View Full Version : Jedi Powers
tiger
Mar 7th, '03, 10:17 AM
What would be the powers that you would give to a Jedi.
Here's what they have shown that I can think off
Mind Control
Telepathy - surface thoughts only
Missle Deflection
Telekinisis
Jumping, actually decided to by it as flight up and down, must land at end of phase
+ to SPD
Lightning Reflexes
What else would you add. The telekinisis or mind control could be use to choke someone. The only other thing I can think of is Vadar's reflecting of Solos blaster shot, which could be his armor as much as the Force.
Derek Hiemforth
Mar 7th, '03, 11:01 AM
Originally posted by tiger
Telepathy - surface thoughts onlyThis may have some kind of activation roll or something, because I always thought it was amazing that Yoda and Mace Windu at the end of The Phantom Menace could be talking about the evil Sith Lord, and standing right next to Palpatine, and not sense the waves of immense evil from three feet away. (Or perhaps that was just a plot oversight. ;) )
What else would you add.Danger Sense ("There's a disturbance in the Force..." "I've got a bad feeling about this...")
Precognitive Clairsentience with some kind of Limited Conscious Control Limitation ("Difficult to see. Always in motion is the future...")
Luck for Jedi, Unluck for Sith.
tiger
Mar 7th, '03, 12:35 PM
Originally posted by Derek Hiemforth
(Or perhaps that was just a plot oversight. ;) )
I'd say it's a plot ploy or "only able to detect evil in untrained jedis"
Danger Sense ("There's a disturbance in the Force..." "I've got a bad feeling about this...")
Plot ploy only. Notice it never did them any good
Precognitive Clairsentience with some kind of Limited Conscious Control Limitation ("Difficult to see. Always in motion is the future...")
Would show that they don't have it at all I would think. Again never shown to use this ability
Luck for Jedi, Unluck for Sith.
Don't see this at all
I was thinking of Sense Force. Jedi & Sith would also be able to hide themselfs as well. Something they have done in several movies. Obi wan detected Vadar, Luke detect Vadar, etc.
NuSoardGraphite
Mar 8th, '03, 12:45 AM
Originally posted by Derek Hiemforth
This may have some kind of activation roll or something, because I always thought it was amazing that Yoda and Mace Windu at the end of The Phantom Menace could be talking about the evil Sith Lord, and standing right next to Palpatine, and not sense the waves of immense evil from three feet away. (Or perhaps that was just a plot oversight. ;) )
Actually, this is an ability that the Sith have refined over the millenia...the abililty to be in plain site and remain hidden. Its effecitvely a snub aimed directly at the Jedi...the fact that the Sith is among them and they have no clue.
Agent333
Mar 8th, '03, 12:54 AM
Some stuff I picked up from Star Wars d20:
Animal Empathy: bonus to Animal Handling rolls. A higher level version might be purchasing Animals for your mental powers class of mind.
Dissipate Energy: A low level Force Field vs. ED only. Keeps a Jedi from being torn up too badly by blaster bolts or a lightsaber nick.
Speed: extra inches of running, probably with an increased END cost limitation.
Michael Surbrook did a cool version of Darth Vader for HERO, see if that gives you any more ideas.
http://www.devermore.net/surbrook/adaptionsmovie/darthvader.html
Vader has a Force Sensitive power that, with a little trimming, should do the trick for all that "I sense a disturbance in the Force." kind of stuff.
Lastly, I can't stress this enough, a copy of Star HERO if you don't already have one. It'll save you alot of guesswork I think (it certainly has for me).
May the Force be with you. ;)
BasilDrag
Mar 9th, '03, 12:54 AM
Originally posted by tiger
<snip>
quote:
--------------------------------------------------------------------------------
Danger Sense ("There's a disturbance in the Force..." "I've got a bad feeling about this...")
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Plot ploy only. Notice it never did them any good
Kept 'em from being (totally) surprised, which is all Danger Sense is supposed to do.
Got a Bad Feeling...
