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Quick list of rules:
- Attributes
- Everybody has 3 generic attributes: Knowledge, Reserve, and Willpower.
- Knowledge grants access to powers, options, and extras.
- Reserve determines recharge rate and access to simultaneous duration-based powers.
- Willpower determines your max Force Points, and is used to win contests.
- Skills
- Each Power Source must implement the 3 core attributes; they cannot be modified on their own.
- Selection of Power Source and Discipline will grant a character 3 skills, each of which corresponds with one attribute.
- For example: The Force, proscribes these three skills:
- Knowledge of the Force (Int): In addition to being the basis of the Knowledge attribute, also provides access to special, PS-specific powers, options, and extras, by skill rank and (sometimes) alignment.
- Feel the Force (Wis): Allows blindsense, future prediction, etc.
- Use the Force (Cha): Allows for several basic uses, even without specific power knowledge.
- Learning Powers
- Each rank of your Knowledge skill grants 5 training points.
- Learning a power costs 1 point.
- Learning a new Option costs 1 point.
- Learning a generic Extra costs 1 point.
- You must know a power to use it.
- You must know an Option or Extra to use it, unless using a Power Stunt.
- Interpreting Powers
- Each power's primary use is listed below. If you know the power, you can use it as described.
- Each power lists its Options, if any. The default cost to learn any Option is 1 training point.
- Extras are listed separately from all powers, as they are not specific to any particular power. Besides that, they work just like Options.
- The words "Knowledge", "Reserve", and "Willpower" in a power description are variables. By default, you can substitute your total skill modifier in place of these words. Exceptions:
- The tag "Knowledge 3" means that you must have 3+ ranks of your Knowledge skill in order to learn or use this Power/Option/Extra.
- The tag "Willpower 5" means that you must have 5+ ranks of your Willpower skill in order to use this Power/Option/Extra (though you may still learn it; there may be ways of using it without meeting the requirements).
- The word "stat", as in "Knowledge stat", refers to the ability score governing that skill. Thus, if your Knowledge skill were Int-based, then "Knowledge stat" refers to your Intelligence score. "Knowledge modifier" or "Knowledge bonus" refers to the modifier of that stat.
- Using Powers:
- Differences from previous versions
- Each power defines its own cooldown, access, etc, in System 6/7 standard format. It is no longer assumed that all powers have an Encounter cooldown.
- Force Powers are not used to finish cooldowns. (There should be other ways to do that, if needed)
- Every power uses a different skill check; they don't all use Use the Force. Generally speaking, you may use whichever of the 3 that you prefer. Some powers may specify "governed by Knowledge/Reserve/Willpower", which means you must use the appropriate skill.
- Manifesting a Power
- Spend the action as specified in the power description.
- Spend any Force Points, as required.
- Roll a skill check. This determines to-hit value, if required, or save DC. Even if neither applies, it is a good idea to roll this anyway, as there are often uses for this number.
- Differences from previous versions
- Other Notes:
- Damage formulas should use (base dice) + one of: Knowledge, Reserve, Willpower
- Base Dice should usually be 1d6. If more base damage is warranted, preferably add more d6's. Empower adds damage dice, so a base damage die other than a d6 will alter the balance of Empower.
- Weapon attacks gain a global damage bonus given by level. These formulas do not. However, assuming one has max ranks in the appropriate skill, the overall numeric bonus is comparable to a weapon attack.
