and often redirects an opponent's momentum against them for vicious counterattacks.


  • +1 defense per rank against lightsaber combatants
  • Every successful block (any post you don't take damage from an opponent's lightsaber attack) grants you +1/rank on your next attack
  • -6 + (1 per rank) to a maximum of -2 if used against blaster fire

Cost: N/A
6


Form 6
Technique Type: offense/defense
Technique Name: Lightsaber combat Form VI: Niman
Description: The Way of the Rancor, The Moderation Form, or the diplomat's form. This style of combat combined all five of the previous forms into a general mesh that was easy to master for those who did not wish to spend so much of their time on lightsaber training. To make up for its relatively poor blade skill, this style relies heavily on using force powers in the midst of combat, often taking advantage of their opponent's focus on their blade to surprise them with a force push or a similar power. Often used with one lightsaber and one shoto, this style is easy to learn but deadly in the hands of an accomplished master or a powerful force user.


  • +1 offense and defense per 2 ranks in niman
  • upon successfully scoring a hit, a niman practitioner can choose to make an immediate force attack using their same offensive roll that struck the opponent. This attack still costs as a normal force power.

Cost: N/A
3


Form 7
Technique Type: offense/defense
Technique Name: Lightsaber combat Form VII: Juyo
Description: The Way of the Vornskr, or The Ferocity Form. An unpredictable, violent staccato form that relied on the user's own internal passion being harnessed into a weapon. Due to the internal pressure suffered by the practitioner, the jedi council restricts the teaching of this style. This style is weak against multiple assailants and force powers.


  • +2 offense per rank in juyo
  • +1 attack but -1 defense for every attack of yours that does not connect with a combatant. When you finally do connect, all these bonus points disappear.
  • -2 defense against force powers and multiple assailants
  • at the end of combat, when rolling your alignment check, if you used juyo at all your dark side points are multiplied by 150% for all purposes during that roll

Cost: N/A
7


Form 7
Technique Type: offense/defense
Technique Name: Lightsaber combat Form VII: Vaapad
Description: The Way of the Vornskr, or The Ferocity Form. Vaapad was described as more than a fighting style; it was a state of mind that led through the penumbra of the dark side, requiring the user to enjoy the fight, and relish the satisfaction of winning. The practitioner of Vaapad would accept the fury of their opponent, transforming them into one half of a superconducting loop, with the other half being the power of darkness inherent in the opponent. This style is heavily restricted by the jedi, as it relies on not only channeling your inner darkness, but allowing your opponent's darkness in as well.


  • +2 to offense per rank in vaapad
  • when a dark side force power is used against you, or a dark side opponent uses a force power against you, if you do not take damage from it you can then redirect it with its original intensity back at the opponent.
  • When fighting a practitioner of juyo or vaapad, you gain +1 attack but -1 defense for every attack of yours that does not connect with a combatant. When you finally do connect, all these bonus points disappear.
  • When you attempt to stop fighting an opponent or at the end of combat, when rolling your alignment check, if you used juyo at all your dark side points are multiplied by 150% for all purposes during that roll, and half your opponent's dark side is automatically added to yours after the multiplication

Cost: N/A
8


Sneak attack
Technique Type: offense
Technique Name: Assassination/sneak attack
Description: The ability to attack an unsuspecting target who either believes that you are friendly, or is unaware of your presence, to gain more chance of defeating them or maximizing your damage.


  • +1 to roll for every rank in this ability.
  • This attack bonus can be cancelled out; On an assassination or sneak attack, a third d20 is rolled (attack, defense, assassination) [1d20+assassination+half your current stealth roll, minus 1 per 2000 of your midichlorians]. The counter is a force sense roll [1d20+force sense+willpower+assassination], provoked for free. Should the assassination check be met or exceeded, the bonus is not gained.
  • This attack, if used to kill or to deal health damage, or with intent to kill, adds dark side points to the assassin's alignment. (1d100 per attempt)

Cost: N/A
5


Dancing
Technique Type: passive
Technique Name: Dancing
Description: You are familiar with how to move your body in an aesthetically pleasing manner. (This is driven by charisma rather than strength solely for the reason that a 300-pound juggernaut should not have +4 to cha cha real smooth)

1d20+[1/rank in dancing]+[Charisma] = dancing roll
Cost: N/A
5


Singing
Technique Type: passive
Technique Name: Singing
Description: You are familiar with how to use your voice to produce sounds that are pleasing to the ear

1d20+[1/rank in singing]+[Charisma] = singing roll
Cost: N/A
5


Stealth
Technique Type: passive
Technique Name: Stealth
Description: The ability to hide and sneak up on an opponent.