15 Danger Sense (15 pts), Out of Combat (+5), Intuitional (-5)
;)
--
"An unimaginable evil is a dangerous thing, and a great deal of it is merely good manners."
Rick
Mar 9th, '03, 01:52 AM
Yes the Lucas even said himself that the Sith's greatest power is that they can hide their presence. This is how they survived for one-thousand years W/out getting wiped out. Subtrafuge is a fabulous skill.
NuSoardGraphite
Mar 9th, '03, 01:57 AM
Lets look at various uses of Powers in the Star Wars movies (movies only) and compare them to Hero powers equivalents:
Episode-1:
Qui-Gon and Obi-Wan both sense that something was wrong shortly after Knute Gunray decided to kill them. [Mystic Danger Sense]
Qui-Gon and Obi-Wan wade into a squad of Battledroids laying waste to them seemingly with no effort whatsoever. [High speed...possibly speed aid. Skill levels with Sweep]
Both Jedi use Telekinesis to shove Battledroids out of the way. [Telekinesis. Energy Blast w/x2 knockback. Stretching with Invisible power effects; sight.]
The Jedi stand their ground against an entire squad of Battledroids firing blaster rifles at them. They deflect the bolts away and reflect several of them back at the attackers. Neither Jedi is hit even once during this action. [Missile Deflection/Reflection(beam weapons only) with bonus levels to deflect. DCV Skill levels(only while Missile Deflecting). Force Wall(does not block AE attacks)]
Qui-Gon Jinn attempts to cut through a solid metal door with his lightsabre...and does a good job at it. They close the (very heavy!) blast doors. Qui-Gon shoves his lightsabre though the blast door, attempting to heat it to the point of melting. The blast door is glowing red hot and beginning to melt in the center...the point nearest the lightsabres blade. The heat is hot enough to burn cloth/skin/hair within 6 or 7 inches of it. Qui-Gon's hands are mere centimeters from the extremely hot blast door, yet the heat does not seem to bother him in the sleightest. A precedent for Energy Absorbtion/Dissipation. [LS:Immunity to Heat. Damage Reduction(energy). Energy Damage Resistance.]
Droideka's appear before Qui-Gon can melt through the blast door. The Jedi can't reflect blaster bolts into the droids because of their energy screens, so they flee at SUPERSPEED to escape the enhanced battledroids and come up with a plan. [Enhanced running. Aid to running. Aid to Speed. Increased noncombat multiplier for running.]
On Tatooine, Qui-Gon attempts to use the Jedi Mind Trick to convince Watto to sell them a part for their starship at a severely reduced price. It fails however because Watto is a Toydarian. [Mind Control(not vs Ego 15+).]
Qui-Gon tries to convince Watto to bet Anakin on the outcome of the race, but Watto counters with either Anakin OR his mother depending on the random roll of his chance cube (obviously loaded). Qui-Gon waves his hand and affects the outcome of the dice roll. [Telekinesis; Fine Control. Luck.]
Darth Maul is bearing down on Qui-Gon and Anakin swifly. Qui-Gon detects this and yells for Anakin to "Get Down!" and readies his Lightsabre for combat. [Danger sense]
Whew! So many!
More to come later...
James Gillen
Mar 9th, '03, 08:03 AM
Originally posted by NuSoardGraphite
Actually, this is an ability that the Sith have refined over the millenia...the abililty to be in plain site and remain hidden. Its effecitvely a snub aimed directly at the Jedi...the fact that the Sith is among them and they have no clue.
And when you're decked out like Vader or Maul, the fact that you can't be detected as "Dark Side" is a bit irrelevant. :p
JG
ShadowRaptor
Mar 9th, '03, 11:24 PM
Here is something to check out if you are planning on doing something like a Star Wars HERO game:
http://www.sysabend.org/champions/campaigns/StarHeroWars/CharacterGeneration.htm
I hope the link works...it works on my computer.
theltemes
Mar 10th, '03, 06:24 AM
You should also check out:
SWRPG Network (http://www.swrpgnetwork.com)
It has a lot of Star Wars info. It's designed for the WEG d6 and WotC d20 Star Wars, but is very useful nonetheless.
