
tanuki_dude |
Just a small sample of what I have been running for almost 2 years now.
Their are force talents and combat trainings instead of skills. All the very basic stuff a jedi should be able to do is handled in the Control Sense and Alter force trainings
Force User Level
A character's force user level is equal to the force user class levels + half any other class level + any other modifiers
Force Energy
A Force Sensitive character gains a pool of Force Energy with their Force Abilities are powered by. Each Force Using class gains a number of points per level (10 for Consular, 8 for Sentinel, and 6 for Guardian), none Force using classes gain 2 points per level if the character is Force Sensitive. Each level the Force user also gains bonus Force Energy equal to his or her wisdom modifier.
Force Sensitive
A force sensitive character can do the following abilities
Danger Sense: Gain an initiative bonus +1 plus 1 per four force user level up to +5 to initiative check at a cost of 3 force energy.
Minor Telekinesis: Lift an object up to 5 kg. Force user level check Dc 10 +2 per kilogram. Cost is 1 force energy per round.
Empathy: Gain a +1 plus 1 per four force user levels up to +5 on a single Bluff, Diplomacy, Gamble, Intimidate, or Sense motive skill check, for a cost of 1 force energy.
Alter
Basic Telekinesis: You can move objects 10 kilograms per point of force energy spent. 10 kilograms requires no roll. There is an alter skill check of 10 +1 per 10 kilograms for more than 10. So 20 Kg would be a Dc 11 and 100 kg would be a Dc 19. You may lift a creature but they can make a will save of 10 + force user level + Intelligence modifier. The cost is 1 point of force energy per 10 kg per round. You may move objects 10 meter a round and affect object within line of sight. (If you have the sense force training you may move object within 4 meter per sense ranks that are not in line of sight for 2 additional Force energy
Control
Control Force training adds the control force skill to the force using character's skill list. A character with control can do the following.
Jedi Healing Trance: A character in a Jedi healing trance can heal as if they were exposed to bacta. The healing rate is 1 wound and 2x character level in vitality per hour. A Jedi healing trance uses 6 points of force energy per hour maintained. If the force user has alter they can put another will character in a healing trance for 1 additional force energy per hour. All force energy must be spent at the beginning of the trance. Note, the Dark side makes healing difficult Add +1 the the force energy cost for every Dark side point the character has over half the wisdom score.
Jedi Hibernation Trance: Similar to the healing trance. The hibernation trance dose not accelerate the force user's healing. Instead it slows their metabolic rate to a point of near death. In this state the force user dose not need food or water and requires only a small amount of necessary gas for their respiration. This means they can survive in near but not total vacuum. The Jedi key's an amount of time or event that will wake them up. There is a risk in that they my died if the do not receive that keyed event. A Jedi can maintain a hibernation trance for 10 + their Force user level times their constitution modifier in days. If the Jedi also has alter they can place a will creature into a hibernation trance. The trance only requires 2 points of force energy to place on another and none to place on themselves. A dying character is considered stabilized for the duration of their trance.
Resist Discomfort: A force user can roll their control skill instead of a fortitude save to resist discomfort and environmentally distractions such as penalties form being fatigued or sickened at a cost of 2 force energy for ten minutes. They can act through incapacitating pain or and statuses such as exhausted and nauseated at a cost of 10 force energy for ten minutes
Calming Meditation: A force user can meditate on their inner self and regain composer form a failed will save that would affect their emotional state such as fear or rage. They roll their control skill instead of their will save (only if the initial save failed). This cost 3 force energy.
Jedi Athletics: For 2 points of Force energy a Jedi can make a standing leap as if they had the run feat and moved 6 meters before the jump. They may roll their control skill for 2 additional points to add half its result to their jump check. Also as a swift action for 3 Force energy they may move an additional 2 meter in a round per 3 ranks in control for 1 round.
Sense
See Force: You can tell the Force user level of a creature within 100 meters x your force user level. This is an opposed roll of your sense vs their Force stealth if available or a Dc of 20 – their force user level. This cost 1 force energy per use.
See Illusions: You can roll your sense skill to see through illusions created by the Force. Roll your sense skill instead of your will save. Costs 3 force energy.
Life Sense: Sense the presence of all living creatures within 10 meter per Force user level around yourself that are not concealed form the Force some way. Dose not detect if something has any Force using ability. Cost 3 force points per minute. Swift action to activate free to maintain.