  • stealth DC equals 1d20+[dexterity]+[1/rank in stealth]-[1/2000 midichlorians]
  • counter to stealth is a sense roll, 1d20+[willpower]+[1/rank in stealth]
  • can only be activated when you are not being watched. You cannot hide from an enemy who is currently watching you, though you can attempt to hide again after a long-range assassination is attempted.

Cost: N/A
5
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Fri Jun 07, 2013 5:43 pm


Force Techniques


You can train in Control, Sense, Alter, or Universal powers as a group to gain bonuses to multiple powers, but you must train the actual technique in order to use it.

When used in combat, any offensive force techniques are always checked against the opponent's NEXT defense roll (giving them a chance to defend themselves with the force)

Underneath each Force technique, there is a training value. This value is the number of posts you need to study the technique to learn it. For each point, multiply the number by that rank. This means that if a technique takes 4 posts for the first rank, the second rank will take 8, the third will take 12, and so on and so forth.

Control, sense, and alter all have a base training modifier of 5.
Your universal score can be substituted for any of the other three (or can have one half of your points in Universal rounded down added to the main score) but has a base training modifier of 7.

Force Speed
Technique Type: passive
Technique Name: Force Speed
Description: Allows the user to enhance their muscles to go faster.

  • +1 offense +1 defense per point of attunement spent, can only spend as many points as you have points in Force Speed or two points in Control.

Cost: variable
6


Force Sense (power)

Technique Type: passive
Technique Name: Force Sense (power)
Description: The ability of a force user to sense the presence or intentions of another being connected to the force. Simple uses can be used to sense the presence of the force in another, where complicated uses can actually tune you in to the motives of the force user in question.

  • can add [sense+force sense+willpower] to all rolls against a certain force user for [force sense/2] posts after casting, provided the full post is taken to focus the technique. You do not lose your defense, but you cannot attack during this post. If you are forced to move (dodging an attack, for example) you gain only half this bonus. This does mean that your first round of combat can be used to dodge using half the normal bonus, much the way that a jedi can sense impending danger subconsciously. If you were already focusing force sense, but were merely using it to sense the general area, you gain 3/4 of that bonus to the first round of combat.
  • can be used to sense the alignment of another force user or location. It will give you a percentage ratio of light:dark for any person you can focus for two turns, or simply a general impression of their alignment (presently light or dark, as in what they are feeling now, or what alignment points that they have gained recently) with just one post of concentration, that can be spent talking and walking or performing a simple task.
  • Can sense the power of the force in a force user with two posts of concentration, presenting you a number: [(midichlorian/1000)+willpower+attunement]
    or
    can be used to sense whether that number is higher or lower than your own current number with one post of concentration.
  • can be used to sense the location of someone with whom you are familiar. This is a highly advanced technique, and takes 10 posts -(1 per 1000 midichlorian over ten thousand) if they are on another planet, or 7 -(1 per 1000 midichlorian over ten thousand) if they are on the same planet.
    If you are not intimately familiar with the person, it takes four times that long, and you only get a general location (a system, rather than a planet, a continent rather than a city)

Cost: 2 attunement per post, can be used while meditating
5


Force Push
Technique Type: offense/defense/passive
Technique Name: Force push
Description: Allows the jedi to gather the force together and release it as a concentrated uni-directional burst. While this often does no damage on its own, slamming a target into another object can hurt them terribly, or it can simply be used to off-balance an opponent or clear space.