:cool:
tiger
Mar 10th, '03, 08:03 AM
Originally posted by ShadowRaptor
http://www.sysabend.org/champions/campaigns/StarHeroWars/CharacterGeneration.htm
I don't know if I totally like the VPP system. Beside being quite expensive for a heroic setting there has only been a handful of force powers shown.
<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">25  </td><td><b><i>Force Powers: </i></b>Multipower, 25-point reserve </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>1) <b><i>Power Over Weak Minds: </i></b>Mind Control 5d6 (25 Active Points) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u  </td><td>2) <b><i>Str, Of Mind: </i></b>Telekinesis (16 STR) (24 Active Points) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u  </td><td>3) <b><i>Read Surface Thoughts: </i></b>Telepathy 5d6 (25 Active Points); Surface Thoughts only (-1/2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">3m  </td><td>4) <b><i>Great Jumping Ability: </i></b>Flight 12", Only to move up or down (+0) (24 Active Points); Must Land At The End Of The Phase (-1/2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u  </td><td>5) <b><i>Quick Hands: </i></b>Missile Deflection (Any Ranged Attack), Hardened (+1/4) (25 Active Points); Must Have Jedi Weapon (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u  </td><td>6) <b><i>Quick : </i></b>Lightning Reflexes: +5 DEX to act first with All Actions (8 Active Points) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>7) <b><i>Quick Of Mind: </i></b>+2 SPD (20 Active Points) (added to Primary Value) </td><td valign="top" align="right"></td></tr></table><br>
Now this is merely a start. I have seen the energy dispersion idea. The only time this was shown was when Han shott at Vadar and that could be Vadar's armor as much as anything else. I'm still trying to think if they every showed something else in the movies. Danger Sense and Procog has been mentioned but they never showed either in the movies.
I do think that a perk would be need to use/sense the force and perhaps a force skill as well
Peregrine
Mar 10th, '03, 08:04 AM
On the OLD, old boards (back in the Days Of Which We Do Not Speak), someone posted the idea that the infamous 'Jedi Mind Trick' ('JMT') was, in fact, PRE 'Only to do Presence Attacks'. The supporting points were (if memory serves correctly) that the 'only works on the weak willed' limitation of the JMT is perfectly reflected by the Presence Attack working against the stronger of PRE or EGO, and the effect of the JMT is nicely modeled by the effects of a Presence Attack. The SFX of the JMT Presence Attack is, of course, much more subtle than what we normally associate with a Presence Attack, but doesn't SFX make all the difference sometimes?
tiger
Mar 10th, '03, 09:18 AM
Originally posted by Peregrine
On the OLD, old boards (back in the Days Of Which We Do Not Speak), someone posted the idea that the infamous 'Jedi Mind Trick' ('JMT') was, in fact, PRE 'Only to do Presence Attacks'.
I don't understand that concept. The mind trick force them to do as your wish thus mind control.
There has been the concept that it will only work on egos of 15 or less. I fail to see this idea either. Their were only 2 people that it didn't work on. Jabba and the Junkman. I would think that mental defense would be more accurate than just a ego.
Derek Hiemforth
Mar 10th, '03, 10:44 AM
Originally posted by tiger
Their were only 2 people that it didn't work on.If you want it to work on nearly everyone who isn't a Jedi or racially immune, then you're going to need a whole lot more Mind Control than the paltry 5d6 you have listed above. The two big examples of the mind trick in action we see in the original trilogy (Obi-Wan convincing the Stormtroopers to leave them alone and let the droids go, and Luke convincing Jabba's aide to take Luke to see Jabba) are both things that the targets would normally be against doing. (Stormtroopers would normally be against freeing people they'd been ordered to look for, and Jabba's aide would normally be against breaking Jabba's orders and bringing a Jedi within lightsaber range.) That's an EGO+20 effect. To get an EGO+20 effect on even someone with a 10 EGO and no Mental Defense, you'd have to roll all 6's on a 5d6 Mind Control, making your chance of success virtually nil.