List of Force Powers and Options
| Power | Category | Description |
|---|---|---|
| Force Push | Telekinesis | At-will, swift, medium range; push 5. ;Options: - Billiards: You may push the subject at another subject or an unyielding surface, with the intention of causing harm to the subject, the target, or both. When used in this manner, the action becomes standard, and the power requires an attack (vs Reflex) to hit the initial subject. From there: - Pushing into a surface: Assuming the surface is within the push distance (after any mitigating factors are applied), the subject strikes it, suffering 1d6 + Willpower kinetic damage. - Pushing into another target: Roll an attack against the secondary target (vs Reflex). Size modifiers apply (based on the size of the pushed subject). Then: - Miss: If the attack fails, the pushed subject misses the secondary one. If the pushed subject still strikes a surface within the push distance, treat as pushing into a surface. Otherwise, treat as an ordinary push. - Hit: If the attack hits, both subjects suffer half of 1d6 + Willpower kinetic damage. Also, see Notes for damage modifiers. - Bowling for Droids: (Knowledge 5, Willpower 5, requires Billiards). When you push one subject into another, the secondary subject is also pushed for half the original distance, in the same direction. The secondary subject can now strike a tertiary subject, who can in turn strike a quaternary subject, and so on, halving the push distance each time (rounding down; when it reaches 0, that's it). (Special adjudication: a tightly-packed formation allows for one subject to strike multiple subjects, causing a chain reaction that generally obeys a "cone" area.) - Disarm: You may use the power to push a held weapon or item, effectively disarming foes at range. Use normal disarm rules, with this skill as your disarm check. (Item's size still matters, for purposes of push resistance, but wielder's size does not) - Knockdown: (Knowledge 5) After being pushed, subject falls prone (Reflex negates). (If using Billiards to push into a secondary target, and you hit, both fall prone) - Pull: Can pull instead of push. - Punt: (Knowledge 10) Can thrust upward instead of push. - Repulse: (Costs 1 FP) Becomes a close burst 3, radially pushing all subjects. Cannot use Billiards in this case. Can be Widened. - Size Matters Not: (Knowledge 5, Willpower 5, Costs 1 FP) Increases your effective size for the purposes of push resistance and damage. Stackable. - Slide: (Knowledge 5) Can slide horizontally instead of push. - Sphere: (Knowledge 10, Willpower 10, Costs 2 FP) You create a sphere of force 1 square in radius, which flies forward 1 square per Willpower. Everyone it touches is affected as if each were individually pushed by this power. - If you have Pull, you may cause the sphere to originate anywhere within range, then move toward you, pulling subjects in. - If you have Slide, the sphere may move however you wish, and the resultant slides may each be directed individually. - If you have Billiards, all subjects must be thrown at the same secondary target (if any), unless you hate your DM and fellow players, and want to spend 10 minutes rolling a million checks. - The sphere can be Widened. Ignores push resistance of any subject that fits entirely inside. - Because the sphere is an area, no attack roll is required to pick up and hurl subjects that it intersects. Billiards attacks still require an attack roll to hit a secondary target. - Vortex: (Knowledge 15, Willpower 15, Costs 3 FP, requires Sphere) Everyone caught in the sphere flies around randomly, smashing into each other, before ultimately being hurled out. Each target suffers 1d6 + Willpower damage, before any other effects are taken into consideration. - Sustained Vortex: (Knowledge 20, Willpower 20, Costs 4 FP, requires Vortex) As Vortex, but has a duration of sustain (swift). Sphere can continue to move each round, pickup up new subjects. Each round, you may choose to apply the final push/pull/slide, or not, to each target individually. It is possible to pick up a target with the sphere after hurling him out in a previous action. ;Notes: - Empower adds +5 squares. - Reminder: creatures larger than you have 50% push resistance per category of difference. By the same token, creatures smaller than you have 50% push vulnerability, and will be pushed correspondingly further. - Whenever damage is mentioned, it assumes the default push distance. Empower adds one die of damage. Push resistance/vulnerability affects the final damage. - When pushing a subject that is larger than Medium size, total damage is doubled for each category of difference. Generally, this is completely negated by the effect of Push Resistance on damage. However, in some cases, it applies. - The obvious example: you have Size Matters Not x2, so you can push a Huge object at a medium creature. With that option, the Huge creature has no effective push resistance, so it moves at full speed. The total damage of the impact is four times normal, due to the effect of doubling twice. - Any damage resisted by the pushed subject due to Hardness or Damage Reduction is added as bonus damage to the secondary target. (Force Normal demands that the momentum has to go somewhere). Also, vice versa. But damage will not be reflected infinitely. |