  • is treated as a combat roll if used against a combatant.
  • operates on the standard DC system (scaled up by 4) if used against an object. For instance, 100 pounds of weight you would physically move would be 400 pounds going about five feet with force push. The typical blast door or transparisteel window requires DC 15 to break through.
  • +1 to the roll for every point in force push or alter.
  • can be overcharged. Every 2 points of attunement equals +1 to the roll.

Cost: 4 attunement
6


Force Pull
Technique Type: offense/passive
Technique Name: Force pull
Description: Allows the user to draw the force from a single direction toward themselves. This can draw objects or opponents toward the user.

  • if used against an opponent, it provides a -1 to attack and defense on their following combat roll for every point you beat their defense over ten. (11 over their defense provides a -1, 12 = -2 etc)
  • Can be used on the standard DC system to pull an object toward yourself (all weights multiplied by three) (a weapon or small object is brought to the hand, a larger object is brought to your feet)
  • +1 to the roll for every point in force pull or alter.

Cost: 3 attunement
6


Force Jump
Technique Type: offense/defense/passive
Technique Name: Force jump
Description: By gathering the force in their body, the user can augment their leaping capabilities, being capable of jumping incredible distances.

  • Allows the user to traverse obstacles and survive falls from heights that would liquify a normal sentient. By channeling 1 point of attunement for every post spent falling, one can survive without taking any damage, to a maximum of [willpower + force jump + alter] posts.
  • for every point you exceed 10 on a 1d20 + willpower + points in force jump and points in alter you can leap an additional 8 feet. If combined with force speed, it increases by 12 feet per point.
  • can be used to grant you a (1d20 + willpower + force jump + alter) - 10 bonus on your next attack as you close the distance to your opponent.

Cost: 4 attunement
6


Telekinesis
Technique Type: offense/defense/passive
Technique Name: Telekinesis
Description: Allows the user to manipulate objects telekinetically through the force. Fine movement is difficult, but masters can skillfully manipulate objects weighing several thousand pounds.

  • If used passively, can be used with the standard DC system, multiplied by 2 (100 pounds of physical weight is 200 pounds of force-assisted weight)
  • if used offensively or defensively, can move 50 pounds per point in telekinesis, alter and willpower. Rolls as (1d20+willpower+alter+telekinesis)
  • fine control like putting a key into a lock is difficult. Roll on the standard DC chart but subtract (5 - 1/ 2 ranks in telekinesis)

Cost: 3 per post passively, 4 in combat.
6


Tutaminis
Technique Family: force
Technique Type: offense/defense/passive
Technique Name: Tutaminis
Description: Known also by the name Force Absorb, Tutaminis is a core light side power that allows a user to absorb the energy from heat or electricity and either dissipate, redirect, or absorb it. This is the technique that Yoda absorbed Tyranus' lightning with, and also the technique that allows a Jedi to catch a lightsaber by the blade or absorb or redirect blaster bolts. While similar in function to Force Shield, it is in fact a separate power. The difference comes from not only the family (shield is alter, while Tutaminis is control) but in the function. Force Shield repels energy, while Tutaminis harnesses the energy in a controlled manner.
Cost: Cost is discussed below

Roll your Tutaminis (1d20+willpower+control+Tutaminis) roll after your defense roll. This means that you will have three rolls. In order to use Tutaminis, you must, in the post, state what defense roll you are going to take, lower than 10 and higher than -10. Meaning you can say '5' and if your roll is higher than 5, you will not dodge. You will have a 5. If you roll lower than a 5, you will instead have that lower roll. You must be hit by the attack to activate Tutaminis, and if your defense is higher than their attack even after it is adjusted, you will not be hit. This would be your instincts taking over to block the attack because it looked too risky or the like, or them just royally sucking and missing entirely.

Compare your third roll to the opponent's attack roll.

