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| #1warcolonelMay 02, 2008 20:50:01 | This system is based around the Star Wars Saga Edition version of the Force. It is not magic persay, rather flavored along the lines of technology mimicing magic, rather then the usual opposite. It is skill based, and there is a sect for each ability score. In order to use a power, you have to reach the requsit DC, with the power chosen becoming increasingly better when you hit a greater DC. All saves made by targets are equal to 10 + 1/2 class level + ability modifier. You gain powers by taking a feat, which grants you 1 + ability modifier powers. All abilities are usable once per encounter, and you can choose an ability more than once to gain multiple uses from it. You must also undergo surgery the first time you take the feat, implanting receptors in the brain and pertanent parts of the body. You only undergo the surgery once for each dicipline, but need to recieve futher changes if you learn a new dicipline. Additionally I am designing a 5 level PrC for each of the diciplines which grants you a talent at 1, 3, and 5 which are more universal in design and can be used with any power, as well as class features at 2, 4, and 5 which are designed for the specific powers a player has. Okay, now fluff on the diciplines. Strength: By adding biometric receptors and augmentation to major muscle groups, you tweak the humanoid body to feats of strength it is not normally made to reach. Through the careful regulation of the bodies glands as well as sycronized electric impunses to muscles, a person is able to drastically increase their body's potency. Powers gained through this augmentation primarily alter an individuals ability to do physical damage as well as make them more proficient in close combat. Dexterity: Similar to strength augmentation, a dexterious person relies much more heavily on discrete electric impulses to give them one main thing: speed. Whether running faster or reacting quicker, powers gained through this dicipline seem to border on precognition, as an individuals reflexes allow him or her to act before a threat is even seen. Constitution: With the grafting of artificial organs, a being whose vitality has been altered is much more resiliant against disease and damage. The body is even able to produce and disgorge it's own toxins. The powers of a constitution focus pertain to the bodies physical regulation. Intelligence: After undergoing the surgery, this augmentation enables an individual to understand atomic relationships, specifically the largest yet weakest of energy types: gravity. By finely manipulating the gravitational and magnetic relationships of atoms, the being is able to move objects, create protective fields, even fly. Wisdom: With the additional hardware installed in the skull, a moment of clarity will fill this individual's mind. Through sensors and transmitters placed on the brain, the individual learns to manipulate the wavelengths of the mind; shortening them to excruciating pieces, lengthing them to astounding insights, even altering them to the need of the user. A member of the Wisdom dicipline is able to read, control, bolster, and destroy the minds of the masses. Charisma: Energy cannot be created or destroyed. A member of the Charisma dicipline is able to merely change the energies in entropy into usable, focused progections. By sheer force of personality, existance itself is molded into a usable shape. A Charisma specialist is able to manipulate energy itno whatever sutiable for desired. |
| #2warcolonelMay 02, 2008 20:50:31 | Strength Powers Bring on the Hurt Time: Immediate action You gain the following bonuses for one round DC 15: You treat DR and item hardness as 2 less with melee attacks; any bull rush you initiate moves a foe an additional 5' DC 20: You treat DR and item hardness as 4 less with melee attacks; any bull rush you initiate moves a foe an additional 10' DC 30: You treat DR and item hardness as 6 less with melee attacks; any bull rush you initiate moves a foe an additional 15' "Strength Strike" Time: Immediate action You gain the following bonuses for one round DC 15: +2d6 damage with melee attacks DC 20: +3d6 damage with melee attacks; an enemy damaged by your attack is stunned for one round, Fort negates DC 30: +4d6 damage with melee attacks; an enemy damaged by your attack is paralyzed for one round, Fort negates Able Grappling Time: Immediate action You gain the following bonuses for one round DC 15: You gain the benefits of Improved Grappling if you do not already have the feat; you are treated as one size category larger for the purpose of grappling DC 20: As DC 15 check, except you are treated as two size categories larger DC 30: As DC 20, plus you automatically pin if you win the grapple "Rage" Time: Immediate action You gain the following bonuses for one round DC 15: Your strength modifier is doubled DC 20: As DC 15, plus Power Attack adds 2 to damage for each -1 to attack DC 30: As DC 20, plus all enemies damaged by your melee attack cower until the end of their next turn Deafening Clap Time: Standard action You bring your hands together with such force, all beings within the area are assaulted by the shockwave, becoming deafened, or even experience internal damage DC 15: All beings within a 10' burst centered on you must make a Fort save or recieve 2d4 Sonic damage DC 20: As DC 15, plus all living beings in the burst are deafened for 5 rounds on a failed save DC 30: As DC 20, plus all living beings in the burst are dealt 1d2 Constitution damage on a failed save "Ground Strike" Time: Standard action Striking the ground with tremendous force, you can actually see a wave of force eminating from where your fist struck ground. DC 15: All beings within a 15' burst centered on you must make a Balance check or fall prone DC 20: All beings within a 30' burst centered on you must make a Balance check or fall prone DC 30: As DC 20, plus any being who failed the check is nauseated Dexterity Powers Speed Surge Time: Swift action Electrical impulses act in unison with the movement of your legs, making them faster than naturally possiable. DC 15: You gain +10' movement and +1 dodge bonus against AoO for one round DC 20: You gain +15' movement and +2 dodge bonus against AoO for one round DC 30: You gain +20' movement and +4 dodge bonus against AoO for one round "Reactive Defence" Time: Reaction Because of hair-trigger processors, you are able to react to danger before it has fully coalesced. DC 15: You gain a +2 bonus to Reflex saves and gain the benefit of Evasion DC 20: You gain a +4 bonus to Reflex saves and gain the benefit of Improved Evasion DC 30: You gain a +6 bonus to Reflex saves and gain the benefit of Improved Evasion; you may make a free 5' step Note: This ability may only be activated in responce to an attack or ability that requires you to make a Reflex save Overdrive Time: Swift action Studying your opponites, you learn exactually when to move to get an edge on them. DC 15: you gain a +4 bonus to initiative for the rest of the encounter*; you may make one additional swift action this round DC 20: you gain a +6 bonus to initiative for the rest of the encounter*; you may make one additional move action this round DC 30: you gain a +8 bonus to initiative for the rest of the encounter*; you may make one additional standard action this round *If you use this ability more than once in an encounter, only the highest bonus to initiative counts Trigger Finger Time: Swift action DC 15: Increase the threat range of the ranged weapon you are using by 1 for one round DC 20: As DC 15, plus any ability that adds additional damage dice (such as Burst Fire or Double Tap) reduces their penalty by 2 for one round DC 30: As DC 20, plus any ability that adds additional damage dice (such as Burst Fire or Double Tap) adds twice as many dice for one round Twisting Charge Time: Free action DC 15: You may make a 90 degree (or less) turn as part of a charge DC 20: As DC 15, but you may make any number of turns DC 30: As DC 20, plus Tumbling does not cost additional movement speed Note: This ability may only be used as part of a declared charge. A successful AoO causes you to stop in place. Speedy Assault Time: Swift Action You can pick out and attack foes faster than the laws of physics allow. DC 15: Gain an additional attack at your highest bonus as part of a full round attack; all attacks suffer a -4 penalty DC 20: Gain an additional attack at your highest bonus as part of a standard or full round attack; all attacks suffer a -2 penalty DC 30: Gain an additional attack at your highest bonus as part of a standard or full round attack; no penalty |
| #3warcolonelMay 02, 2008 20:50:55 | (Reserved for Int, Wis, and Cha Powers) |