Shadows of Coruscant Adventure Module

April 3, 2017 | Author: Henrique Drummond | Category: N/A
Share Embed Donate


Short Description

Download Shadows of Coruscant Adventure Module...

Description

Credits: Production and Design: Bruno Fernandes Santos This is a fan work, and highly irregular in that way, committing several copy­ rights infringements. Star Wars® and all related subjects are a property of Lucas Films. Star Wars Saga Edition® and any form of Star Wars Role Playing Games copy­ rights belong to Wizards of the Coast®. Consider using Star Wars Saga Edition® supplements for more information on how to run a campaign in the Star Wars® universe. The Roll & Keep system, Legend of the Five Rings RPG® and 7th Sea RPG® are property of Alderac Entertainment Group® and are awesome. You should check them out. Based on Game Systems Designed by: 7th Sea RPG® Editorial Team Jennifer & John Wick, Kevin Wilson, Marcelo Figueroa, Patrick Kapera, Jim Pinto, Ree Soesbee, Rob Vaux, Dave Williams. Legend of the Five Rings® 3rd Edition Design Team Shawn Carman, Seth Mason, Fred Wan, Rich Wulf, Brian Yoon. Star Wars Saga Edition® Design Team Christopher Perkins, Owen K.C. Stephens, Rodney Thompson.

Illustrations contained in this book are available on the Internet, at http://starwars.wikia.com

CHAPTER 3: ACTION

Introduction Shadows of Coruscant was originally published by Wizards of the Coast on the original Star Wars Role­ playing Game Core Rulebook. It was adapted for for the Star Wars Roll & Keep Roleplaying Game with story adjustments to fit the Clone Wars period. The adventure is designed for Rank 1 characters. These brave but untested heroes have a chance to prove their courage by foiling a plot against Senator Valo­ rum, the former Supreme Chancellor of the Repub­ lic. The heroes’ skills and prowess are put to the test as they discover that even on Coruscant, the very center of peace and justice in the galaxy, there are those who serve evil.

Background Finis Valorum, the former Supreme Chancellor of the Republic, has recently been removed from office due a corruption scandal. Though he vehemently denies the charges and his supporters have rallied to his side, his reputation has been suffering in the Galactic Senate ever since. Valorum, however, has chosen to con­ centrate on his job. He hopes that even if he is removed from his position, he will do some good before he goes. To that end, he has concentrated on ending once and for all the threat of a terrorist group known as the Flail, a subversive organization that has been attacking public utilities on Coruscant in protest of government policies. The group's actions have caused power failures, disrup­ tions in Coruscant's weather-control sys­ tems, and traffic accidents – with no con­ cern for the resulting property damage, injury, or loss of life. Thanks to Senator Valorum's increased efforts, the terrorist group has been rapidly dwindling in numbers. Recently, the Coruscant civil authori­ ties managed to capture one of the ter­ rorists. After a lengthy interrogation, they learned that the remaining mem­ bers of the group were planning a strike against Valorum himself, acting in retali­ ation for his pursuing them. Having recently formed closer ties with the Jedi Order, the Supreme Chancellor called upon them for help and advice.

A Jedi Master suggested forming a small task force composed entirely of relative unknowns – peo­ ple the terrorists wouldn't immediately recognize as members of Valorum's security staff or the Jedi Order. Their job would be to check out suspected Flail activity and, if possible, stop it before it caused any further harm.

Coruscant Region: Core Climate: Temperate (urban) Gravity: Standard Moons: 4 Length of Day: 24 standard hours Length of Year: 368 local days Sapient Species: 78% Human (native), 22% other species. Government: Republic Capital: None Major Exports: None Major Imports: Foodstuffs, medicinal goods Coruscant is one of the oldest and most popu­ lated planets in the galaxy, its surface com­ pletely covered by cities. Coruscant long ago became the seat of galactic politics, and it is from this planet that all major interstellar governments have ruled. Coruscant relies on vast weather control stations to regulate everything from temperature to humidity. Coruscant is not only the governmental center of the galaxy but also the cultural center of the galaxy, where new trends and fashions debut. Despite the fact that most of the wealthiest members of galactic society live on Coruscant, the world is also home to mil­ lions of poor and destitute people, many of whom eke out meager livings as servants and laborers. In the lowest depths of Coruscant, citizens of the planet have degenerated into barbarism or scaveng­ ing, making the city depths dangerous to all but the most prepared. Coruscant is home to the Black Sun crime syndicate (and other noteworthy criminal organizations) and has a flour­ ishing black market where illegal goods are trafficked on a daily basis.

4

CHAPTER 3: ACTION

Basic Mechanics: the Roll & Keep System At its core, the Star Wars R&K uses a very simple mechanic. When a player wishes to have his charac­ ter take an action, the Game Master determines what abilities the character should use to determine success or failure (these abilities most often consist of one Trait and one Skill used in conjunction with one another). The Game Master must also decide how difficult the task should be, and choose a Target Number (TN) based on this difficulty. The player rolls a number of ten-sided dice based upon the abilities on the character’s sheet that the Game Master has identified as necessary for the task. The player then adds the total of the dice rolled and compares the sum to the TN chosen by the Game Master. If the total meets or exceeds the TN, the character suc­ cessfully completed the task in question. If the total is less than the TN, the character has failed to complete the task. It is rare that a player will keep all of the dice rolled when his character is taking an action. Typically, a player can keep a smaller num­ ber of dice than the amount rolled, and in almost all situa­ tions the player will choose the highest rolling of the dice, although he may keep whichever ones he chooses; if for some reason he wishes for his character to fail the roll in question, he may choose lower rolling dice. When denoting the number of dice that should be rolled and kept, the format used is XkY, where X represents the number of dice rolled, or “rolled dice,” and Y the number of dice kept, or “kept dice.” For example, the 5

notation 4k2 means that four dice should be rolled and two of them chosen to be kept and added together; if the player rolled a 3, 6, 7, and 9, the player would likely choose the 7 and 9 for a total of 16 on the roll.