So, to summarize:
defense does not fail by ten or more: no damage whatsoever
defense fails by ten or more: continue with Tutaminis
Tutaminis fails by eleven or more: take full damage, lose one point of attunement per point of damage taken
Tutaminis fails by ten or less: disperse 1 point of damage per point of Tutaminis, costs one point of attunement per damage dispersed
Tutaminis passes by ten or less: disperse two points of damage per point of Tutaminis
Tutaminis passes by 11-15: absorb one point of damage per point of Tutaminis as attunement and disperse one damage per point of Tutaminis
Tutaminis passes by 16-20: absorb two points of damage per point of Tutaminis as attunement and disperse one damage per point of Tutaminis
Tutaminis passes by 21-25: absorb two points of damage per point of Tutaminis as attunement and disperse two damage per point of Tutaminis.
Tutaminis passes by 26 or higher (go you): Absorb three points of damage per point of Tutaminis as attunement and disperse one point of damage per point of Tutaminis.
6



pyrokinesis

Technique Type: offense/defense/passive
Technique Name: Pyrokinesis
Description: A Force power that allows the user to manipulate and generate fire. Fire cannot be spontaneously created from thin air without a high level of skill, but it can be conjured from a flammable material by exciting the molecules until it ignites. The user can manipulate, grow, shrink, and move an existing fire once it is created. The power itself is neutral, and is highly utilitarian beyond simply reducing an explosion or engulfing a foe in flame.

  • creating fire requires 5 points of your dice roll if there is a flammable surface nearby, 10 if there is not a flammable surface (say in a stone, unlit corridor),
  • creating fire in a vacuum takes 15 points of your dice roll if you are in a vacuum, in which case attunement cost is increased by 2, and the cost to sustain the fire is 1/2 the total ignition cost (because you are feeding the fire with the Force. Such fire is invisible to humans, as it is mostly just gathered thermal energy. If a vacuum-fire is released, it will cause an explosion of heat, and the fire will expand to engulf an area the size of the current DC of the fire. Spending a round to reduce the fire (no roll required) will dispel it without an explosion
  • any existing flame can be thrown (maintaining the source) at a number of [targets (minimum of one) equal to half or less of your willpower] with a full dice roll, as a standard attack. It can attack one person for every point in willpower for 3/4 of your roll, but increasing it above the number of your willpower points (up to double your willpower) reduces the roll to 1/2 of its normal focus.
  • Destroying the source of the fire with an explosion will ensure that there is no usable fire left, but will hit
    [1.5x willpower at full dice roll
    2x willpower at 3/4 dice roll
    3x willpower at 1/2 dice roll]
  • depleting a fire to nothing requires 1.5x beating the offense of the fire or explosion in question.
  • redirecting a fire or explosion requires rolling as high as the attack. A successful roll can be returned to sender or redirected to whoever you like, at the full amount of your new roll. Failing to meet the roll causes it to hit you at the full force of the original attack, minus your roll.

Cost:
1 attunement to create fire
2 attunement to throw fire or redirect fire
3 attunement to cause an explosion
These costs can be combined. In the same turn (with the same roll) you could even create fire, throw it, and then cause the fireball to explode at your target all on the same turn, but it is high cost, and the cost to your roll of creating the fire, throwing it, and making the explosion all happen in that order, making it unlikely that such an attack would do more than provoke a defensive response.


force scream
Technique Family: (dark side) force
Technique Type: offense/passive
Technique Name: force scream
Description: If a Dark Jedi or Sith Lord was being beaten and frustrated by his foe, he might let out an enraged scream (amplified through the Force) that triggered shock waves that rippled through the Force. This caused devastation to any that were unfortunate enough to be in close proximity. Like many dark side Force powers, it allowed the user to use powerful negative emotions as a weapon, albeit involuntarily in this case.

The Force scream had been called “a wave of hatred, amplified and fueled by the dark side, that is capable of smashing through mental and physical defenses with ease.” A number of references to Dark Jedi in Old Republic archives often mentioned the Dark Jedi violently losing control in the final moments of battle.



