Force System

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Force System

Post by Chief-Inquisitor Pavan on Tue Mar 31, 2015 11:09 pm

Force Roleplay System 5.0

Force Level.

As a force sensitive, you will start with a level based on your character's training, conversion from the older 2.0 Force system, or based on peer review. Your force level is what determines your abilities, how many force points you get per day, and where you are in your path as a force user.

For new force users who do not know they have the force. You start at level 1. Force users who know about it start at level 3, and force users who are slightly trained or learned on their own start at level 5. Padawans start at 10, Knights at 20, and masters at 30. Please note when starting a force sensitive. It is rare to start out at a night or master level for new characters. When in doubt, consult your peers about your level.

When creating a force sensitive character. You are allowed to pick powers depending on how well you are trained. If you are not trained then you don't have any powers. Barely trained you will get three powers in the Force Sensitive level. If you are a padawan, you will get three powers in the padawan bracket and four powers in the force sensitive bracket. If you are a knight, you get three at night, four at padawan, and six at force sensitive. Master gets the same as Knight, but instead a master gets all of the force sensitive powers.

Force Level Cap

After training for a while you will reach a force level cap. When you reach this cap you can gain force levels but you do not roll each day at your level. Instead you roll at your force Cap. When you reach level 30 you have reached the force cap.

Force level also determines your level as a force user

1- 9 ~ Force Sensitive

10 – 19 ~ Padawan / Force Adept / Apprentice Inquisitor

20 – 29 ~ Jedi Knight / Dark Jedi / Inquisitor

30 ~ Jedi Master / Chief Inquisitor / Dark Jedi Master.

Force Leveling

As a student of the force, you are able to level up your force level by meditating on the force, training, and experiences. As you grow stronger in the force, your teachings, and experiences will grow harder too, making it harder to learn.

There are three ways to gain levels: Meditation, Lessons, and Holocrons.

You can meditate on the force, your lessons, and experiences. As you meditate you level up your force, but as you grow the requirements grow harder to level up. Meditation also uses up some of your force points.

1 – 9: Force Sensitive
(Meditate: Costs 30 Force points: Can only be used every other day. Requires one session of meditation to level)

10 – 19: Padawan / Force Adept / Apprentice Inquisitor
(Meditate: Cost: 60 Force points: Can only be used every third day and requires two sessions of meditation to level.)

20 – 30: Jedi Knight / Dark Jedi / Inquisitor
(Meditate: Cost: 90 Force points: Can only be used once a week and requires three sessions of meditation to level.)

30: Jedi Master / Chief Inquisitor / Dark Jedi Master
(Meditate: Cost: 30 Force points: Can only be used every other day. Requires one session of meditation to level)

Lessons

As a student of the force you can gain force powers though lessons. There are two types of lessons: Active, or enlightened lessons, and Passive lessons.

Passive lessons are lessons that happen between you and your master on your off time. You gain one lesson point per day with the exception of days where you have a major event happening. ( Ex: Operation, planned events, and major attacks. Minor events and random events do not count. )

You are also required to have a teacher who is a higher bracket than you to gain lesson points. If you do not have a teacher, you do not gain lesson points. Passive lessons also stop when you reach the 20 – 30 levels in your training.

1 – 9: Force Sensitive
(10 lesson points to gain one force level)

10 – 19: Padawan / Force Adept / Apprentice Inquisitor
(20 lesson points to gain one force level)

The second form of lessons are Active or enlightened lessons. Enlightened lessons are lessons between a student, and someone who has gained the rank of Jedi Master, Dark Jedi Master, or Chief Inquisitor. Anyone under the Master level can level up though enlightened lessons, but the amount of lessons required to level increases as the student gains levels.

Masters must also meditate on the force, and gain levels on top of their level 30 Cap to teach. Each enlightened lesson takes one of the master's force levels over the cap. The master cannot teach if he is at level 30. (Note: Only level 31 or higher.)

