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== NEW POWER MODIFIERS AND CHANGES == For all Powers the player should come up with a cool Star Wars like name for the Trappings of every power. Below are some examples but you can make up your own, depending on your tradition and background. '''BOOST/LOWER TRAIT''': Trappings – Battle Mind</br> '''Additional Modifiers''': :'''Battle Meditation (+4/+8)''': For +4 points you affect everyone in a Medium Burst Template (and can boost or lower those as you see fit). For +8 points you affect everyone in a LBT. '''DIVINATION''': Trapping – Farseeing. Per the Divination power but gain your answers from the Force and not some deity (although you may believe it is).</br> '''Additional Modifiers''': :'''Group Visions (+1)''': This allows the Force Users to use Support (SWA pg. 106) and share the same vision with Farseeing. :'''Visions (+2)''': By meditating for an hour with success the user can view the area around one creature or place that it knows. The user can use ‘Send Thoughts’ to this creature if it wish and with raises the user gains glimpses of the future or past of the creature. Future events are always cloudy and ever changing but can grant the user some forwarding etc. '''DRAIN POWER POINTS'''; Trapping – Suppress Force</br> '''Additional Modifiers''' :'''Steal Life (+4)''' (this is a Dark Side ability and requires Legendary rank) – You attempt to steal the life force or a target (and it does not need to be a Force User). The target must make a contested check with its Vigor. Failure and it is Stunned until the end of its next round and you recover a level of Fatigue if you are suffering from one. If you got a raise over the target’s check it suffers a Wound and you heal one Wound if you are suffering from one. :'''Steal Power (+3)''' (this is a Dark Side ability) – the user attempts to steal a Force Power from the target in addition to power points. The target resists with a contested Use the Force skill check. Failure and you temporally gain one of its powers for 3 rounds (6 if you won with a raise). '''EMPATHY''': Trappings – Force Enhancements</br> '''Additional Trappings''': :'''Search your Feelings (+0)''': the user can make a Focus skill check to determine if a course of action if favorable or not. It takes one minute to use this ability and it only shows near future repercussions and not the long term consequences and changes the duration of Instant. Generally you can only use this ability effective once a day. Each additional time you use it within a day there is a cumulative -4 penalty to the check. :'''Sense Life (+1)''': with a successful Empathy check the user can and sense any living being within its Smarts” for the duration of the Power (base 5 rounds). She ignores all illumination penalties including from invisibility against all living targets within her Smarts”. This only works on living beings not droids, etc. :'''Sense the Force (+1)''': The users automatically detect any great disturbance in the Force (like the destruction of a planet) without a check or at the cost of power points. The user may also use an action to make a Focus skill check to detect minor disturbances and places that are strong in the light or dark side of the Force, within its Spirits x 50 miles range. '''ENVIRONMENTAL PROTECTION''': Trapping – Resist Elements</br> '''Additional Modifiers''': :'''Energy Absorption (+1/use)''': If you are maintaining Resist Elements once per round, when you have been successful hit with an energy attack (from a power or weapon), you can spend a Power Point as a free action and make a Focus check. If your result is equal to or greater than the damage dealt by this attack you negate the damage and do not suffer its results. '''FARSIGHT''': Trapping – Enhanced Senses</br> '''Additional Modifiers''': :'''Remote Viewing (+2)''': You cast your vision out to Smart die in kilometers away allowing you this spot as if you were standing there. You ignore any vision penalties due to darkness at this point. While maintaining this view you are blind to your own surroundings (unless you are looking back at yourself, etc. with your remote viewpoint). '''MIND LINK''': Trapping – Link Minds</br> '''Additional Modifiers''': :'''Send Thoughts (+1)''': The player may send short messages or thoughts to an ally or friend. Only a few words or ideas can be sent at once with a successful check; like “Danger!”, “Help me” or “It’s a trap!” The difficulty is increased by the distance… :'''Modifier Distance''' :: +0 Within 10 km ::-1 Within 1000 km ::-2 Same planet ::-4 Same star system ::-6 Nearby star system ::-8 Same Rim ::-10 Same Galaxy '''PUPPET''' (Dark Side Power): Trapping - Control Mind</br> '''Additional Modifiers''': :'''Dark Command (+2)''': With the Dark Side of the Force you gain greater control over huge numbers of troops. This requires full concentration on your part. You have the game effects of Command and Leader of Men edges for these troopers. The number you can affect is your Dark Side Affinity level times 100 (500 with a raise). The troopers must be within the same star systems as you in order to gain the benefits of your command. '''SPEED''': Trappings – Surge. The Speed power (without additional modifiers and range of Self only) can be activated as a free action with no Multi-Action penalty. While Speed is active the users also gains +2” to long and high jump distances (+3” with a Raise) for the duration.</br> '''TELEKINESIS''': Trappings – Move Object.</br> '''Additional Modifiers''': :'''Force Grip (+1)''': When you successfully grab a target with Telekinesis you also deal your Spirits +1d6 damage to it each round on your action. The target is considered Grabbed and must escape against your TK strength. :'''Kinetic Combat (+1/+2)''': You can wield a melee weapons telekinetically in combat and at range or two melee weapons for +2 power points without suffering a Multi-Action penalties for making extra attacks so long as the attacks are with the separate weapons. :'''Stronger (+2)''': Strength increases to a d12+2 (d12+4 with a raise). You can lift 1,000lbs (4,000lbs with a raise) with your power now. '''WARRIOR’S GIFT''': Trappings – Battle Mind</br> '''Additional Modifiers''': :'''Battle Master (+2)''': For the duration of this power also gain a +1 to Fighting (+2 with a raise) skill checks and +1 to Parry for the duration of the power. '''ZOMBIE''' (Dark Side Power): Trappings – Create Revenant. Per the Zombie power the dark side can create a fanatical revenant with the Dark Side of the Force.</br> '''Additional Modifiers''': :'''Create Wraith (+2)''': You create a Force Wraith (see NPC monsters).
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