INTRODUCTION I really like the way that D20 Star Wars implements Force abilities. It feels very cinematic, particularly in the sense that it is actually possible to portray the abilities shown in the movies without being overwhelming or greatly unbalanced with other character classes. However, it is still true that portraying Jedi in a way that is balanced with non-Jedi characters is a little difficult and I think it did impact some of the design decisions. Given the constraints of the generic Star Wars game, I think that the Force abilities and characters are remarkably well designed and I congratulate the designers. Fortunately for me, however, my game will involve a small number (probably only one or two PC and one NPC) of Jedi characters. For this particular campaign, I'm more concerned about portraying the Jedi accurately than maintaining play balance with other PC classes, so I might be making some additions and changes to the game that are not appropriate for every campaign. If anyone sends me feedback on these suggested rules, particularly criticisms, I'd appreciate it if you would specify if the criticism relates to a game balance issue, or if something actually seems inappropriate due to canon portrayals of Jedi and other Force users. Thanks! Lindharin Lindharin@Telluri.com GENERAL COMMENTS One of my biggest concerns, prior to seeing the game, was that if each Force ability in the previous West End Games version were converted into skills or feats in the D20 version, and that each needed to be learned individually, it would be very hard to make a worthwhile Force using character. Having read the book, I realize that it works better than I feared, for two reasons I think. First, by setting the difficulties carefully and using the dice mechanics of the D20 system, you can actually accomplish things without needing significant skill bonuses. Second, and just as important, they've combined related WEG abilities into a smaller number of core abilities. Receptive and Projective Telepathy are now one skill, as are Accelerate Healing and Detoxify Poison, Life Sense and Force Sense, etc. I strongly agree with implementing these abilities as a smaller number of core skills that can each be used for multiple related tasks. For that reason, I'm taking it a little further than the game designers explicitly did. There are a moderate number of Force abilities that are portrayed in the movies, novels or WEG game that are not explicitly included in the D20 core book. However, most of those extra abilities are related to skills that already are in the new core book, so I have gone through and added them as additional tasks of existing skills. However, there are a few Force abilities that don't fit neatly into the existing D20 skills, so I have also added a few new skills, in addition to expanding the abilities of existing skills. TERMINOLOGY Concentration Some Force abilities require minimal concentration to maintain them. You may only maintain one Force skill that requires concentration, and while doing so you suffer a -2 on any other Force skill you attempt to activate. If you attempt to activate another Force skill that also requires concentration, you must either stop the first one, or the second one will only function for one round (the round you activated it in). Dropping a Force skill you are maintaining is a free action. If you are Exhausted, you cannot maintain a Force skill for more than one round if that skill requires concentration. Unless otherwise noted, the Vitality Point Cost for the skill must be paid each time the normal duration is up. Some feats, like Force Mastery, may allow you to maintain more than one Force skill that requires concentration. In that case, you will suffer greater penalties when activating other Force skills. When activating any Force skill, you will suffer a -2 penalty for each skill you are already maintaining with concentration. Stacking Bonuses Remember that Force bonuses do not generally stack unless explicitly stated otherwise. So using two different Force skills that both provide a bonus to the same action will only give the larger of the two bonuses. FORCE SKILLS Affect Mind (Clarification) The Alter Perception ability can last longer than one round, but it requires concentration for the full duration and costs vitality every round. The Suggestion ability can be used on more than one subject, but they each gain a +2 circumstance bonus for every additional person affected. Battlemind (Con) (Clarification and Change) This ability requires concentration to maintain. It grants ½ your Force-user level as a bonus, which can be split as you desire between attack rolls and Defense. The allocation of bonus points can be altered once per round on your initiative as a free action and will apply until your next action. Vitality Point Cost: 2 Cloud Awareness Trained Only; Requires the Force-Sensitive and Alter feats This skill causes a Force penalty to any Listen, Search, Sense Motive or Spot checks made by the target, as well as Survival checks made to find or follow tracks. It also imposes a lesser penalty on any activities that require clear thought and sharp senses, like combat attack rolls, Defense, combat Piloting, etc. Because of the clouding of his awareness, the target does not even realize anything unusual is happening. The penalty lasts while you maintain concentration on this skill and for a short time past the point when you stop concentrating, ending 1d6 rounds later. The target is allowed a Will save to resist, with a DC of 15 + 1 per 2 Force-user levels you have attained. You can affect additional targets, but they all receive a +2 circumstance