Target Numbers A Target Number is a measure of the difficulty of any given task, as determined by the Game Master. A task that should be easy will be assigned a low TN, whereas a difficult task will have a higher TN. While individual Game Masters are encouraged to use their own judgment to determine the difficulty of any task, a general idea of how difficult a given task might be is as follows:

STANDARD TARGET NUMBERS TN

Difficulty

Physical

Mental Recognizing the None Mundane Getting out of bed back of your hand. Striking an Recognizing an old 5 Very Easy immobile target friend Carrying half your Finding a misplaced 10 Easy weight item. 15 Average Remembering Lifting your someone you’ve weight seen once 20 Moderate Recognizing Jumping a 3m someone in ditch disguise. 25 Difficult Scaling a cliff Finding a wellwithout rope hidden object. 30 Very Hard Remembering Diving safely from someone’s exact a waterfall words. 40 Heroic Naming all of your Out-wrestling a ancestors… in Wampa beast order 60 Impossible Shattering stone Outwitting Master with bare hands Yoda.

Raises There are times when simple success is not enough. When a character needs to accomplish something truly spectacular, Raises are the means by which that can be accomplished. When a player declares he is making a Raise, he is choosing to voluntarily increase the TN of the task his character is attempting, by an increment of 5 per Raise. Raises are generally made when a player feels his character’s abilities will allow him to easily exceed the TN for a given task. The most common use of

CHAPTER 3: ACTION Raises is to allow characters to perform Maneuvers in combat (described later in this chapter), but indi­ vidual GMs can allow any number of different effects with sufficient Raises. Players who wish to try uncon­ ventional or creative actions that are not covered by the basic rules should simply ask the GM how many Raises will be required to succeed. A character can make a maximum number of Raises per roll equal to his Skill Rank. A character with Skill Rank 2, for instance, can make 1 or 2 Raises per roll, but not 3. Some mechanical effects grant a character Free Raises. These give the benefit of having made a Raise without actually increasing the TN of the roll in question, and do not count toward the maximum number of Raises that may be made per roll. Free Raises may also be used to reduce the TN of the task being attempted by 5 instead of augmenting the roll in the same way as a normal Raise. Raises are not without risk, however. If a player declares Raises on a roll, and the result of his roll fails to meet the new, increased TN, the roll fails. This is a failure even if the result of the roll meets the original TN but falls short of the new, increased TN.

Force Points Force Points represent a character's knack for using the Force to aid her actions. A character need not be Force-sensitive to use Force Points; they rep­ resent the presence of the Force in all forms of life, and though some call it luck, others believe that it is the will of the Force that grants a person aid. For a Force-sensitive character, it represents a conscious decision to call upon the Force for assistance. NonForce Sensitive characters don't realize that the Force is aiding their actions, only that they are trying hard to succeed. Each character has a number of Force Points per day equal to their Force Rim. You may spend a single Force Point to enhance the results of any given roll. Spending a Force Point can have a variety of effects, but the most common is to roll and keep an extra die. Spending a Force Point can have other effects instead, listed on the table below. Only one Force Point may be spent per roll. 

Extra die, rolled and kept.



Free Raise (this Raise may not be used to lower TN).



Gain one Rank in a Skill for one roll.

Spending Force Points to enhance a roll must be declared before the roll is made. Only a single enhancement may be made on any given roll. Cer­ tain effects may increase the number of Force Points that may be spent on a single roll.

Skills Making Skill Rolls Skill Rolls combine a Skill and Trait. To perform a Skill Roll. roll a number of dice equal to your Skill + Trait and keep a number of dice equal to your Trait. This Skill Roll is set against a TN determined by the GM.

UNSKILLED ROLLS A character may attempt to make a Skill Roll without the appropriate Skill, but faces a number of penalties for doing so. 1) The character must roll his Trait alone, with no additional dice. 2) No Raises may be declared on an unskilled Roll, and Free Raises cannot be used. 3) An Unskilled roll is always subject to a -5 penalty.

Knacks A Knack is some sort of special ability granted by a more sophisticated training in a given skill. Having the Knack allows you to perform the actions described in the Knack description (such as a Lunge combat maneuver or a Surgery) using the Skill associated with the Knack. If you don't have a Knack and want to attempt that action any way, you can, but you are considered Unskilled for that roll (and take the appropriate penalties). This means you must make any rolls with your Trait alone, can't make any raises and suffer a -5 penalty.

SPECIALIZATION Most skills allow you to take the Specialization Knack. Specialization is a special Knack that applies to a very specific use of the skill. For example, while the Blaster Pistol Skill gives mastery of several types of pistols, the Specialization(Heavy Blaster) Knack gives greater ability with that specific weapon. Like­ wise, while the Strategy Skill gives one a general knowledge of battle, the Specialization (Skirmish) Knack grants a keener understanding over small combats. When using a Skill in an area where it's Special­ ization applies, you may add your Skill Rank to the total of your roll. If more than one possible Special­ ization applies to a single roll, you only gain the bonuses of one.

6

CHAPTER 3: ACTION

Combat Combat is an important part of Star Wars. Scenes of blaster fighting soldiers through futuristic cities or lightsaber duels on the edge of a perilous cliff are the heart and soul of the genre. The rules for combat are pretty much the same for everything else: you roll your dice against a Target Number and compare the result. It's when we get to results that things start to get complicated.

Initiative At the start of a combat round, you roll a number of dice equal to your Reflexes+Heroic Rank. This is your Initiative Roll, and the dice explode normally. After the Initiative Roll, you will choose to keep a number of Dice equal to your Force Rim. These are your Action Dice. If the sum of your Reflexes+Heroic Rank is lower than your Force Rim, you get the dif­ ference in extra Actions showing Turn 1. The numbers shown on the Action Dice are the Turns in which you will get to act. If you roll the same number on more than one Action Die, you will simply be able to act more than once during that Turn. Example 3.9: Rod-Mon, a rank 2 Scoundrel has Reflexes 4 and Force 3. Therefore, he rolls 6 dice on his Initiative Roll and chooses 3 at the start of every combat round. In this instance, he rolls a 7, a 2, a 5, a 4, a 9 and a 0. The 0 explodes, and becomes a 14. This means that Rodriguez will get to act in Turns 14, 9 and 7. Next, your GM will begin to count down from the highest Turn rolled, until he reaches Turn 1. When he calls a Turn in which you get to act, you may do one of two things with each die showing the current Turn: 

Spend the Action Die in order to act in that Turn.