1 – 9: Force Sensitive
(One Enlightened Lessons to gain One Force Level)

10 – 19: Padawan / Force Adept / Apprentice Inquisitor
(Three Enlightened Lessons to gain one force Level)

20 – 30: Jedi Knight / Dark Jedi / Inquisitor
(Six Enlightened Lessons to gain One Force Level)

Active lessons are lessons done by anyone above you in a rank, and is not a master or a class with more than one student being taught by a master, or a jedi knight. Active lessons work like Enlightened lessons, but require more lessons to level up due to the quality of the lessons, but Active lessons do not require the use of a master's level to help with the teaching.

1 – 9: Force Sensitive
(Two Active Lessons to gain One Force Level)

10 – 19: Padawan / Force Adept / Apprentice Inquisitor
(Six Active Lessons to gain one force Level)

20 – 30: Jedi Knight / Dark Jedi / Inquisitor
(Twelve Active Lessons to gain One Force Level)


Force Point

Force points are a collection of points you have to use the force. Every power has a force point cost that use up your force point pool. This is to simulate the drain the force has on your body when using powers.

To gain force points. Once per real life day, you roll one D6 and multiply the number you get by your force level. That's how many force points you add to your pool for that day. Your force point pool adds up over time. If you gain force points, and don't use them. Then they roll over to the next day until you hit the force pool cap. The force pool cap is based on what bracket you are in for your level.

1- 9 ~ Force Sensitive
(Force Pool Cap: 150)

10 – 19 ~ Padawan / Force Adept / Apprentice Inquisitor'
(Force Pool Cap: 250)

20 – 29 ~ Jedi Knight / Dark Jedi / Inquisitor
(Force Pool Cap: 500)

30 ~ Jedi Master / Chief Inquisitor / Dark Jedi Master.
(Force Pool Cap: 1000)

Force Powers

Force powers are the abilities gifted to the force user by the force. These powers can range from basic lifts and healing to powerful attacks with lightning, and the mind.

There are three ways to gain force powers: Lessons, Meditation, and Holocrons.

The first way is lessons. These are IC lessons that have you learning a new power. You can only learn a new power from someone of your bracket, or higher. Your teacher will have to explain the power, and show it to you first before you can start trying to use the ability. After you pass the first roll to use the ability, you now have access the ability but more training will be needed before you can use it every time.

The second way is meditation. You can use your meditation to learn force power instead of using it to level up. When learning on your own it will take more time to learn a power before you can fully use it. The amount of time is based on your experience / bracket.

1- 9 ~ Force Sensitive
(Meditate: Cost: 30 Force points: Can only be used every other day and requires three session of meditation to learn a new power.)

10 – 19 ~ Padawan / Force Adept / Apprentice Inquisitor'
(Meditate: Cost: 60 Force points: Can only be used every other day and requires two session of meditation to learn a new power.)

20 – 29 ~ Jedi Knight / Dark Jedi / Inquisitor
(Meditate: Cost: 90 Force points: Can only be used every other day and requires one session of meditation to learn a new power.)

30 ~ Jedi Master / Chief Inquisitor / Dark Jedi Master.
(Meditate: Cost: 30 Force points: Can only be used every other day and requires three session of meditation to learn a new power.)

The third way to learn new force powers is though holocrons. When you find a holocron at an event, you are allowed to access it once. When you access the holocron you will roll a D100. This D100 will tell you what you take from the holocron. The higher the roll, the higher the power bracket that you can get a power from, but you can only learn powers up to your bracket. So it is best to use holocrons at higher levels. Powers learned from holocrons also take less practice before they can be used 100% of the time.

Holocron Rolls

1 – 24: Force sensitive Powers

25-49: Padawan / Force Adept / Apprentice Inquisitor Powers.

50-74: Jedi Knight / Dark Jedi / Inquisitor Powers.

75-94: Jedi Master / Chief Inquisitor / Dark Jedi Master Powers.

95-100: Jedi Master / Chief Inquisitor / Dark Jedi Master Powers or Level up.

