SPECIAL ATTACKS AND ABILITIES Star Wars RPG GAME (STILL IN DEVELOPMENT) Version 000.1
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Basic Attack
Formula
1D20 +modifier +proficiency bonuses= damage dealt
healing
1D20+ Medical Skill + other necessary buffs in place currently=health/ number of players being healed
The Force
Players will roll 1D20 + force sensitivity modifier + additional modifiers and then divide by the number of units they intend to hit, to determine the outcome.
Stamina drain some abilities will take time to refresh over turns others will drain stamina from the stamina usage skill or be reversed by the fighting stamina skill. Below is a list of all attacks and how they work as well as their stamina drain
Melee
1D20 +modifier +proficiency bonuses= damage dealt
Attack Name | Formula for calculation | Stamina drain Cost and penalties | Turns until refresh |
Punch | 1D20 +strength martial arts +proficiency bonuses= damage dealt | 1 | 1 |
Kick | 1D20 +strength martial arts +proficiency bonuses= damage dealt | 1 | 1 |
Parry | 1D20 +strength+proficiency bonuses= damage dealt | 5 | 1 |
slash | 1D20 +strength+proficiency bonuses= damage dealt | 3 | 1 |
chop | 1D20 +strength+proficiency bonuses= damage dealt | 3 | 1 |
Disarm | 1D20+ strength + intuition+proficiency Bonus | 10 +10 Lightside Karma | 10 |
decapitation | 1D20+ Strength + Intuition+Proficiency bonuses=Damage Dealt(Luck)+(Rage) | 10 +5 Darkside Karma | 3 |
Strike Down in Anger | 1D20+ Strength(Rage) + Intuition+Proficiency bonuses=Damage Dealt | 10 +10 Darkside Karma | 10 |
Ranged
Roll 1D20 + Accuracy(distance)/Luck +weapons Modifiers + Proficiency bonuses=damage to target.
Ranged attacks take no stamina, and the weapon determines their refresh or stamina time
Force abilities:
1D20 + force sensitivity modifier + additional modifiers and then divide by the number of units they intend to hit +Force Proficiency
Ability | Formula | Stamina and force Cost | Additional info | Turns until; Refresh |
Force Push: | 1D20 + force sensitivity modifier + additional modifiers and then divide by the number of units they intend to hit +Force Proficiency | Stamina:1 | stun if the number of units being hit is less than the damage dealt to each unit, all hit by this attack are stunned for 2 turns. | 3 |
Force Choke: | 1D20 + force sensitivity +Rage + Strength + additional modifiers and then divide by the number of units they intend to hit +Force Proficiency | Stamina:5 +5 Darkside Karma | add 5 damage as a modifier and add Rage skill modifier add strength skill modifier to calculate damage after use take 10 Darkside Karma | 5 |
Mind trick: | The game master and player roll 2D20’s the player adds their luck and Wisdom. The game master also rolls to determine if it succeeds. If the player's roll is stronger than the Game Masters Roll the mind trick succeeds. If it doesn't, the mind trick fails. | Stamina:0 | doesn’t work on strong willed beings, t(doesn’t work on Toydarians) | |
Force Lightning: | roll 2d20 (Rage modifier +Force sensitivity modifier) = damage/ number of enemies being hit. if number of damage is greater than number of units stun or roll 1d20 if odd they are stunned if even they are disintegrated. | Stamina: DarksideKarma(Force Sensitivity)/Rage=Stamina Usage | take 50 Dark Side Karma -50 stamina, | 5 turns for most NPC’s and players For palpatine NPC everyturn |
Force Throw: | 1d20 X number of objects being thrown+rage or serenity modifier+other modifiers= damage then allow Game master to roll 3d20 if their total is greater than damage they dodge the thrown if not they are also stunned. | Stamina:Strength(rage or serenity)=stamina usage | If rage is used deal+ rage damage and take 5 Darkside Karma, if serenity is used roll 1d20 and heal an ally for that amount before taking 1 lightside Karma | 2 |
Force Stealth: | Stealth+ proficiency+ Serenity or Rage= stealth then subtract from the Intuition+Accuracy of the opponent if the stealth > their Intuition+accuracy their stealth succeeds if not the opponent does 5 damage to the player using this ability | Stamina=0 | 10 | |
Shatterpoint: | when attacking claim shatterpoint roll for damage 1D20 +modifier +proficiency bonuses= damage dealt + serenity or Rage+ Force sensitivity+ strength= if the number of damage is greater than the opponents total health defeat that unit, if it is not deal that amount of damage to it. | Stamina:strength/serenity or rage | 1 | |
Force Drain: | roll 1D20 x Force Sensitivity x Rage= Drain x enemies targeted = total amount healed then take 50 dark side Karma and sap all enemies defeated by this attacks stamina if no enemies are defeated sap the number of force and health based on the number of the opponent's strength from each target. | Usage: Force +Rage/Darkside Karma= X Then do stamina restored by this ability- X to calculate the usage | Cannot be used for every 1 turn for every unit defeated by it. | |
Force shield: | roll 1D20 (Force Sensitivity + Wisdom) Strength=Shield divided by the units being shielded | Stamina:Force/Strength | 20 | |