EXAMPLE ACTIONS Free Actions Draw a weapon (small) Speak (up to five words) Move Action (Grace x1m) Drop a weapon/item

7



Leave the Action Die where it is, making it a Held Action. (Held Actions will be explained in just a moment.)

If more than one Hero or NPC wants to perform an Action in the same Turn, each adds up all his cur­ rent Action Dice to get a number known as the Ini­ tiative Total. Note that Action Dice that have already been spent do not count towards the Initiative Total. The character with the highest Initiative Total goes first. If there is a tie, the character with the highest Reflexes goes first. When the GM reaches Turn 1 everyone must use all their remaining Action Dice or lose them. Once all Action Dice on the table are spent or forfeited, a new Round begins, and the process starts all over again. Held Actions: Once you've held an Action, it remains on the table. It is considered to match any later Turn called, but the number showing on the die doesn't change. This is important when adding up your Initiative Total. Interrupt Actions: If you didn't roll high on Ini­ tiative, but you really need to get your Action off before the bad guys, you can perform an Interrupt Action. You exchange any two Action Dice showing later Turns for one Action Die showing the current Turn. You must still compare Initiative Totals if some­ one else wants to act in this Turn to determine who goes first, but at least you have a chance to act. You cannot use an Interrupt Action to make an attack, but you can use it to perform an Active Defense or assume a Full Defense.

ACTIONS During a combat Round, every character may take Actions on their Turn. Although many circum­ stances can limit what kind of Actions they may take, in general a character may take one of the two following options: 

One Complex Action + Free Actions



Two Simple Actions + Free Actions



Start a Full-Round Action + Free Actions

Simple Actions Draw a weapon(medium or large) Move Action (Grace x3m) Dismount a Dewback Guard someone (see Raises) Pick up a weapon/item Speak (more than five words) Stand up (from Prone)

Complex Actions Make an attack (melee or ranged) Activate a Force Power Reload an Empty Blaster Close the Gap (in melee) Mount a Dewback

CHAPTER 3: ACTION Free Actions are minor activities that do not dis­ rupt a character’s ability to perform other tasks dur­ ing the course of their Turn. Unless otherwise speci­ fied, a character may only perform each Free Action listed on the table below a maximum of once per Round. Simple Actions are tasks that require more of a character's time, but are not so complicated that he is not capable of taking more than one action at a time. Complex Actions are elaborate or time-consuming efforts that require all of a character’s attention in order to complete. A Full-Round Action is not more complicated than a Complex Action, but one that takes an amount of time that is unaffected by the character's speed to do it (such as retrieving information from a terminal). A character must spend an Action Die to start a Full-Round action, but once started the Action is completed only in the following Round, during the same Turn in which it was started. While completing a Full Round action, the character may take other actions, as long as they don't interfere with him per­ forming his current action. Example: Jus-saki is slicing into a DataNet termi­ nal. While he does it, Sia-Lan jumps trough a win­ dow pursued by a group of droids. While slicing into the terminal, Jus-saki can use a Complex Action to shoot the droids with his blaster or a Simple Action to hide behind a desk with the terminal's keyboard, but if he steps away from the terminal to fight the droids, he forgoes slicing the terminal and must start again later.

the room to another, and a Scoundrel might run across a hallway to shoot a group of Stormtroopers and take cover on the other side. This is normal movement during a round. However, use some common sense when moving around. A bunch of guards aren't going to let a Hero just walk around them to get to the Villain they are protecting. But if the Hero can use Athletics or Acro­ batics to jump over their heads and drop down behind them, that's an entirely different scenario. This applies to NPCs as well. If a Hero has blocked a stairway to protect another Hero's retreat out of the fight, the Villain can't just ignore the dramatic stand that Hero is making.

Attack and Defense MAKING AN ATTACK When you spend an Action Die, you may choose to attack an opponent with that Action. You roll Accuracy/Skill (for the weapon or fighting style being used). This is known as your Attack Roll; remember its total for the next step. If you roll equal to or higher than your opponent's TN to be Hit, you are going to hit him, unless your opponent uses an Active Defense successfully. TN to be Hit: Your TN to be Hit is equal to 5 + your Reflexes x 5, plus any bonuses you may have from Skills, Advantages or other sources. This is the TN that your enemies are usually rolling against in order to hit you.

Movement Characters can move a certain amount per round depending upon the Action or Actions they devote to that task. Actions corre­ spond to the following movement rates: Free Action: A number of spaces equal to the character’s Grace. Simple Action: A number of spaces equal to the character’s Grace x2. Complex Action: A number of spaces equal to the character's Grace x5, but only in a straight line. Characters have a lot of freedom to move during com­ bat. Star Wars R&K encourages this to make combat more dynamic, as it is in the movies. A Jedi Knight may jump from one side of 8

CHAPTER 3: ACTION ACTIVE DEFENSE Once the attacker has rolled equal to or higher than your TN to be hit, you get one last chance to avoid the damage. First, you must spend an Action Die showing this Turn. You then make your Active Defense roll. Your TN is the attacker's Attack Roll -5. If your roll equals or exceeds the TN, you have suc­ cessfully avoided all damage from that attack. You may use Held Actions or Interrupt Actions to pay for an Active Defense roll. What you roll as your Active Defense depends on the type of attack that was made against you: Melee Attacks: Accuracy/Defense (Active Defense) Area Attacks: Reflexes/Athletics (Jump) You can't perform an Active Defense against a Ranged Attack (with the obvious exceptions of Jedi using the Deflect ability). You can use the Full Defense action to protect yourself from ranged attacks though.

FULL DEFENSE You turn every effort toward self-preservation, moving slowly and watching all enemies for any sign of attack. You make an Reflexes/Defense Skill roll and add the result to your TN to Be Hit. This bonus can apply only to a number of opponents equal to your Force Rim and of which you are aware, and cannot be used against an unseen enemy. The bonus of your Full Defense lasts until you decide to take any different Action other than a Free Action (per­ forming an Active Defense doesn't remove you from Full Defense). If you perform any actions illegal during Full Defense or move more than a Free Action, you lose the benefits of Full Defense.