Training new powers

After learning new powers, you must practice the new power before you get the ability to use the power 100% of the time. To do this you must practice the powers by using the power, and rolling a D20. Depending on the power you are learning is how high you have to roll. You have to pass your roll six times to fully learn the power. Powers learned from holocrons only have to pass three times.

Force sensitive powers: Roll 12 or higher to use the power.

Padawan / Force Adept / Apprentice Inquisitor Powers: Roll 14 or higher to use the power.

Jedi Knight / Dark Jedi / Inquisitor Powers: Roll 16 or higher to use the power.

Jedi Master / Chief Inquisitor / Dark Jedi Master Powers: Roll 18 or higher to use the power.

The following are the powers, grouped by alignment (more on that later) and their cost to use.

Force Powers

1-9 Force Sensitive

Lightside:
Pain Relief: 3
Force Points: 3

Suggest weak mind:
Force Points: 5


Darkside:
Force Fear weak mind:
Force Points: 5
(Note: Usually civilians or particularly brainless morons.)



Neutral:
Lift:
Force Points: 1
(You lift something and move it around gently.)

Throw:
Force Points: 5:
(If lifted first, roll a D20 to see how far the object flies forward in meters. If not, roll a D6 to see how far the object is pushed forward.)

Pull:
Force Points: 5
(If lifted first, roll a D20 to see how far you can pull an object to you. If not, roll a D6 to see how much you can make the target topple forward towards you, opposite of throw. )



10 – 19: Padawan / Force Adept / Apprentice Inquisitor

Lightside:
Immune System Support
Force Points: 10

Detoxify:
Force Points: 20
(Remove harmful substances like poison, and alcohol from the body.)

Suggest ordered mind.
Force Points: 30

Darkside:

Scream:
Force Points: 2
(Can be used over and over and takes one force point away from target.)

Choke:
Force Points: 25
(Counts as lifting for movement)

Shock: 20

Force Horror militant and ordered mind.
Force Points: 30
(Stormtroopers count as this, sorry. So do mercs. )

Force rage:
Force Points: 20
(Add +3 Saber attack +3 Force attack. Last three turns before having to use more force points to keep it going. When dropping out of force rage you have to roll for Sanity. 3 Chance cubes and 1 D20. If you fail the Sanity roll you go into a berserk. You keep rage bonuses but you must attack a random target. When using Berserk, you must roll Sanity each turn before you Attack. If you pass you regain control. )

Dark Healing:
Force Points: 40
(Start to heal yourself, or another player. It causes extreme amounts of pain. Roll D20 for how effective. )

Neutral:

Force Run:
Force Points: 10

Force Jump:
Force Points: 10

Sense Emotion:
Force Points: 20
(Attempt to sense the emotions of a player or NPC. Use consent first. )

Tutaminis:
Force Points: 20
(Block Blasters, force powers, and slugs with the force. +2 to defense roll)

Force Wave:
Force Points: 30
(AOE force push against more than one target.)

Blaster Deflect: 10

Force link:
Force Points: 15
(You try to establish a force link to another person. If they spend 15 points as well to open the link, you can say as many messages to each other as you want without it breaking. When you stop, you still call out to each other one word at a time randomly. Grows stronger the more you use it until a Force Bond is formed and requires making a link six times. )

Force Probe:
Force Points: 20
(You can attempt to probe someone's mind for memories.)

Force Stealth:
Force Points: 30
(Use the force to hide from an enemy. +6 to steal roll)




20 – 29: Jedi Knight / Dark Jedi / Inquisitor

Light:

Force Healing:
Force Points: 40
(Roll Dice to see how long the healing takes to fully heal, and if it works.)

Suggest high intellect mind.
Force Points: 75.

Force Valor:
Force Points: 60
(Add +3 Saber Attack, and Saber Defense. Last six turns before having to use more force points to keep it going. No side effects when leaving valor. )

Dark:

Lightning:
Force Points: 40

Force Insanity high intellect mind.
Force Points: 75
(Usually high command and governors, some species who claim immunity to force tricks, and the occasional redheaded PI.)

