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Difference between revisions of "User:Kurst/Drafts"

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m (Various Ideas)
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: '''Time Required:''' 1 full round of concentration without doing anything else per action/skill roll planned.  
 
: '''Time Required:''' 1 full round of concentration without doing anything else per action/skill roll planned.  
  
'''Effect:''' To use this power the Jedi first selects a number of actions that will be performed in one round at the end of the preparation time. This can be normal skills or it can be a force power that requires several force skills or any combination of these. The Jedi must spend a number of rounds in deep concentration equlal to the number of skills planned to be used. "Deep concentration" means that nothing else can be done and if anything else is done, the preparation time is wasted and must be started over. After the required time has been spent the actual action sequence can be held, but if anything else is done by the Jedi that requires an action, the preparation is again wasted. When the action sequence is initiated, all skill rolls are done in one round and normal multi-action penalties apply although each roll gets a +5D bonus from the deep concentration effort. The actions must be performed in the planned order, although the sequence can be broken off at any point.
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'''Effect:''' To use this power the Jedi first selects a number of actions that will be performed in one round at the end of the preparation time. This can be normal skills or it can be a force power that requires several force skills or any combination of these. The Jedi must spend a number of rounds in deep concentration equlal to the number of skills planned to be used. "Deep concentration" means that nothing else can be done and if anything else is done, the preparation time is wasted and must be started over. After the required time has been spent the actual action sequence can be held, but if anything else is done by the Jedi that requires an action, the preparation is again wasted. When the action sequence is initiated, all skill rolls are done in one round and normal multi-action penalties apply although each roll gets the bonus from the deep concentration effort. The actions must be performed in the planned order, although the sequence can be broken off at any point.
  
 
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Revision as of 05:53, 21 September 2014

Drafts of anything that I may come up with...

New Skills

Crystal Farming

Attribute: Knowledge

Time Taken: One hour to several months and more

Specializations: speed-growth, specific purpose crystals, etc.

This skill can be used to seed, grow and take care of crystals in all their forms. It is more an Art than a practical method and requires a lot of time to use. The character also knows about the various kinds of crystals throughout the galayy and how to grow crystals with various special effects - the crystal can have any shape, it can absorb and emit energy (usually sound or light), it can have resonance effects, etc. It can be used as an art form. A failed roll results in a fragile crystal that does not have the intended shape and does not have the intended properties. At GM discretion they crystal may look intact, but will fail or break during first use or may have other undesirable effects.

  • Very Easy - grow a crystal in a specific colour or shape
  • Easy - grow a crystal with a minor special effect (light or sound)
  • Moderate - grow a medicinal crystal
  • Difficult - grow a crystal that changes one energy form to another or a simple mechanical component
  • Very Difficult - grow an average mechanical or electronic component
  • Heroic - grow a complex mechanical or electronic component

- there could also be an advanced skill: Crystal Engineering used by the Skek to create weapons and other Crystech(TM) equipment.

... and this may be the foundation of a "new" force power (originally used by the UrSkek):

New Force Powers

Crystallize Force

Required Powers: Emptiness, Concentration,
Skill: Alter
Difficulty: varies, but at least Difficult This is an old UrSkek power that was rediscovered by the Skek and later rediscuvered by the UrRu. It allows to manifest Force in crystaline form. All by itself that does not really do much, because in crystal form Force is practically inert. But it can also be highly dangerous if handled incorrectly, with strange und completely unknown side effects. Together with some other skills or Force powers such crystals may have specific effects at the GMs discretion, basically depending on how the crystal was formed...

Deep Concentration

Similar to Concentration, but lets the user focus on several actions to be used in the same round.

Required Powers: Concentration
Skills: Control, Alter
Control Difficulty:
  • Easy if the Jedi is relaxed and at peace
  • Difficult if the Jedi is filled with aggression, fear or other negative emotions
  • Very Difficult if the Jedi is acting on those negative emotions.
Alter Difficulty:
  • Easy for a 4D bonus
  • Moderate for a 5D bonus
  • Very Difficult for a 6D bonus
Time Required: 1 full round of concentration without doing anything else per action/skill roll planned.