  • standard combat roll, plus 1 per rank in alter, force scream, or 1000 points of [dark side minus light side] alignment. For every two attunement points spent on the technique, you gain +1 to your roll.
  • deals half damage (rounded down) to biological objects, including people, animals, and pretty much any fluid-filled organism.
  • If standing on a floating structure, the structure may be destroyed with a roll of 20 or higher (add five if the structure is heavily armored, like the platforms on Mustafar)
  • If inside a building, size really does matter. Use your discretion (the players may come to an agreement; a mod may be called in to mediate) but a good policy is that a hut or regular room in a house takes 15, a large chamber or transparisteel window (spaceship glass) takes 20, an armored 'hut', room on a spaceship, or very large room (like the senate chamber) takes 25 and a large military hanger or an entire spaceship the size of the Millennium falcon, sealant, hull and all takes 30. A roll of 60 can destroy an entire star destroyer, shattering the glass, shaking apart the hull, and sending everyone inside into the void of space unless they are in a specially armored panic room or an escape pod. Keep in mind that that's a ridiculous number, and it's unlikely that anyone will ever reach that number. It's just there as an upper guide.

    Should you be inside a building as it is destroyed, you get one round to respond, whether you are the screamer or the listener, you have an offense roll and a defense roll to combat the falling debris. An offense or defense roll with something explosive or similar --or just dodging in the case of defense-- (use your common sense) must exceed 20 to avert the entirety of the obstruction. Less than twenty, you suffer 1 point of stamina damage per point and are incapacitated for 1 round per two points you didn't meet quota. If trapped under rubble, you cannot be attacked, but neither can you attack. Once conscious again, you can attempt to move the rubble with a strength check or something similar if you have it. Common sense is the best factor here; all players involved will have the same rubble check.



Cost: all remaining attunement points

Certain restrictions are in play here. Force scream is involuntary:

  • you can scream just as you're dying
  • you can scream if you are at -2 hit points or lower
  • you can scream after making a kill after five rounds of close combat.
  • you can scream if you lose an alignment check that brings you from the light side over to the dark side
  • you can scream if you experience a powerful negative emotion, such as anger, loss, grief or shame


Training this ability is impossible in the conventional sense. You can't just sit down and study it. (force bellow is a similar skill that can be trained) but proficiency can be gained per use, and augments the power greatly. Due to the coincidental and single-fire nature of the power, sith marauders or just really unlucky dark jedi are the normal proficient users. Due to this inability to level, though, it has a relatively quick learning curve just because it's so impossible to get points.
4




force stealth

Technique Family: force
Technique Type: passive
Technique Name: force stealth
Description: Reduce your appearance and your presence in the force and the visible plane. This technique will mask your presence to both mental techniques and prying eyes.

Once you cast force stealth, you are concealed visibly and from the force with that dice roll for [willpower+control+force stealth] rounds, or for 1/2 as many posts, when you can re-take that roll (a free action, meaning it does not even take a part of your turn) for the same cost, or re-roll and reactivate the power.

The force can uncover your location. If a force sight or mind technique is used against you (provided it is AoE or the target saw you go stealth, in which case they could attack you with even a physical attack), it must beat your dice roll (1d20+control+stealth ranks). An intelligence check (1d20+int+search skill) can also beat your check.
Cost: 2 attunement
4


force shield

Technique Type: (defense)
Technique Name: Force shield
Description: a force user creates a barrier around themselves or another person or object that protects from incoming damage.

  • for every attunement point spent, a temporary stamina point is added to the target's stamina pool. It does not affect any rolls that stamina might influence, but all damage dealt will subtract from this pool before their real points are touched.
  • points can be distributed among [willpower] targets, so long as they are nearby, and the points are distributed equally between the participants, rounded down. If the one performing the technique reaches zero attunement or loses consciousness, the technique dissipates. If the user takes more than [willpower] damage or uses [willpower] attunement in a single turn, they must make a [1d20+willpower+alter+force shield] vs 10+[points taken/used]. Failure dissipates the technique, success means it continues as normal.

Cost: up to [force shield+alter] attunement points.
5


Flashburn
Technique Family: force
Technique Type: passive
Technique Name: Flashburn
Description: Normally an accidental power sealed away in the subconscious of all force users, this power is normally activated to protect the force sensitive form emotional trauma, sealing off entirely the memories of the incident or incidents that would cause the trauma.