Lets' assume that the mind trick can't be used to make people do things they're violently opposed to (no EGO+30 effects). To be reasonably assured that you could get EGO+20 effects on people up to 15 EGO or so (above which you might start running into Jedi and potential Jedi), and get them without failing very often, you'd need to have about 14-15d6 of Mind Control. (You need to roll 35 for the desired level of effect on a target with a 15 EGO and no Mental Defense, plus you want to be sure you'll roll 35 almost all the time. At 14-15d6 of Mind Control, you'll succeed in rolling 35 or more about 98% of the time. If you're willing to drop that to about 95%, you could go with 13d6.)
tiger
Mar 10th, '03, 11:40 AM
Originally posted by Derek Hiemforth
If you want it to work on nearly everyone who isn't a Jedi or racially immune, then you're going to need a whole lot more Mind Control than the paltry 5d6 you have listed above.
Well the multipower is the low end or new jedis. I worked up 3 25pt, 35pt and 50pt.
It would also depend on how the GM would want to rule about it. The troppers asked Obi-wan how long they had the droids first. Meaning they were to keep their eyes out but weren't exactly sure what droids they were looking for so a ego +10 could work.
I can see the need for a 20+ego for jabbas aid. Then again Luke wasn't taken into Sabre range either. He was across the room from jabba. Luke thought he could use the force on Jabba. So again a 10+ego rule could gain you entrance into jabba "throne" chamber to talk to jabba.
Obi-wan would have the 50pt multi-power (10d6)or maybe even stronger. Luke would have atleast had the 35pt multi-power (7d6)by that time.
AnotherSkip
Mar 12th, '03, 06:42 AM
hmmm you could even buy your PRE attack with a no consious control(-1/4, GM Select plot points only) and must achieve an additional +10 to be undetectable(say-1/2).
you could even boost it with a subtle Pre Drain.
Rather than mind control.
besides these uses of JMT don't really seem to be carried on over, they can be countered by another PRE attack (Jabba vs his subordinate). There also does appear to be no real long term lasting side effects.
Dang im still split on this issue.
dbsousa
Mar 12th, '03, 07:51 AM
Originally posted by Derek Hiemforth
The two big examples of the mind trick in action we see in the original trilogy (Obi-Wan convincing the Stormtroopers to leave them alone and let the droids go, and Luke convincing Jabba's aide to take Luke to see Jabba) are both things that the targets would normally be against doing.
I have always used these examples as a classic example of how to properly use Mind Control. Had Obi-Wan said "Ignore these Droids", the stormtroopers would have indeed been resistant. but he didn't. He said "These aren't the droids you're looking for..." he told the stormtrooper exactly what he wanted to hear: he was doing his job, doing it well, and that he had decided that these weren't the droids.
Luke did the same thing. He convinced the aide that not only did Jabba want to let him in, but that he would reward the aide for doing so. Both are examples of roleplaying to move a result from "generally opposed" to "not opposed" or even "likely to do"...
ShadowRaptor
Mar 14th, '03, 01:43 PM
besides the ones above, are there any other good hero websites that dwell into psionics or jedi like powers? well, to ask as an offshoot, are there any good fantasy websites also that have a good listing of magic spells?
ShinDangaioh
Mar 15th, '03, 05:19 AM
Don't forget that an active force user has unluck when near a pit. :)
Obi-Wan died after crossing a pit
Luke lost his hand over a pit
Luke had his bionic hand damaged when near a pit
Palpatine died by being thrown down a pit
Vader died after throwing Palpatine down a pit
Qui-Gon and Darth Maul died in a room with a pit
Which begs the question, how do handle unluck that only applies part of the time?
GamePhil
Mar 16th, '03, 11:52 AM
Originally posted by Derek Hiemforth
If you want it to work on nearly everyone who isn't a Jedi or racially immune, then you're going to need a whole lot more Mind Control than the paltry 5d6 you have listed above.