Battle meditation: | roll 1d20(Intuition) +Wisdom(Serenity)= Battlemeditiation Damage modifier for 5 attack turns, use no stamina when in combat for five turns. Gain 10 lightside Karma + 50 health pts. | 20 stamina | 5 turns | |
Seethe: | 1D20(Rage) +force sensitivity(strength)= seethe damage modifier for 10 Attack turns, use no stamina when in combat for 10 turns. +10 health points | Stamina:2 | Gain 200 Dark Side Karma | 10 turns |
Saber throw: | 1D20 + Lightsaber Damage Modifier + Strength + force sensitivity(Rage)= damage divided by targets if damage done is greater than number of targets, eliminate all targets and take 5 Darkside Karma. | Stamina 2 | 1 | |
Force repulse: | 1d20(number of targets)+ ((Rage or serenity)(force sensitivity)) +intuition=damage. | Stamina:10 | if damage is greater than enemy units and rage was used disintegrate enemy targets, if damage is greater than enemy units and serenity was used stun enemy targets for 3 turns. | 20 |
Force concealment: | 1d20+Stealth and modifiers +Intuition+( Stealth x Force sensitivity)= concealment divided by players being used ons darkside Karma. reduce Karma indefinitely unless darkside abilities are used or the player chooses to reveal their true nature. | Stamina:200 | 1 | |
Animal Bond: | 1d20+ Intuition(Force Sensitivity)+LightsideKarma(Serenity) or Darksidekarma(Rage)= successful animal bond for 10 turns. If Darkside is used give the animal rampage: strength(players rage)=extra Damage done to target. | Stamina is reduced by the equation force sensitivity/10 over the course of the next 10 turns | 10 | |
Psychometry: | Tracking(force sensitivity)+ Serenity or Rage(torpour)= hint from the Game Master from Psychometric force echo usage. | Stamina:-2 | 1 Turn | |
Darkside Ritual: | Rage(Force Sensitivity)(Darkside Karma) = outcome/ intuition of the defending target. | Darkside Karma Must be above:10,000 Stamina:100 | This is the Darkside Ritual from Season 6 episode 13 of the Clone Wars. players will enter a dream world when attacked by the darkside ritual and cannot be attacked from the outside only from within. If the Darkside Caster succeeds, Madness will be attached to the defending Target if they survive the trials, every time they use Wisdom or Serenity they will take 10 Dark Side Karma. If the target user wins his trials while under the ritual, they will be given insights into the future, that may assist them on their journey. If the target dies under the influence of the ritual they will die in the game itself. In order to use this ability a player must also know the Sith Language if they don’t they cannot use it. | |
Nightsister Zombies: | Darkside Karma(Force sensitivity modifiers)(number of available corpses)= the amount of stamina needed to cast. the player must then roll 1D20 for an odd number. | Stamina=(number of available corpses)= the amount of stamina needed to cast. | If successful Each Zombie was a corpse, their health is determined by the force sensitivity level of the caster, their attack is determined by the rage(darkside karma) of the caster. The corpses are all defeated if the caster is killed or stunned in battle. The caster controls the zombies, but their character cannot attack while the zombies are in play. +200 Dark Side Karma for casting this successfully. | When zombies are defeated or when they are attacked |
Force sense: | roll 1D20(Intuition)= boosted senses for this many turns. | Stamina:10 | During this time when attacked players can roll 1D20(intuition) and if the sum of which is greater than the attack of their opponent they can dodge the attack. If the attack is equal too they will deal half damage if it the attack is greater than, they will take the sum of their Attack- their previously rolled 1D20(intuition)= damage dealt to player. | Dependent on the amount of turns determined by the equation |
Foresight: | Intuition(Force sensitivity)= value of information one player must sacrifice that amount of stamina to gain a hint from the game master of what is to come. | Stamina:determined by the equation provided. | 30 | |
Force sprint: | force sensitivity(movement)= stamina is boosted for 3 turns for that amount, and may move=movement+30 | stamina(?) | However, players will need to rest for two turns or take a stamina penalty of the value of force sensitivity(stamina) divided by 3 for 3 turns. | Two turns(and cannot attack after) Unless they take the stamina penalty then it is 3 turns and they may attack. |
Force freeze: when an enemy attacks, players will roll 1d20(force sensitivity + intuition) if the attack is equal to or less than the equation, their attack is blocked by their movement divided by their accuracy skill for the amount of turns determined by the 1D20(force sensitivity + Intuition). If its a melee attack the attacking player is frozen for that amount of turns if it is a ranged player the player may move but their attack is frozen on a logically selected square halfway on the grid between the attacker and the defender for the turns mentioned by the equation. | when an enemy attacks, players will roll 1d20(force sensitivity + intuition) if the attack is equal to or less than the equation, their attack is blocked by their movement divided by their accuracy skill for the amount of turns determined by the 1D20(force sensitivity + Intuition). If its a melee attack the attacking player is frozen for that amount of turns if it is a ranged player the player may move but their attack is frozen on a logically selected square halfway on the grid between the attacker and the defender for the turns mentioned by the equation | Stamina:3 | 20 | |
