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New Skills
Blinding
[Wis]
Dark Side: Trained Only; Requires the Force-Sensitive
and Alter feats.
A rare Dark Side skill capable of rendering even the most
hardened and battle experienced Jedi incapable of defending
himself. While the name suggests that this power is limited
to disrupting visual senses it also shrouds other senses that
the victim possesses, hearing disrupted by a buzzing crackling
hiss.
Check: Your Blinding skill check sets the
DC for the target's Will Saving throw.
| Result |
Will
Saving Throw DC |
| 14
or less |
10 |
| 15
- 24 |
15 |
| 25
- 36 |
20 |
| 35+ |
25 |
Special: Using this skill shrouds the targets
senses with a sensory overload that makes it very difficult
to do anything other than claw at your own eyes. Each point
that the target failed the Will saving throw by becomes a
penalty to all actions. Each round the victim must make a
Will save to shake of the effects.
Vitality Point Cost: 4 per round.
Force
Astrogation [Int]
Trained Only; Requires the Force Sensitive and Sense feats.
You are able to intuitively navigate hyperspace. The Force
user does not require the use of a nav computer and does not
require to spend time plotting the course he simply follows
his instincts and lets the flow of the Force guide his actions.
Check: Force Astrogation still requires the
pilot to make a skill check against the normal DC +5 for plotting
the hyperspace trajectory he wants to use. The main advantage
of this skill is that you don't require a nav computer; this
can be very useful if the existing nav computer has been damaged
or the character is piloting a ship that does not carry one
(like an X-Wing). There is also no time delay in plotting
the course making escape from pursuit all the more likely.
Vitality Point Cost: 1 per day of hyperspace
travel.
Language [Cha]
This is a revision on the standard method given for languages
in Star Wars; instead of learning individual languages characters
can make a languages test to see if they understand what is
being said. Note that everyone understands Basic even if they
can't speak it, so no test is required for it.
Check: All characters should be able to communicate
without making tests, but meeting strange NPC's may require
a character to make a check to see if he can understand what
is being said. This might have a DC of 5 in normal conversation
or a DC of 15 if its something shouted during combat, the
Games Master should assign an appropriate difficulty.
Special: Every character gets this skill
at a rating equal to the number of languages their character
would normally be able to speak under the standard rules.
Example, a human normally speaks only Basic and so starts
with a languages skill of +1 for free. A Cerean character
however usually begins with Basic and Cerean and would thus
have a free languages skill of +2.
Mind
Wipe [Wis]
Dark Side: Trained Only; Requires the Force Sensitive,
Sense and Alter feats. Must also have the skills Affect Mind
10+, Drain Knowledge 7+ and Telepathy 7+.
The ability of force users like the Jedi to affect the
minds of others is well known, many might assume also that
the mind is completely open to those with that skill but it
is not. Only a very few individuals seek complete mastery
of another’s mind, and none of them have the victims
best intentions at heart. While the Jedi’s affect mind
works only on the perceptions or upon the moment, this skill
permits a practiced user to sift through the memories of a
target and to wipe away or change those memories he chooses.
Check: The result of a Mind Wipe check sets
the difficulty for the Targets Will save.
| Result |
Will
Saving Throw DC |
| 15
or less |
10 |
| 16
- 25 |
15 |
| 26
- 35 |
20 |
| 36+ |
25 |
Mind Sift: The force user must first locate the
memories he wishes to wipe or manipulate, if he is dealing
with memories of a situation that is currently occurring he
does not need to sift.
Mind Wipe: Once the memory in question has been located
is simple matter to erase it. In truth the memory is not erased
it is simply regressed beyond the normal capacity to recall.
The victim as no obvious ‘blank’ spot he simple
does not remember the event.
Special: You can take 10 when making a Mind
Wipe check, but you can’t take 20.
Time: Mind Wipe is a full-round action.
Vitality Point Cost: 8.
Shard
of Spite [Wis]
Dark Side: Trained Only; Requires the Force Sensitive
and Alter feats.
You can focus your anger and resentment into a projectile
shard or spike of dark feeling. The use of this skill resembles
the Force User throwing or firing from the palm of the hand
an obsidian spike that dissipates once it has struck the target.
Check: The Shard of Spite check is a direct
form of attack against a targets Defence. If it strikes home
the amount of damage it inflicts is based on the number of
Vitality Points invested into it.
Special: You may not spend more Vitality
Points into creating the Shard of Spite than you have Dark
Side Points.
Vitality Point Cost: 5 per D6 of damage.
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