Not necessarily a lot more dice, though, The Force can have a powerful effect on the weak minded, which could imply that most people have a Vulnerability to the power.
Or not, as the case may be.
Champsguy
Mar 17th, '03, 12:55 PM
Originally posted by dbsousa
I have always used these examples as a classic example of how to properly use Mind Control. Had Obi-Wan said "Ignore these Droids", the stormtroopers would have indeed been resistant. but he didn't. He said "These aren't the droids you're looking for..." he told the stormtrooper exactly what he wanted to hear: he was doing his job, doing it well, and that he had decided that these weren't the droids.
Luke did the same thing. He convinced the aide that not only did Jabba want to let him in, but that he would reward the aide for doing so. Both are examples of roleplaying to move a result from "generally opposed" to "not opposed" or even "likely to do"...
Exactly. Luke didn't say "Here. Shove this grenade down Jabba's throat while he's sleeping." When Obi-Wan was sneaking around on the Death Star, he didn't say "Hey stormtroopers, you should go shoot Vader in the back of the head when he's not looking."
Thus, they can't often achieve +30.
(I'm not saying that having stormtroopers try and kill Vader would have worked, but it wouldn't have stopped me from sending a buttload of morons to irritate Vader)
ShadowRaptor
Mar 19th, '03, 10:30 AM
I just thought of this and I was trying to come up with an idea but my mind is just getting free of taking my last finals early this morning... how can you handle the dark side/light side aspects of the Force game mechanically using the Hero sytem?
tiger
Mar 19th, '03, 11:28 AM
Originally posted by ShadowRaptor
how can you handle the dark side/light side aspects of the Force game mechanically using the Hero sytem?
To an extent it's disadvantages more than different powers. Yodi even mentioned that it's not stronger just quicker.
On could easily add some more "evil" type powers though. So far only the emperor has shown a RKA/EB but you could give the othe Sith lords this ability.
A lot of it is how they use their powers as opposed to what powers they have.
A jedi would use the mind trick to help him achieve a goal. Such as Obi-wan using it to get away from the stormtroopers.
A Sith lord would use it to force a person to do something and bend them to their will.
tgaptte
Mar 20th, '03, 01:33 AM
PRE attacks can be used to cause a target to change their mind...it's more a strong suggestion that may sway a target o behave a certain way, rather than "control"
Tim
>>>
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Originally posted by Peregrine
On the OLD, old boards (back in the Days Of Which We Do Not Speak), someone posted the idea that the infamous 'Jedi Mind Trick' ('JMT') was, in fact, PRE 'Only to do Presence Attacks'.
--------------------------------------------------------------------------------
I don't understand that concept. The mind trick force them to do as your wish thus mind control.
There has been the concept that it will only work on egos of 15 or less. I fail to see this idea either. Their were only 2 people that it didn't work on. Jabba and the Junkman. I would think that mental defense would be more accurate than just a ego
<<<
tiger
Mar 20th, '03, 07:27 AM
Originally posted by tgaptte
PRE attacks can be used to cause a target to change their mind...it's more a strong suggestion that may sway a target o behave a certain way, rather than "control"
Yes it can, but a presence attack by nature, and most write-ups, is basically puffing out your chest and showing how tough/scary you are. The Mind trick isn't anywhere near that.
Osprey
Mar 20th, '03, 01:27 PM
Originally posted by ShinDangaioh
Don't forget that an active force user has unluck when near a pit. :)
Obi-Wan died after crossing a pit
Luke lost his hand over a pit
Luke had his bionic hand damaged when near a pit
Palpatine died by being thrown down a pit
Vader died after throwing Palpatine down a pit
Qui-Gon and Darth Maul died in a room with a pit
Which begs the question, how do handle unluck that only applies part of the time?
Disadvantage: Hunted by Pits?
psychoph
Mar 22nd, '03, 11:30 AM
Some other good powers that come out of the star wars books are:
Energy absorption which Coran Horn has the ability to use.