This technique has been refined into an active power, and is very rarely taught (because no one wants to know it) to those who are interested. Flashburn destroys memories by closing off sections of the brain, and being in control allows you to choose what memories are sealed. Once sealed, they are irretrievable without special techniques, one of which is synaptic reactivation; Activating memories that are nearby the ones sealed (for instance, talking about the events that led up to the death of a loved one) might spark recovery. (a dice roll of 1d20+intelligence vs. the DC of the flashburn) When the power is activated purposely, a DC of 15 (will+control+1d20+flashburn) implants a keyword or phrase (one word per 3 over 15) can activate the memories (for five points of the roll, you can require it to be spoken by a specific person as well). This is often given to someone as if it was a safeword for kidnapping. If you fail the DC 15 check, then your safeword is not succesfully implanted, and it will require one post of counseling about the events in question by a specific person (which you choose at the same time as your safeword) per point actually rolled to recover the information, otherwise it is gone unless someone uses the force to heal the wound in your mind (one post of concentrated healing per point of roll).

Guessing an opponent's safeword requires a ONE-TIME (one chance, people) intelligence check of [1d20+int] versus the victim's flashburn roll. They erased all evidence of their choosing the word or the word's association with safewords, you just have to get astronomically lucky. If you have a mind-reading ability, you may attempt to use it to guess the safeword that they would pick, but you gain no bonuses if the safeword was picked by someone else. In this case, you get a bonus of [alter+will] to comb their mind for the word that they might choose.

Flashburning another person is possible if they are willing. In this case, you pick their safeword and safeperson.

Flashburning is undetectable, both at the time of activation and after the fact.
Cost: 1 attunement, and your character loses 1 rank in two random techniques or skills (by post count, not just rank) as well as all memories related to the flashburn and their own safeword, which can not be activated by themselves anyway, even if they accidentally say it.
Once someone else activates their safeword, the user regains those posts in techniques, their memories, and become vulnerable to mind-reading techniques about those memories again.

3



Torture by Chagrin
Technique Family: force
Technique Type: offense
Technique Name: Torture by Chagrin/ Memory Walk
Description: This technique forces the target to relive their most embarassing or painful memories, over and over and over again. The regret and embarassment causes almost physical pain to the victim.

The use of this ability deals stamina damage versus the victim's [1d20+will+alter]

Once the stamina is totally depleted, this technique will begin draining dark side (or adding light side) points from the victim, at a rate of [(1d100+will+alter+TbC)*2] per round. Since the target is unconscious, they will be unable to resist it until they wake up at 0 stamina.
Once the target recovers, they will gain +1 to all rolls for the duration of [number of stamina points lost] rounds of actual rolls, due to the clear-headed nature of being able to somewhat reconcile their past mistakes.
Cost: 3 attunement per round

5



force light
Technique Family: force
Technique Type: passive
Technique Name: Force Light
Description: By focusing the power of their light side energy, the user can do one of two things; reduce an opponent's dark side points (or increase their light side points) or release force energy in a burst of bright light, capable of blinding opponents.

if used to purify a dark side entity, you must succeed on a [1d20+alter+will+force light+1 per 10 light side points] vs [1d20+1 per 10 points dark side energy]. Once you succeed, you can influence their alignment by up to [1d100+1 per 20 in light side points]
This means that the light side entity has somewhat of an advantage. The tradeoff is that the victim must be subdued before being cleansed. This means either -5 health or -5 stamina. This can also cleanse dark side sites, though, through concentrated effort, versus the dark side points of the artifact or area.

If used to blind people, [1d20+alter+will+force light+1 per 20 light side] vs [1d20+dex] will succeed in afflicting the target with -[attacker's will] to all rolls for the target for [will] duration, with the penalty decreasing by 1 each round. Using force Sight or another vision power (or even a technological substitute) will negate this detriment.
Cost: 5 attunement
7




Force Travel
Technique Family: force
Technique Type: passive
Technique Name: Force Travel
Description: By tearing a temporary hole in space, the sensitive can travel vast distances in the blink of an eye, faster even than the speed of light.