LYING PRONE AND GETTING UP While you are lying on the ground, your TN to be Hit drops to 5, and you must make two Raises in order to use your Active Defense (see Active Defense, below). It takes one Simple Action to stand up, and during the Turn you are standing up, your TN to be Hit remains a 5 and you cannot use any Active Defense. Alternatively, you can try to attack at the same time as you stand up, as a Complex Action. It is a risky maneuver, but it may work. First, you must make 2 Raises on your attack. If you fail, you remain prone. If you succeed, you stand up, but you remain unbalanced and your TN to be Hit remains 5 until the start of the next Turn.

9

RAISES As with any Skill Roll, Raises may be declared in combat for additional effect. The risk of using Raises during combat can be much greater than normal. as a great deal of the time you will have no idea what TN you are rolling against. Raises can be used in combat for any of the following effects.

CALLED SHOT (VARIABLE RAISES) Called shots inflict no additional damage (Increased Damage Raises are, in effect, called shots aimed at such a result), but might have additional effects depending on the situation. A vain enemy might become enraged by a called shot to his face. An opponent standing on one leg might fall if an attack is directed to that leg. A specific limb can be targeted with 1 Raise, a hand or foot with 2 Raises, the head with 3 Raises, or an eye, ear, finger, or other similarly small part with 4 Raises. There is no specific mechanical effect for striking a particular body part in this manner, although individual GMS may rule that a certain amount of damage may sever or destroy the body part in question, and any items held or worn on that part may be dropped or destroyed.

EXTRA ATTACK (5 RAISES) There are very few ways to perform two attacks in one Action. This Maneuver allows anyone to gain an extra attack per Action Die, however, as long as they have the skill necessary to pull it off. To gain an additional attack, a character must make 5 success­ ful Raises on the first attack roll. These Raises confer no benefits, but if they succeed, the character may immediately make a second attack roll as soon as the first attack has been resolved (including dam­ age). The Extra Attack Maneuver may only be used once per Action. The initial attack in this Maneuver must be successful, but the second may miss with­ out affecting the first.

GUARD (0 RAISES) Guard is a unique combat Action that does not actually require an attack roll. However, it has been placed here for convenience, since it is used only in combat. During a skirmish, a character can choose to dedicate himself to protecting another character, making it harder for enemies to attack that person. Guarding is a Simple Action. When you declare a Guard Action, you must designate one other person within 2m of you. Until your next Turn, any time that person is within 2m of you, their Armor TN is increased by 10 and your Armor TN is decreased by 5.

CHAPTER 3: ACTION INCREASED DAMAGE (1

OR

MORE RAISES)

You may declare a Raise on an attack roll to increase your damage on that attack. A single Raise increases your damage by 1k0. Two Raises increases your damage by 1k1. You may make any number of such Raises on a single attack roll, up to your normal maximum.

Unarmed Combat When engaging in unarmed melee combat, you inflict (Strength)k1 damage. There are no additional penalties for using unarmed combat against armed opponents, as many weapons already offer powerful advantages (like superior damage) against an unarmed combatant. With that said, a typical Star Wars fight will include lots of kicks, punches and throws. The Martial Arts skill allows for many Knacks that, while less damaging, give many interesting options to use during a fight.

Damage and Wounds When you successfully strike an opponent, the damage dealt is deter­ mined by the weapon

you are wielding and your own Strength. Each weapon has a Damage Rating (DR), which partially defines the amount of damage it does. A weapon's damage is described in a manner similar to the fol­ lowing: Vibroblade DR: 4k2 To determine the number of Wounds inflicted on the enemy, add your Strength to the number of dice rolled by your weapon, then roll normally. For exam­ ple, a character with 3 Strength wielding a DR 3k2 Vibroblade inflicts 6k2 damage. 10's explode nor­ mally on damage rolls. Force Points may not be spent on damage rolls. However, strategic expenditure of Force Points can make it much easier for you to successfully make Raises for additional damage.

Step 1 - Wounds All damage is subtracted from the target's Wounds. Wounds are divided into seven levels, each of which contains a number of Wounds equal to the character’s Stamina x 2. Any time you take more Wounds than you have on a given level, you drop down to the next level and suffer the appropriate penalties to movement and TNs. You reduce the penalties listed here by your rank in Willpower, with the possibility of taking no penalty on some Wound Ranks. Note that your movement can be reduced to zero through these penalties, in which case you are so overcome by your wounds that you can no longer walk (though you might still be able to fight).

HEALTHY (0) At this level you are basically unharmed and suffer no penalties.

BRUISED (-5) You are mildly injured and get a -5 penalty on all rolls.

GRAZED (-8) You have taken some dam­ age, but are still functioning reasonably well. You get a -8 penalty on all rolls.

HURT (-12) At this level the pain begins to interfere with your ability to move. You get a -12 penalty on

10

CHAPTER 3: ACTION all rolls and your Grace is reduced by one for the purposes of movement.

INJURED (-15) Your injuries are such that you have a great deal of trouble focusing, and even Skills you ordinarily perform with ease take great effort. You get a -15 penalty on all rolls and your Grace is reduced by two for the purposes of movement.

CRIPPLED (-20) You are barely able to stand upright. You get a -20 penalty on all rolls and your Grace is reduced by three for the purposes of movement.

DOWN (-30) You are effectively incapacitated. You cannot move and can speak only in a whisper. You must spend at Force Point to take any action whatsoever, and even then you suffer a -30 penalty to all your rolls, and move as if your Grace is reduced by five. The wound penalty for this Rank cannot be reduced by your Willpower.

OUT (N/A) You are completely unconscious, barely alive and unable to take any actions at all. On the plus side, this Wound Level contains a number of Wounds equal no your Stamina x 5, allowing some possibility that your comrades might yet rescue you. Once you have depleted all Wounds on this level, you are Dying, which is never a good thing.

DYING (N/A) When you reach this Wound Rank, you must immediately make a Stamina Roll. The TN equals the last Damage Roll made against you. If your roll fail, you are Dead, and no amount of healing can help you. If the Roll is successful, you survive, but you are not out of Danger yet. You must make another Roll again at the end of each combat round, until either you die or someone performs First Aid on you (see Healing). After receiving First Aid, you must make Stamina Rolls to avoid dying only once every 10 Minutes. This persists until someone performs a Surgery on you (see Healing). If you survive the Surgery, you are back in the Out wound rank, and you can start healing normally.