Pre Cognition or Visions
Dark Side Powers would be like:
EB Lightning
Mind Control
I am new to the hero system but converting Star wars over to it is what I have set out to do. Does anyone know any where I can get species templates for star wars for Hero Designer? If not I will be working on developing them as well as profession templates.
Peregrine
Mar 23rd, '03, 06:57 PM
Originally posted by tiger
Yes it can, but a presence attack by nature, and most write-ups, is basically puffing out your chest and showing how tough/scary you are. The Mind trick isn't anywhere near that.
While that is the stereotype Presence Attack, perusal of FRED (pp. 238-239) suggests that a Presence Attack can be more subtle. "Out of combat, characters can use them to persuade, inspire, or interrogate NPCs." (Emphasis mine.) Later, "A character could use a Presence Attack to... persuade someone to help him." I have no problem with the SFX of a Presence Attack being something along the lines of the JMT, especially since the Jedi appear to be weak telepathically.
tiger
Mar 24th, '03, 07:36 AM
Originally posted by Peregrine
While that is the stereotype Presence Attack, perusal of FRED (pp. 238-239) suggests that a Presence Attack can be more subtle. "Out of combat, characters can use them to persuade, inspire, or interrogate NPCs." (Emphasis mine.) Later, "A character could use a Presence Attack to... persuade someone to help him." I have no problem with the SFX of a Presence Attack being something along the lines of the JMT, especially since the Jedi appear to be weak telepathically.
Yes, but there is a big difference between persuade and force. The mind trick forces people to do things. While Jedi's would definately be able to do these things, the mind trick forces them to do set things. Thus it would be mind control.
Peregrine
Mar 24th, '03, 09:28 AM
And how do you see the Jedi using force rather than persuasion? The most 'forceful' use of the JMT I've seen was in AOTC when Anakin tried to 'force' the assassin to reveal her employer. Add to that the Jedi philosophy, which is to use force as a last resort, while the JMT is commonly used as a 'first resort' when non-Force use has failed. I think that the JMT is a persuasive ability, rather than a 'take control and force compliance' ability.
tiger
Mar 24th, '03, 11:30 AM
Simple - Commonsense
When you persuade someone to do something they don't repeat what you say. It's just Oh! your right and then they move on.
Paraphrasing:
Obi-wan: These aren't the droids your looking for
Stormtrooper:These aren't the droids were looking for
Luke: You will be rewarded for this
Jabba's Aid: I will be rewarded for this.
Paraphrasing again:
And in Episode 1 the junkmans answer was why would I want to do that?
Both examples would be forcing someone to do something not persuading
These are examples or attempt at controling their minds not persuading them to do something.
Mavnn
Mar 25th, '03, 03:52 AM
While I agree with both your logic and your conclusions, I don't see that making much difference to which mechanics you can choose to use. After all, against NPCs Mind Control and skill or PRE based Persuasion are pretty much the same thing mechanics wise (make some dice rolls, with penalties based on how opposed the person is to the course of action - if you succeed, they do what you want).
Given the limits that seemed to be implied on the JMT, I think PRE would do a fairly good job of representing it - although I might want to add a -1/4 Mental Defense adds to PRE/EGO limitation on the PRE boost.
Michael
tiger
Mar 25th, '03, 07:53 AM
Another thing to consider is the MInd Trick suppose to only work on weaker minded people.
Presense attacks pay no attention to weak or strong minds. This would also lead one to beleive that it is more inline with Mind Control.
Peregrine
Mar 25th, '03, 09:46 AM
Originally posted by tiger
Another thing to consider is the MInd Trick suppose to only work on weaker minded people.
Presense attacks pay no attention to weak or strong minds. This would also lead one to beleive that it is more inline with Mind Control.
Beg pardon?
"The total of the Presence Attack is compared to the defender's PRE or EGO (whichever is higher)..." (Emphasis mine.)