Due to the unnatural and violent nature of this technique, it corrupts the user with each use, and the severity of the corruption is worse the longer the distance. (Since we have no real measure of distance in game, we will use a more general scale)

For a short trip, (to another room in the same building) [1d20 dark side points]
For a medium trip (to another building in the same city) [1d75 dark side points]
For a long trip (to another city on the same planet) [1d100 dark side points]
For an interplanetary trip (same solar system) [1d175 dark side points]
For an inter-system trip (to a different solar system) [1d300 dark side points]
Every point in Alter+Force travel reduces the corruption by 5%

Should this teleportation bring you to the dark side, you will go into a blind rage, attacking everyone and everything in sight for [10-will] rounds. If you are already dark side, you have a 50% chance of raging for [6-will] rounds. For the duration of the rage, you will roll for a random opponent each round, and be forced to attack them without regards to your defense.

This technique requires no roll.
Cost: 10 attunement points (can be performed for less than ten, but the corruption will be multiplied by 1 point for every point that you're short.

8



force fear
Technique Family: force
Technique Type: offense/passive
Technique Name: Force Fear
Description: A subset of mind trick, this technique instills fear in the opponent, from a slight itch in the back of their mind to full-blown paralysis.

In game, this means stamina damage. The roll is 1d20+will+fear vs 1d20+will
Cost: 4 attunement
6




Drain Knowledge
Technique Family: force
Technique Type: offense/passive
Technique Name: drain knowledge
Description: Drain Knowledge is a dark side alter ability used to extract knowledge out of a sentient without his or her consent.

Against a conscious opponent, you must beat their [1d20+will+alter+int]. If they are unconscious, they only have [1d20+int].

Success allows you to pull [1d6*drain knowledge] posts from a specific technique or skill from the opponent, gaining them yourself, while also gaining 1d50 dark side points per round. Each successful drain takes 1 point of stamina per six posts. Should you deal more than the target's base stamina, you will cause brain damage, and the target will begin losing 2d6 posts of information from random techniques, while you gain 2d100 points of dark side energy per post, with a 20%-will chance of raging out per round, regardless of alignment.
Cost: 5 attunement per round
15


Force Heal
Technique Family: force
Technique Type: passive
Technique Name: Force Heal
Description: Force Heal is a power that can be fueled by either a dark side or light side attachment, and can sustain a damaged body or even heal wounds that are suffered. Initiates in the skill can heal themselves through a form of focused meditation, while experts in the ability can heal wounds almost instantly, or even channel the power to heal others who are injured.

While using the light side to channel this ability, the user can heal wounds permanently, but the dark side users typically experience only temporary relief, often needing to fuel the power with further dark side intent to maintain the healing benefits. ((In this system, Force Heal functions the same for both dark side and light side users, for the sake of simplicity. Please roleplay accordingly, though; a dark side user may need to spend some time in a bacta tank even if they healed themselves to full health, or might need to rest for a while to give their bodies time to heal. Darth Bane and Darth Sion needed to gain dark side points to fuel their healing, while Darth Vader could heal himself only so long as he didn't get too happy or feel too good about the healing (meaning he had to fail an alignment check), as positive emotion disrupted his concentration))

When attempting to heal an injury, you simply need to roll a check (1d20+[willpower]+[Force Heal]+[Control] vs DC 10)
healing someone else subtracts -5 from the roll
meditating while healing (sacrificing your attack and defense roll to be only [willpower]) adds +5 to the roll

1-9: no effect, attunement still spent, you may alleviate pain, but will accomplish no real healing.
10-13: 1 point stamina healed
14-16: 2 points stamina healed or 1 point health
17-19: 3 points stamina healed or 1 point health
20-22: 4 points stamina healed or 2 points health
22-24: 5 points stamina healed or 2 points health
25-26: 6 points stamina healed or 3 points health
27-28: 7 points stamina healed or 3 points health
29-30: 8 points stamina healed or 3 points health
Cost: 5 attunement per round
5


tapas
Technique Family: force
Technique Type: defense/passive
Technique Name: Tapas
Description: the ability to capture your body heat and use it to warm you in cold situations.