11

Step 2 - Condition Track Any time an attack deals Damage equal or higher than your Body Rim x5, you go down one step in the Wound Track. A creature, droid, object, or vehicle not affected by any debilitating conditions is assumed to be in a "normal state," which represents one end of the con­ dition track. Each debilitating effect to which it suc­ cumbs moves it one or more steps along the condi­ tion track. A creature pushed to the last step on the condition track falls unconscious (see Falling Uncon­ scious, below).

CONDITION STEPS: 

Normal state (no penalties);



Struck (-1k0 on all rolls, -2 TN to be Hit);



Staggered (-2k0 on all rolls, -5 TN to be Hit);



Stunned (-3k0 on all rolls, -10 TN to be Hit);



Disabled (-5k0 on all rolls, -15 TN to be Hit)



Unconscious (unable to act)

REMOVING CONDITIONS You automatically improve one step in the Condi­ tion Track at the end of each round. You can improve your condition prior to that by spending an Action to recover, moving + 1 step along the condition track. You can spend as many actions recovering in a single round as you want. Some causes of debilitation, such as poison and hunger, may prevent a creature from improving its condition or returning to its nor­ mal state until the cause of the debilitation is treated (see Persistent Conditions, below).

Healing Use of Medpacs and the Medicine Skill can increase your recovery dramatically. First Aid: As a full-round action, you can admin­ ister first aid to an unconscious or wounded crea­ ture. If you succeed on a TN 15 Medicine Roll, the creature regains a number of Wound Points equal to its Stamina, plus 1 for every point by which your Roll result exceeds the TN. Using a medical kit grants a Free Raise on your skill Roll. If the skill Roll suc­ ceeds, the tended creature cannot benefit from addi­ tional first aid for 24 hours.

CHAPTER 3: ACTION You can administer first aid on yourself, but you take a -10 penalty on your Medicine Roll. Surgery: You can perform surgery to heal Wounds to a wounded creature or remove a persis­ tent condition. Any of these operations requires 1 hour of uninterrupted work, at the end of which time you must make a Medicine Roll. If you fail your Roll, the surgery does not yield any benefit (but any resources used are still lost). In addition, if you fail your Roll by 5 or more, the creature takes Wounds equal to its Stamina x5. If the creature reaches the Dying wound level, it must immediately make a Stamina roll against the damage taken to avoid dying. You can make a TN 20 Medicine Roll to perform surgery on a wounded creature, healing a number of Wound Ranks equal to the creature's Stamina, plus one Wound Rank per Raise. If you fail the Roll, the creature instead takes Wounds equal to its Stamina x5. If the creature was already Dying, it dies unless it can spend a Force Point to save itself. You can per­ form surgery on yourself to heal Wounds, but you take a -10 penalty on your skill Roll. Performing surgery to heal Wounds also removes any persistent conditions afflicting the target.

Using the Force The Force is a mystical energy field that surrounds and binds all living things in the galaxy. More than just a source of power for those sensitive to its pres­ ence, the Force can affect the fates of even ordinary citizens who have no apti­ tude for its use. In the Star Wars Roleplaying Game, there are two ways that players may call upon the Force for assistance. The first way, usable by all characters, comes in the form of Force Points. The second way, usable only by characters with the Force Sensitivity feat, is through the Use the Force skill and associated Force powers.

Other Uses for Force Points Force Points have uses outside of enhancements on rolls. A number of Advantages, Talents and Force Powers require Force Point expenditure, or are improved by it. In addition, there are other ways that all characters can spend Force Points.

GAIN AN ACTION You may spend one Force Points to gain an addi­ tional Simple Action during one of your Turns.

PERSISTENCE You may spend a Force Point before making any Skill Roll (including an attack roll) to negate all Wound Penalties for that Skill Roll. You may spend more Force to enhance this roll normally. Penalties imposed by effects other than Wounds (such as a disease, range, armor) are not negated.

SPEED You may spend two Force Points before rolling ini­ tiative to roll and keep an extra die on your Initiative roll.

TN INCREASE On your turn, you may spend a Force Point to increase your TN to Be Hit by 10 until you start your next action. This in no way interferes with your ability to act this turn, and may be com­ bined with a Full Defense.

WOUND REDUCTION You may spend a Force Point to reduce the number of Wounds you take from a single attack by 10. This negates the Wounds before they affect you, so it may potentially save you from death. This may be done once per Turn.

12

CHAPTER 3: ACTION

Force Powers Force powers are special abilities available to any­ one who takes the Force Training advantage. They allow characters to do astonishing things such as play tricks with the minds of others, move heavy objects, see into the future, and even blast foes with terrible arcs of lightning.

USING FORCE POWERS Each Force Power is associated with one of your Rims; Body, Grace, Mind, Spirit and Force. When your character uses a Force power, make a Rim/Use the Force roll (using the Rim associated with that force power) against that Force power's TN. The roll result determines the power's effect. Some Force powers have all-or-nothing effects. Other Force powers have multi-tiered effects, and your Use the Force roll result determines the maxi­ mum effect you can achieve, although you can always choose a lesser effect. If your Use the Force roll is too low to activate the Force power's baseline effect, nothing happens and the action is wasted. Spending Force-powers: You can use each force power once per encounter. If you have selected the same force power more than once, you may use it more than once per encounter. Regaining Force Powers: You have different ways to regain spent Force powers so that you can use them again: 

When combat is over and you have a chance to rest for 5 minutes, you regain all of your Force powers.



If you roll double 10's on a Use the Force roll, you regain all spent Force powers at the end of your turn.



You can spend a Force Point as a free action and immediately regain one spent Force power.



Some unique abilities (such as the Force Focus talent) allow you to regain spent Force powers in other ways.