Memory Walk:
Force Points: 30
(You can attempt to pull out every negative and painful memory in a person's mind)

Neutral:

Boomerang:
Force Points: 12 (Your melee weapon is thrown and pulled back.)

Force Barrier:
Force Points: 30
(Make a barrier to stop projectiles, blasters, and force powers from one direction. +4 to defense roll)

Repulse:
Force Points: 30
(Force push in all directions, but not as strong, or violent as Shockwave)

Force Whirlwind:
Force Points: 20
(NPC or Player are lifted up, and spun around. -4 attack for target for 2 turns. )

Sense current thoughts:
Force Points: 100
(Use this power to detect what someone is thinking, or their motives. Use Consent. )

Alter Mind:
Force Points: 40
(You can attempt to alter a person's mind, add or remove memories)



30: Jedi Master / Chief Inquisitor / Dark Jedi Master

Lightside:

Keep Alive:
Force Points: 80
(Keeps targeted person alive for one day, through any conditions.)

Force Light:
Force Points: 80
(Remove an opponent ability to use the dark side of the force for 3 turns. Remove dark side, or dark side corruption from player / NPC with consent. )

Electric judgment:
Force Points: 40
(Use the lightside of the force to send out lightning that can stun.)

Emerald Lightning:
Force Points: 60
(Use the lightside of the force to send out Light that can harm and kill.)

Rainbow Storm:
Force Points: 100
Alignment: 80 lightside
(You make a Rainbow. That's it. )

Darkside:

Maelstrom:
Force Points: 60

Drain Life:
Force Points: 80
Alignment: 80 Darkside

Force Shadow:
Force Points: 100
(Create a force phantom of yourself, and see through it. Roll a D20 for distance. Higher numbers longer distance. )

Force Destruction:
Force Points: 80
Alignment: 40 Darkside
(Break apart, and destroy matter with the force)

Neutral:

Protection bubble:
Force Points: 40
(Make a bubble to stop projectiles, blasters, and force powers. +6 to defense roll)

Shockwave:
Force Points: 50

Battle Meditation:
Force Points: 100
( . +3 Attack and Defend allies. Last six turns before having to use more force points to keep it going. No side effects when leaving Battle mediation. )

Alter Environment:
Force Points: 60
(Alter the world around you to attack against your enemy, from calling down rains, to using a thunderstorm's lightning. )

Enter Mind:
Force Points: 60
(You can attempt to enter a person's mind.)


Shatterpoint:
Force Points: 100
(See the weakness and cracks in the force. It works on objects, people, problems, and events. Note: Use Consent for this power)


Alignment

When you use a power with an alignment, roll a D6. You gain that many points towards that alignment.

You start with 0 (Neutral) and use force lightning, and gain 6 points towards the darkside. You now have 6 (dark). If you use a healing power and gain 3 points to the light, you'd have 3 (dark). If you used another healing and gained 4 points to the light, you'd have 1 (Light).

The goal is to be as close to neutral as possible. At 10 too light, you'll become slightly stoic. At 10 too dark, you'll be a bit more emotional. It continues as a gradient until 100 on either side, where you become completely mindless or unable to think for the intense emotions.

The Alignment system is optional.


Channeling rule

During intense emotions for darkside powers, or intense concentration and focus for lightside powers, you lose the ability to use the other alignment's powers, but half the alignment you're channeling’s force point cost, while also rolling a D20 instead of a D6 for the alignment gain. THIS DOES NOT WORK ON NEUTRAL POWERS!


avatar
Chief-Inquisitor Pavan
Chief-Inquisitor
Chief-Inquisitor

Posts : 95
Join date : 2014-11-27

Character Sheets
Force Level: 30
Modifiers:
Modifiers+4+3+2
Modifier 1Force
Modifier 2Lightsabers
Modifier 3Hand-to-hand

Force:
ForceForce Points
Current Force Points1,000
Max Force Points1,000
Alignment-30

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Re: Force System

Post by Chief-Inquisitor Pavan on Tue Mar 31, 2015 11:10 pm

Force Powers

1-9 Force Sensitive

Light Side:

Pain Relief
Force Points: 3

Mind Trick (weak mind)
Force Points: 5
(Use the force to put a suggestion in the mind of everyday civilians and brainless morons.)