bonus to their saving throws for each additional target. Result 10-14 15-19 20-24 25-29 30+ Perception Penalty -2 -4 -6 -8 -10 General Penalty 0 -1 -2 -3 -4 There is some debate whether this skill should be a Dark Side power, and most Jedi avoid it. Vitality Point Cost: 2 per 10 rounds while concentrating. Concentration (Wis) Trained Only; Requires the Force-Sensitive and Control feats You can focus your thoughts on a single task, gaining significant bonuses. Using this skill is a full round action (at least, but it can take longer as the GM sees fit) as you prepare for the task at hand. During this preparation period, you count as being flat-footed. Your immediate next action gains a bonus as determined by the skill check. This ability can also be used as a memory aid, a form of self-hypnosis that allows you to recall memories with amazing detail, literally replaying events before your mind's eye. Other less-obvious uses include might include providing a bonus to a single attack action when you have the opportunity to prepare for the preceding round (a sniper shot, for example), or a bonus to a saving throw to resist an attack or situation that you know will occur in a few seconds. This ability is also useful for longer term activities, such as craft or repair tasks. However, maintaining focus over such long periods is difficult even for fully trained Jedi, so the bonus this skill provides is reduced. The GM is encouraged to impose a penalty to the check based upon your situation. A +2 might be appropriate when this skill is attempted in a quiet temple or your private meditation chamber. A -2 would be appropriate in noisy, distracting environments, while a threatening situation like combat could impose a -4 to -10 depending on your perception of the danger you are in and the pressure you are under. Result 10-14 15-19 20-24 25-29 30+ Immediate +1 +2 +3 +4 +5 Long-Term +1 +1 +2 +2 +3 While preparing for a single action or performing a long-term task, you suffer an equivalent penalty to your Defense (in addition to being flat-footed) and any free actions or reactions you make, such as Spot or Listen checks. Vitality Point Cost: 1 for single actions, or 1 per 30 minutes for long-term tasks. Enhance Ability (Clarification and Change) Requires concentration to maintain. This ability can be activated at will, without spending an action, however under those circumstances it only lasts one round and still costs the full 2 vitality points. This ability can be used to add a bonus to Constitution for the purposes of determining Fortitude saves only, but it does not increase Wounds, Vitality, or skill checks. Enhance Instincts Requires the Force-Sensitive and Sense feats You can open yourself to the will of the Force, while directing your attention to a goal. This results in strengthening and improving the accuracy of your natural instincts. It can add a bonus to Appraise, Gather Information, Search and Sense Motive checks. The bonus applies to one skill check, whether that is a single action to determine if there is a secret door in one section of a wall, or an entire night spent attempting to Gather Info. Result 0-4 5-9 10-14 15-19 20-24 25-29 30+ Bonus -4 -2 0 +2 +4 +6 +8 An Enhance Instincts check can also aid in picking the "right" path when faced with multiple choices or unknown destinations. When confronted with purely physical hazards, like finding water before suffering dehydration or finding your way through the navigational hazards of hyperspace, this power is extremely useful. You can roll this skill in addition to a Survival or Astrogate check, and take the better of the two rolls. However, it can also aid you in making more abstract decisions about your life. You can try to "feel" the will of the Force, letting it guide you where you need to go (rather than where you want to go). This might lead you to the "right" path, from the point of view of the objective Force, not necessarily the easiest or safest. This use of the skill is very subjective and up to the GM to adjudicate. The higher the skill check total, the more generous the GM should be, but in many situations there may be no choice that is "righter" than any other, so even a great roll may not result in a clear answer, and a poor roll could lead to an incorrect "feeling". The GM should roll the check when used for this purpose. Retry: This skill cannot be retried for the same check, or when attempting to determine the will of the Force. However, if the normal skill you are attempting to get a bonus for can be retried, then a new Enhance Instincts check can be made for each retry of that skill. Vitality Point Cost: 2 Enhance Senses (Clarification and Change) Requires concentration to maintain. This ability can also grant you senses beyond those natural to your species. Each new sensory ability is a separate use of the power, and does not also provide the normal bonuses. DC 15 20 20 25 30 New Sense Low Light Vision Dark Vision Ultrasonic Hearing EM Detection Spectral Analysis (identifies substances) Force Defense (Clarification) Requires concentration to maintain. It can be used as a free reaction but only provides a bonus for one round, and still costs the full vitality point cost. Force Grip (Change) As per the designer's comments on the mailing list, I agree that merging Force Grip with Move Object (which makes sense on a first look) would make Move Object a little unbalanced, a "killer" skill. However, having a completely separate skill for this one use of telekinesis seems inappropriate, especially since most D20 Force skills are more inclusive than their WEG predecessors. At the very least, it should be "easier" to