| Force Grip | Telekinesis | Recharge 33%, medium range, sustain swift; you grip subject with telekinetic force. Requires successful attack vs. Reflex. On success, you establish contact (Will ends). While active, you may use any of the following actions: - Move (std): You move the subject in three dimensions, up to 1 square per Willpower, within the power's range. This movement is not forceful enough to cause damage to the subject. If you encounter resistance, such as if the subject is fastened to or gripping a stationary object, or if you move the subject into another, unyielding subject, roll a skill check vs the resisting subject's Strength check; size modifiers apply (+4 per size above Large, -4 below, etc). A stationary fastening has a set Strength DC (not rolled), determined by the DM. - Crush (std): You crush subject in-place, applying pure, compressing force. This inflicts 1d6 + Willpower kinetic damage to the subject. - Thrust (see Force Push): If you know Force Push, you may use that power on the held subject, ending this effect. If using Billiards, you need not roll to hit the pushed subject, as you already have it in your grip. ;Size Matters Not...except when it does: - The gripping force has an effective size, which is Medium by default, as well as a default strength bonus, equivalent to the total skill bonus you are using for this power. As such, you can only use this power on a subject you could lift with that size and strength. ;Options: - Choke: (Costs 1 Dark Side FP) You grip subject by the throat, choking off the air supply. Subject begins asphyxiating, and is Dazed (Fort ends, daze is emotional effect). - Crushing Force: (Knowledge 5, Reserve 5) Automatically Crush each time you use any other action. - Blackout: (Knowledge 5, Willpower 5, Costs 2 Dark Side FP) You cut off subject's blood supply to the brain. Subject is Stunned instead of Dazed. If subject fails to end after 3 rounds, he becomes Unconscious and helpless; if you continue to concentrate, and he continues to fail, he suffers 1 point of damage to Con, Int, Wis, and Cha per round. If the effect ends for any reason while he is unconscious (but not dead), he will revive as soon as he passes a Fort save. - Size Matters Not: (Knowledge 5, Willpower 5, costs 1 FP) Increase the effective size of the gripping force, and gain +5 to effective strength bonus. Also doubles range, as in Enlarge. Stackable. ;Notes: - Wield: (Knowledge 5) You may use this power to wield a weapon. The weapon's own movement is governed by the move action. Gain an additional action: - Activate Weapon: You activate the weapon. It is as effective as it would be if you were standing in its current square, wielding it physically. Replace any Str modifiers with your Willpower bonus, and any Dex with your Knowledge bonus. - Can be used on a weapon wielded by someone else, using Disarm rules (use your Knowledge skill as the disarm check). On success, you may activate the weapon once, after which the wielder regains control. - Reminder: "sustain" duration means the following: the listed action is used to begin the effect. To sustain it for more than 1 round, you must use the same action in each subsequent round. You are considered "concentrating" on the power, and it ends immediately if you are interrupted, lose line-of-sight or effect, or your concentration otherwise lapses. |
| Force Shield | Telekinesis | Encounter, swift; you create a bubble of telekinetic force around yourself. You gain Shield Rating equal to your Willpower + Reserve. Each round, at the beginning of your turn, you regenerate any lost SR by an amount equal to your Reserve. If your SR reaches 0, the effect ends. ;Notes: - Because this is a telekinetic shield, not an electromagnetic one, it is 100% effective against kinetic and slashing weapons. ;Options: - Area: Shield becomes a centered circle 1, duration becomes sustain (free), you must not leave the center square. Applies to all effects passing through the shield in either direction; does not apply to attacks originating from within the shield. Can be Widened. - Instant: (Reserve 5) Activation becomes immediate. |
| Snare | Telekinesis | At-will, swift, medium range, sustain swift; subject's movement rate is decreased by 50%. Subject cannot charge or run. If subject flies under its own power, it can only glide downward or land. Subject suffers -10 penalty to Tumble checks. Fort ends. ;Options: - Binding: (Reserve 5, 1 FP) Duration becomes Save Ends. - Rooted: (Willpower 5, 1 FP) Movement rate reduced by 100%. |
List of Extras
Universal
Everyone has these.
| Extra | Description |
|---|---|
| Empower | (1 FP) Adds one die of damage, or other effects as outlined in description. |
| Extend | (1 FP) Doubles duration. Stacks multiplicitavely. |
| Enlarge | (1 FP) Doubles range. Stacks multiplicitavely. |
| Widen | (1 FP) Doubles radius of an area. If area is not radius-based, doubles number of squares affected. |