One use lasts for 5+[tapas] posts and prevents the user from suffering negative consequences from cold.

if used as a defensive technique against something, your defense roll is 1d20+willpower+tapas+control
Cost: 2
4


breath control
Technique Family: force
Technique Type: passive
Technique Name: Breath Control
Description: the ability to halt your breathing for some time. Note that this does not protect the user from inhalants, which can still enter the lungs, but instead halts the urge to breathe. Combined with Force Shield or some other method of blocking the airways, one can be made immune to inhalants entirely.

One use lasts for 5+[breath control] posts and prevents the user from suffering negative consequences from lack of air.

Cost: 2
4
 
PostPosted: Fri Jun 07, 2013 5:43 pm


Technological Techniques


Most technological techniques have a cost for use that must be paid when activated. Most of them have a material cost (which you must pay to acquire the materials necessary for the technique) and a shop cost (which you must pay a weapon/armorsmith to install the components). If you are a smith or engineer, you may install the parts yourself using the training modifier, and ignore the shop cost.

hidden weapon
Technique Family: tech
Technique Type: passive
Technique Name: hidden weapon
Description: Somewhere in a piece of equipment, or hidden in a cybernetic enhancement, you have a hidden weapon. This is not a built-in weapon, but instead a weapon that you can remove at will. This weapon is automated (think R2-D2 ejecting the lightsaber into the air). With a simple activation (you can perform it with your hands bound, or while completely immobilized) you can produce the weapon to be used immediately (within the same turn)
Cost: 1 of 1 point of energy, that requires 50 credits to refill, unless you have access to a supply depot that will refill the cartridge (jedi temple, sith temple, military compound you work for, etc).

material cost: 500 credits
shop cost: 1000 credits
6


Magnetic Boots
Technique Family: tech
Technique Type: passive
Technique Name: Magnetic Boots
Description: You have magnetized your boots, so that, when activated, they will hold you to a metallic surface (such as the outside of a spaceship)
Cost: No activation cost.

material cost: 500 credits
shop cost: 250 credits
4


Rebreather
Technique Family: tech
Technique Type: passive
Technique Name: Rebreather
Description: You have a system either in your helmet or in your armor that recycles the air that you breathe, allowing you to exist in either a vacuum environment, underwater, or even in a poisonous gas cloud for a short time.
Cost: 5 rounds of air can be recycled, and the cost of the filters is 100 credits.

material cost: 1000 credits
shop cost: 500 credits
6


Weaponsmith
Technique Family: tech
Technique Type: passive
Technique Name: Weaponsmith
Description: You have an understanding of how weapons work, and are familiar with how they come apart and go back together, as well as how to upgrade and maintain them, allowing you to avoid shop costs by doing the work yourself.

This technique is what you would use to upgrade or create a weapon. For every two ranks in the technique, you will save 1 post of crafting time, to a minimum of 1

Cost: N/A
6


Armorsmith
Technique Family: tech
Technique Type: passive
Technique Name: Armorsmith
Description: You have an understanding of how armors work, as well as how to assemble and upgrade them, allowing you to avoid shop costs by doing the work yourself.

This technique is what you would use to upgrade or create a weapon. For every two ranks in the technique, you will save 1 post of crafting time, to a minimum of 1

Cost: N/A
6


Heavy Weapon
Technique Family: tech
Technique Type: offensive/defensive
Technique Name: Heavy Weapon
Description: You have trained extensively with Heavy Weapons, such as blaster cannons and heavy repeating blasters or rocket launchers, allowing you to become proficient in their use.

Each rank increases attack and defense rolls by +1

6


Grenade
Technique Family: tech
Technique Type: offensive/defensive
Technique Name: Grenade
Description: You have trained extensively with Grenades, such as thermal detonators and frag grenades, familiarizing you with their function and use.

Each rank increases attack and defense rolls by +1
Can be used to deliver a grenade with an unarmed attack, using the unarmed martial technique and adding your grenade bonus to the attack roll, though your unarmed defense is the only defense roll you will get against the attack.

4
 


Emily Marneth

Captain

Reply
Star Wars in progress (Emily Marneth)

 
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