learn this specialized telekinesis than the other Force skills. So, I'm considering a synergy bonus of +1 to this skill for every 2 ranks (not total bonus including attribute mods, but actual ranks) of Move Object. Increasing Move Object will help this skill, but not as much as if they were the same skill, and it is still possible to "specialize" in this application without increasing Move Object. Force Push (Change) For the same reasons mentioned in Force Grip, I'm considering a synergy bonus of +1 to this skill for every 2 ranks (not total bonus including attribute mods, but actual ranks) of Move Object. Force Stealth (Clarification) Requires concentration to maintain. Heal Another (Clarification and Change) This ability is used to resist poisons and diseases, and works by bolstering the immune system, controlling the metabolism, and directly affecting any foreign substances or organisms. Each poison attack can only be healed once per day, but multiple poisonings can be treated in the same day. Heal Self (Clarification and Change) This ability is used to resist poisons and diseases, and works by bolstering the immune system, controlling the metabolism, and directly affecting any foreign substances or organisms. Each poison attack can only be healed once per day, but multiple poisonings can be treated in the same day. This ability can also be used to reduce fatigue. To go from Exhausted to Fatigued, or Fatigued to Normal, requires a DC of 15, must be maintained with concentration, and costs 1 Vitality Point per hour. Move Objects (Clarification and Change) This skill requires concentration to maintain, although multiple objects can be moved as per the rules in the book. Each x10 range adds 5 to the DC and doubles the vitality cost, and you still must always be able to perceive the subject. See Force (Clarification) This skill requires concentration to maintain the Detect Life or Detect Force abilities. The vitality point cost is per minute. Telepathy (Clarification and Change) This skill requires concentration to maintain beyond 1 round. The listed difficulty in the book is for sending or picking up strong, concrete thoughts or single thought phrases (Help!, Come to me!, etc). With greater skill, it is possible to pick up weaker thoughts, effectively scanning the subject's stream of consciousness and surface thoughts. Alternatively, it allows you to project your thoughts as a monologue while you maintain the power. These types of activities have a +5 difficulty. At this difficulty, it is also possible to understand what someone else is saying verbally, a form of instant translator, although it conveys intentions and meaning more than literal translations. It does not allow you to speak that language, however, although you could implant your meaning if you project your thoughts. Two-way telepathy is possible if you have Force Mastery, allowing you to maintain two Force powers simultaneously, one to send thoughts and the other to receive the responses. For deeper probes, allowing you to seek specific memories or knowledge, the difficulty is increased by +10 or more, and it requires one attempt per fact or memory you are seeking. Vitality Point Cost 1 2 1 2 10 Activity scanning for strong thoughts (per minute) scanning for stream of consciousness or language translation (per minute) sending a strong thought (per round) sending your stream of consciousness (per round) deep probe for one fact (typically takes 2d6 rounds, plus the target's Will save bonus if hostile) The above costs assume the target is willing, and the cost is doubled for hostile targets. It also assumes a range of up to 10 meters, and each x10 distance doubles the cost, but otherwise there is no explicit range limit. However, if you are touching the subject, the cost is halved. FORCE FEATS Alter (Clarification and Change) The "free" use of telekinesis requires either an Int check or a Move Object check, whichever is better, vs. DC 15. It can affect weights up to 1 kg per two Force levels (1 kg minimum), at ranges up to 1 meter per Force level (4 meters minimum). To affect larger objects, or move them over greater ranges, you must use the Move Object skill and pay the Vitality Point cost. Control (Change) This feat allows you to control your metabolism and autonomic nervous system, which includes more than just initiating a Force Trance. Other possible uses include, but are not limited to, slowing your pulse and breathing to lengthen the time you can hold your breath before suffocating, reduce the damage from environmental hazards, starvation and thirst, or stave off fatigue from forced marches and other forms of exertion, etc. In general, you can double the time you can survive before suffocating, or halve the Vitality Point loss due to harsh environments or physical exertion. This ability cannot reduce Wound Point loss under any circumstances, however. Deflect Blasters (Clarification) This can be used against any attack that is targeted at you or past you (ie, if the attacker would suffer a penalty because you are "in melee" with the target or providing cover to the target), regardless of whether or not the attack roll was sufficient to actually hit the target. Optionally, the GM can rule that attack rolls of 1-4 (not good enough to hit a stationary, 0 dexterity, man-sized object) are such poor shots they didn't come close enough to be deflected. Force Mastery (Change) This feat also allows you to simultaneously maintain concentration on two Force skills that require concentration. High Force Mastery (Change) This feat also allows you to simultaneously maintain concentration on three Force skills that require