Waters of Life: | 0 | using this 50 darkside karma | Heal the entire party over the course of 3 turns to max health, and can be used to resurrect fallen opponents | Since this is an item more than an ability, players who use this ritual will only be able to use it while the ater is present. |
Spell of Stamina: | 0 | Stamina 0 Dark Side Karma(100) | boosts stamina usage by 1000 but adds 100 Dark Side Karma. | Since this is in the nightsister Tomb it boosts players stamina for one turn, but will take time to refresh from every lightside stamina that was boosted by this ability. |
Meditate | Knowledge+ Force Sensitivity+Serenity(Knowledge)=Health Restored to each player(if only healing ones self take +10 Darkside Karma) | Stamina 0 Lightside Karma 100 | Forsight uses 50% less stamina and buffs intuition by+5 All force Abilities are multiplied by 2 for the next 5 turns | |
Dark Meditation | Knowledge+ Force Sensitivity+Rage(Knowledge)=Health Restored to ones self(if healing others divide by the amount of players being healed as well and take +10 lightside Karma for each player being healed) | Stamina 0 Dark side Karma 100 | Forsight uses 50% less stamina and buffs intuition by+5 All force Abilities are multiplied by 2 for the next 5 turns | |
Tutaminis | Knowledge> Rage of the Opponent. Wisdom> or = The opponent’s own Force Sensitivity > or = the opponent’s own Player must have meditated within the last two play throughs. To repulse it at their enemy. 1d20(Serenity or Rage + Force sensitivity)= Damage output | 100 stamina usage 100 force | If damage is greater than the opponents Force Lightning attack Stun the opponent for 10 turns. If a player fails they will be stunned by the force lightning for double the amount of turns and their stamina cost will be 0 for attempting to use Tutaminis | Can only be used against force lightning. |
Force Crush | 1D20(Serenity or Rage+ Force Sensitivity)= Crush Crush must be greater than or equal to Armor of the enemy to succeed) | 5 Usage | If shatterpoint is combined it is added as a modifier to the crush result. | |
Force understanding | Intuition+wisdom(force Sensitivity)= outcome Outcome must be greater than or equal to the health of the target | 10 usage | Allows players to understand languages of other players and units using the life force of midichlorians that connect the galaxy. If the amount is overwhelmingly greater than the health of the targeted player players will instantly learn that language. | |
Force Shout | Rage(Force Sensitivity+charisma)= Damage/ targets | 20 usage | If this ability is greater than the targets Wisdom +Intuition+ Discipline= outcome, stun the enemies for 5 turns and regain 20(level) health taking 200 darkside karma | 5 turns |
Force Heal | Force Sensitivity Serenity+Wisdom( Player using lightside Karma)= health restored/ players being healed= health restored to each player | 50 usage +200 Lightside Karma | If a player meditated in the last 200 turns add +amount of turns since last meditated as a modifier to the equation and add that number in lightside karma to the player casting. | |
Force Guidance | Player casting must have reached 10,000,000 Lightside. | 0 | Player is visited by a ghost of a fallen ally who reached 10,000,000 Lightside karma, who can assist them in their journey, as long as a presence in the Dark Side is not present. They can use their ability to buff the force sensitive 10,000,000 Lightside karma player’s skills with a +100 modifier for Players serenity(wisdom) + other players Serenity(wisdom)= the amount of turns Based on Obi Wan’s force Ghost on the Death Star Trench Run | |
FORCE SPIRIT | Player must have reached 10,000,000 Lightside And another player must be force sensitive and at 10,000,000 Lightside to use Force Spirits may effect weather and Terrain but may not the battle itself. | 0 | A player may return to a player who is at 10,000,000 Lightside, to assist with a trial. As Obi Wan States “if you choose to face vader you must do it alone. I cannot Interfere” “If you strike me down I will become more powerful than you can possibly Imagine” Based on YODA in the TLJ | They will disappear as soon as the great Dark Side figure approaches the other player. Players cannot appear but they may use their voice if Dark Side Presence is near only to that selected player |
Night sister Teleportation | Roll 2d6’s then add the following equation to the movement: Darkside Karma+ Force Sensitivity(Sprint+Stealth)= amount of spaces that can be moved using this ability | 5 Usage +10 Dark Side Karma | Must have an Ancient Tome of Night Sister magic to use this ability | |
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