Effect: To use this power the Jedi first selects a number of actions that will be performed in one round at the end of the preparation time. This can be normal skills or it can be a force power that requires several force skills or any combination of these. The Jedi must spend a number of rounds in deep concentration equlal to the number of skills planned to be used. "Deep concentration" means that nothing else can be done and if anything else is done, the preparation time is wasted and must be started over. After the required time has been spent the actual action sequence can be held, but if anything else is done by the Jedi that requires an action, the preparation is again wasted. When the action sequence is initiated, all skill rolls are done in one round and normal multi-action penalties apply although each roll gets the bonus from the deep concentration effort. The actions must be performed in the planned order, although the sequence can be broken off at any point.

...

Paralysing Touch

(an UrTek-Ná Technique)

Required Powers: UrTek-Ná, Control Pain, Control Another's Pain
Restrictions: can only be used while the UrTek-Ná power is "up"
Alter Difficulty: opponents Stamina + physical Armor

Warning: If this power is used to injure or kill a helpless target, the user immediately gains a Dark Side Point.

Effect: Through manipulation of the Force in the target's joints and pressure points, this power allows to "paralyse" the target. All muscles and joins lock up temporarily and the target is unable to move amd act, although fully conscious. This technique cannot be used against droids. When this power is used the Jedi delivers a normal attack using Brawling, modified by the UrTek-Ná power, but no damage is dealt. Instead the target may be paralyzed for a time depending on the amount the Alter roll exceeds the difficulty.

Roll > Difficulty Result
0-3 paralyzed for 1 action
4-6 paralyzed for 3 rounds
7-10 paralyzed for 1 minute
11-15 paralyzed for 2D6 minutes
16+ paralyzed "indeffinitely"

The paralysation can be ended before the time is up by correcting the flow of the force within the target's body. A Medicine roll (possible applicable specializations: pressure points/chi-flow/body energy) can be attempted to help the victim. It takes one round to apply this with a difficulty of Moderate to heal temporary paralyzation and Very Difficult for indefinite paralyzation - although the diagnosis of this condition may take a lot longer than a round if the healer/doctor is unfamiliar with the concepts and medical droids have a particularly hard time identifying it. Also the patient may snap out of an indefinite pralyzation himself when naturally healing and succeeding at a Very Difficult Stamina roll (A Force sensitive person may roll Control instead of Stamina for this).

The Sweeping Spiral

(an UrTek-Ná technique)

Required Powers: UrTek-Ná
Restrictions: can only be used while the UrTek-Ná power is "up"
Alter Difficulty: Opponent's Dex, Dodge or Brawling Parry roll

Effect: drops multiple opponents to the ground... ... affects all opponents within a number of meters equal to the number of dice of the Jedi's Alter skill ...

Various Ideas

Precise Movement

Control Difficulty: Easy
This power can be kept "up"

While this power is up the Jedi has a very sure step and treads exactly the way he intends to. This gives a +4D bonus to resist any shoving, pushing, etc. to make him fall over or down or to keep his balnce. It also grants a +2D bonus for stealthy movement.


Adiabatic Shield

Required Powers: Telekinesis
Alter Difficulty: ???

Adiabatic shield was a Force power. The user manipulated the air around them to function as a shield of sorts. While this shield did not protect the user from blaster fire or impact with solid objects, it could disperse gases and airborne chemicals that could affect the user. A user could use this power to disperse smoke, poisonous vapors like chlorine, or more subtle chemicals like airborne pheromones.

Difficulty levels

  • affects only the Jedi - Easy
  • 1m radius - Moderate
  • 3m radius - Difficult
  • 10m radius - Very Difficult

may be modified by gasses special properties and exterior pressure. → ???

Source: Wookieepedia Adiabatic shield

Bend Matter

Resquired Powers: Telekinesis
Alter Difficulty:
liquid matter - very easy (but only holds form while power is being kept up)
mellable matter (clay, modelling plastics, etc. )- easy
hard matter (wood, base metals) - moderate

... ????

Effect: The Jedi applies telekinetic force on an object in order to push it into another shape. ...

Playing Dejarik

Dejarik

Playing Sabacc

German Sabacc rules; English Sabacc rules

House Rules

just thoughts ...