EGO is the best single measure of strong/weak mind available in the HERO System, and PRE definitely has some mental-psychological aspect in addition to the obvious physical component. Thus, a person who is 'weak-minded' is one who has a lower EGO and PRE, thus rendering them more easily affected by a Presence Attack.
In the end, though, it comes down to 'what works best in my/your campaign.' If you use Mind Control to represent the JMT, I'm not going to tell you that you're doing it wrong. Truth is, I'm still undecided, as both a Presence Attack and a low-effect (EGO or EGO + 10) Mind Control can achieve the effect shown in the films. The 'weak-minded' aspect of the JMT is easily represented by lower EGO and PRE, and fits either construct.
tiger
Mar 25th, '03, 03:21 PM
Yep forgot the EGO can be used. However if you look at the effects none list anything that is remotely like the mind trick.
Now while at the moment the only Hero system I have is the PDF for 4th edition. I don't recall reading anything in FRED that makes it sound like you can do a presence attack and NOT have the target know that you did something to effect them. Be it command or knocking a wall over etc.
Locially if you base it on PRES there would be no reason why a non-jedi couldn't do the same ability. After all anyone can do a presence attack, while not everyone can do a mind control attack. Although a GM could rule that a Jedi would receive extra dice in a presence attack.
As a player I would have a problem with this however. After all a presence attack is based on exactly that, your presence. If you give Jedi's extra dice then it there presence would be preceiveable by others. So it would be easy to spot a Jedi, something that isn't easy to do if they are trying to hide who and what they are.
But if your gonna give a character a ability/power that is limited in access then they should pay points for it. Presence attacks are free.
But as you said it's based on you campaign. It comes down to how you want to handle powers and abilities in your campaign. It's all about fun and enjoying the game. If it's easier and more enjoyable to make it a presence attack then that's they way you should do it.
Mavnn
Mar 26th, '03, 02:24 AM
To be honest, I was assuming the JMT would be a temporary boost to PRE in some kind of framework (although a Jedi should have a fairly impressive PRE anyway, in my opinion).
And remember, other characters can do what the Jedi do, just with a different special effect - they can be the lovable rogue who can convince anyone of anything, for example.
Largely, it all depends on taste :).
Michael
rayoman
Jul 11th, '03, 07:42 PM
Without debating my choices I have attached a Hero Designer File that contains various Force Powers. Some of them I have taken from this thread and another thread or some websites. I maintain that I am trying to stay within the movies for my campaign (at first). I am not modeling the WEG version or the D20 version, however some of the powers may contain the same name as those models.
I have included Locate Mind as a Force Power. I have done this so I would not have to include Megascale on the Mental Powers. I also include this so I can explain Vader using Force Choke on Admiral Ozzel in The Empire Strikes Back. I think when I get to Force Choke that I may just make it a RKA, BOECV, Indirect attack. Would this work for a Force Choke?
Enjoy the powers.
RayOMan
rayoman
Jul 14th, '03, 06:55 PM
I posted the Force Powers for those without Hero Designer in another thread. Here is the link to that thread.
http://www.herogames.com/forums/showthread.php?s=&threadid=5344&perpage=15&pagenumber=2
BoneDaddy
Jan 15th, '04, 02:12 PM
an argument in favor of PRE attacks for the JMT. The JMT is immediate and temproary. You cannot JMT someone to do anything that takes more than a few seconds. Thus, the PRE attack is more suited. Make the PRE cost END to use, require a skill roll (force manipulation), gestures, whatever floats your boat.
"These aren't the droids your looking for," and "you will be rewarded" are forms of persuasion. This looks like a classic presence attack. That it is done so casually indicates that it is a LOT of presence.
my $.02
BoneDaddy
Jan 15th, '04, 02:14 PM
Peregrine - I was out of the loop for a while. What happenned at the end of the Days Of Which We Do Not Speak?I seem to recall a barbarian invasion of some sort...
BoneDaddy
Jan 15th, '04, 04:15 PM
on the Hero System Discussion Board, Lord Liaden has posted a link to an essay about the use of HUGE presence.
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