-----------------------------------------------------

Dark Side:

Force Fear (weak mind)
Force Points: 5
(Use the Force to intimidate everyday civilians or particularly brainless morons.)

-----------------------------------------------------

Neutral:

Lift
Force Points: 1
(You lift something and move it around gently.)

Push
Force Points: 5:
(Regular: roll a D20 to see how far the object flies forward in meters. If already lifted, roll a D6 to see how far the object is pushed forward.)

Pull
Force Points: 5
(Regular: roll a D20 to see how far you can pull an object to you. If already lifted, roll a D6 to see how much you can make the target topple forward towards you. Opposite of Push.)

Force Sense
Force Points: 10
(Reach out into the Force to search for presences, threats, and other dangers. +2 to searching rolls)







10 – 19: Padawan / Force Adept / Apprentice Inquisitor

Light Side:

Immune System Support
Force Points: 10
(Use the Force to battle sicknesses and diseases.)

Detoxify
Force Points: 20
(Remove harmful substances like poison, and alcohol from the body. )

Mind Ttrick (militant and ordered mind)
Force Points: 30

Force Stun
Force Points: 20
(Stun and slow down target for two turns. -2 to their defense. Can freeze character in place. Consent Required. )

-----------------------------------------------------

Dark Side:

Scream
Force Points: 2
(Can be used over and over. Takes one force point away from target.)

Choke
Force Points: 25
(Counts as lifting for movement)

Shock
Force Points: 20
(Give opponents a little zap.)

Force Horror (militant and ordered mind)
Force Points: 30
(Stormtroopers count as this, sorry. So do mercenaries. )

Force Rage
Force Points: 20
(+3 Saber attack +3 Force attack. Last three turns before having to use more force points to keep it going. When dropping out of force rage you have to roll for Sanity. 3 Chance cubes and 1 D20. If you fail the Sanity roll you go into a berserk. You keep rage bonuses but you must attack a random target. When Berserk, you must roll Sanity each turn before you Attack. If you pass you regain control. )

Dark Healing
Force Points: 40
(Start to heal yourself, or another player. Causes extreme amounts of pain. Roll D20 for how effective. )
-----------------------------------------------------

Neutral:

Force Run
Force Points: 10

Force Jump
Force Points: 10

Sense Emotion
Force Points: 20
(Attempt to sense the emotions of a player or NPC. Use consent first. )

Tutaminis
Force Points: 20
(Block Blasters, force powers, and slugs with the force. +2 to defense roll)

Force Wave
Force Points: 30
(AOE Force Push against more than one target. )

Blaster Deflect
Force Points: 10
(Deflect blaster bolts back at the shooter.)

Force Link
Force Points: 15
(You try to establish a force link to another person. If they spend 15 points as well to open the link, you can say as many messages to each other as you want without it breaking. When you stop, you still call out to each other one word at a time randomly. Grows stronger the more you use it until a Force Bond is formed, which requires making a link six times. )

Force Probe
Force Points: 20
(You can attempt to probe someone's mind for memories.)

Force Stealth
Force Points: 30
(Use the force to hide from an enemy trying to detect you in the force. +6 to force detection roll)

Force Sight
Force Points: 20
(Reach out into the force to search for threats, and other dangers. +4 to searching rolls)


20 – 29: Jedi Knight / Dark Jedi / Inquisitor


Light Side:

Force Healing
Force Points: 40
(Roll Dice to see how long the healing takes to fully heal, and if it works.)

Mind Trick (high intellect mind)
Force Points: 75.

Force Valor
Force Points: 60
(+3 Saber Attack, and Saber Defense. Last six turns before having to use more force points to keep it going. No side effects when leaving valor.)