Force Power Descriptors The following Force powers are available to any character with the Force Sensitive advantage (see page 00). Each Force power includes the following information:

FORCE POWER NAME [DESCRIPTOR] If a Force power has a descriptor, it appears in square brackets after the Force power's name. Some Force powers are more strongly tied to one side of the Force than the other. These Force powers carry either the [light side] descriptor or the [dark side] descriptor. Powers that target creatures' minds carry the [mind-affecting] descriptor. Dark Side: Using a Force power with the [dark side] descriptor increases your Dark Side Score by 1. You cannot use a Force Point to modify your Use the Force roll 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 Rank of 1 or higher, you cannot use a Force Point to modify your Use the Force roll when activating a Force power with the [light side] descriptor. Light side powers are generally beneficial and include sever Force and vital transfer. Mind-Affecting: A Force power with the [mindaffecting] descriptor has no effect on creatures that are mindless (that is, creatures with no Intelligence trait) or creatures that are immune to mind-affecting effects, such as Droids. The name of the power is followed by a brief description of the Force power's effect. Activation: The type of action needed to use or activate the Force power. Target: The targets affected by the Force power. TN: The basic TN to activate the power. Raises: The results of raising in your Use the Force check when you activate the power. Special: Some Force powers have special rules, which are covered here. Whenever a Force power instructs you to make a Use the Force roll, you roll a number of dice equal to the Rim associated with that power plus your Use the Force skill, keeping the Rim. The results of the Use the Force roll will be described in the power's text. The following is a list of Force powers, organized by Rim.

22

CHAPTER 3: ACTION

Body

FORCE JUMP Activation: Free Action Target:: You.

DARK RAGE [DARK SIDE] Activation: Free Action TN: 15 Target: You You become enraged as the dark side flows through you. You gain a +3 on melee attack rolls and melee damage rolls until the end of your turn. 1 Raise: As above, except the rage bonuses increase to +6. 2 Raises: As above except the rage bonuses increase to +9. Special: While consumed by rage, you cannot use skills or perform tasks that require patience or con­ centration. You can spend a Force Point to extend the duration of your dark rage until the end of the encounter.

ENERGY RESISTANCE Activation: Complex Action Target:: You

TN: 20

You use the Force to protect you from damage caused by energy, sonic, fire, cold and electrical sources. You gain DR 5 against energy damage until the beginning of your next turn. 1 Raise: As above, except DR increases to 10. 2 Raises: As above, except DR increases to 15. 3 Raises: As above, except DR increases to 20. Special: You can spend a Force Point to use this power as a Free Action. You can maintain energy resistance from round to round, extending the nor­ mal duration. Maintaining the energy resistance power is a Free action. If you take damage while maintaining energy resistance, you must succeed on a Body/Use the Force roll TN = 15 + damage taken to continue maintaining the power.

FORCE CRUSH Activation: TN: Target's Body x5, 15 if Complex Action it is an inanimate object. Target:: One target within 6 spaces or within line of sight. You use the Force grasp and crush your enemy. The target takes 3k2 wound's, and can take only a single Free Action with his next Action Die. 1 Raise: As above except the target takes 6k4 points of damage. 2 Raises: As above except target takes 9k6 points of damage. Special: You can spend a Force Point to deal an additional 3k2 points of damage.

23

TN: 10

The Force enables you to jump great heights and distances. You gain a +15 bonus on Jump rolls until the start of your next turn. 1 Raise: As above, except: +30 Force bonus on Jump rolls. 2 Raises: As above except: +45 Force bonus on Jump rolls. Special: You can spend a Force Point to increase the power's bonus on Jump rolls by 15.

Grace BATTLE STRIKE Activation: Free Action Target:: You.

TN: 15

You use the Force to enhance your battle prowess. Gain +1k0 on your next attack roll and deal an additional +2k0 damage if the attack hits. 1 Raise: As above, except you deal an additional +2k1 damage. 2 Raises: As above, except you deal an additional +2k2 damage. Special: You can spend a Force Point to extend this ability to an additional attack.

FORCE DISARM Activation: Complex Action. Target: One creature within 6 spaces and within line of sight. TN: See below. You try to disarm an opponent by using the Force to pull the weapon from his grasp. Make a contested Use the Force roll against your Target's Strength/Weapon Skill. If your disarm attack suc­ ceeds, you may choose to let the item drop to the ground by the target's feet or have the item fly into your hand (in which case you must have a free hand to catch it). Special: You can spend a Force Point to damage or destroy the target weapon instead. If your disarm attack succeeds, the weapon takes damage equal to your Use the Force roll result. You must declare that you are using this option before making your disarm attack.

FORCE SPEED Activation: Free. Target: You. TN: 10

CHAPTER 3: ACTION The Force enables you to move quickly. You increase your Grace Rim by 1 for the purpose of movement until the start of your next turn. 1 Raise: As above, except Grace Rim increases by 2. 2 Raises: As above except Grace Rim increases by 3. Special: You can spend a Force Point to increase your Grace Rim one additional Rank.

NEGATE ENERGY Activation: Active Defense.Target: One attack made against you that deals energy weapon dam­ age.TN: Damage dealt by the targeted Attack. You spontaneously negate a single attack that deals energy weapon damage, such as a lightsaber or blaster. The attack is negated and you take no damage. If your roll result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal. Special: You must be aware of the attack and able to defend yourself properly to negate it. If you are successful, you can spend a Force Point to heal Wounds equal to the damage of the negated attack.

Mind

Special: You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the Force grip is a Com­ plex Action, and you must make a new Use the Force roll each round. If the target moves 1 or more steps down the condition track, the condition becomes persistent until the target is treated with a TN 30 Medicine roll to perform surgery. You can spend a Force point to increase the damage to 6k6.

FORCE PUSH Activation: Complex Action. Targets: One object or character within 12 spaces and within line of sight.TN: Target's Body x5. You use the Force to push a target away from you. You push it back 1 space plus an additional square for every 5 points by which you exceed the TN. If you push the target into a larger object, the target takes 2k1 damage. The target adds its size modifier to this power's TN: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20. In addition, it gets a +5 increase if it has more than two legs or is otherwise exceptionally stable.

FEAR [DARK SIDE, MIND AFFECTING ] Activation: Free. Target: One creature within 12 spaces and within line of sight. TN: Target's Spirit x5 You summon the power of the dark side to instill fear in your enemies. This is a fear effect. The target can take only Simple Actions with his next Action Die. 1 Raise: The target can take only one Simple Action with his next Action Die. 2 Raises: The target can take only Free Actions with his next Action Die. 3 Raises: The target looses his next Action Die. Special: When you successfully use this power on an opponent, you can spend a Force Point to impose a -5 penalty to all of the opponent's Defenses until the beginning ofyour next turn.