concentration. Prolong Force (Change) I would allow any Force user, regardless of whether they have this feat, to use Wounds instead of Vitality if their Vitality is 0. So, instead of just removing this feat entirely, I am considering letting it reduce the Vitality Point Costs of all Force skills by 1, but I haven't finalized this yet. If I do so, I'd probably make Force Mastery a prerequisite. Sense (Clarification and Change) This feat provides a bonus of +1 per 2 Force-user levels on the Wis check to avoid surprise (which you get from Force Sensitive). So if you pick up this skill at 4th level, you immediately get a +2, a +3 at 6th, a +4 at 8th, etc. At Force-user level 7th+ you gain the equivalent of a Scout's Uncanny Dodge, allowing you to retain your Dexterity bonus even when caught flat-footed or surprised, and is immune to a Scoundrel's sneak attack under those circumstances (but not if flanked). At Forceuser level 10th+ you can no longer be flanked, and are immune to a Scoundrel's sneak attack unless you are immobilized. Throw Lightsaber (Change) You are allowed one attempt to return the lightsaber to your hand using your Move Object skill as a free action. The difficulty is 15 + 1 per meter to the target. FORCE POINTS One thing I did not like about either version of this game was that there was no real concept or mechanic to portray whether a character was "strong in the force" or "weak in the force". It couldn't just be skill: Anakin and Luke were both "strong in the force" before they even had one level of a Force-user class (or any Force skill dice in WEG). Anakin is supposed to have a higher Force affinity than any other known character, but how is that represented in the game? I see several possibilities: First, apply an experience penalty or bonus to Jedi based on their Force affinity, so it is easier to advance if you are strong in the Force. Second, impose a maximum level, so only the strongest Force users can reach the highest levels. Third, have it affect the Vitality Point Cost of Force skills. Fourth, give a bonus to any Force skill checks. Fifth, include a mechanism representing this in the existing Force Point mechanics. In my opinion, neither of the first two is particularly desirable. I don't want to deal with experience modifiers for some classes and not others, especially when there is no such mechanism already in place (unlike D&D 3e which imposes experience penalties for multiclassing into too many classes). And saying that a Force user cannot ever improve their skill beyond a certain point, regardless of their raw talent, doesn't sit right with me either. Letting the character's strength in the Force affect Vitality Point Costs makes a lot of sense, and would be easy to implement. However, it still doesn't really do anything for a character who is strong in the force but not a trained Force user. Luke would get no benefit from being strong in the force until he actually got around to getting his first level of Jedi Guardian. There is a similar problem with the fourth option of giving a bonus to Force skill checks. So, I'm tending towards modifying the Force Point rules to represent this. Before I explain how I see it working, let me state up front that this suggested system is very unfair to non-Force users, and should only be considered in campaigns where that isn't an issue (strongly roleplaying-oriented players who don't care about play balance issues or fairness, or in a Jedi-only campaign). As for how it works: We know that each character starts with 1 FP, and characters with the Force Sensitive feat get a bonus FP and they are obviously "stronger" in the Force than non-sensitives. So, just expand that concept. A weak Force sensitive gets 2 FP, and average gets 3 FP, a strong gets 4 FP, and a very strong gets 5 FP. Twione (sp? the Jedi historian in the Jedi Academy trilogy) would be weak and start with 2 FP, most others start with 3 FP, but Kyp Durron would probably have 4 and Yoda obviously would have to start with 5 FP. Anakin, as a unique case, so he probably started with 6 FP. Luke is arguably a 5 or maybe a 6 (he did beat the much more experienced Vader, after all, but I'm still tending towards 5). For PC Force sensitives, I'd probably give them a choice between defaulting to Average (3 FP) or rolling on the following table and risking a lower strength in exchange for a chance at a higher strength. Of course, for story purposes the GM could allow the character to have a higher Force affinity without rolling, but only if appropriate to the campaign and if it won't cause difficulty with other players. D20 Roll 1-5 6-15 14-19 20 Strength (FP) Weak (2) Average (3) Strong (4) Very Strong (5) There is still one flaw (at least) in this approach, and that is the fact that it has no impact after creating the character and spending those initial points. Some benefit should still be gained, possibly gaining an extra Force Point every X levels, so Very Strong characters might get 2 FP per level, while Strong characters get 3 per 2 levels, Average get 4 per 3 levels, while Weak sensitives and non-sensitives get the standard 1 FP per level. An alternative, but even more unbalancing method would be to give each character their starting Force points again each time they go up a level. Obviously, the above Force Point rules are grossly unbalancing with regards to non-sensitives and I would not use them in any campaign where that might cause a problem. However, for my Jedi-only campaign with one or two players, this might add an extra touch of authenticity (and improve their survival chances, especially if it is just one player) without negatively affecting anyone.