Force Stasis
Force Points: 40
(Stun and slow down target for two turns. -4 to their defense. Can freeze character in place, but with Consent only.)

-----------------------------------------------------

Dark Side:

Lightning
Force Points: 40

Force Insanity (high intellect mind)
Force Points: 75
(Usually high command and governors, some species who claim immunity to force tricks, and the occasional redheaded PI.)

Memory Walk
Force Points: 30
(You can attempt to pull out every negative, and painful memory in a person's mind)

-----------------------------------------------------

Neutral:

Boomerang
Force Points: 12
(Your melee weapon is thrown and pulled back.)


Force Barrier
Force Points: 30
(Make a barrier to stop projectiles, blasters, and force powers from one direction. +4 to defense roll )

Repulse
Force Points: 30
(Force push in all directions, but not as strong, or violent as Shockwave)

Force Whirlwind
Force Points: 20
(NPC or Player are lifted up, and spinned around. -4 attack for target for 2 turns.)

Sense Current Thoughts
Force Points: 100
(Use this power to detect what someone is thinking, or their motives. Consent required.)

Alter Mind
Force Points: 40
(You can attempt to alter a person's mind, add or remove memories)

Force Cloak
Force Powers: 40
(Use the force to hide from an enemy. +6 to stealth roll)


30: Jedi Master / Chief Inquisitor / Dark Jedi Master

Light Side:

Keep Alive
Force Points: 80
(Keeps targeted person alive for one day, through any conditions.)

Force Light
Force Points: 80
(Remove an opponent ability to use the dark side of the force for 3 turns. Remove dark side, or dark side corruption from player / NPC with consent.)

Electric Judgment
Force Points: 40
Alignment: 60 Light Side
(Use the Light Side of the force to send out lightning that can stun.)

Emerald Lightning
Force Points: 60
Alignment: 80 Light Side
(Use the Light Side of the force to send out Light that can harm and kill.)


Rainbow Storm
Force Points: 100
Alignment: 80 Light Side
(You make a Rainbow. That's it. Tasty Tart like creature might appear.)

Stasis Field
Force Points: 60
(Stun and slow down target for two turns. -6 to their defense. Can freeze character in place. Consent Required.)

-----------------------------------------------------

Dark Side:

Maelstrom
Force Points: 60

Drain Life
Force Points: 80
Alignment: 80 Dark Side

Force Shadow
Force Points: 100
(Create a force phantom of yourself, and see through it. Roll a D20 for distance. Higher numbers longer distance. )

Force Destruction
Force Points: 80
Alignment: 40 Dark Side
(Break apart, and destroy matter with the force )

Dominate Mind
Force Points: 100
(Use your powers to control people and their actions. Must be used with consent. Also the controlled can attempt to break free once every half an hour. You can fight back by using 20 force points, and roll against them. The dominated get a -4 to their break out roll. )

-----------------------------------------------------

Neutral:

Protection Bubble
Force Points: 40
(Make a bubble to stop projectiles, blasters, and force powers. +6 to defense roll)

Shockwave
Force Points: 50


Battle Meditation
Force Points: 100
( . +3 Attack and Defend allies. Last six turns before having to use more force points to keep it going. No side effects when leaving Battle mediation. )

Alter Environment
Force Points: 60
(Alter the world around you to attack against your enemy. From calling down rains, to using a thunderstorm's lightning. )

Enter Mind
Force Points: 60
(You can attempt to enter a person's mind.)


Shatterpoint
Force Points: 100
(See the weakness and cracks in the Force. Works on objects, people, problems, and events. Consent required for this power)
avatar
Chief-Inquisitor Pavan
Chief-Inquisitor
Chief-Inquisitor

Posts : 95
Join date : 2014-11-27

Character Sheets
Force Level: 30
Modifiers:
Modifiers+4+3+2
Modifier 1Force
Modifier 2Lightsabers
Modifier 3Hand-to-hand

Force:
ForceForce Points
Current Force Points1,000
Max Force Points1,000
Alignment-30

View user profile http://intelligencescarlat.forumotion.com

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