FORCE GRIP [DARK SIDE] Activation: Complex Action.Target: One creature within 6 spaces and within line of sight. TN: Target's Body x5. You crush the air pipes of your target, painfully injuring them. It takes 5k4 damage. The target adds a size modifier to this power TN: Colossal, +50; Gar­ gantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0

Special: You can spend a Force Point to add 3k0 to your Use the Force roll when using this power. Addi­ tionally, if you successfully push the target into a larger object, you deal an additional 2d6 points of damage from the extreme force of the push.

24

CHAPTER 3: ACTION FORCE STUN Activation: Complex Action. Targets: One creature within 6 spaces or within your line of sight. TN: Target's Mind x5 You call upon the Force to overload an enemy's senses, potentially stunning it. The target moves -1 step along the condition track (see Conditions, page 11). For every 5 points by which you exceed the TN, the target moves an additional -1 step along the condition track. Special: When you use this power, you can spend a Force Point to move the target an additional -1 step along the condition track.

FORCE WAVE Activation: Complex Action. Targets: All targets within a 6-square cone and within line of sight. TN: See below. You pound one or more creatures with the Force. Make a single Use the Force roll and compare it to each individual target's Body x5. A target hit takes 5k4 points of Force damage and is knocked prone. If the result is less than any target's Body x5, it takes half damage and is not knocked prone. This is an area effect. Special: When you use this power, you can spend a Force Point to deal 6k6 damage instead.

FORCE WHIRLWIND Activation: Complex Action. Target: One crea­ ture or droid within 12 spaces and within line of sight.TN: Target's Body x5 You call upon the Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about a half a meter off of the ground, spin­ ning them in the air and buffeting them with Force energy. The target is captured within the whirlwind and immobilized until the beginning of your next turn. Any attack rolls or skill rolls the target attempts while within the whirlwind are at a -3k0 penalty. The target falls prone when the effect ends. The target also takes 1d6 points of Force damage. The target adds a size modifier to the TN of this power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. 1 Raise: The target takes 3k2 points of Force dam­ age. 2 Raises: The target takes 4k3 points of Force dam­ age. 3 Raises: The target takes 5k4 points of Force dam­ age. Special: You can spend a Force Point to increase the penalty to the target's attack rolls and skill rolls from

25

-3k0 to -5k0. You can maintain Force whirlwind from round to round, extending the normal duration. Maintaining the Force whirlwind power is a Simple Action, and you must make a new Use the Force roll each round. If you take damage while maintaining a Force whirlwind, you must suc­ ceed on a Use the Force roll [TN = 15 + damage taken] to continue maintaining the power. If a target within a Force whirlwind is attacked or otherwise damaged or moved down the condition track by you or one of your allies, the effects of the Force whirl­ wind end immediately.

MOVE OBJECT Activation: Complex Action.Target: One character or object within 6 spaces or within your line of sight.TN: See below. You telekinetically move a target up to 6 spaces in any direction using the Force. Make a Use the Force roll. The result of the roll determines the maxi­ mum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force roll must also exceed the target's Spirit x5. You can hurl the target at (or drop it on) another target in range using your Force/Use the Force roll as the Attack Roll. Both targets take damage determined by your Use the Force roll result. TN 15: Move object up to Medium size (deals 3k2 damage) TN 20: Move object up to Large size (deals 4k3 damage) TN 25: Move object up to Huge size (deals 5k4 damage) TN 30: Move object up to Gargantuan size (deals 6k5 damage) TN 35: Move object up to Colossal size (deals 8k6 damage) Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a Complex Action. If you use move object against a hovering or flying target (such as a speeder or starship) the target can oppose your Use the Force roll with a grapple roll. If the target wins the opposed roll, you are unable to move the target. You may spend a Force Point to increase the max­ imum size of the object by one category (maximum size Colossal [frigate], 10k8 damage).

CHAPTER 3: ACTION

Spirit AFFECT MIND [MIND AFFECTING] Activation: Complex Action.Target: One Intelli­ gence 3 or higher creature in line of sight and within 12 spaces of you.TN: Target's Mind x5 You use the Force to alter a target's perceptions or plant a suggestion in its mind. You may choose one of the following effects:



You create a fleeting hallucination that dis­ tracts the target and enables you to use the Stealth skill even if the target is aware of you.



You perform a feint so that the next attack you make against the target can't be avoided by an Active Defense.



You make an otherwise unpalatable sugges­ tion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what he did is unacceptable.



You fill the target with terror, causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target's Heroic Rank is equal to or higher than yours. This is a fear effect. "THE FORCE CAN HAVE A STRONG INFLUENCE ON A WEAK MIND." OBI-WAN KENOBI

Special: If you are making a suggestion, you may spend a Force Point to improve the target's attitude by one step, plus one additional step for every 5 points by which your Use the Force roll exceeds the TN.

REBUKE Activation: Reaction.Target: One Force power directed at you. TN: Attacker's Use the Force roll. You harmlessly absorb or deflect one Force power or used against you, perhaps even turning it against its creator. Make a Use the Force roll. If your result equals or exceeds the roll result of the power directed at you, you harmlessly redirect it and suffer no ill effects.

1 Raise: You may choose to turn the Force power against its creator, who suffers the effect. Special: If you successfully reflect a Force power back at its originator, the originator may attempt to rebuke the power as well. If he reflects it back again, both you and the originator are affected by the Force power. You can spend a Force Point as a reaction to suffer no ill effects from a Force power that has been rebuked twice-once by you and once by the power's originator.

RESIST FORCE Activation: Complex Action.Target: You.TN: 15 You use the Force to protect yourself from an enemy's Force powers. You add +2 to the TN of Force powers used against you until the beginning of your next turn. 1 Raise: As above except the Defense bonus increases to +5. 2 Raises: As above except the Defense bonus increases to +10. Special: You can spend a Force Point to extend the protection provided by this power to two creatures other than yourself. You can maintain resist Force from round to round, extending the normal duration. Maintaining the resist Force power is a Free Action. If you suffer damage while maintaining resist Force, you must succeed on a Use the Force roll (DC = 15 + damage taken) to continue maintaining the power. You may have multiple instances of resist Force active at once, but maintaining more than one requires a Sim­ ple Action each round, and each one must be acti­ vated by a separate use of resist Force.

SEVER FORCE [LIGHT SIDE] Activation: Complex Action.Target: One Forceusing creature with a Dark Side Rank of 1 or higher that is within 12 spaces and within line of sight. TN: Target's Force x5. You can block another Force-user's access to the Force, preventing him from spending Force Points and making it difficult for him to use Force powers. The target cannot spend Force Points for a number of hours equal to its Dark Side Score. 1 Raise: As above, plus the target moves -1 step along the condition track (see page 11) each time it uses a Force power in the same time frame. 2 Raises: As above, except the target moves -2 steps along the condition track each time it uses a Force power in the same time frame. Special: This Force power has no effect on targets with a Dark Side Rank of 0. You can spend a Force Point to double the duration of the effect.

26

CHAPTER 3: ACTION SLOW Activation: Complex Action. Target: One crea­ ture or droid within 12 spaces and within line of sight.TN: Target's Spirit x5. The Force enables you to slow your targets as if they are encumbered by an extremely heavy load, making it difficult for them to move. Target's speed is reduced by 1 space until the beginning of your next turn. The target is also encumbered, as though carrying a heavy load, taking a -15 penalty on Acro­ batics, Athletics and Stealth rolls, and rolling -3k0 on Initiative (if the target ends up rolling less dice than he has Force, he may take the rest of his actions at Turn 0). 1 Raise: As above except the Target's Grace is reduced by 1 for the purpose of movement. 2 Raises: As above except the Target's Grace is reduced by 2 for the purpose of movement. 3 Raises: As above except the Target's Grace is reduced by 3 for the purpose of movement. The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. Special: You can spend a Force Point give yourself +3k0 to your Use the Force roll when you use of this power.

VALOR [LIGHT SIDE] Activation: Complex Action.Target: One ally within 12 spaces and within line of sight. TN: 15. You call upon the strength of the Force, reaching out to your ally and sharing your strength with them. The target gains a +1 bonus to Attack and Damage rolls, and increase the TN of all mind-affecting and fear effects against him by +2 until the start of your next turn. 1 Raise: As above except the bonus to Attack Rolls increases to +1k0 and the TNs increases by +5. 2 Raises: As above except the bonus to Attack Rolls increases to +2k0 and the TNs increases by +10. 3 Raises: As above except the bonus to Attack Rolls increases to +3k0 and the TNs increases by +15. Special: You can spend a Force Point when you acti­ vate this power to have the bonus apply against all effects that target a character's Willpower, Spirit or Mind (not just mind-affecting and fear effects). You can maintain valor from round to round, extending the normal duration. Maintaining the valor power is a Free Action. If you suffer damage while maintaining valor; you must succeed on a Use the Force roll [TN = 15 + damage taken) to continue maintaining the power. You may have multiple instances of Valor active at once (affecting different allies), but maintaining each one requires a Free

27

each round, and each one must be activated by a separate use of Valor.

VITAL TRANSFER [LIGHT SIDE] Activation: Complex Action.Target: One creature touched.TN: 15 You use your own life force to heal another living creature, using the Force as a conduit. The target heals Wounds equal to 10 x it's Heroic Rank. 1 Raise: The target heals Wounds equal to 15 x Heroic Rank. 2 Raises: The target heals Wounds equal to 20 x Heroic Rank. Each time you use vital transfer, you take half as much damage as you heal (rounded down). Special: You may spend a Force Point to avoid tak­ ing any damage when you use this Force power.

Force FARSEEING Activation: 1 Full-round.Target: One creature you know or have met before. TN: Target's Force x5 You gain a vague, momentary impression of events happening around a particular being in some distant place. You can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feel­ ing. A dead target has a TN of 30 for purposes of this Force power. If your roll result is less than the TN, you gain no information (including whether the target is alive or dead) and cannot use this Force power against the same target for 24 hours. Special: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target's surroundings, as well as other creatures and objects within 6 spaces of it.

FORCE LIGHTNING [DARK SIDE] Activation: Complex Action.Targets: One target in line of sight and within 6 spaces of you. TN: Target's TN to be Hit. You blast an enemy with deadly arcs of Force energy. If the attack hits, the target takes 10k8 points of Force damage and moves -1 step along the condition track (see Conditions, page 11). If the attack misses, the target takes half damage and does not move along the condition track (except if the damage exceeds his Body x5, as normal).

CHAPTER 3: ACTION Special: You can spend a Force Point to move a tar­ get an additional -1 step along the condition track when you successfully hit it with Force lightning.

ION STRIKE Activation: Complex Action. Target: One target within 6 spaces and within line of sight. TN: 20 You call upon the Force to overload electronic sys­ tems and droids, damaging or even destroying the unit. The target takes 5k5 points of ion damage. 1 Raise: The target takes 6k5 points of ion damage. 2 Raises: The target takes 6k6 points of ion dam­ age. Special: You can spend a Force Point to increase the ion damage dealt by this Force Power by 3k3.

KINETIC COMBAT Activation: Complex Action.Target: Your weapon.TN: 20 You use the Force to manipulate your chosen weapon, allowing it to operate independent of your grasp. You can telekinetically move a Medium or smaller melee weapon you hold up to 12 spaces and make an attack with it. The weapon is considered

held by you, even if it is hovering nearby and not in your hands. You attack rolling Force/Use the Force(Kinetic Combat). A successful attack deals normal melee weapon damage, substituting your Charisma for your Strength for damage. Talents and knacks that would normally enhance a weapon's use do not do so while you are using kinetic combat to wield the weapon (for example, you cannot use Lunge or Riposte while wielding the weapon). If the weapon is adjacent to you, it can make Active Defenses for you rolling Force/Use the Force(Kinetic Combat). Any Attack or Active Defense made by he weapon uses your Action Dice. Special: You can maintain kinetic combat from round to round, extending the normal duration. Maintaining the kinetic combat power is a Free Action, and as a Complex Action each round you maintain it you can direct the weapon to move up to 6 spaces and make a single attack against a target, though the weapon must remain within 12 spaces of you or the power's effect ends. If you suffer damage while maintaining kinetic combat, you must succeed on a Use the Force roll [TN = 15 + damage taken] to continue maintaining the power. You can spend a Force Point to gain +1k0 bonus on attack rolls with a weapon wielded using kinetic combat.

28

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF